Hey everyone,
the latest version of Heroes of Fortunia, update 0.4.0 is now live. Be sure to download it in order to keep playing. This update adds the Wizard as the third playable hero, a new game mode, as well as some other changes. Below you will find a full list.
New Features
- The Wizard has made his way into the dungeon. He excels at controlling large groups of minions, but lacks the single-target damage to reliably deal with single high-health minions. His large mana pool and high-cost skills make him difficult to master, but when played properly, he can be truly devastating!
- Dungeon challenges have arrived! Every week there will be a different challenge, which will reward 2,000 gold once you complete it successfully. While this reward can only be claimed once per week, you are free to repeat the challenge as much as you like, and try to secure a spot on the challenge leaderboards by completing it as fast as possible!
Note: The first challenge will start on the coming Wednesday.
- Minions now drop health globes that will persist for 10 seconds after their death.These health globes will restore 1% of the attacking hero's maximum health when picked up, for every defense rating. So for example, a minion with a defense rating of 4 will drop a healing globe that will restore 4% of the attacker's maximum health.
Note: Summoned minions, such as the Arms of the Damned or the wizard bats, will not drop any healing globes.
- The placement indicator for minions & traps has now been streamlined and properly indicates whether or not a trap is in a proper position.
- The targeted/hovered minion now shows its actual health & maximum health on top of its health bar. This is important information for those of you who will be playing the Wizard!
New Components:
- Fake Door (common trap): 1 defense rating. Won't open.
- Gloom Hound (epic minion): 3 defense rating, 2 attack, 1 health. On Death: Cause all other nearby minions to also engage. Does not work on minions with similar effects.
- Unholy Defender (epic minion): 4 defense rating, 2 attack, 1 health. Engage: Creates a soul bond with the nearest minion, redirecting all damage this minion takes to the bonded minion until it dies.
- Marok, the Summoner (legendary minion): 30 defense rating, 3 attack, 310 health. Boss.
Marok, the Summoner
The latest boss makes his way into the dungeon! This scary skeleton doesn't just summon Ghosts, but he also starts to bring down armageddon upon anyone who is brave enough to bring him down to 50% health. That's right, this boss has an enrage effect that will make you sweat.
Marok will either be the hardest or the easiest boss for you. If you manage to keep your focus and track his abilities, this encounter will be a cakewalk for you, but if you get lost in the visuals of his attacks and make a couple wrong steps, things can snowball out of control very quickly!
Lucky for you, the very first Dungeon Challenge which is scheduled to begin next Wednesday features Marok as the final boss, so you'll get to have as much practice as you need before facing him in ranked play!
Balance Changes
The Knight:
- Magma Shield: No longer restores any health. Maximum damage absorbed increased from 15 -> 23.
- Stomp: Damage increased from 2 -> 5.
- Potion of Flames: Startup time reduced from 2s -> 1s.
The Archer:
- Potion of Swift Healing: Healing increased from 8 -> 12.
Over the course of version 0.3.0 we've noticed that the Knight was much stronger than the Archer when played optimally. In regular situations we would just buff the Archer instead, but unfortunately the Knight's optimal playstyle required the player to play very careful and surgical, to the point where many attacks would take upwards of 20 minutes.
In a game centered around watching replays of attacks against you, the issue becomes pretty obvious. The removal of the Knight's healing on his shield means that he will no longer be able to heal off of things like spike traps, but it also gets rid of his self-healing entirely.
For this reason, we've decided to buff his other skills a little bit, so he can stand his ground against groups of minions, and still absorb as much damage as he would otherwise have healed for. Plus, bearing in mind that healing globes work with maximum health percentages, he naturally gains more health from them than the other heroes.
As for the Archer, we've felt that the new potion was a good step in the right direction, but it didn't feel quite impactful enough. The increased healing should more easily bring him back from the brink of death and allow him to deal meaningful damage.
Components:
- Mist of the Damned: Arm damage reduced from 3 -> 2. Arm health reduced from 15 -> 10.
- Immunity Tower: No longer grants full immunity, but instead reduces damage taken by 90%. This change was necessary in order to combat certain setups where an enemy would get trapped near the tower, but will leave more regular setups intact, as attacking the enemy protected by the tower is still undesirable.
- Dagron the Undying: Health increased from 210 -> 290. With the addition of healing globes, players will now on average have a larger amount of health when encountering this foe. We felt that as it stood during 0.3.0, encountering a boss wasn't the meaningful experience it was meant to be, so by lengthening the encounter just a little bit, we are trying to rectify that.
Other Changes
- Treasure chests will now prioritize legendary components you do not yet own, and will only start awarding duplicate legendary components once all legendary components have been collected.
- The maximum daily bonus has been reduced from 25 -> 20, but instead of denying all rewards after the cap has been reached, players can now continue to earn a small amount of gold for every successful attack (casual, ranked or dungeon challenge).
- Maximum defense rating increased from 280 -> 320.
- Dagron the Undying's projectiles should now be rendered correctly under all circumstances.
- Fixed an issue that would permit the placement of components in invalid positions. The game wouldn't let you publish your dungeon like that anyway, but it created some odd situations.
- Fixed an issue that would sometimes cause the Knight's stomp ability to be rendered improperly.
- Fixed an issue where clicking the "Play Casual" button more than once would sometimes bring down armageddon and break the mainframe of the cybersphere. This was the cause of some users reporting they had received an attack result that linked to a different replay.
- Fixed an issue that would cause SteamVR to open for some users when starting the game. (we're not sure if this is 100% fixed to be honest, since this one was kinda complicated, so if the issue still persists, please let us know asap so we can look at it again for 0.4.1!)
Replays recorded on previous versions are not compatible with 0.4.0 and have therefore been removed from your attack log. As this is a pretty big update for EA, we are definitely expecting there to be some bugs, so please do share them with us if you find them, either using the Steam community forums or the in-game feedback form so we can look into things asap for 0.4.1!
Changed files in this update