UPDATE PUBLIC 1.27 AND 1.28 FOR PATREON


Hello hello! Platier is here to bring you new updates for the game!

For Patreon Update, we finally bring the VERY long Day 14 to a close. Perhaps you'll have a restful sleep after all that's happened. 

  • Story Update: Conclusion of Day 14 
  • BattleSystem: 
    • Tuned up Turn Logic. 
    • Enemy Aggro has been rebalanced (Odds should be properly distributed across a full party now) 
    • Added more sound effects (might be some missing or bugged) 
    • Shield Mechanic Expanded 
      • Skills Sturdy and Crystal Formation now provide shield (temporary Hit Points) that blocks damage until broken or the status effect wears off. 
      • Shields stack and benefit from other Shield Skills. However, each one is calculated independently, and can lose potency independently. 
      • Skill power now scales based on relevant stat. (Scaling Formula still experimental and subject to change) 
  • Inventory system: 
    • Inventory Screen added 
      • Certain Items can be examined in the inventory, and weapon equipping is possible (Only one weapon available)
  • Save compatibility issue: 
    • Experimental Save Compatibility/Salvage System 
      • Due to extensive changes to the core system. Many saves will break this update.  (PLEASE DON'T USE SAVE FILES FOR DAY 11 AND BELLOW!)
      • In this update, the game will attempt to update your saves to be in line with the new system. 
      • During testing these have brought about unforeseen bugs, though your progress should carry over. 
      • Starting over is always advised. But players that would rather not lose their progress has the option to carry on. 
  • Misc: 
    • Imported Daniel Westfall's Visual Text Effects Scripts.

As for Public Update, it's Day 14 aftermath update! With things going south, what's going to happen to our protagonist? You'll find out here with this new update. It's going to have different interactions depends on your partner of choice and the choices you made throughout the game. There are a lot of thing too, such as:

  • The music jukebox is added, with music and ambience tracks (no sfx), it's accessible on the main menu (like the gallery)
  • Battle system
    • Actors taking damage (or healing) will now have visual effect (flash red/green)
    • Status effects is clarified better (eg. passive buff that stacks over time like Alex's Harmonizer or Ray's Haste) 
    • More sound effects added to skills and status (but not all yet) 
    • Some negative status like Burn, Freeze, Nether infection, Linus' Absorption, now has a "status effect color" that gets applied to the target, and will remain until the status wears off (There is an issue where the color will be replaced if a new effect is applied on top of the previous - Eg. Getting burned then frozen will end up with Frozen's color) 
    • Husbandos' stats will scale with Love, Friendship and Corruption. 
    • Actors afflicted with Stun and Frozen (and KO also, but that goes without saying) will not be able to take action for that turn.
    • Some skills will now inflict status effects. namely: bashing skills (Tackle, Skull basher) cause Stun ice skills (Max's) causes Freeze fire skills (Ray's) causes burn and burn can stack, adding more duration and damage. We will continue to work on this in the future, so stay tuned!
  • Inventory system 
    • Added inventory screen that's mostly cosmetic right now, but does reflect the items you obtain during the game (not complete yet) 
  • Keybinds 
    • Screenshot key is changed from S to Shift+S 
    • Stat board key is changed from L to S 
    • Inventory screen is bound to I (eye) 
  • Story-related
    • Tweaked Max's emotes from prologue to day 7 so he's a bit more expressive 
    • Remedied a story inconsistency on Kody day 4 (on Max and Ray's day 5, and on Alex day 4,  Alex is made aware of Dave's phone and obtains it to further his Crystal Communicator prototype which is given to the whole team on day 8 -- but Dave never showed Alex the phone on Kody day 4) 
    • Added more of the new music to battle system and some part of the game, but not fully replaced yet 
  • Misc. 
    • A lot of code cleanup that's not really worth showing or easy to show, but will help with dev environment 
    • Replaced deprecated/outdated ren'py functions with modern alternatives (like replacing im.Scale(img, w, h) with Transform(img, size=(w,h),fit="contain") ) 
    • Translated more of the game into Vietnamese (still at day 1 so far - progress is really slow on that )
    • Stat screen and inventory screen are accessible from the quick menu on mobile 
    • Stat screen will now reflect Dave's Out-of-combat and Mid-combat stats separately (going in combat will show his active stats during it, and going out of combat will show the out-of-combat version) mid-combat stat will show his currently equipped weapon and its stats

That is all for this Devlog! For next update we will be starting a new week in-game, week 3! We'll begin a new chapter in our journey. There's gonna be a lot more story to tell and new characters to show. Stay tuned for more updates from us!  Thank you and have a good day!

Sincerely,

Platier.

Update 1.28 >> HERE

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Files

Hero's_Advent_Public-1.27.3-pc.zip 179 MB
1 day ago
Hero's Advent Public 1.27.3 Android Build.apk 187 MB
1 day ago
Hero's_Advent_Public-1.27.3-mac.zip 174 MB
1 day ago

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