This is a HUGE update. We're already working on the next update which will introduce new skills. Stay tuned for even more changes to the game!
Patch Notes:
- Over 100 new items to collect
- Split up game into multiplayer and singleplayer modes
- Replaced crafting with treasure chests
- All skills and talents unlocked
- New boost system
- Items only affect visuals now
- Bug fixes
Download it here: https://play.google.com/store/apps/details?id=com.clapfootgames.heroforge
Friday, 27 September 2013
Saturday, 14 September 2013
Hero Forge 1.1 Preview
Major changes are coming in the next update and here are the details.
Overall goals for 1.1:
Overall goals for 1.1:
- Make the PvP game more fair and balanced
- Make PvE more accessible
- Make the item system more accessible and flexible
Arena and Dungeon modes
We are officially splitting the game into two modes: Arena for PvP and Dungeon for PvE. Right now there are problems for players who want to focus on PvP, such as win streaks being ruined by monster battles. At the same time, there are players who want to enjoy PvE without the stress of facing other human players. We feel the best way to satisfy most players is to simply break up the two modes.
All skills & talents unlocked
To make PvP more fair, we've decided to unlock all skills and talents from the start of the game. All PvP players will now be on equal grounds with each other. Initially, we wanted skills to be unlocked gradually because we wanted the game to have a sense of progression. However, this has always made the PvP game slightly unfair because some players would have access skills that others didn't.
No more item bonuses
All item bonuses will be removed from the game. This was a VERY tough decision to make for us. We initially wanted items to have bonuses because we wanted the player to feel a sense of progression and we also wanted players to be able to make item "builds" for their characters. However, we came to the conclusion that Hero Forge is ultimately about strategy and skill and not about grinding and stats. We also feel that this change will bring about the following benefits:
- Players will be free to equip the items that make them look good, instead of being forced to use the items with the best stats. Right now, all the "end game" players look the same.
- The game will be less confusing for new players since the behaviour of your character won't change between PvE and PvP matches. You will always deal same amount of damage, collect the same amount of mana, etc.
- Players can jump between PvP and PvE modes with the same character without any balance issues. For example, if you developed your PvP character for awhile and then decided to jump into PvE, you won't be overpowered.
- Players will be free to equip the items that make them look good, instead of being forced to use the items with the best stats. Right now, all the "end game" players look the same.
- The game will be less confusing for new players since the behaviour of your character won't change between PvE and PvP matches. You will always deal same amount of damage, collect the same amount of mana, etc.
- Players can jump between PvP and PvE modes with the same character without any balance issues. For example, if you developed your PvP character for awhile and then decided to jump into PvE, you won't be overpowered.
Consumables Revamp
Consumables will no longer be purchased through the equipment screen. Instead, consumables will be purchasable right before a PvE battle. This will make it more clear that consumables are only usable in PvE and will also encourage players to use them more often.
Treasure Chests
We are getting rid of crafting, which was a confusing system for many players. Furthermore, the process of obtaining new items was very linear and boring.
In place of crafting, we are introducing treasure chests, which will be the only way to obtain new items. You will use your in-game currency to open treasure chests and the item you get will be random. This will make the process less linear and will also provide more avenues for end game players to obtain items. We will also be adding a ton of new items to collect. Also, all items will now be categorized into three groups of rarity: common, rare, and legendary.
In addition, players will be able to salvage existing items for currency so they don't have to keep items that they don't want anymore.
In place of crafting, we are introducing treasure chests, which will be the only way to obtain new items. You will use your in-game currency to open treasure chests and the item you get will be random. This will make the process less linear and will also provide more avenues for end game players to obtain items. We will also be adding a ton of new items to collect. Also, all items will now be categorized into three groups of rarity: common, rare, and legendary.
In addition, players will be able to salvage existing items for currency so they don't have to keep items that they don't want anymore.
Thursday, 12 September 2013
1.0.3 Update Released
Patch Notes:
- New Hero Share feature
- Added sound that plays before puzzle begins
- New Hero Share feature
- Added sound that plays before puzzle begins
Thursday, 5 September 2013
Feature Concept: Raids
We often dream about big ideas that we hope to implement for Hero Forge one day.
One such idea is dungeon raids.
Here's a rough idea of how we think this could work:
You team up with 2-3 other players and fight through a series of monsters. Your health bar remains persistent between each monster battle so its up to you to heal yourself with potions or skills. Some skills would affect the entire party, such as Berserker Rage. After fighting through several waves of monsters you would fight a raid boss, which would require an enormous amount of damage to take down. The idea is that it would take a coordinated party to make it through an entire raid. Special rewards would be given to those that make it all the way through.
Whether or not an idea like this ever gets implemented depends on many factors including how well the game sustains/grows itself. With your ongoing support we hope we get the chance work on this one day.
Let us know what you think!
NOTE: The screenshot below is a mockup and does not represent a completed feature.
One such idea is dungeon raids.
Here's a rough idea of how we think this could work:
You team up with 2-3 other players and fight through a series of monsters. Your health bar remains persistent between each monster battle so its up to you to heal yourself with potions or skills. Some skills would affect the entire party, such as Berserker Rage. After fighting through several waves of monsters you would fight a raid boss, which would require an enormous amount of damage to take down. The idea is that it would take a coordinated party to make it through an entire raid. Special rewards would be given to those that make it all the way through.
Whether or not an idea like this ever gets implemented depends on many factors including how well the game sustains/grows itself. With your ongoing support we hope we get the chance work on this one day.
Let us know what you think!
NOTE: The screenshot below is a mockup and does not represent a completed feature.
Subscribe to:
Posts (Atom)



