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New patch is out! Version 2.2!
Discuss!
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>>1089292
Nah
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>>1089292
the AI sucks and there is no online play so i dont see the point in playing
combat is retarded too
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How do i make Decay work without resorting to the Devour vampire hero
Bonehead actually works sort of because Archery and Legion work on lich attacks and lich skellies respectively but that seems to only get me so far-- so that would only serve as a starter hero to hand off later on to the devour hero
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>>1090211
I play Hardcore dif and I think any hero is viable for Decay. Tough I agree caster heroes are much worse as starter because Decay is just so damn mana hungry to reanimate after battle while caster heroes needing to cast to do it mid battle.

I usually try to play the macro game instead. Apart for going up to Champion statue before hiring 2nd and 3rd hero I usually instantly build Soul Beacon and Soul Transmuter before any major fight. They fill similar role to the Infirmary but they are better and undead cannot be healed.

I pick spiders instead of zombies for the slow effect. Later I switch to Rot walkers instead of spider because they are waaay tankier and frontline is better becasue I have skelly archers and other ranged.

For example Fearcap has both Bloodwarping and toxicology. Bloodwarping is very good for Decay because you inevitably be loosing tons of random trash troops so at least their deaths can be used for gaining power. And Toxicology I personally just consider it a busted ability especially combined with slow. It instantly poisons at the start of the battle and poison doesn't expire, messes up, positioning by knocking targets away and it is mana free.

I just stand back like a coward and let them come to me while the poison keeps ticking. Fearcap starts the game with the Summon Frogs spell which is great to keep the enemy distracted and let the poison keep ticking longer before they actually reach my forces.

Then I try to time the city building and army management for a break at the last day of week 2 since garrisons get stronger at the first day of the week.
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>>1090518
>Bloodwarping is very good for Decay
Can undead creatures be bloodwarped?
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>>1090577
Yes you can. What is strange compared to Heroes3 is that Undead are affected by the morale stat while at the same time being immune to fear by nature. While at the same time they made morale add fear resistance since Delirium had such and overwhelming number of different fear effects.

The patch notes said that negative morale on units can cause them to go panic in the same way as positive morale can cause them to go high morale mode. But is there even way in the game to have negative morale? I have never seen negative morale in game before.
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>>1089292
I wanted to try this out but the mixels make me want to vomit.
How can anyone try 'pixel art' like this? It's extremely simple to keep the same pixel size across the whole game, literally hundreds of indies did this already, why couldn't they?
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>>1090588
why the fuck can delirium style all over undead anyway? It looks fucking weird to see skeleton soldiers running in terror from delirium terror debuffs
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>>1091133
>why the fuck can delirium style all over undead anyway?
They can't anymore thankfully, latest patch made "undead" its own creature trait (as it probably always should have been.) That makes undead creatures immune to fear.
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Which magic school is actually good to put skillpoints into and build a mage around? RNG choosing which spells you get on levelup or when buying a magic building kind of fucks any kind of planning on what will be in your hero's spellbook..
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>>1090588
>The patch notes said that negative morale on units can cause them to go panic in the same way as positive morale can cause them to go high morale mode. But is there even way in the game to have negative morale? I have never seen negative morale in game before.
Don't think so.
Also checked.
It's not like mixing creature types lowers morale. So idk.
>>1091527
earth, air, whatever you need. summoning is broken as shit, so yeah.
>>1089292
what's even different? are mercurials still broken as fuck? another 5% hp nerf won't change anything.
>>1089364
it really needed multiplayer or something. and yeah combat was neat at first but seems really lame now.
the game did its job though, it got me to reinstall homm3 and play an actual good game instead. for that it gets the "quake champions" award of
>there might actually be a good game somewhere buried underneath all these terrible design decisions
>it will never be realized, so go play the better game from 20 years ago
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>>1091527
Spells appear randomly that is just how the game was made. With the difference of some specific ones like Town Portal which is automatically given out by the guild of mages at a certain level.

Also if your hero has one of the spell schools in their skill tree it will automatically teaches the hero a spell of that school if you pick up a level on it, so it does help you.Wisdom gives you a % for learning spells upon level ups and Summoning also teaches you a summon spell.

Then again if you look at the Lexicon the four magic schools were all built to be generalists, each has both damage spells, summons, buffs, debuffs etc. Some are slightly better in one of those roles than others but neither are strictly focused on just one field. And multiple cities do give you a lot to work with. Some do stand out at certain situations like Destroy undead vs. Decay, Transform vs. Wild and so on.

Some faction's caster heroes have effects that trigger on casting a spell any spell will do so for those it is better to look for cheap spells you can spam during fight to keep the effect going.

For example Order's Blessing, Wild's Liifespark, Decay's Malediction, Tide's Conflux, Earthen's Grudge. All have an effect that happens after you cast a spell. Some of these are better with buff spells, like buff spells almost guaranteed to activate Malediction on the troops you put it on, blessing's effect does stack with buff spells and so on. It is pretty varied.
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Do you have any tips for a new player? I have played two games so far on normal difficulty and the game seems pretty straight forward.

I was wondering mainly about two things. Firstly can I reinforce troops manually or only when the battle pauses to let me do it? And second is there a way to select how many of a unit to field? It seems like I can either select all the units in a stack or drag them in one a time while holding shift. I wanted to use about half of a stack but it had 60+ units and I wasn't about to spend 2 minutes manurally dragging in 30 units one at a time.
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>>1096311
Have some guides Anon!
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>>1096311
from previous thread
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>>1096311
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>>1096311
>can I reinforce troops manually or only when the battle pauses to let me do it?
Only when the game prompts you, it happens when a certain number of troops are permanently lost versus the number your hero can field at once and it will not go over that. For example you cannot do that you send in normal troops wait for them to die and then send in different troops that have the power to resurrect them to resurrect them and the have both at the field to go over your troop cap.

>I wanted to use about half of a stack but it had 60+ units and I wasn't about to spend 2 minutes manually dragging in 30 units one at a time.
It is in the guides but SHIFT + clicking on a stack will split it in half you can then split those stacks to half a swell. CTRL+clicking will take a single unit from the stack.
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Played it for about a couple weeks.
Game rounds up to build your base/army in the first 3 weeks and hope you don't get rawdogged by 2 neighbour opponents at the same time
It could be better if it had some sort of diplomacy
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>>1096364
>>1096377
Thanks. So far I'm enjoying the game. The combat helps set this game apart from similar games like HOMM and AoW. It's more fast paced and games are quicker which I think is good for an indie game like this.
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>>1089292
redpill me on this game, is it worth grabbing?
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>>1097589
Are you looking for a more "streamlined" version of the heroes formula and do not mind the sometimes annoying pixel art then it is a great fresh air for just 18 bux. (Here I will mostly compare HH to Heroes3 becaude H3 is the most well known one)

Battles are quicker but way waaay more chaotic and harder to predict than H3 due to being real time with a pause option and you having only limited control of your units that are all being present individually on the field instead of having the classic unit stacks o na hex grid. Some people find this loss of control annoying some love the controlled chaos.

Because of the loss of control combat is also slightly more forgiving, there are several ways to regain lost units or gain extra units during/after combat depending on the faction/her/town. HH is geared more towards large stacks of lower tier units, high tier units, while powerful, do not make low tier units completely obsolete like in H3. Low tier units can still matter much even in the late game because army slots per hero are not limited, instead the total "power vale" of units a hero can field at once is limited. Heroes are also present on the battlefield like in H4 and can fight and take damage and their position can matter very much for some factions. Heroes "cannot die" in battle they are only KO'd and will retreat to your side of the battlefield and will regenerate their HP after a certain time this can happen multiple times as long as the battle is ongoing. Some spells can only be use while the hero is active but most can be used at any time.
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>>1097589
part 2 of >>1097678

While combat is chaotic and takes control away from you, the game gives it back to you elsewhere. In contrast to H3 where your hero picks 1 of two randomly offered skills from their pool on level up, in HH each hero have their own preset skill tree you can see, making it much easier to plan and build your heroes. The heroes do share a common pools of skills but they are distributed fairly differently on their skill trees and skills can level up to 5 instead of just 3. Each Faction has has 2 unique ones 1 for might heroes and 1 for magic heroes that they get at level one. Different skills are (mostly) balanced to be worthwhile to picks and remain useful during the whole game and they are geared towards the faction/hero But it doesn't stop there in HH magic items often also provide +1 level skills to heroes which they may not even normally have access to and to not take up a limited skill slot like in H3. Some skills can even influence the cost of hiring troops or the number of troops produced in town so army production rate is slightly less static and predictable than in H3.

The four magic schools are designed to be more "generalized" each school have at least few options for buffs/debuffs/damage/summons etc. The majority of spells are very strictly combat focused so they can feel quite same-y but each school have a few unique spells/effects. Much like in H3 spells are picked up randomly from mage guilds but one can have some control over it by picking up skills in the spell school they want.

Unlike H3, mana is a limited and precious commodity. Only the Arcane faction towns can instantly recharge mana, the vast majority of the time heroes have to make due with their natural mana regen which can be annoying but can make a difference between 2 fights. Thankfully many powerful spells (like say Town Portal) and faction specific spells cost no mana and instead have a cooldown per day(s).
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>>1097678
>>1097683
I've never played any strategy game in my life so that's why I asked
I'm still not sure about it
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>>1097760
It's as good a game as any to start with. If you want you can just play at easy difficulty and not worry about combat at all. Just press start and the battle plays out and then you can always increase difficulty when you figure out how the game works.

Matches are faster than other games in this genre so that might appeal to someone who is new. You can finish a game on a tiny map in one sitting.
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>>1097768
Also it's reasonable cheap so if you find that you don't like this type of strategy game you aren't out much.
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>>1097768
>>1097770
Thanks for the info, I'll give it a try and see how it plays
Thanks for the info btw
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>>1097782
Sorry, I'm drunk
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New Guide is out this time about Bodyguards because their mechanics are pretty obscure
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It seems like massed cheap units is a more efficient strategy than trying to focus on the high tier units.
I managed to get some really high power griffins but the early game felt harder because I tried to rush the griffin building and the hero skills didn't synergize with the units I had early game. When I finally got critical mass my army didn't feel stronger than usual anyway.
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If you capture an Arcane town that has the ziggurat upgrade as Delirium, you can park one of your Avatars on top of it to fully and automatically replenish your mana after every battle.
Pretty fun literally spamming high level spells with every hero and not having to worry about mana at all.
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>>1091609
>Quake Champions
that fucking feel exactly
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>>1099375
I think the main drawback was neglecting leveling the blessing skill, I think it is a fantastic skill. It is % based and stacks with other buffs so it buffs both high and low tier creatures by equal measure. It helps in the early game and it should directly transfer power to gryphons when you switch to them.
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>>1099375
I decided to try how it goes. I am playing on Hardcore dif.

I managed to hire the first gryphon hired on day 5 or week 2, the 2nd gryphon was spawned by Phenoee's mastery ability.

Granted I had to sell all resources and the kitchen sink to raise the money for it and I was even lucky because there was a neutral trade post so I didn't even have to build a marketplace.

The Golems in the army were created in a landmark the Paragons are freed hostages.

In battle the army has ridiculously quick speed they run around like ants on crack. Pheonee always starts the game with a Haste spell and the items give a total of +5 speed this should stacks with the haste spell and the Level 3 blessing which should be +75%.

Enemy stacks with mostly ranged units never stood a chance they were swarmed before they could fire arrows I barely lost a few militia. Even marksmen could just outrun enemies and kit them. Battles with fortifications were really hard tough because the movement speed was pretty much completely negated.

I will try to break at the end of week 2 but I think it will be a costly battle.
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>>1099940
There should be on option in siege battles to order your fliers and jumpers cross the walls.
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>>1099994
Isn't that what the Scale option does? They'll fly over instead of attacking the wall.
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>>1100013
He is correct, that is exactly what it does!
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>>1099940
Much later, day 4 week 4 and MASSIVE DEVASTATION!

I tested this fight with just 5 Seraphs the others are just mirages for meat shields. It was heavily mana intensive tough I had to keep casting cheap air spells rotating on Mirage, Force Field and Haste and even had to Holy light 2-3 times to keep all of them from dying. Thanks to constant Blessings the stats climb to big numbers.
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>>1100032
and here is the hero Pheonee with gear and skills right after that >>1100032 battle.
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>>1100037
screenshot cause I am retarded.
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>>1098506
>statue gives 1 free level of the Bodyguards skill
You sure? Because I remember hiring heroes who get a whole bunch of extra levels right away. However, you have to recruit a whole bunch of them for that, I think.
In fact, one of my fave things to do was getting a dozen or so heroes and sending expendable free troops at the enemy while avoiding wasting regulars (after all, the bigger the army, the more bodyguards you get).
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>>1100700
I think the Bodyguard level will depend on the hero level but the statue will add one extra level on top. The hero level scales with either your main hero's level or just turns played. At least it seems to increase as the game goes on.
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>>1089292
Redpill me on why this is worth my time and/or money.
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>>1100719
Tinkering with heroes, their skills and armies is fun. If you like to watch your little soldiers run around, doing outrageous things, and can stomach the godawful graphics and procedural generation, then this cheap game might entertain you for a while.
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>>1090793
I'm glad it's not just me. I think it is caused by the authors never having played low resolution games themselves so they don't understand what the purpose for pixelart was, and neither can they differentiate good pixelart from bad. You can see similar cargo cult stuff in other media, e.g. synthwave or steampunk.
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>>1090793
It's a combination of pixel art packs bought from a pixel artist (who is not terribly good but has a knack for making distinct shapes), implementing additional scaling of sprites with power (which is useful for some effects and awful for art consistency) and the dev making his own very workman like sprites for a year to keep the costs low.
Don't forget that the game is made by one dude, not a studio.
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>>1100700
Thank you for pointing this out! I usually do not recruit heroes in the late game so I did not look into this before.

I did some testing at Day 4 Week 6 from my last game with Pheonee. I recruited several level 9-10 heroes. However I could not replicate your screenshot, it is strange that the hero has no points on her skill tree despite being level 9 and instead has other skills while also not wearing items to provide those skills to her.

Testing resulted in these. I got Pierro the clown twice so you can get duplicates of neutral heroes.
A note that I hired them in an Order town with an Archmage Tribunal so they all got +1 level of Aeromancy for free. They generally seems to gain only +1 level on the Bodyguards skill.

The only two outliers were Thezania and Cethelon I ma not sure how those two gained Level 3 Bodyguards without having it on their skill tree. I can theorize that they are either heroes that belonged to enemy players but once those players were vanquished they have the chance to turn up for remaining players as potential hires. Or some other roundabout ways of getting lost in battle without chance to flee so they need to be re-hired by their owning player and that somehow gives them an additional off-tree levels of Bodyguards.

Or it could be just a bug/glitch.
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>>1101058
Last I heard, the bodyguards bonus increased every three weeks or so. The longer the game lasts, the more skill the statue hands out to keep newly recruited heroes useful.
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>>1101058
OK, disregard that earlier Rachnida. The savefile I loaded was from March and she kinda glitched into a Delirium hero and that's why her skill tree looks all screwed up. I just hired another one in the same savefile so this should look more sensible.
I did some tests myself by hiring dozens of heroes in that savefile and my faction's heroes (Earthen) exceeded Bodyguard III only once. However, heroes of other factions and mercenaries are typically in IV-VI range.
>>1101153
It's week 9 in my game and the skill on new heroes never gets lower than III so you might be onto something.
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>>1101306
>>1101153
Thanks for all the help guys! The 3 weekly change does sound very likely. I am currently testing on Earthen I hired a level 4 hero on Day3 Week 3 in the main town and they got 1 level of Bodyguards so I guess it starts at Week 4 maybe? I will do more testing later and then update the guide.
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What determines whether a hero is sent back to the nearest town when they lose in battle VS just being killed?
I thought it was just to do with whether or not there was a town that didn't have anyone currently resurrecting at it, but sometimes defeated heroes just stack up one one town and other times heroes die even if every town is free.
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>>1102194
My gut feeling says it's the difficulty setting. The easier the game, the more chances your heroes get. Can't confirm though.
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>>1102194
>>1102698
It seems like indies never kill your hero. I was suicide bombing indies with a lone avatar for free XP and he never died for real no matter how many times I did it, but when I did the same thing to an enemy army with a different avatar to soften it up for my main army he died immediately.
That was normal difficulty though.
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>>1101928
After testing up to Week 13, results was that on Week 4 the bonus is level 2 Bodyguards and on Week7 and on it is Level 3 bodyguards and then it stayed level 3 until week 13 when I stopped testing.
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>>1098506
Alright, updated the guide with the new findings.
Once again thanks for your help guys!
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>>1089292
game is pixelated so bad it hurt my eyes within 5 minutes of playing, quit, uninstalled never looked back. Pixels the size of a fist. What in the actual fucking fuck, just force windowed mode and call it Ant Game if you're that incompetent at art and that greedy to not hire a 2d artist
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>>1104189
Do you know how difficulty affects AI opponents? Sometimes when I play on Hardcore an opponent shows up with a huge army fairly early in the game and other times I never face an enemy army rated higher than 'moderate'.
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>>1104261
Apologies, sadly I know very little on how the AI changed based on difficulty.

>other times I never face an enemy army rated higher than 'moderate'.
Could be just dumb luck that the AI players kept beating each other down and you were left alone and you arrive as the 3rd lucky one to conquer both after they are exhausted.
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What are factions with actually strong melee focus?

>Order, kill every one with ranged arbalest rocket launcher spam and Cardanza or whatever that hero is
>Horde, kill everyone with ogres and their huge rock spam
>Lizardmen, kill everyone with lizarcher poison arrow spam
>Pyre, kill everyone with flame juggler spam
>Chinese, kill everyone with bows and guns (and those fucking super birds)

Even Death has bone archers and liches
Any hero with Archery is immediately OP and if they have Legion and/or Luck on top of it oh my god
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i think the game is over too fast, things go too fast
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>>1105969
>Talks about ranged being OP and not even mentioning Wild faction and Onomi who starts with Archery and has Ranger/Deadeye Mastery on T1 skill and Bloodlust on T2 skill right NEXT to the Mastery.

Play a non-ranged focused hero? Or, go forbid, play harder difficulty? Watch your ranged focused army get overrun by vastly superior numbers. Or high morale triggered bloodlusted goblins or troggs/gargoyles/fairies, get polymorphed by Arbiters, getting teleported around by Chaos or Pyre spells or watch as Ash demons teleport behind you and then explode onto a swarm of fireflies that explode again.
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>>1105972
Personally, I like fast.
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>>1105972
How long do you games last, in-game time?
For me Large maps usually last 5-7 in game weeks on Hardcore diff.
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>>1106112
>get polymorphed by Arbiters, getting teleported around by Chaos or Pyre spells or watch as Ash demons teleport behind you and then explode onto a swarm of fireflies that explode again.
The AI players usually aren't smart enough to do these moves specifically against the ranged backline. They do like to summon Elementals in the center of ranged blobs.
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>>1105972
I like that. Other games in this genre often take a very long time to finish.
Not that long games are bad it's just nice that this one is different.
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>>1105972
My last game ended at week 9 on a large map named Championship with 6 players. That is nmot really short and I was doing pretty well.
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>>1102194
I'm not exactly sure, but generally if they are attacked next to your city they seem to die.
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>play game at hardcore +
>sneaky snipe ai players towns one by one with dummy armies because theyre too dumb to station defensive troops
>win

This game is broken to the core
I only took me like 5 matches to master it



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