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Heroes of Fortunia update for 23 April 2019

Version 0.4.1: Heroes are OP!

Share · View all patches · Build 3762560 · Last edited by Wendy

Patchnotes via Steam Community

Hey everyone,

this is just a quick follow-up update to fix some bugs from 0.4.0, as well as introduce a couple features that barely didn't make the initial cut. While replays won't break in this update, you will notice some odd behavior in older replays due to the way the new hero skills work. This is expected and absolutely fine though.

Balance Changes

This update tweaks every hero a little bit in order to make them much stronger. What we have planned in terms of minions & traps for the future requires a robust set of protagonists in order to deal with these challenges, so in this update we are taking things to the next level by making everyone OP.

Of course, this will very likely throw a lot of balancing out of the window, and we are aware of that. This is why we will be looking at statistics and monitoring player replays even more closely than we have before, so we can balance things out nice and tidy for the upcoming 0.5.0 update!

Full Changes:

  • All Heroes: Maximum health increased by 50%.
  • All Heroes: Maximum mana increased by 50%.
  • All Heroes: No longer passively regenerate mana, but instead regain 1% of their maximum mana for each successful auto-attack against a worthy enemy. Healing globes also restore mana, following a similar formula as for health.
  • Knight & Wizard: Movement speed increased from 320 -> 450.
  • Archer: Movement speed increased from 450 -> 480.
  • Knight: Added the "Radiant Dash" ability.
  • Archer: Added the "Shadowstep" ability.
  • Wizard: Added the "Lightning Shield" ability.
  • Wizard: Psychic Blast's healing effect now only triggers on worthy enemies.
  • Archer: Multi-shot damage per arrow increased from 2 -> 3.
  • Knight: Basic attack damage increased from 5 -> 6.
  • Wizard: Psychic Blast damage increased from 9 -> 11.
  • Knight: Fissure damage increased from 12 -> 14.
  • Knight: Magma shield cooldown reduced from 15s -> 12s. Mana cost reduced from 20 -> 12. Maximum damage absorbed reduced from 30 -> 20.
  • Wizard: Reduced vulnerability after the usage of Cone of Frost.
  • Wizard: Basic attack range reduced from 600 -> 500. Psychic Blast range reduced from 650 -> 590.

Worthy Enemies?

Minor enemies which are more annoyances than they are actual enemies have now been given the title "unworthy enemies". Those include things like the wizard bats, and the arms of the damned. Unworthy enemies don't trigger certain special effects, like the Wizard's Psychic Blast heal for example.

Auto-attacks against unworthy enemies also don't restore any mana, so any incentive to camp mists of the damned is now completely abolished.

NOTE: This is not to be confused with "summoned enemies", as the Ghosts that are summoned by the Haunted Tomb are summoned (= they won't spawn any healing globes), but they are worthy enemies, so auto-attacks against them will restore mana, and the Wizard's Psychic Blast will heal against them, so keep that in mind when designing your dungeon!

New Components

  • Enchanted Furnace (common trap): 3 defense rating. Looks just like the regular old furnace, but packs a surprise!

Other Changes

  • When using the left mouse button to move, you are no longer able to accidentally target an enemy by hovering over them.
  • When using the left mouse button to target an enemy, you are no longer able to accidentally stop targeting them by moving the cursor away mid-click.
  • Dagron the Undying & Marok the Summoner now enter stealth mode during their intermission phase, meaning they cannot be accidentally targeted anymore.
  • Being frozen or otherwise incapacitated now correctly prevents any abilities from being cast.
  • Stealth minions will no longer unstealth when frozen. They will, however, still re-stealth if you move away from them. This is being looked into for 0.5.0.
  • If your hero's or an enemy's health is between two numbers (such as 0.4), the bigger integer will now be displayed (1 instead of 0). This caused some confusion among Wizard players who were surprised when their flaming orb didn't properly re-trigger.
  • Reduced the collision box size on Haunted Tomb.
  • Marok the Summoner will now correctly cast all abilities even if a path to the attacking hero cannot be found.

Please do let us know what you think of these changes either in the Steam community forums or using the in-game feedback form. The next update (0.5.0) will bring some social features to the game, as well as leaderboard seasons and seasonal rewards, so stay tuned for that!

Heroes of Fortunia Content Depot 963291
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