• Change Notes
    • Pit Traps now take heroes and enemies down 1 attack and 1 defense die as they are supposed to
    • Dying heroes can now have their gear picked up by another hero in the same room or hallway
    • “False Doors” now notify all players in multiplayer when a player attempts to open one
    • In multiplayer the clients must now correctly wait for the host to advance past the “finish quest” screens (success and failure)
    • States when rolling 0 defense dice (Sleep, etc) no longer play the dice rolling audio
    • Ending a turn in a wall or furniture (walk through rock) now correctly kills the hero
    • Dying heroes now auto-consume a potion if one is in their inventory to save their lives.
  • Known Issues/Bugs
    • From time to time the movement tiles don’t show, but toggling to “attack” and back to “Movement” causes them to redraw correctly.
    • Trap UI is “bad” for lack of a better word. Roll movement first, then choose trap avoidance and choose the trap cell. Will review later.
    • The gold in the gold mine in the “Castle of Mystery” quest can not be picked up, but after finding it you can exit the level with a success.
    • Multiple artifacts that are achievable don’t function yet as they should (Elixer of Life, Ring of Return, etc).
  • Notes
    • Multiplayer play uses network port 12312 for multiplayer play
    • In order to play across the internet, the host should choose multiplayer and “HOST” and if they use a router, port forward port 12312 to their machine
    • The other players should choose multiplayer and “Direct Connect” and type the internet-accessible IP of the host (Host can go to https://www.whatismyip.com/ or similar to get their IP if they don’t know.

Version 0.0.30
Windows x86/64
Linux
MacOSX

Note: This game was developed and built using the Unity game engine. As this application was built, packaged, and uploaded from a Windows PC, you may need to do the following to run this application in MacOS and possibly Linux:

On MacOS:
change directory to the unzipped binary folder cd <PATH_TO_APP>/HeroQuest.app/Contents/MacOS/
run the following: chmod -R 777 HeroQuest.app

This should mark the file as an executable application file and allow you to play. Hopefully, this note solves any issues.

HeroQuest Revived – Beta Build 0.0.30
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2 thoughts on “HeroQuest Revived – Beta Build 0.0.30

  • July 13, 2021 at 10:08 am
    Permalink

    Played through the game, excellent work over all; really took me back to the original board game!

    Noted a few issues I thought I should bring up in case no one else has noted them yet:
    1) When equipping the Battle Axe it is still possible to use a shield, even though the items are not supposed to be useable at the same time [obviously the honest player can simply unequip their shield to reflect proper game play but thought I would note this anyways].

    2) The Witch Lord is affected by attacks using weapons besides the Spirit Blade, even though if I recall correctly that is not supposed to be the case.

    3) I noted some line of sight discrepancies, mostly between the players and the npcs. The Witch Lord for instance was able to target PCs through doorways at sharp angles (for instance, in the final battle, the Witch Lord was standing in the Pit Trap in his throne room and was able to hit the Barbarian with a fireball in through the door to the east where the Barbarian was standing inside the next room over just to the south of the open doorway). However, I note that PCs cannot attack through doorways unless the attacks were straight through the open door.

    Reply
    • July 13, 2021 at 4:13 pm
      Permalink

      Thank you so much for playing through the game and giving me the perspective of someone that has been through it all. I will respond to each bullet point in order.

      1. I had this on my initial “to do” list and it was completely dropped. I agree and appreciate the reminder. I even have code around “two handed weapons” but it doesn’t do anything right now.

      2. I am aware of this one. It’s on my TODO list along with Balur being targetable by fire and 2 late game artifacts I need to add the functionality for.

      3. Currently I use the “line of sight” logic for most spell casting. This may not 100% match up with many interpretations of the board game, but in general it gets close. Since the game is designed in a full 3D engine, I cast a ray from attacker to defender and if nothing blocks that ray, I allow the attack. There are a few boundary conditions that don’t react how I would prefer that are left, such as some of the occurrences of diagonal attack through doorways, etc, but in general it works pretty well for reasonably easy code. I will likely come back to review this when all bugs/features are done, but this will probably slip to one of the last things I review as it will be a big change and could break everything if I make a mistake. I do appreciate the test case and will see how it feels if I can setup this test.

      Reply

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