Can you find the Fire Bolt scroll in Hero i9?


I just released the ninth iteration of Hero. This iteration adress a few of the issues mentioned in the feedback thread of our forum.
It is great to have received so much feedback on iteration 8 and it really helps me stay focused on what is important.

Iteration 9 of Hero is available on Spell of Play hUb! Play Hero

Some of the changes:

  • Magic, Single spell Fire Bolt, can be learnt from a scroll, scroll is hidden, so you have to find it!
  • Inventory is now structured as a list that can be sorted by categories, weapons, armor, potions etc.
  • Character movement should be smother
  • You can interact with fires and destroy decorations
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Feedback Edition 2

Here are my observations this time around, not sure if they'll be as useful as the last set of feedback...

Should probably consider allowing multiple weapon specialisations (Per x number of levels of course) in the perks section.

Consider making first aid part of the warrior specialisation, since presumably there'll be heal spells for the magically inclined later, gives non-mages more room to maneuvre.

Upon exiting the character screen for the first time there should be a brief splash screen explaining right/left click controls, maybe some other extreme basics such as an explanation of trap detection being automatic.

Whee I can thwack trees and bushes. Pity I can't collect wood from felled trees to sell for some cash (Or use in campfires for resting?). Whilst we're on this subject, should probably set it up so you can mark some trees as non-smashable for places like towns, also in some cases going around smashing stuff should probably upset the locals in some way.

Hmm, if the fires/lights can now be put out, that opens the possibility of borrowing the water arrow concept from thief series to help in being stealthy (Assumes that fires/lights affect detect chance whilst in stealth).

Might have already mentioned this, designate 'safe' towns as being exitable at all times (Which can be toggled in case a safe area needs to be regarded as unsafe for a particular quest situation).

Occasionally monsters will get stuck in a run animation (Until next turn occurs), can't determine whats causing it.

Consider a right-click 'look at' option for monsters to get some extra information on equipment carried by monsters.

Broken sword has better effectiveness than a non-broken spear if I've read the speed rating correct (Higher number slower attack rate), possibly give the spear an improved reach (Across an unoccupied tile) to compensate.

You could probably make the thorny looking bush into a plant monster (Throws thorns/spines at the player, but can't unroot itself, at least, not the regular plants).

Its unclear if there is any penalty for carrying more than encumberance allows (Though I have noticed a movement speed change), incidentally, the number for weight should change colour as it exceeds the max value, yellow then red as appropriate to the penalty applied. Also, the full weight penalty shouldn't be applied in the case of armour actively being worn (Don't know what % of weight penalty would be appropriate).

There is an auto sell all that happens in the shops, that could be a nuisance if the player likes to use a bow & a sword depending on situation.
Possibly add a right-click repair item option at shops, for a fee of course, or create specialist item repair NPCs.

Potions description should make it clear they have weight.

Thats wierd, when I walked back into the first main town I noticed there was an effect that looked like a firework going off between the two shop buildings. No idea if its supposed to signify something.

I seem to be quite a bit more effective in combat when I'm not wearing armour, could be co-incidence/my-imagination though.

Consider preventing heavy plate mail armour from dropping during the early part of the game, when the strength of the player character is likely insufficient to really use it (chain mail would drop instead).

users avatar

Hi Larington! I think your

Hi Larington!

I think your feedback is really valuable, many good points... I got my kids running around here, so only a short answer now...

For some weird reason you find and remember things I thought of but failed to write down and then forgotten. I guess I get very blind focusing on the code. It is really great to get inspirational feedback. Early releases FTW!

Maybe the villagers where celebrating something with fireworks... (its more likely the particles remains active from last dungeon)

Daniel

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Just tested i9

I think its really coming along well! Smiling

I enjoyed the story elements.

I understand that the hero gets slower based on how much weight is carried in the inventory. However, does this affect the time-unit cost of moving? Since the game is turned based I find the real-time slowdown of the hero to be very annoying, do you really need it?

/johno
"you can't stop the change"

users avatar

Thanks for testing

Thanks for testing johno!

the slowdown of the character was a last minute hax to somehow show that the speed of the character had been changed.... I think I will replace it with the oblivion way: if you carry above your max limit you cannot move.

I´m thinking of setting the max limit to around 10 * Strength KG. And maybe have a stepping decrease of speed up to that value. So perhaps you can carry up to 3 * Strength kg with no penalties. up to 5 * Strength with speed divided by 1.5 and up to 7 * Strength with speed divided by 2.0.
So if you carry a lot you get less time units per round.
Anyone else remember military service with backpack and weapon?

I think the important thing is to make this modifier visible to the player so he can make the (interesting?) decision to leave things behind and or drop some things before combat.

When doing some research for this I found out that "A fighter wearing hauberk and chausses can run, lie, stand up, jump, do somersaults (or even cartwheels), and even swim wearing full armour, depending on the fitness of the wearer" wikipedia

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