Exciting news all! Cyber Knights: Flashpoint - our squad tactics heist RPG - launched on Steam this week! It's our first 3D game and a big step up for our studio; we'd love for you to check it out.
Like Heroes of Steel, Cyber Knights offers in-depth squad tactics with a ton of replayability, endless character build possibilities, and RPG stories with more interconnection and reactivity to your gameplay than we've ever done before.
Come take a look and see if Cyber Knights' stealth mechanics, independent enemy AI, heist strategy layer, and unique 23rd-century cyberpunk looks fun to you. Hope you'll check it out and support us in it; even just spreading the word helps a ton!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Another huge patch is now ready to fix 90% of the remaining issues reported with the Witch from our community. A big thanks to everyone who has flocked back to the Underdeep, for telling us about your new builds, for reporting bugs and for leaving a review!
Our upcoming heist RPG is on the way!
Right now ~1,000 of the Kickstarter backers for Cyber Knights: Flashpoint have access to the games private alpha and are giving us great feedback as the game gets closer to Early Access. We also have some public demos on our roadmap for events coming up this fall. Make sure youve wishlisted and followed Cyber Knights for news and a special discount when its released! https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Story Event Fixes
Most importantly, this update fixes an issue where the Granthorn Smith would not start ... a very important project ... if Syvana was in your group. Also, around the Underdeep others smiths were not providing dialog prompt to ask where the most legendary smiths could be found. Both are now fixed! We fixed a conversational blip in Oskahold where the Reeve insisted Syvana was going to get a mace, even though she gets a spear. And we fixed an odd looping bug that could occur around Syvana's relic under specific circumstances.
Talent Fixes
There is a huge heap of minor Talent fixes, so check the change log for details. Most important, Quagmire is now working and does spread its death curse. Hex Web 9 and 10 are cooler. In nerf-town, Occult Calling now properly throws spears at the advertised range and not at +1. Invest more for more range! And finally, a number of places where the wrong Skill was still listed or no Skill was listed at all in conjunction with a Talent's abilities has been resolved.
v5.1.7 - 4/7/2023
- Fixed issue where Granthorn smith would not start the important crafting project if Syvana - Fixed missing dialogs at other smith's shops across the Underdeep inquiring about the best smiths in the known world if Syvana - Fixed issue with Quagmire not pushing its death curse, improved its range and power of level 9 and 10 - Fixed issue with Occult Calling allowing you to throw spears 1 range farther than advertised - Fixed issue with Preternatural Speed not showing that it uses Sorcery for its duration boost - Fixed issue where Lifeforce Regeneration showed that its healing was based on Lore when it is actually Conjuring - Fixed Level 10 Hex Web, trading +8 SP cost for only requiring 2 AP (instead of 3) - Fixed issue with Hex Web description running off screen on smaller resolutions - Fixed missing SFX for Witch Talents - Fixed issue with Oskahold Reeve talking about a mace when a spear is given - Fixed possible bug with Syvana Relic choices being repeated
Wow, Syvana has really shaken the beast of Heroes of Steel back to ilfe! Our community Discord #heroes channel is non-stop strategy discussion, new group ideas, Talent synergies and more! If you want to talk strategy, dig into the lore of the world or just hang with other Heroes taking the plunge into the Underdeep, join us on Discord!
A huge thanks to everyone leaving reviews and posting feedback, especially feedback on balance and bug reports. We've got more work to do and more bugs to fix for the Witch, but here is the latest round.
Our Next Tactical Adventure
If you're a fan of the tactical RPG and squad dynamics of Heroes of Steel, we hope you'll check out Cyber Knights: Flashpoint. While its a modern cyberpunk tactics RPG, we think much of what you all love about Heroes of Steel (a lore-rich world, many ways to play, strong independent spirit, lots of RPG depth) is shared within. Learn more about Cyber Knights: Flashpoint and Wishlist the game on Steam today. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Leyline Gravity Fixes
Leyline Gravity now debuffs Lightning Resistance instead of Holy Resistance. Vincent's rejoice! We've also fixed the occurences of Leyline Gravity and other Skills incorrectly referencing Invocation instead of Sorcery. And the range of Leyline Gravity is 4, we've resolved the issue that it was incorrectly reporting 6.
Malediction Cheaper
Malediction gained a big cost going up to 2 AP in the last update and with this update we've tempered that a bit by cutting the SP cost by a little more than 10%.
Missing Story Event
In the Temple of the 9, there was a story script when you met the warrior there. I won't say much more for spoilers, but that is now fixed. For those games who did pass through that event already, it has no negative effect that it was missed -- just play on.
v5.1.5 - 3/22/2023
- Leyline Gravity now debuffs Lightning Res instead of Holy Res - Fixed incorrect mention of Invocation skill in curses like Leyline Gravity - corrected to Sorcery - Fixed issue with Leyline Gravity reporting incorrect Range - correct is 4 range - 10% reduction of SP cost for Malediction - Fixed skipped story scene at the Temple under Red Hill for Witch
Update #120 brings a week's worth -- that's a lot! -- of balances, fixes and improvements to the Witch. We've fixed crashes, clarified Talent text, add more Skill connections to her Talents and balanced out her options to make sure she stands but is fun and fair within the game's meta.
If you are enjoying the new hero, please be sure to leave a review!
Our upcoming heist RPG is on the way!
Right now ~1,000 of the Kickstarter backers for our next game, Cyber Knights: Flashpoint have access to the games private alpha and are giving us great feedback as the game gets closer to Early Access. We also have some public demos on our roadmap for events coming up this fall. Make sure youve wishlisted and followed Cyber Knights for news and a special discount when its released! https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Fixed Crashes
Crashes were top priority - the Respec crash and crash when viewing some of the Witch's Talents are now resolved. Please report any others.
Skill Links
Some of her Talents have had their Skill links redone and these are all clearly stated, along with their effects in the Skill leveling screens. Malediction is linked to Sorcery and Lifeforce Regeneration is linked to Conjuring now, for example. In additional, Skills now have a bigger impact on Malediction and Lifeforce Regeneration. Malediction has had its base Damage reduced but now gains bonus Damage equal to (Sorcery x Talent level) which can be a pretty mean bonus if you invest enough in the Skill. In the same way, Lifeforce Regeneration relies on Conjuring and gains a (Conjuring x Talent level) bonus to its healing power. Bones of the Earth healing Talent continues to use Lore and gets the same healing bonus always granted, (Lore x Talent level). This new Skill arrangement helps push a much more interesting meta around what Skills to train for the Witch, now forcing you to dump Skill points into your curse Skills more actively to power them and reduces the easier choice to just focus on Spears.
Level Restrictions
The Witch's Talent level restrictions were not correctly setup when she was launched. We've resolved that with this update. The following Talents changed their requirements -
- Req Lvl 3 = Leyline Gravity
- Req Lvl 6 = Quagmire & Cabal of One
- Req Lvl 12 = Edgescatter & Preternatural Speed
Rebalances - Ups and Nerfs
There have been a set of boosts and nerfs across the Talent set. The SP cost of all of Syvana's empowered attacks has been reduced -- Skewer, Edgescatter and Blinding Strike. We've also fixed the missing bonus Damage and bonus Accuracy for Edgescatter and Blinding Strike which will make these Talents significantly more interesting. Blinding Strike's 9th and 10th level also debuff -2 AP (ohhh, Hex Web anyone?) Cabal of One gained more Earth Damage to make this angle of its buff more appealing. In the nerf category, Occult Calling lost a point of max throwing range for spears, maxing out now at 5 instead of 6. We also removed the redundant +X All Melee Skills (because the Talent is already granting +X Spears Skill) and the bonus +Dmg to keep it fair and put more emphasis on empowered attacks. Malediction now costs 2 AP to use.
Hex Web - One to Many
There were icons and text in the game that confusingly indicated the Hex Web was a multi-target AOE curse. It is not - it is a one-to-many Talent that can push curses. We have adjusted the in-game text and display to make this clearer.
Keep Posting Feedback and Bugs!
We've made a huge heap of improvements and critical bug fixes based on the community's feedback already so keep it up. Adding a new character with new abilities affects so much of the game it's impossible for us to account for all possible interactions. If you encounter any bugs with Syvana, let us know at https://discord.gg/TreseBrothers or through the Steam forums, and we'll roll out a patch.
v5.1.3 - 3/12/2023
- All new character, Syvana the Witch! - Fixed potential crash with Respec on Witch - Clarified many Talent descriptions and rules - Swapped multiple Talents between Lore, Conjuring and Sorcery for better groupings, clearly stated which Skills raise Duration and AOE targets - Significantly reduced SP cost of Skewer, Edgescatter and Blinding Strike empowered attacks - Added missing bonus Accuracy and Damage to Edgescatter and Blinding Strike - Fixed level requirements on Talents - Req Lvl 3 = Leyline Gravity, Req Lvl 6 = Quagmire & Cabal of One, Req Lvl 12 = Edgescatter & Preternatural Speed - Increased Earth Dmg bonus from Cabal of One - Level 9 & 10 of Blinding Strike cause -2 AP debuff - Clarified that Hex Web is a single target debuff which can push curses to multiple nearby enemies (one to many, not many to many) - Reduced Occult Calling's max throwing range for spears from 6 to 5 - Removed redundant +X All Melee Skills and bonus +Z Dmg from Occult Calling - Malediction costs 2 AP to cast, reduced base damage but added bonus damage by Sorcery Skill - Reduced Primeval Regeneration Death Curse range to max 3, reduced base healing but added bonus healing by Lore Skill - Fixed oodles of typos
Syvana the Witch has arrived in the dungeons of Red Hill, unlawfully jailed for a kind act turned against her. Luckily, her cell mates seem like good types ...
We are very excited to introduce the 9th hero to Heroes of Steel thanks to the generous support and patience of our Patreon community. We worked closely with the patrons who helped us hit the milestone to design the Witch, picking the Mystic slot, voting on her character class and brainstorming her unique and powerful Talents.
Now, thanks to the Patreon support - everyone can enjoy 7 completely new combinations for your team builds. As an enduring Trese Brothers classic, we're so excited to bring new content into this game and to give fans in our community a reason to harken back to the Underdeep.
Syvana shakes up the tactical combat options within the game but also brings a new perspective to the story events that ensnare your heroes, over 1,000 unique lines of dialog and a new Legendary Item.
The fire is burning in the forest, is it you?
Hexing Skirmisher
Designed as a skirmisher, the Witch has many unique abilities that set her apart from the other heroes. One of her buffs allows her to throw 1-H melee spears at short range. This powerful buff lets her hit from many angles, staying just outside of the fray. Unable to carry a shield or wear heavy armor, she must be careful to avoid getting sucked into the heaviest of combat. On top of her magical spear, Syvana boasts a wide range of hexes and curses to debilitate her enemies at range. And finally, Syvana can use Death Curses, special curses that have chained effects when the target of the curse dies -- the death of these cursed foes might heal nearby allies or harm nearby enemies.
Let us know if you encounter any errors
We've playtested as best we're able, but adding a new character with new abilities affects so much of the game it's impossible for us to account for all possible interactions. If you encounter any bugs with Syvana, let us know at https://discord.gg/TreseBrothers or through the Steam forums, and we'll roll out a patch.
Next up from Trese Brothers
You may have heard our next game, Cyber Knights: Flashpoint is on its way to Steam in 2023. A turn-based cyberpunk heist RPG, Cyber Knight's features XCOM-like combat & squad building with a unique heist system for missions that ratchet up the tension, intermixing stealth, hacking and combat. https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
v5.1.1 - 2/8/2023
- All new character, Syvana the Witch - Swap Syvana into the Mystic Slot, replacing Kyera or Fyona - Hurl a magical spear at skirmish range for devastating damage - Rain down curses and debuffs as the queen of hexes, the Witch - Use death curses to cause powerful follow-up effects when the enemy dies - Enjoy Heroes of Steel all over again with a new group and new meta
Greetings Harbingers, Heroes, Chosen. It has been some time since the latest update, but with all the recent OS updates and changes, the time has come to do a quick platform update to make sure everything keeps running smoothly. Update #117 specifically includes one bug fix and platform support improvements to keep the game running on all the latest Mac and LInux OS.
We're still working with our patron community to bring the 9th character, Syvana the Witch, to Heroes of Steel. We're posting regular status updates there as her Talent set has now been hammered out and implemented (she's going to shake that meta!). The next update we anticipate for Heroes of Steel will be bringing her to the game.
Our NEXT Turn-Based Tactics Evolution
Our next game, Cyber Knights: Flashpoint successfully kickstartered last year, has been under development for almost 2 years and is coming to Steam in early 2022. Have you wishlisted it? https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/ Heroes of Steel was the tactical turn-based RPG that started all this, with Templar Battleforce following as the next evolution and now Cyber Knights. Flashpoint brings rich turn-based tactical combat and squad-building gameplay you've come to love from the Trese Brothers and pushes it even farther than ever before. Now in the cyberpunk future of 2231, you'll recruit, train and kit out your underworld mercenary company for illicit missions that you'll be able to strategize & prepare for with even greater freedom using our unique heist RPG system. Mix and match your squad's powerful abilities and cybernetic enhancements to fight, sneak, bribe and hack your way to your objectives and get out before the off-site security starts pouring in. Learn more about the setting and other gameplay elements of Cyber Knights: Flashpoint on its Steam page, or wishlist it right here.
Platform Updates
The endless forward march of platforms demands updates for even highly stable games like Heroes of Steel. With Update #117, we've improved our Mac and Linux support for their latest revisions and versions, especially fixing some bugs with Big Sur, Mac OS fullscreen and Linux sound. A huge thanks to everyone still posting feedback, bugs and suggestions! You're always welcome to discuss build strats and the latest group your running in the #heroes channel of our Discord, or join the hype and build-brainstorming for Cyber Knights: Flashpoint.
v5.0.7 - 5/4/2021
- Improved support for Mac OS and Big Sur - Improved support for Linux - Added fix for case where Cortias spawns twice and then will not respawn
Update #117 follows on the major SIEGE milestone to patch all the reported bugs in the game's final dungeon and climatic conclusion. We've fixed a ton of small issues with chests, bloodstone crystals and the loot tables. We've helped resolve some issues where players could get stuck in the middle of the Barbican level or were unable to reach an area of the Axia Ruins. Finally, the world map now correctly gauges your location.
The next major content add to Heroes of Steel will be the 9th character, as voted in by our Patreon community. The votes are being cast right now for her name, and then we'll be moving on to her meta angle and style.
v5.0.5 - 11/12/2019
- Fixed issues with location shown on world map while on the Sur-Relliar Glacier
- Fixed inaccessible area in Ruins of Axia
- Fixed red locked chest with the Arrogance Demon, bugged chests in Barbican and Throne
- Fixed bugs with bloodstone crystals opening as standard chests
- Fixed bugs where you could get stuck mid-Barbican
- Fixed story typos
The gates to the Sur-Relliar glacier have been kicked wide open and your heroes are ready to march north out of Fierhold to face the the Dark Born a final time.
With this massive and final story update, you can now complete the arc of Episode 4 and bring the entire game's storyline to a earth shaking conclusion. What started on that bridge ends here.
The final dungeons are massive, challenging and full of boss fights and unique and powerful loot. Battle drakes, ravagers, Evesse's blade-maidens and more as you fight to reach Wiegarn's final citadel. See the choices you've made throughout your journey bear their final fruit.
For those heroes who may want a second chance at the dungeon or want another round of loot and XP, you can play a New Game+ mode that will reset the final Sur-Relliar Siege and let you do it all over again, though you keep all the items, rewards, and XP you gained from the first time doing it.
We want to extend a huge thank you to all of our KickStarter backers and supporters over the years, we are very pleased to see this epic story reach its final moment.
v5.0.1 - 10/4/2019
- Epic Final Episode 4 Expansion Pack: Siege the Sur-Relliar Glacier - Epic end-game conclusion to the tale of the 4 Harbingers - Battle across 7 new brutally challenging dungeons and maps - Lock blades and magic with multiple major bosses across the climactic siege - Face 15+ new monster types -- Ice & Fire Drakes, Orcin Ravagers, Thorn Shamans, Unrequited Blades and more - Loot 100+ new amazingly powerful weapons, armor and magical gear across the final dungeons - Once beaten, you may invoke a New Game+ mode to replay the final dungeon and bosses again! (and again!) - Fixed all issues with late-game bows named "FIX ME" and crafting out of Fierhold - Fixed crash with "Great Flats" level loading in some situations
Apologies, the last update caused a bug with the first Ravenna show-down in Episode 4. This hotfix resolves that issue. If you're having trouble or are stuck there after the update, please contact me at andrew@tresebrothers.com v4.5.23 - - Hotfix for bug that prevents story for advancing when fighting Ravenna (contact andrew@tresebrothers if still stuck)
With Update #114, we are releasing the final prep update before the closing chapter of Episode 4 is released. As our test groups have battle their way through the end game content, up the Sur-Relliar Glacier toward their fate, we have consistently struggled to find fun ways to spend Attribute and Skill Points.
The early game maximums for the character's values simply no longer make sense as you approach level 50 and 60. With that in mind, this final update before the story release expands on the earlier tiered system for Skills, which raise to a 20 maximum at level 40.
Now Attributes get in on the fun, and the tiering looks like this:
- At level 40, you can raise your Attributes to 18 and Skills to 20
- At level 50, you can raise your Attributes to 20 and Skills to 22
- At level 60, you can raise your Attributes to 22 and Skills to 24
This may cause some major interest in Respec! Take your time and plan your new builds carefully, don't leave any stat woefully underrepresented if you need it!
v4.5.19
- Heroes Skill maximums now increase to 22 at level 50 and 24 at level 60 - Heroes Attribute maximums now increase to 18 at level 40, 20 at 50 and 22 at 60 - Fixed stats on Thunderseam Mantle (40% Critical Dmg)
Update #113 is a small story release in order to tie up the last loose end before the final story update -- the question lingering in Freeport. If you've been there, you know who we are talking about, so but I won't say much more. if you return to Freeport during Episode 4 after the final trip to the City of the Dead, you'll be able to pass your judgment.
To help make the end of the game faster, we've added a fast travel network stemming from the Fierhold inn. Visit the tents there where you can rest and you'll find options to immediately travel to Brunehorn, Braeyshaulm, Freeport, and the Storm Bastion. Once you've made the trip, you can return to Fierhold from the inn at any of these far flung locations.
While the Wooden Flute is still waiting for its purpose, we've fixed its missing art. We've also fixed a longstanding bug where sometimes the Talents list would get stuck during screen transitions.
v4.5.17 - 10/29/2018
- The Crone's story arc is now ready for completion in Freeport after the return from the City of the Dead - Visit Freeport to make your decision and judgment - Added Fierhold Episode 4 fast travel network: travel between Fierhold, Brunehorn, Braeyshaulm, Freeport, Storm Bastion immediately - Added missing art for story item: Wooden Flute - Fixed bug where sometimes the Talents list goes nuts
Update #112 brings some re-adjustments to the latest Episode 4 content and rules changes. With this update, we've completely rebuilt the end-game Orcin. They had turned into full-on dodge tanks and were no fun to fight, impossible to hit and even fully cursed, many groups were finding them extremely difficult to kill. With this change, we've made them easier to hit but tougher to kill over all with more HP and more Armor. Now, your curses are needed to help chew through them quickly, as they are in return heavier hitters themselves. All in all, this rebalance goes back to the way Orcin have always been -- heavy hitters, dangerous in large numbers, and heavy on HP but easy to hit.
We have added new 3 AP bows with range 8 to the weapon shops at Fierhold.
We have fixed a bug that was allowing the new Strength-based weaponry to exceed its maximum damage. We also fixed a set of monsters that were using incorrect SFX for their swing and hit sounds. Finally, we fixed a set of monsters that had a visual glitch - an odd red dagger from a yet-to-be-released monster was haunting many of the undead.
We are excited to announce that our supporters on Patreon have cast their votes for the 9th hero -- and she will be a witch! Able to swap into the Kyera/Fyona slot, the witch will be a master of curses and hexes. We will be working closely with the patron crew to determine her exact special powers. However, we won't start any work on this crowd favorite until the Episode 4 story arc is complete.
v4.5.15
- Completely rebuilt the Orcin monsters in Episode 4 -- easier to hit, heavier armor, heavy hitters in return - Improved bows for sale in Fierhold -- now include 2 additional 3 AP range 8 bows - Fixed issue where Strength-based minimum damage could exceed weapon's max damage - Fixed odd red dagger floating under all undead monsters - Fixed a set of monsters that were using incorrect attack SFX
As we keep working on wrapping up the final story update, we're continuing to balance, improve and bug fix as needed. We're closing in on the completion of the Episode 4 storyline -- in summary, the monsters are all done, the loot is all prepared, the maps have been made, the story events being written and everything is getting wired together. With so many choices in the story that all lead to this moment, it has become a challenge to weave it altogether again cohesively in the last few moments. We are taking our time to get it right but it is our top priority in Heroes of Steel at the moment.
Balance Tuning and Improvements
This update includes an important improvement to Vincent's Eye of the Storm buff to make it compelling for a melee-striker Vincent as well as a ranged spellcaster. We've also tuned the math on how Strength is applied to base Damage for melee weapons, simplifying it to be Strength x Weapon AP, which is better in favor of heavier weapons. We've added a small story event the first time the heroes encounter a Bloodstone Crystal to be sure to explain the crafting system.
Patreon Epic Booster
In other exciting news -- after the story is finished, Heroes is lucky to have been selected by our supporters on Patreon for an epic booster. A huge thanks to the patrons who all voted for Heroes of Steel to be selected from among our catalog of games. Soon all of our patrons will be invited to vote again -- this time picking the exact nature of the epic booster. Check out the current exciting list of potential additions -- including a 9th hero, a slimmed down version of the original Honor Classes stretch goal, a redraw of all the gods and villains, a redraw of the heroes' sprites, a redraw of the 4 oldest hero portraits or a tileset upgrade! Sound exciting and want to get involved? Join us on Patreon -- there is still time to get in before the vote!
v4.5.13 - 6/17/2018
- Vincent's Eye of the Storm Buff now adds Melee Accuracy as well as Ranged for striker build - Rebalanced Strength-based weapons base damage bonus -- now equal to character's Strength x AP (200% for 2 AP, 300% for 3 AP, 400% for 4 AP) - First encounter with Bloodstones in the game triggers an explanatory dialog about crafting - Improved all early game magical gear with minor HP/MP bonuses to be more appealing - Fixed bug where +Crit Dmg % was not shown in Talent detail for all magical spells - Stealth bonus now correctly weighted in crafting - Rebalanced Orcin in Episode 4 City of the Dead - Fixed crossed dialogs in Episode 4 talking to Laranda
This week's update focuses on improving a set of the 3 or 4 AP attack spells in the game. Specifically, Kyera's Holy Retribution, Kjartan's Firestorm and Immolation and finally Vincent's Energy Storm. Retribution's damage structure has been completely rebalanced for the better, and you'll find that it can finally deliver the punch that it deserves. Firestorm gains Critical % of its own at high levels and Immolation and Energy Storm have now packed a little extra Critical Dmg %. These changes are coming out of fine tuning to the Talent balancing equations that give a bit more recognition to how much AP is being spent for an ability.
As a non-spell outlier, Vraes' Ferocity also gained increased Critical Dmg % across all 10 levels, pumping up the combo between Ferocity and Berserk Rage.
We've found the possible root cause of the issues with the Orcin in Episode 4 and fixed it which should snap their balancing back into the fun-zone.
Finally, with @drdave's, we've resolved an issue that was preventing an important Laranda conversation from appearing.
v4.5.11 - 4/24/2018
- Boosted and fixed Holy Retribution damage progression - Added +Critical % to high level Firestorm - Added +Critical Dmg % to Ferocity across all 10 levels - Added +Critical Dmg % to Energy Storm and Immolation across all 10 levels - Further nerfed Episode 4 Orcin - Fixed story bug preventing some Laranda conversations after passing through City of the Dead
This weekend we have a quick update for Heroes of Steel. Update #108 increases the number of Bloodstones for groups that Boost-In to Episode 2 up to 20. This is a competitive number versus playing through the Episode, but below the perfect count if you got them all. Also, to help with that we've added another 5 Bloodstones across Episode 1. The continued response to the fun and new strategies offered by the crafting system has been overwhelming, so thanks to all of our players.
We've also ported back some bug fixes, crash fixes and closed some memory bugs based on the work we are doing for Star Traders: Frontiers, our latest game.
v4.5.9 - 4/13/2018
- Boost-In to Episode 2 now starts with 20 Bloodstones - Added 5 new Bloodstones across Episode 1 - Additional fixes for memory bugs
Crafitng has become such an integral, exciting and vital part of the Heroes of Steel fabric, that we are pushing another release that increases the Bloodstones count across the early to mid game. With 11 new Bloodstones, we've canvased the maps in the first half of the game to ensure that there are Bloodstones to be found in the nooks and crannies.
We've also fixed an issue that was preventing the dialog that Laranda could offer about what you might find in the far southern ocean. Now added!
We've improved some of the balance in Episode 4 monsters, still working to perfect the Orcin.
The next major release will include the game's climactic ending and final dungeon. We're working toward this steadily, and in the mean time will continue to release updates with new content, added stuff and bug fixes.
v4.5.7 - 3/1/2018
- Added 11 new Bloodstones across Episode 1 and 2 - Added story dialog to Laranda's histories about the chains in the abyss - Improved balance of monsters in Episode 4 - Fixed quest logs related to Brunehorn story arcs - Fixed typos
Crafitng has become such an integral, exciting and vital part of the Heroes of Steel fabric, that we are pushing another release that increases the Bloodstones count across the early to mid game. With 11 new Bloodstones, we've canvased the maps in the first half of the game to ensure that there are Bloodstones to be found in the nooks and crannies.
We've also fixed an issue that was preventing the dialog that Laranda could offer about what you might find in the far southern ocean. Now added!
We've improved some of the balance in Episode 4 monsters, still working to perfect the Orcin.
The next major release will include the game's climactic ending and final dungeon. We're working toward this steadily, and in the mean time will continue to release updates with new content, added stuff and bug fixes.
v4.5.7 - 3/1/2018
- Added 11 new Bloodstones across Episode 1 and 2 - Added story dialog to Laranda's histories about the chains in the abyss - Improved balance of monsters in Episode 4 - Fixed quest logs related to Brunehorn story arcs - Fixed typos
When 4.5.5 was published in the latest update, it shipped with a few small issues. We're republishing v4.5.5 with those issues fixed. Apologies for any delays, anyone who was stuck on the Tower Battlements or in the City of the Dead!
v4.5.5 - 2/16/2018
- Fixed crashes and content locks in Episode 4 - Added 16 new Bloodstones to Episode 2 in the Underforge - Fixed longstanding bug with misreporting Nikolai's fate - Fixed bugs status screens for Sneak & Mystic characters in late Episode 4 - Fixed map bugs
When 4.5.5 was published in the latest update, it shipped with a few small issues. We're republishing v4.5.5 with those issues fixed. Apologies for any delays, anyone who was stuck on the Tower Battlements or in the City of the Dead!
v4.5.5 - 2/16/2018
- Fixed crashes and content locks in Episode 4 - Added 16 new Bloodstones to Episode 2 in the Underforge - Fixed longstanding bug with misreporting Nikolai's fate - Fixed bugs status screens for Sneak & Mystic characters in late Episode 4 - Fixed map bugs
To start off Lunar New Year Sale, we're launching a new update with a major boost to the Underforge. Known to be some of the most terrifying dungeons in the entire 170 dungeons of Heroes of Steel, we've sweetened the deal a little by adding 16 new Bloodstones across that lava-cracked, spider filled nightmare.
With the help of some of our awesome players, we've resolved a major longstanding bug with the Nikolai story arc and your potential return to Gholla Outlook. If you head back there, you will no longer misreport Nikolai's fate.
Thanks to all of our Heroes willing to risk life and limb in the dungeons of the Underdeep to fight for their people. If you've enjoyed Heroes of Steel, be sure to pick up our newest title, Star Traders: Frontiers which is 20% off during the sale as well!
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
v4.4.5 - 2/16/2018
- Added 16 new Bloodstones to Episode 2 in the Underforge - Fixed longstanding bug with misreporting Nikolai's fate - Fixed bugs status screens for Sneak & Mystic characters in late Episode 4 - Fixed map bugs
To start off Lunar New Year Sale, we're launching a new update with a major boost to the Underforge. Known to be some of the most terrifying dungeons in the entire 170 dungeons of Heroes of Steel, we've sweetened the deal a little by adding 16 new Bloodstones across that lava-cracked, spider filled nightmare.
With the help of some of our awesome players, we've resolved a major longstanding bug with the Nikolai story arc and your potential return to Gholla Outlook. If you head back there, you will no longer misreport Nikolai's fate.
Thanks to all of our Heroes willing to risk life and limb in the dungeons of the Underdeep to fight for their people. If you've enjoyed Heroes of Steel, be sure to pick up our newest title, Star Traders: Frontiers which is 20% off during the sale as well!
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
v4.5.5 - 2/16/2018
- Added 16 new Bloodstones to Episode 2 in the Underforge - Fixed longstanding bug with misreporting Nikolai's fate - Fixed bugs status screens for Sneak & Mystic characters in late Episode 4 - Fixed map bugs
As heroes across the Underdeep battle their way to the final sanctuary at the foot of the glacier, we've got an exciting treasure hunter and crafter's update tonight!
We've been hearing about a few drought zones in the game where bloodstones are hard to come by. This update addresses one of those major stretches and litters 15 Bloodstones across the surface of the City of the Dead. They always said it was a city full of riches and ready for looting!
We've also made some nice improvements to performance, memory management and fixing some crashes that were intermittent with late game content and the special Talents added in Episode 4.
v4.5.3 - 1/26/2018
- Added 15 Bloodstones across the surface of the City of the Dead - Map fixes and improvements for Episode 4 dungeons - Improves loading performance, memory usage in big fights - Fixes crashes with late game talents on some GPU - Fixes memory issues when using Paladin on some maps - Fixes issues with certain menus getting stuck after right click - Fixed issues with rare bug effecting armor + ring crafting combos - Fixed story bugs and typos
As heroes across the Underdeep battle their way to the final sanctuary at the foot of the glacier, we've got an exciting treasure hunter and crafter's update tonight!
We've been hearing about a few drought zones in the game where bloodstones are hard to come by. This update addresses one of those major stretches and litters 15 Bloodstones across the surface of the City of the Dead. They always said it was a city full of riches and ready for looting!
We've also made some nice improvements to performance, memory management and fixing some crashes that were intermittent with late game content and the special Talents added in Episode 4.
v4.5.3 - 1/26/2018
- Added 15 Bloodstones across the surface of the City of the Dead - Map fixes and improvements for Episode 4 dungeons - Improves loading performance, memory usage in big fights - Fixes crashes with late game talents on some GPU - Fixes memory issues when using Paladin on some maps - Fixes issues with certain menus getting stuck after right click - Fixed issues with rare bug effecting armor + ring crafting combos - Fixed story bugs and typos
The dangerous path leading to the Sur-Relliar Glacier and to the foot of the final confrontation has now opened. For heroes waiting in Episode 4, pick up at the hunting gate from Vrenhaulm or the track shown by the Storm Brothers, you can pick your way down to the plains of Relliar on the surface and come to the final town -- Fierhold.
We're also excited to add two of our revered Patreons to the game in this update -- the major characters of Fierhold come straight from our amazing supporters on that service who won a raffle last year. A thank you that has been a long time coming :D
In other exciting news, the shops in the final city of Fierhold are putting Moonstones and Bloodstones up for sale! If you have the gold pieces you can craft and respec to your hearts content!
v4.5.1 - 1/10/2017
- Episode 4: opened travel to the foot of the Sur-Relliar Glacier - Episode 4: 2 new dungeons + final town - New loot, craftable weapons and armor available in late Episode 4 - Final town shop sells Moonstones and Bloodstones - Two long awaited Patreons appear as characters in game - Windows: Improved Taskbar and Window Icons - Fixed map bugs and typos
The dangerous path leading to the Sur-Relliar Glacier and to the foot of the final confrontation has now opened. For heroes waiting in Episode 4, pick up at the hunting gate from Vrenhaulm or the track shown by the Storm Brothers, you can pick your way down to the plains of Relliar on the surface and come to the final town -- Fierhold.
We're also excited to add two of our revered Patreons to the game in this update -- the major characters of Fierhold come straight from our amazing supporters on that service who won a raffle last year. A thank you that has been a long time coming :D
In other exciting news, the shops in the final city of Fierhold are putting Moonstones and Bloodstones up for sale! If you have the gold pieces you can craft and respec to your hearts content!
v4.5.1 - 1/10/2017
- Episode 4: opened travel to the foot of the Sur-Relliar Glacier - Episode 4: 2 new dungeons + final town - New loot, craftable weapons and armor available in late Episode 4 - Final town shop sells Moonstones and Bloodstones - Two long awaited Patreons appear as characters in game - Windows: Improved Taskbar and Window Icons - Fixed map bugs and typos
Whenever we release a new game, we are always pushed to improve our underlying engine and platform support. Our latest title Star Traders: Frontiers has some goodies to share with all of our other games!
With this release, we've backported the improvements from STF including Linux tooltips, fixing issues with stuck tooltips, improved hover speeds and better resolution support!
We've also done another round of balancing on the late game E4 Orcin as we've heard they are still to hard. Please note, if the monsters are already spawned in your saved game, this update will not reduce their stats. If you are having an issue and can't get around OP'ed monsters, please email me the saved game at andrew@tresebrother.com and we can help fix.
A long time coming, perhaps, we've improved Holy Retribution and Banishment's base damage! Rararah Kyera!
Please, leave a review this holiday season to help spread the cheer!
Oh, and play Star Traders: Frontiers!
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
While we've had a slight delay in updates as we finished Star Traders: Frontiers launch, we're moving into testing on the next chunk of story content for Heroes and it shouldn't be too long.
v4.4.21 - 12/1/2017
- Late Episode 4: further rebalanced of Orcin in Braeys lands
- Increased damage for Kyera's Holy Retribution and Banishment
- Fixed issue with tooltips getting stuck
- Win32: Boosted mouse hover speed by 100ms
- Linux: Added mouse hover support, Improved 3rd Button
- Mac OS X: Improved mouse hover performance
- Fixed issues with Moonstones looting as Bloodstones
- Fixed map bugs
Whenever we release a new game, we are always pushed to improve our underlying engine and platform support. Our latest title Star Traders: Frontiers has some goodies to share with all of our other games!
With this release, we've backported the improvements from STF including Linux tooltips, fixing issues with stuck tooltips, improved hover speeds and better resolution support!
We've also done another round of balancing on the late game E4 Orcin as we've heard they are still to hard. Please note, if the monsters are already spawned in your saved game, this update will not reduce their stats. If you are having an issue and can't get around OP'ed monsters, please email me the saved game at andrew@tresebrother.com and we can help fix.
A long time coming, perhaps, we've improved Holy Retribution and Banishment's base damage! Rararah Kyera!
Please, leave a review this holiday season to help spread the cheer!
Oh, and play Star Traders: Frontiers!
http://store.steampowered.com/app/335620/Star_Traders_Frontiers/
While we've had a slight delay in updates as we finished Star Traders: Frontiers launch, we're moving into testing on the next chunk of story content for Heroes and it shouldn't be too long.
v4.4.21 - 12/1/2017
- Late Episode 4: further rebalanced of Orcin in Braeys lands
- Increased damage for Kyera's Holy Retribution and Banishment
- Fixed issue with tooltips getting stuck
- Win32: Boosted mouse hover speed by 100ms
- Linux: Added mouse hover support, Improved 3rd Button
- Mac OS X: Improved mouse hover performance
- Fixed issues with Moonstones looting as Bloodstones
- Fixed map bugs
We've had a short break from updating Heroes of Steel as we march toward the upcoming release of Star Traders: Frontiers. We've looped back for a quick update to knock out some balancing issues with the late Episode 4 Orcin. The Oricn in the new areas should no longer be so hard to hit.
We've also fixed a bug with the legendary items that add +1 Range as well as fixing the root issue that was causing some categories of armors to be un-craftable.
The next update will add new content again. In the mean time, check out Star Traders: Frontiers' coming soon page!
http://steamcommunity.com/app/335620
v4.4.19 - 11/12/2017
- Late Episode 4: rebalanced Orcin in Braeys lands
- Fixed issue with +1 Range Legendary Items and self-buffs
- Improved balance of E4 loot drops
- Fixed issues with multiplied crafted items
We're on a roll with pushing forward in the Episode 4 story now. Another update, another extension. We're working in small chunks, but it allows us to move forward and add exciting new content quickly.
The new content includes new shops that can provide some awesome mundane weapons and armor you might want to craft as well as a new magical gear shop popping up in Reis Lodge.
This update focuses on opening the Braeys lands again in Episode 4. You can now head west and return to Reis Lodge and Vrenhaulm. Beware and travel carefully, because more choices as the Chosen of Death are starting to catch up with you now.
Also, we've fixed all of the armors that were reported as uncraftable. Thanks to everyone for sharing these, they help us make fixes.
We're planning the next update to also include another Episode 4 booster that will bring us the storyline to the very edge of the final dungeon and confrontation. Thanks to everyone for your support and encouragement!
v4.4.17 - 9/22/2017
- Episode 4: opened westward travel out of Braeyshaulm
- Two new travel dungeons to reach Reis Lodge and Vrenhaulm
- Return to these Braeys cities, tread carefully!
- New mundane weapons and armors for sale -- crafting!
- New magical gear shop in Reis Lodge
- Fixed issues with multiple crafted armors
This week's release drops a minor, but important, bit of story development for Episode 4. Specifically, it re-opens the pathways to major town centers like Braeyshaulm, Brunehorn, Freeport and the Storm Bastion. While the content we've included in this update doesn't go any farther than that (the western Underdeep is still closed) it puts us right on the edge of releasing the new set of travel dungeons, towns, and ramp up to the game's final dungeon sequence. It's great progress and we're going to be release story in small bumps for a bit now before we corral everything for the final sequences.
We've fixed a few reported issues with crafting different types of armor. Also, we've added the ability to access crafting from within the Episode 4 war camps. A few weapons you could find in late Episode 4 chests we causing the game to flip, so we've fixed that -- thanks to the players who reported the weapons by name! Finally, we've made a few improvements to the formatting in item and pawn shops.
Thanks for your support and your reviews!
v4.4.15 - 7/31/2017
- Added abililty to return to Braeyshaulm, Brunehorn, Storm Bastion in late Episode 4
- Fixed issues with crafting some armor, added crafting to E4 war camps
- Fixed crashes with some E4 weapons
- Fixed typos, map spawn bugs, missing portraits in E4
- Improved format of item shop and pawning shop
This week, we've rolled up a set of patches that have been brewing for a while. This is allowing us to clear the decks in preparation for the next set of small story expansions that will give Episode 4 groups full access to the entire Underdeep once again. We fixed some bugs with Tuning crafted items -- +HP, +MP, and +Res stats were not being correctly counted when tuning newly crafted items. For shields and armors, this is especially important. For anyone stuck in the Necromantic Sanctuary, we fixed the stairs! For those groups hitting issues with the final story encounter with Nikolai, we've fixed the bug for all future groups coming through that area. We still have some work to do for groups that have already passed that event, but we'll get there. A longstanding issue that you could take two separate guides into the Otherworldly Haven has finally be fixed. Thanks to the users who provided the saved games that made this fix possible! v4.4.13 - 7/5/2017 - Fixed issue with Tuning items in crafting not consider +HP, +MP, +Res - Fixed issue exiting Necromantic Sanctuary - Fixed issues with Nikolai resolution in E4 - Fixed map issues in Ruins of Ember - Fixed issue with multiple guides taking you to Otherworldly Haven
We see your big summer sale (50% off!) and raise you some new story content! This week, we've released two new dungeons and the ability to move forward in the Episode 4 story another step.
If you're at the end of the current arc in Ember, this one is for you. The next set of releases will all feature small expansions to allow you to travel the full world again -- both east and west -- with all the changes of your choices in the end of Episode 1 - 4 coming to bear.
To help with tracking your buffs and curses, wherever they are displayed they now include the level. Thanks to the community for this suggestion!
v4.4.11 - 6/22/2017
- Added 2 new dungeons in the final Ember area in Episode 4
- Added ability to exit Ember and return to war camps
- More Episode 4 content coming in next releases
- Wherever shown, Buffs and Curses include level #
- Fixed story issues related to Vlotgar's fate
This week's update finishes off a series of additions we've made to the loot tables in Episode 4, blowing up the available types of weapons, armor, and magical gear you can find throughout. We've also fixed a few bugs related to certain loot groups that were repetitively dropping the same staves. We received a lot of good feedback on the new accuracy / damage stat display for weapons, and have completed some fixes. For the love of numbers, we're working on porting the newly released combat log from Templar Battleforce back to Heroes of Steel in our next update. http://steamcommunity.com/games/370020/announcements/detail/1336854469209097980 We've wrapped up some bugs in crafting (thanks for reporting!) and we've broken ground on the final story expansion that will close out the story of our four heroes. What a journey, but we're nearly there. v4.4.9 - 6/10/2017 - Added more magical gear to loot groups in Episode 4 - Fixed issues with new accuracy and weapon stat display - Fixed issues with armors impossible to craft, fixed Kiresh Bolter - Fixed map bugs and typos
This week, we've fixed a bug that was trapping some players on the Tower Battlements area of Episode 4. If you were stuck up there, the stairs are once again functional! Sorry about the bug.
We also have resolved an issue with the loot group around the Tretherin Staff in late Episode 4 ... where it was supposed to be dropping lots of juicy staves, the loot selector was only pulling the Tretherin over and over and ... over. Now fixed -- some really powerful rods coming out of that group now.
Finally, a big thanks to a couple of Steam players pressing us to improve the status display around magical weapons and the strong and standard dice pools. As you can see in the screenshot above, we've made some really nice quality of life improvements to bring all the data together in one place. In the dice pool calculations, an 's' indicates Strong Dice where no letter indicates Standard Dice. There are more details on that in the Combat Guide here on Steam if you want know exactly how all those D10s are rolled!
http://steamcommunity.com/sharedfiles/filedetails/?id=252556760
v4.4.7 - 5/23/2017
- Fixed issue leaving Tower Battlements in Episode 4
- Fixed loot group issues around Tretherin Staff
- Magical weapon stats shown inline with accuracy and defense
- Accuracy and Defense display indicate strong dice with an 's'
- Accuracy and Defense display show calculated totals for all dice pools
- Fixed map bugs
First off, a big thanks to the player who pointed out the issue with Kyera's legendary items. Certainly, they weren't supposed to have +1 SP ... no, that was intended to be +1 Move Point (MP). Bingo! Major upgrade, have fun.
Second, we've released a set of patches based on player feedback. We've fixed a few issues in the latest E4 story content related to dying in a boss fight and choosing to Restore.
We've also made some fixes to the crafting system, which was having some odd display issues with certain types of armor, hiding their bonuses after crafting was complete and confusing players in a big way.
And, if you're at the end of the Episode 4 content and have a Talent point to spent for Kjartan, Vincent, Tamilin or Selen, you ca now spend it! Sorry about that bug.
Thanks to everyone leaving a review!
v4.4.5 - 5/15/2016
- Fixed Kyera's legendary items to have +1 Move Point bonus
- Re-fixed issue with leveling Sneak or Mystic Talents after story event
- Fixed issues with spikes on Tower Battlements and repeat dialogs after Restore
- Fixed issue with disappearing Stealth and Dodge bonuses in Crafting display
- Fixed map bugs and typos
Following up the major story expansion over the weekend, we're dropping a big patch release to wrap up all the reported issues! Thanks for your patience with the bugs, we're lucky to be able to respond and fix so quickly.
We also took the opportunity to add +16 new Bloodstones across Episode 1. The clamor and cry for "more Bloodstones" is pretty strong, and this is a great way to introduce the crafting system into the first Episode, which was locked up until at least the start of Episode 2.
If you happened to have an issue with Vincent's new Legendary Weapon, just reload your game -- it will appear either in his hand or in your inventory. Our apologies about this ghosting bug!
Thanks to everyone leaving a review!
v4.4.3 - 4/28/2017
- Added 16 new Bloodstones to Episode 1 - craft early and often!
- Fixed issues with Vincent's Legendary Weapon - reload game
- Fixed Head Taker's Boon and Words of Holy Bond items
- Fixed issue with leveling talents, re-ordering group after new story events
- Fixed issues with Crafted Armors, uncraftable armors, weapon names
- Fixed exit from Ruins of Platinum Peak, impassible tiles in Great Salt Flats, empty chests
We are excited to drop a major Episode 4 story update this weekend. Adding 12 new dungeons, crawling with 15 new enemy types and some majorly nasty bosses, the enemies here will test your late-game groups' strength and endurance. Across the new territory, there are more than 120 new possible loot drops, as well as story arcs that result in Legendary Items for both Kyera and Vincent.
To get started, if you have a group already in Freeport, visit the main palace or find Balgair at the tavern to talk to him about Laranda d'Colliar.
This is another major step forward in the story, and it is packed full of completely new and exciting stuff. We've been pressing the limit as far as we can, and can't wait for everyone to experience the final chapter.
After this update, we are planning a few quick releases to improve early-game crafting, and then we will be done some smaller updates to ramp up to the final story update for Episode 4 and in fact, for the game!
Please report any bugs or issues you have, we will work hard to fix them fast.
Thanks to everyone leaving a review for the game!
v4.4.1 - 4/14/2017
- Epic Episdoe 4 Expansion Pack, the penultimate story update!
- Start new story arc by visiting the Crone at palace in Freeport
- Meet with Laranda d'Colliar by meeting with Balgair in Freeport tavern
- Added 12 new dungeons
- Crawling with 15 new monster types and major bosses
- Added 120+ new epic weapons, armor and gear
- New Legendary Items story events for Kyera, Vincent
This week, we've made some improvements to the crafting system, focusing on making the tuning rules better and more transparent.
Tuning is more likely to turn up a crafting result with stats that match your tuning gear, and we've made sure that the tuning item is displayed on the post-crafting screen so that you can see it and the crafting result you got, as well as being able to take a single screenshot to capture both.
There is a very lively discussion about crafting happening on our forum if you want to see some of the results others are getting as well as great Q&A:
http://startradersrpg.proboards.com/thread/15354/arts-crafts?page=1
Thanks to all of our supporters and especially for those leaving reviews!
v4.3.3 - 3/16/2017
- Improved New Crafting System, better tuning capability
- Improved New Crafting System, after crafting tuning item is displayed
- Crafting create mighty enchantment from mundane Weapon or Armor with magical power
- Each Crafting costs 2 Bloodstones, tuned with magical gear; use your Bloodstones wisely
- Thousands of new magical weapon and armor possibilities
- Magical weapons can now add +Move Points, +Dodge, +Parry and +Stealth
- Boost-In to Episode 2 gains +10 Bloodstones
This major update releases the new Crafting system for Heroes of Steel! Any smith in the Underdeep can now help you enchant mundane weapons and armor with powerful enchantments. To complete such a crafting, you must help the smith by feeding 2 Bloodstone Crystals into his or her forge.
You may also influence the results of the smith's crafting by providing a piece of magical gear to "tune" the process. You will want to input a piece of magical gear that has the kind of magical properties that you want to see on the resulting magical weapon or armor. For example, if you want a weapon with +Ice Dmg, then you should provide a tuning item with +Ice Dmg, or +Crit % etc. The tuning will not always be exact, but it will help guide the smith's hand. Tuning is optional, you can also just allow the smith to do his or her best and accept the result.
Therefore, the inputs to a crafting are:
- One mundane weapon, shield or armor
- Two Bloodstone Crystals
- Optionally, one piece of magical gear to tune the crafting
All crafting is final and destroy all input items! Make sure you like your selection before you go forward!
The new crafting system is a late game add. Many players of Heroes of Steel have groups near the end of the game. For those groups, this new crafting system may seem over-powered. You might be sitting on 40 Bloodstones and have 20 crafting runs back to back. You're going to get some pretty amazing enchantments without a doubt. You may even be able to replace a lot of your weapons and armor! While it may seem a little tilted for veteran groups, this system is being rolled in with new groups in mind, and crafting is intended to help these groups "fill the gaps" throughout the game -- when you really need a new, powerful bow but just can't find one, or your tank is getting slammed with damage and you need that extra armor.
Throughout the game, it is estimated that you might get 20 crafting events if you are thorough collecting Bloodstones. So, use them well, and don't make the mistake of hording all your stones to the very end of the game. Legendary equipment still trumps crafted equipment, so be sure to use your crafting opportunities wisely and throughout the game.
For those groups waiting for content after Freeport, our next big release will include the next chunk of story content. We may need to do a few bug releases after this major update, we shall see!
v4.3.1. - 3/13/2107
- New Crafting System: visit any smith to craft
- Crafting create mighty enchantment from mundane Weapon or Armor with magical power
- Each Crafting costs 2 Bloodstones, tuned with magical gear; use your Bloodstones wisely
- Thousands of new magical weapon and armor possibilities
- Magical weapons can now add +Move Points, +Dodge, +Parry and +Stealth
- Improved all Legendary Items for Heroes
- Boost-In to Episode 2 gains +10 Bloodstones
- Fixed bugs in Talent detail display with magical weapons
- Fixed many typos
Of course, you'll run out of Bloodstones eventually, so use them wisely. There is only one way to get more -- further adventuring and scouring of the Underdeep for their red, glinting glow!
This week hits a bunch of areas across the game -- we're improving the UI in a new round, upgrading hovers with more data, fixing quality of life snags, and clearing some bugs from the table before the story content release.
This week, we've rebuild the waystation and campsite interfaces. They're faster to use, require no toggling between heroes, and show off the game's art better. Enjoy!
Hovers on the map for both enemies and heroes now include all buffs and curses. They also include the duration of those buffs and curses once they drop to 3 or below, so you can easily look over the enemy forces, or your own heroes for missing effects or ones that are about to expire.
We fixed a bug that was causing monsters to sometimes have double their buffs when the game was opened from the main menu into a pre-existing combat. Rare, but important fix!
Finally, we fixed an issue that causing havoc with elemental res and causing magical weapons not to have their Res set properly.
We also clarified a rule in the leveling screens -- if you are using dual wielding blades, you do not get the Strength bonus to Damage for them, even if your primary weapon is Strength-based.
4.2.77 - 1/13/2017
- Rebuilt waystation / campsite / inn interfaces
- Mouse hovers now show buffs, curses, and durations for enemy and heroes
- Fixed bug where first turn after load, some monsters getting double buffs
- Fixed bug with Fire Res stacking from All Elemental Res
- Improved UI elements across the game
- Clarified that +Damage bonus from Strength does not effect Dual Wield in leveling screens
We had a nasty little bug introduced in the filters for weapon and armor shops. To fix that, we've turned around another quick release. The bonus is, that instead of being a simple patch, we've added a few nice features and other xies as well.
There are now fast travel options between the Freeport ferry, Granthorn, and Brunehorn. Once you've secured the area, you can move quickly between these three locations by boat.
In preparation for Episode 4's new story content, we've improved Vincent's original Legendary items. Zap 'em! We fixed an issue where magical resistance (+16 Lightning Res) on magical weapons was being ignored.
Finally, we fixed the armor and weapon shop filter bug!
v4.2.75 - 1/1/2016
- Added fast travel options between Freeport ferry, Brunehorn and Granthorn
- Improved Vincent's original legendary items
- Fixed issue where magical resistance from weapons was ignored
- Fixed crash in weapon / armor shop filters
This week's update continues to improve the game based on your feedback. Keep sharing your ideas, balancing thoughts, and suggestions for features and we'll keep rolling them into the game.
The two other major projects we are are working on are the next Episode 4 story update and the Crafting System.
We've added a new marker that subtly highlights the active hero. This definitely increases the speed and ease of play.
In Episode 2 and beyond, the spot and ranges of Krete monsters have been reduced a bit. In the discussion of facing Krete, remember that more than half of their damage comes from elemental magics, and it is a good idea to plan to be able to deal with monsters like them.
Finally, we've continued the UI improvements across the game. We've added some new formatting to the titles of screens to help display more context (so you can see who you are going to use an item on, etc) and are working our way across the game, improving as we go -- expect more in this department.
v4.2.71 - 12/28/2016
- Marker added to highlight current character
- Rebalanced Krete monsters across game - lower spot, lessened some ranges
- Fixed issue with Sell All and gear
- Improving UI elements across the game
This week, we're back with a patch update -- fixing bugs and improving the AI planning and starting a new set of improvements on the UI.
First off -- on the Episode 4 story update -- it is coming pretty soon. We have finished the content development and are now more than half way through testing the new chunk of story. It is unlikely that the story update will be out by Christmas, but it won't be long after!
We've improved the use of Talents for enemies in Episodes 2 through 4. We've fixed a bug that was causing some enemy curses not to take on the first turn. This was especially effecting Stun-related curses
In the UI department, we've rebuilt the main menu. It's skin deep at the moment, but we're going to be working through other areas of the game and streamlining, improving, and rebuilding as we go.
v4.2.65 - 11/26/2016
- Re-balanced use of Talents by bosses in Episode 2 - 4
- Rebuilt main menu
- Fixed bug with some enemy curses not applying first turn, especially some Stuns
- Fixed bug with selecting re-ordered heroes in status screen while glommed
Welcome to Black Friday sales, heroes! Don't miss the best deals you will see all season and be sure to check out the Trese Brothers Bundle!!
This weeks' update responds to recent user requests for some new options. We've added the ability to disable auto-center on heroes during your turn. We've also improved the auto-glom option to automatically bring your group back together when you leave waystations, inns, and campsites.
We've fixed issues with the re-ordering feature as well as impoverished the movement flow within the city of Freeport.
v4.2.63 - 11/23/2016
- Auto-glom now works out of inns, waystations and campsites
- Added option to disable Auto-Center on heroes during your turn
- Fixed bugs with re-order and re-order UI
- Improved Freeport map
In this update, we've fixed a few places where your enemies weren't getting their full due. We fixed an issue with the Weaver boss and the egg sacks, as well as a few issues with Stunning curses that will make them more effective in their use now.
In preparation for the upcoming story update, we've updated Lazzon's art as well as fixing a bug with his on-map model.
v4.2.61 -
- Fixed issue with egg sacks at Weaver boss
- Improved Lazzon's portrait
- Fixed issue with Lazzon's model
It has come to our attention that some story leaks have occurred in Episode 4. Some mistakes in content development for the next chunk of story led to a few odd dialogs in the area around Freeport. These are now fixed!
v4.2.59 -
- Fixed issue with Episode 4 dialogs
- Fixed dialog typos
This week's update for Heroes of Steel allows you to define the order your party travels in while glommed. Whenever trouble is encountered, or you unglom your party manually, this order will be respected.
You can setup your new party order in the hero list screen, using the right and left buttons. Whichever hero you put in the far left position (lead) will be automatically selected whenever you Glom (or Auto-Glom).
This will be a great help for players who want to move certain characters farther forward or backwards -- I know already my Fyona group appreciates the opportunity to put her in second position. Also, for higher difficulties where a single death can be devastating, this is a great way to move Kjartan out of danger!
If you enjoy the continued updates and new content for Heroes of Steel, please leave a review!
v4.2.57 - 10/26/2013
- Re-order party members under Character List
- Unglomming remembers party order
- Fixed hanging Quest Logs in Episode 4
- Fixed dialog typos
In this update, we're following up on recent changes that allowed Strength to directly impact your damage. As a refresher, if you're wielding a Strength-based weapon, the minimum your Damage dice can roll is equal to your Strength score. If you are wielding a 2-handed Strength-based weapon, the minimum your Damage dice can roll is 200% your Strength.
This week, we've linked Vraes' Natural Mastery talent into those new rules. Natural Mastery now adds +Strength for Vraes' attacks, used only when calculating this minimum Damage dice roll. Therefore, if you had +6 Strength from Natural Mastery, and 12 natural Strength, you'd be working with a minimum Damage roll of 18 or 36 for a 2H weapon. Topping out at max, with +12 from Natural Mastery and 16 natural Strength, Vraes packs on from 28 to 56 guaranteed minimum Damage with every attack. This bonus does not affect Accuracy, which Natural Mastery already has covered.
In addition, we'd like to thank some of our players for requesting that the game remember zoom setting between regions. We've added that this update and I can say its really nice!
As the game has grown to be so large and long, we've had some quest logs lingering to long and other small issues related to that. We've done another round of clean up this week based on emails and posts from you, the community!
We are hard at work on the next chunk of story for Heroes of Steel, which will be the next-to-last story update for Episode 4. Hoping its ready soon!
v4.2.51 - 10/5/2016
- Vraes' Natural Mastery now increases Strength for base Dmg Calculation
- Natural Mastery bonus adds Strength-based Dmg, doubled for 2H weapons
- Zoom setting now remembered when traveling between regions
- Fixed issues with quest logs staying too long
- Fixed story event bugs
This week's update improves the item shop UI as well as doubling-down on the +Crit Dmg % effects on gear throughout the game.
With such success for the item list as a grid, we've converted the item shop to a grid format as well to match. We've modified the display as well to display a counter if you already have some of any type of item. Therefore, if you have 20 Health Potions of that type, you can see that on the display and will see 21, 22 and on up as you stock up on more. This can help shopping go a little faster, and also makes it easier to spot changes in item tiers -- the new and more powerful potions stick out in a shop simply because you don't have any and its obvious now.
We've also fixed a number of story bugs that have been floating for a while -- issues with Kea being your in Episode 4 as well as a bug with the Keep at the end of Episode 1. Depending on your places within the game's story when this patch is released, you may be able to choose Kea as your guide in Episode 4, but it is still possible that you may not be able to, due to the bug circumstances. If you have any questions, just let me know!
v4.2.49 - 8/31/2016
- Item shop updated to grid view; now displays how many you own of each type
- +Crit Dmg % added to more gear in game - stack for best benefits
- Fixed bug with Kea Braeys being a guide in Episode 4
- Fixed bug with Conquered Keep at end of Episode 1
- Fixed all reported crashes
With all the updates recently that have been buffing and improving the Talents of your heroes, this update swings the balance back the other way!
Powerful enemies and bosses across the game have powered up with Cursing Attacks. Matching the rules of heroes' Cursing Attacks (if hit, if cause damage, then curse, chance to resist based on Willpower) these new powers help the enemy AI put extra pressure on your team in new and dynamic ways.
To further stiffen the resistance, a limited number of very powerful creatures have gained a Stunning effect that can, for a short period, reduce your heroes' AP count by either 1 or 2 points. This Stun is a curse like any other curse, so it can be dispelled easily, but you can't regain the lost AP for the first turn. Watch out for the Season Rider, Bone Golems, Wolfken Shaman, and Gloss Spiders -- extra nasty inbound!
To help spice up the early game, Ratkin Shamans and Veterans have also gained some new abilities (but no Stun). Especially the Shamans around the Episode 1 Act 1 boss have gained some fun new powers that can help raise the challenge on that combat.
We've also added new effects to Episode 4 gear coming out of loot drops -- some nice bonuses to Crit Dmg % that can help knock home the really big hits.
v4.2.47 - 8/9/2016
- +Crit Dmg % added to Episode 4 loot drops
- 13 types of powerful bosses now make Cursing Attacks
- New enemy curse effect: Stun reduces hero AP
- Fixed bugs with Wolfken Shaman, Gloss Spider, Season Rider curses - now Stunning Curses
- Bone Golem adds Cursing Attack with Stunning effect
- Ratkin Veterans and Ratkin Shamans get new attack and buff talents
- Fixed bugs in Crag Peak with Silver Werewolf
- Fixed bugs with curse effect display
This week's update follows up on the heels of the change to make your Item inventory into a grid. The grid lets you see so many more items in a glance, reduces scrolling, and helps you pick the item you want to use faster. Now, we've gone back through the art for the three major types of potions and upgraded the art so that they are differentiated by type and even easier to pick with a quick look.
We've also added a notice to the screen when one enemy Buffs another enemy. This will give you more of a warning that a nearby enemy is now packing extra damage, armor, or what-have-you. You can always check the enemy's details for what the Buff includes.
Finally, we fixed some lingering bugs with the Quest Logs coming out of the Otherworldy Haven in Episode 4.
v4.2.45 - 7/25/2016
- New art for healt, spirit, rejuvie potions
- Easily differentiate potion types by icon
- Enemy Buffs better displayed when cast
- Fixed issues with Otherworldy Haven and quest logs
This week is a small update, but adding two much needed improvements based on user feedback and fixing a bug that has a couple of players trapped at a certain point in the story.
Directly from a user request (thanks @craig.rittenhouse) we've added a Sell All button in gear shops, so you can quickly unload any one type of item for gold.
We've also heard the feedback about Auto-Glom after combat, and have changed the way the mechanism works. Auto-Glom now remembers the last character who was leading before combat started, and when combat is over switches back to that character and Gloms again. So, if Selen is leading ... leading ... combat! ... slaughter the enemy ... End Turn with Kincaid selected ... Selen is leading again and your team gloms up. No clicks required!
If you followed Tevensa to the Otherworldy Haven, but left before your business there was done, then you can return to the Springtide Altar and she will now talk to you again. Good luck!
v4.2.41 - 7/7/2016
- Sell All button added to stores to quickly unload equip
- Lead character is remembered between combats for Auto-Glom
- Fixed issues with Otherworldly Haven and Tevensa - return to altar to continue
First - it is Steam Summer sale! Pick up a copy of any of our games on discount, or complete the set with our Trese Brothers bundle.
Second, this week we have added a new type of effect into the game's balance -- the +Crit Damage % effect. This increases the multiplier for Critical Damage, in the event that you roll one. If you were causing 200 Dmg, rolled a Crit, and had +50% Crit Dmg, you'd score an extra 100 Dmg for it, plus whatever normal Damage you were going to get on your Crit multipler roll. Check out the Talents -- Aimed Shot, Berserk Rage, Hammer Blow and Smiting Blow for this new ability. It will be coming to gear in a near term update.
Speaking of Damage from Criticals, we've also improved the balance of higher AP attacks to do more critical damage. A standard weapon (1 AP or 2 AP) will still result in the same potential Crit Damage range, from 200% to 300% Dmg. If you are using a 3 AP attack or spell, you get a +50% bonus to that Dmg, and a 4 or higher AP attack gets a +100% bonus to that attack. Major crush!
Also, thanks to some big work Templar Battleforce, we've been down in the dungeons of the game engine's core and we have squeezed out a significant performance boost across the board -- improving the speed of enemy turns, movement, story cut-scenes, basically everything.
Finally, we've switched the Item list over into a grid form to help reduce scrolling. Enjoy!
v4.2.39 - 6/23/2016
- Major performance boost to game map across the board
- New type of game effect: Increased Critical Dmg %
- Increased Crit Dmg for high AP weapons/spells; 3 AP is +50%, 4+ AP is +100%
- Berserk Rage, Hammer Blow, Smiting Blow, Aimed Shot gain +Crit Dmg
- Items list converted to grid, fixed bug with Fast Movement option
- Improved balance in the Weaver fights
This week, we've kept the focus on quality of life improvements around Auto-Glom. First up, the game now remembers your active character as you travel through the world. If you lead with your sneak, you can now traverse the world without ever changing characters. A small thing, but a big impact!
Second, if enabled, Auto-Glom now fires after the last turn of combat ends. Its another case that can help you get back to playing quicker with less clicks on the UI.
Thanks to everyone who is suggesting improvements, we are very excited to be rolling them into the game, even years after release.
This week, we are also excited to share new fiction within the world of Steel. We have the privilege to work with some awesome authors who are helping us spin new stories within our game worlds. The Reclamation follows the tale of the gloomer Landon, who has decided he can no longer live in the prison that is the Underdeep. He must see the sun!
Check out all of the Trese Brothers fiction at our site - http://www.tresebrothers.com/fiction/
v4.2.37 -
- Read new fiction world of Steel, download The Reclamation today (http://blog.tresebrothers.com/2016/05/the-reclamation-episode-fiction-in.html)
- Currently selected character remembered when traveling between regions
- Improved Auto-Glom to fire after last turn of combat
- Fixed crashes on game load with present enemies
- Fixed typos and map bugs, reported crashes
Two things came out of update #75 - a lot of feedback and messages about how Auto-Glom needs to get better, and a bug when you selected characters causing and odd delay and re-centering.
We've fixed the bug, and responded to the Auto-Glom feedback. In this release, Auto-Glom will now cover more like 98% of the traveling and game loading cases. If there isn't an active story event about to run, or enemies on the map, then Auto-Glom should be able to get your group Glommed whenever you travel. That's a big improvement over the first pass, which was probably covering more like 50%.
From here, we'll only be going up. We'll be looking at more ways to make Auto-Glom get your group back into traveling mode as fast as possible.
v4.2.35 - 5/17/2016
- Improved Auto-Glom to cover more cases
- Fixed bug with delay and recentering when switching characters on the map
The 75th update seems like a big milestone. We're excited to add a highly requested feature -- a new Auto-Glom option. When loading a game, or transitioning between regions, your group will automatically attempt to glom to travel together, if this option is checked. If you don't like it, you can uncheck the option. We've take a first crack at this feature with this update, and will improve and expand it in future updates to cover events like leaving shops, inns, story events, and ending combats. Once we've got a solid test run in with the first round, we'll expand. Please share your feedback so we can keep improving!
We've also fixed a number of longstanding bugs with region loading and issues that could occur if you were unglomming and taking action quickly and then glomming again -- that is, your group would just disappear!
v4.2.33 - 5/16/2016
- New Option: Auto-Glom consolidates group when traveling and loading games
- Fixed issue with hero sometimes disappearing when going in and out of Glom
- Fixed display issue with Sacrifice SP restore
- Fixed display issues with -Crit % curses from enemies
- Fixed story issues with Tevensa and Otherworldly Haven
In the last few weeks, we re-balanced Immolation, reducing the set of Talents that still need work to a very short list. Today, we've knocked Kyera's Sacrifice Talent off of that list as well.
The changes focus on a few key points:
- All levels of Sacrifice now only require 1 AP. This allows Sacrifice to be used at any level as a powerful utility Talent (Heal + Heal + Sacrifice, or EA + EA + Sacrifice x 3).
- Re-balanced the curve on how much SP can be transferred per-cast and per-turn to make the higher levels of Sacrifice attractive. For many groups, you still won't need Sacrifice above level 3 or 4 to fit your needs, but taking the Talent higher will allow much larger, faster, and more SP efficient transfers.
We've also fixed some bugs, most notably another type of crash that has snuck into the Weaver boss fight!
Please leave a review to help encouraged continue development and updates!
v4.2.29 - 4/18/2016
- Re-balanced Sacrifice: powerful SP channeling tool at 1 AP
- Fixed confusing Lock Rating message on chests - only requires Level 1 Unlock Talent
- Fixed crashes fighting Weaver in E4
- Fixed map bugs and typos
We've released a quick bug fix patch to address some issues that have been brought up this week!
The game in Windows was not starting in fullscreen, which was causing a lot of support issues. That is now resolved.
We've got some great feedback (thanks @pendantry) on the keybindings user interface and have made a first round of improvements, with more coming.
We've also fixed a few crashes and typos that were reported this week.
v4.2.27 - 4/13/2016
- Fixed issues with fullscreen on first launch
- Improved keybinding user interface
- Added confirm to resetting keybinding defaults
- Fixed crashes on some Tamilin / Selen builds with 11 Talents
- Fixed reported typos and crashes
This week's update has brought both a major UI upgrade and a major Talent upgrade for the fire wizard, Kjartan.
We've included the ability to customze keybindings this week. We also took it as a good chance to change the default keys to something that works a bit better throughout the length of the game as you master more and more Talents. To change the keybindings, go into your Options screen and pick Keybinds. From there, click on a function you'd like to change and then strike the new key.
Kjartan's Immolation Talent has received a boost in Fire Damage, as well as the ability to curse enemies with Crit Vulnerability. This curse increases the changes that other players will get a critical hit against enemies that have been flamed by the Immolation attack. Very late level Immolation attacks also start to reduce Armor, which fits closely with Kjartan's ash wizard Talents, and the mighty Choking Ash curse.
Thanks to all of the players who have been helping us squash story bugs. With a game this large, with so many hour of story content, there are bound to be problems. We've fixed three of the ones that have cropped up this week, and will keep squashing as we keep adding new story to the game.
v4.2.25 - 4/12/2016
- Custom keybinding support for desktop
- Upgraded Kjartan's Immolation (+Fire Dmg, +Cursing enemies with Crit Vulnerability)
- Fixed crashes at the second Weaver confrontation
- Fixed issues with story characters sticking around in Otherworldly Haven
- Fixed hanging quest logs in Episode 4
A big thanks to our latest game, Templar Battleforce for making the keybinding support possible!
http://store.steampowered.com/app/370020
Today's update focuses on a few UI improvements around leveling and fixing a number of lingering story bugs that have been hanging around.
The two leveling improvements are to allow you to see your advancement points at any time. Simply by opening the status for your character, you can see what you can raise (Attributes, Skills, Talents) without needing to retreat to a Waypoint or an Inn.
Also, within the leveling UI, if you've already reached the 10th level of a Talent, you can now still click on it to open it and see what all of its levels entail, as to plan for a respec.
v4.2.23 - 4/5/2016
- Adv Points now shown in Status, check your leveling readiness on the go!
- At Inn or Waystation, view Talent Details even when Talent Level is 10
- Fixed quest log bugs about Druid Erghanna
- Fixed story event bugs and dialog around the first visit to the surface
- Fixed story event bugs with approach to Gholla Outlook
- Fixed inconsitencies in leveling screen
This week includes a very exciting release in both balancing and in streamlining game play.
We've improve the feature of all Buffs that add max HP (Stone Skin, Righteous Fervor) so that they maintain your HP percentage during the casting. Therefore, if you were at 100% health, you'll end the Buff with 100% health. You'l no longer need to quaff a potion or cast a healing spell. A big thanks to the community members who championed this change, it is a great addition and makes certain heroes far less clicky to play.
Second, with the massive damage ranges of 2H weapons in the later Episodes, it was simply too good looking to avoid changing the Strength bonus on 2H weapons from 150% to 200%. Now featuring +32 base Dmg, at a smith or treasure chest near your location. Enjoy!
Finally, we've updated the in-game display to accurately show -Armor and -Resistance. Your heroes have been able to curse these stats negative forever, but the game was failing to show the values, stopping both of them at 0. The game now displays both, and displays them negative. Keep in mind that -Armor or -Resistance means more Damage on your physical or magical attacks.
In bug news, we fixed an issue with Pinning Shot and Torrent of Steel that allowed your cursing attack to take enemies to 0 AP, which would cause them to stand around for the turn and take no action. No curses can reduce an enemy to 0 AP, you can only get as low as 1 AP.
Please leave a review to encourage more updates, content and features!
v4.2.21 - 3/24/2016
- +HP Buffs (Stone Skin, Righteous Fervor) maintain your HP percentage (reducing need to heal)
- For 2-H Strength-based weapons, minimum Damage roll is 200% Strength (up from 150%)
- Fixed monster detail display to show -Armor and -Resistance due to over-Cursing
- Negative Armor or negative Resistance increases Attack Dmg
- Fixed Torrent of Steel, Pinning Shot, Crippling Strikes bug taking enemies to 0 AP
EDIT: we had to do a quick rebuild, so 4.2.17 is now gone and replaced with 4.2.19! Sorry that melee attacks stopped working there for a minute ... Vraes was not happy!
With the v4.2.19 release, we are catching up on a lot of different bugs that have been reported across the game. We're switching back from the big art push around Vraes and cleaning up the bug rosters. Then, the next big string of releases will be focused on new Episode 4 content!
We've made some adjustments to the size of Vraes' head in dialog - he now fits better into the whole collection of heads.
Tamilin's Torrent of Steel has long had an advantage that was allowing it to be used at 4 range, regardless of the weapon range. Many groups will have been relying on this, but we've fixed the bug and enforced the rules. There are 4 Range throwing knives, so you can get back to that range again if you are dedicated to it.
We've also wrapped up a set of shop issues -- fixing gold updating in magical gear shops (rare) and adding types of Incantations to more shops late in the game.
New groups will also find that the previously boring mundane gear gained by the heroes on their escape has been granted minor magical properties. They are minor, but they make the start of the game more interesting!
Finally, we've fixed a long standing bug with the Lost Caravan quest out of Oskahold where you could get the rewards without completing finishing the quest
Thanks to all of our supporters - please leave a review to encourage more updates, content and features!.
v4.2.19 - 3/16/2016
- Improved dialog art sizing for Vraes
- Starting gear gains minor magical bonuses
- Fixed bug with Tamilin's throwing daggers allowing 4 Range when weapon was 3
- Fixed bug in gear shops where gold count was not updating
- Improved availability of some Incantations in shops
- Fixed bugs with Lost Caravan Side Quest
- Fixed map and spawning issues
This update is dedicated to the Outlander Vraes and his major art update. With the support of our awesome Patreon crew (http://www.patreon.com/tresebrothers), we've been able to complete this update to Vraes' character and dialog art.
Vraes was one of the first characters ever drawn for the game, so its an update long time coming, as the skills of our art team have continued to improve.
We've also fixed a few issues with how enemy Resistance, and negative Resistances were being printed out.
Thanks to all of our supporters and those who are leaving a review on the game help us continue to spread the word!
v4.2.15 - 3/10/2016
- Major Character Upgrade: Vraes the Outlander
- Vraes: all new art for character and dialogs
- Improved display of Resistance and Weak versus numbers in monster details
The latest update for Heroes of Steel brings some late game improvements to Skill point spending, and some early game improvements to the value of the Willpower Attribute. Skill maximums have always been 16, but now as you reach level 30 those maximums upgrade to 18. At level 40 and above, the max jumps to 20. Depending on your level, you may want to consider a Respec to take advantage of these new options, and chance to get extra duration or accuracy and defense for your characters. Even without a Respec, there are plenty of levels ahead to make adjustments. Willpower has now gained another powerful value in its corner. In a mirroring of the recently added Strength rules, Willpower helps to set the minimum magical damage for spell attacks. Therefore, Firebolt 1 which does 10 Physical Damage and 8 Fire Dmg now has its minimum Fire Dmg set by Willpower. Kjartan's Willpower starts at 7, so non-AoE spells get a 10 minimum, and AoE spells get a 4 point minimum. That means, out of the gate, Kjartan will be dealing maximum Damage with his Firebolt spell. As the levels increase, this Willpower base can provide a solid foundation of damage, helping to avoid low damage rolls and gives a very compelling reason to up your Will. We've fixed a few big story issues and ... go! Please leave a review if you enjoy the content, updates, and new features v4.2.13 - 3/4/2016 - Max Skill value rises to 18 at level 30, and then 20 at level 40 - Willpower attribute sets minimum of magical Damage roll for Spell attacks - For non-AoE Spells, minimum magical Damage roll is 150% Willpower (Fire for Firebolt, Holy for Holy Retribution, etc) - For AoE Spells, minimum magical Damage roll is 75% Willpower (Lit for Lightning Spear, Holy for Banishment, etc) - Fixed story issues and bugs
The 66th update for Heroes of Steel on Steam brings some improvements to a few Talents, improves to the UI when using items, and a set of bug fixers for story related issues. Kjartan's Burning Blades and Vincent's Thundering Blades have both gotten a boost at level 10, helping make the decision to take these Talents all the way to the top eaiser. The Farsight and Sly Look Talents now put a momentary red highlight over a trap tile so that it is clear exactly which tile is trapped. Note that this highlight will also show over sprung traps that are now difficult terrain, so you can see the places that will cost 2 AP to cross. Whenever you use an item of any type, a text confirmation is now shown on screen -- something like Buffs Extended, or Character Buffed! will appear briefly to confirm the successful use of the item. We're always working hard to improve, so this release also includes fixes to a number of story bugs to help specific users. We are now hard at work on the next chunk of Episode 4 content. Please leave a review to help encourage continued updates for Heroes of Steel! v4.2.11 - 2/29/2016 - Improved Burning Blades and Thundering Blades 10 - Farsight Talents directly highlight each trap tile in red - If you are stuck on the either side of Darkmoss Underheart, approach the barriers - All items display effect in text on screen when used - Fixed story issues / bugs: Darkmoss boss, Ember Tower, Mountain Track, Monastery boss fight
Getting back into the groove here, but still fixing a few final E4 content bugs. Work has started this week on the next Episode 4 expansion, focusing on another large chunk with 8+ dungeons. Please leave a review if you enjoy the game! v4.2.9 - 2/17/2016 - Added 36 enchanted armors to loot tables in E2-E4 - Fixed bug preventing start of Darkmoon Blossom subquest at Storm Bastion in E4 - Fixed issues with Tevensa and Erghanna storylines and quest logs crossing - Fixed map bugs and typos - Fixed reported crashes
Thanks again to all of our community members who have been posting bugs, sending emails and sharing saved games. This has helped us tackle the last of the crashes and issues we are seeing in the content, and start to move back on to our normal development schedule. We've started that by including a nice upgrade to the New Game screens, detailing the abilities of Vraes, Kjartan, Kyera, and Tamilin for new players. Please leave a review to help encourage more features, content and updates! v4.2.7 - 2/14/2016 - Full details added for Vraes, Kjartan, Kyera and Tamilin in character creation under More button - Fixed crashes in Otherworldly Haven - Fixed device specific bugs for boss battle in Ancient Monastery - If you are stuck on the west side of Darkmoss Underheart, approach the barriers - Fixed world map locations for new E4 content
Thanks to all of our great community members, we've found a few more bugs to squash in the new Episode 4 content. Please Leave a Review if you enjoy this game v4.2.5 - 2/13/2016 - Fixed issues with Iron Circle crashes - Fixed bugs with ferry in Crag Peak - Fixed issues with stuck combat mode in Storm Bastion - Fixed bugs with battle in Ancient Monastery (repeat to get reward)
Every big content release deserves a lovingly prepared follow-up patch release. A huge thanks to all of our community members who have shot emails, posted threads, or joined our forum to report little things we could improve or bugs. This is now live! Please Leave a Review if you enjoy this game v4.2.3 - 2/11/2016 - Fixed bugs with battle in Ancient Monastery (repeat to get reward) - Fixed dialog bugs and typos - Fixed quest log bugs
The world of Steel trembles as the Harbingers ride to battle once again! Episode 4 has received a major expansion today, opening up 3 new story arcs and moving the main story forward another stride toward the final climax.
The expansion has added over 15 new types of monsters and some major new bosses. Their lairs and the expanse of the Underdeep includes 11 new dungeons, and one new town. On top of the new advesaries, there are hundreds of new pieces of weapons, armor and gear to kit out your groups in, and you'll find some of the mightiest items you've seen yet. Even more, if you are playing Kincaid, Vraes, or Fyona, you have the chance to encounter your hero's legendary item and unique story content.
We've also fixed a host of bugs, including a nasty bug that was making mouse hovers go berserk on some desktops.
Please leave a review to help encourage more updates, improvements and content
v4.2.1 - 2/9/2016
- Major Episdoe 4 Expansion Pack!
- Start new story arc by visiting Tevensa, Erghanna, Kea or Tyrae
- Start new story arc at the Brunehorn docks; go to the Darkmoss
- Storm Bastion back gate is now opened; visit Ancient Monastery
- Added 11 new dungeons / regions and 1 new town
- Added 15 new monster types and major bosses
- Added 100+ new epic weapons, armor and gear
- New Legendary Items story events for Vraes, Kincaid, Fyona
- Added display of Strength minimum Damage to talent detail box
- 6 Range Curses (Ethereal, Choking, etc) go to 7 Range at level 8
- Added Crag Peak as a permanent part of the road east to Granthorn
- Up-balanced the Heartbeats of Summer story item
- Improved keyboard arrow scrolling, improve hover over Talents list
- Improved sorting of Gear by level as well as type
- Fixed bugs with very high leaderboard scores
- Fixed desktop issue with hover breaking over talent list
If you have come out of the far side of the City of the Dead, then your ready to move forward on any of these new story arcs. First, you can visit Kea, Tyrae, the Druid Erghanna or Tevensa's alter to continue the main quest.
Also, if you have been to the Storm Bastion, then the defensive wards they have been working are now complete, and the back gate can be opened at last. The winding track up to the monastery awaits.
The Captains at the Brunehorn docks will also take you into the Darkmoss Swamps to visit the Druid Erghanna, regardless of which family you supported in the conflict over Ember. Heroes such as yourself would do well to talk to one of the Dhrogas, and you can kick off a new story arc by heading that way.
The latest update brings about a positive upgrade for any character who wields a Strength-based melee weapon. Your hero's Strength attribute now helps bolster you damage by setting the minimum Damage that can be rolled. If your weapon does 21-40 Damage, then a D20 is rolled to determine the final Damage. If you are wielding a weapon that relies on Strength for its Accuracy, and you have 8 Strength, then if the D20 rolls less than 8, the Damage is simply upgraded to 8. The same size dice (D20) is being rolled, so your change of getting an 8 (the minimum Damage) is, in this case, 8/20 or 40%. As your raise your Strength, you can therefore increase the minimum Damage you cause with every melee attack. Even better, if you are wielding a 2-H weapon (Vraes, Fyona), the minimum is 150% of your Strength, and therefore 8 Strength gives a minimum of 12. Please leave a review to help encourage more updates, content and features! v4.1.39 - 1/7/2015 - Strength attribute sets minimum for Damage roll for Strength-based weapons - For 1-H Strength-based weapons, minimum Damage roll is 100% Strength - For 2-H Strength-based weapons, minimum Damage roll is 150% Strength - Strength minimum Damage roll does not apply to Dual Wielding - Can now select and inspect Talents disabled due to lack of AP - Fixed issue with Parry display in status, some shops listing odd shields - Fixed Respec for all characters in Steam
The Steam Winter Sale is on, so pick up all Trese Brothers games at a discount for the holidays!
It's the holidays, so everyone wants loot! Version 4.1.37 adds another 80 pieces of loot throughout parts of the middle of the game -- late Episode 1 and into Episode 2.
We've done another round of updates on Tamilin's model on the map and her art, thanks to everyone for sending the feedback.
Following Tamilin's new powers with a throwing dagger, Kincaid is following suit, gaining AoE for his later levels of Darting Steel and joining Tamilin with the ability to throw at 1 range.
Please leave a review to encourage further updates, features, and content!
v4.1.37 - 12/22/2015
- Added 40 new enchanted gear to Episode 1 Act 2 loot tables
- Added 40 new enchanted gear to Episode 2 loot tables
- Improved bonuses of Episode 1 Act 1 story rewards
- Added SP Drain to summary screen, fixed SP Drain bug with Dual Wield
- Kincaid's Darting Steel goes AoE after level 5, can throw knives at 1 range
- Fixed issues with Ranged Accuracy display and Range for Tamilin's knives
- Revised and improved Tamilin's art
Update #58 is a special one and brings a major upgrade to Tamilin the Thief. Sneaking through the Underdeep with all new artwork, the Thief is more deadly than ever. Her previous melee-focused talents have been switched to Talents that complement her ranged nature -- Throwing Knives. Now stirring up a maelstrom of steel everywhere she goes, Tamilin can hurl cursing attacks with 1 AP Throwing Knives to curse, hinder, and damage targets. In a big change, Tamilin now has a -AP cursing attack in her Torrent of Steel Talent.
Because this change does take away Tamilin's only melee options, she fights under a special rule and is able to hurl throwing knives at 1 range.
We're looking forward to a big Episode 4 release coming soon, and also working on art upgrades for the other 7 characters.
Please leave a review to encourage more updates, features and content!
v4.1.35 - 12/11/2015
- Major Character Upgrade: Tamilin the Thief
- Tamilin: all new art for character and dialogs
- Tamilin: Torret of Steel Talent is now a Throwing Knives Curse (-AP, -Dodge, -Res)
- Tamilin: no longer uses blades, only throwing knives, can throw at 1 range
- Consolidated all status details onto single screen
- Disarm Trap talents do not fire if no traps present
Heroes of Steel RPG
Trese Brothers
Trese Brothers
2014-04-23
Strategy RPG Singleplayer
Game News Posts 73
🎹🖱️Keyboard + Mouse
Mostly Positive
(210 reviews)
http://www.tresebrothers.com/heroes-of-steel/
https://store.steampowered.com/app/291190 
The Game includes VR Support
Heroes of Steel: Tactics RPG for Linux [161.36 M]Heroes of Steel RPG Depot Linux 32 [154.48 M]
It is the dawn of the Seventy First Year after the world has fallen. Four of the Thirteen Gods rose up against their creator, the All-Father, and destroyed him in a cataclysmic event. In the following years of darkness and ruin, the kingdoms of man fell in war and flame. In the final days before all was lost, under the guidance of an ancient order of druids, the survivors retreated to a mysterious underground labyrinth; the Underdeep. Now, in the Underdeep, the last remnants of humanity are scratching out a living and trying to rebuild a society, but are quickly discovering that evil has followed them beneath the surface.
Heroes of Steel is a tactical turn-based RPG in which you lead a group of four unique characters, each with their own talents, special powers, and abilities on their quest through the world of Steel. Engage in tactical combat with the ferocious, devious, and magical enemies who threaten humanity's last settlements. You must decide how to develop each character’s individual strategy in order to build a powerful and dynamic team capable of triumphing over the impossible odds. As you traverse the sprawling world of Steel, your party will face a myriad of challenges, battles, extensive mazes and fearsome enemies of all varieties.
Savor full character customization, deciding how to increase your attributes, skills, and powerful talents. Equip each of your characters with a variety of weapons, armor, and up to three mundane or magical accessories. As your party explores the dungeons, cities and crypts of the world, you will decide the overall strategy and approach your team takes. Choose between hundreds of levels of talents and thousands of combinations of equipment.
Our indie role playing games dev team is actively continuing development to make this the top RPG. We are very receptive to feedback to help Heroes be the best RPG it can be.
With full control of every turn and aspect of your four characters, you can plan every turn with exacting control. Heroes was made for fans of adventure RPGs, board games, and roguelikes. If you enjoy strategy games or tactical RPGs, you will enjoy this classic RPG.
Snag a Two Pack
The Heroes of Steel Two Pack includes two copies of the game - one for you and one to gift to a friend. The second copy is at 50%! Share this awesome tactics epic with a friend today!What's in the Box?
Heroes of Steel: Tactics RPG includes the Prologue, three major story Episodes, and four optional characters! As we continue to expand the game, new story Episodes and characters will be released to you free of charge in our weekly updates. This games does not contain any chargeable DLC - all content is included in the price.Prologue & Episode 1: Death's Consort
Under the shadow of Baron Arhaive, your group forms into a unified cohort.
- 20+ new enemy types
- 26 Dungeons
- 2 Towns
- Hundreds of unique weapons, items, and gear
Episode 2: The Gathering Shadow
Heading east into the territory of the Braeys Family and Baron Koda, you face off against relentless threats and growing dangers.
- 35+ new enemies
- 32 Dungeons
- 6 Towns
- Hundreds of unique weapons, items, and gear
Episode 3: Whispers over Steel
All roads lead into the City of the Dead on the surface world to face whatever dark sorcery and darker secrets lurk there.
- 20+ new enemies
- 32 Dungeons
- 8 Towns
- Hundreds of unique weapons, items, and gear
Episode 4: Rise of the Chosen
Face the tulmult of chaos and destruction that threatens to consume your world and your people in the fourth story episode, featuring more than 20 hours of gameplay.
- 20+ new enemies
- 16 Dungeons
- New Towns
- Hundreds of epic level weapons, items, and gear
- Kincaid the Dueler
- Selen the Rogue
- Vincent the Sorcerer
- Fyona the Paladin
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: Requires OpenGL 2.0 or higher
- Storage: 250 MB available space
- OS: Ubuntu 20
- Processor: 2.0 Ghz (32 or 64-bit)Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: Requires OpenGL 2.0 or higher
- Storage: 250 MB available space
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