- Change Notes
- Updated bug in Android build which caused issues with Drag/Drop for inventory screen and possibly some others. All drag/drop functionality should work as expect now in mobile platform.
- Known Issues/Bugs
- 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.
- There are still various features I want to add to the game, however since all of the core game functionality now exists, we will name this version 1.0
- 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 1.0.2
Windows x86/64
Linux
MacOSX
Android
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 – Official Build 1.0.2
I love this software. Playing on my windows PC.
Some feedback:
1. Sleep spell doesn’t appear to be working – or it breaks when it shouldn’t
2. Money divided up after a quest sometimes doesn’t compute correctly and some characters don’t get gold.
3. Talisman of Lore never showed up in my character’s inventory.
4. Would love an undo option – I’ve fat fingered or misclicked too many times now and it stinks when I can’t go back.
5. Would love an option to speed up dice/movement.
6. The heroquest ‘walk back to stairway’ after the quest is over is especially painful. Prince Magnus’ gold – ugh. Anything you can do to give chars an option to exit early if the walkback isn’t meaningful?
7. Someone else said it already – but selling an item back for half gold cost would be nice.
8. The Quest with the fools gold – after teleporting to a location with another hero, they take a wound and then they teleport, but the camera point of view puts it on the other character.
9. Playing on a windows PC – moving the camera wasn’t intuitive – did I miss where these instructions are documented? I command list in the app would be helpful.
10. Line of sight (LOS) appears to not work for some attacks, but does for others. For example, corner attacks with a staff (through a doorway) never seem to work. Spell line of sight seems easy for champion monsters but it is not consistent with character LOS.
Thanks again for this great software – hope this feedback is helpful.
Waw!!! this absolutely amazing. With some friends we actualy restarted the board game during covid and we and its hard sometimes to be in the same physical room to do it. So with your game we could actually play it even from a distance. Thanks
Also I do graphic design and if you need some help for a bit of interface i’ll be happy to help ;).
Just tested it; Excellent!
A little question: Why can’t we move AFTER Action?
A little suggestion: Would be great if we could save the game during a Quest
Forget my question: We can move AFTER Action if we clic on Move AFTER Action! lol
When I downloaded the android version of HeroQuest Revived, my device flashed a warning that this type of file will destroy my device.
Since I am not releasing this game via the app store, there is little I can do to limit those types of warnings. I guess you need to decide if you want to override those warnings on your own.
Best HeroQuest Free Simulator I’ve ever found so far. Models quality even overcome the best Mod Packs of Tabletop Simulator.
As for improvements, I discovered a bug that generates potions in the inventory when manipulated on top of each other. And to perfectly respect originals mechanics, the game could simulate how positive treasure cards are removed from the deck and negative cards returned to the bottom of the deck.
All my thanks to you guys. Very good job so far. I would be sure to share your project.
The cards that do not include the text, “Return this card to the deck” are actually removed from the deck. It’s not obvious since you can’t see it happen, but the math/selection does account for that.
Your bug report noted and part of my next review
Hi! impressive work!! It simulates really well the board game mechanics, CONGRATULATIONS!!
However, after playing all the 14 quests, here I have some comments (sorry if some of them has been already mentioned):
Videogame BUGS detected that should be repaired:
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– When gold is transfered between heroes, the form always indicates that gold is transfered between “Barbarian” and “Wizard” even in case it is transfered between other heroes.
– Android version has sometimes (but not often) problems when moving the heroes since they choose a different squares path than the selected one.
– None saving game menu, saving tool or form exists during play.
– In the room where is located the gold of Prince Magnus (Quest #5) there are 3 chests. According to what says the videogame messages, the first three heroes to perform a Treasure Search inside that room will take one of the 3 chests but their movement will be reduced to only one red die. However, if the four heroes perform a Treasure Search action inside that room, the four heroes will see their movement reduced to one die, which have none sense since there are only three chests instead of four.
– Equipment management form between quests have bugs since it allows for example buying a very cheap toolkit simply moving a shortsword or dagger from one square to other square which already has another item inside. It is quite rare and dissapointing since the program choses that you want to buy a toolkit when you don’t want. Additionally, althought pop-up notes and board game rules say the opposite, the videogame sometimes allows to use a Battle Axe with a Shield.
– In Melar’s Maze (Quest #6), Talisman of Lore artifact does not appear in Equipment items after it has been found so the hero who found it cannot give it to other hero which is really disappointing. Moreover, the hero who found the Talisman of Lore does not have any extra ability for wearing it.
– In Quest #13 the right hand separ trap cannot be disactivated.
– In Quest #10, when the mine entrance is found, it is not properly explained as in the board game what happens if a hero takes the gold.
– After disactivating a trap inside a chest or furniture, no confirmation message of succesful disactivation appears as after disactivating other kind of traps like holes or spear ones.
– Line of Sight (LOS) is not correctly implemented in distance attacks (crossbow) and spell casting since it ignores monsters or heroes who obstaculize the LOS, specially inside rooms. You can shot a crossbow to a monster even if there is another monster between both miniatures.
Videogame overall IMPROVEMENTS I highly recommend to include:
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– A user manual should be released with the keys used by the game, how to save the game, etc.
– Waiting times are too excesive, especially during combats. I suggest to avoid the task of clicking to roll dice to speed up the game. Once the combat starts, dice rolling should be automatic and it should start just when the combat starts, without any pause before seeing the dice rolling. Each game has many combats so the time needed for those tasks should be reduced as much as posible. The same occur when casting spells or drinking potions that require dice rolling. Additionally, I see in the game trailer video that miniatures moves faster along the board than in the final version of the game. Faster movements would be better.
– Artificial Intelligence of monsters is relatively well implemented but it can be improved a little bit. For example, during Sir Ragnar escape, if a group of monsters blocks the heroes movement in the double-corridor, the rest of the monsters placed far away on the rearguard who came after the alarm event, once they move to a closer position they do not try to block more the rest of the squares in the corridor in case of heroes defeat the monsters that are already blocking it. I mean, the monsters far away do not try to stack just behind the monsters that are already blocking the corridor, they only stops quite closer to them but they do not stack just behind which would difficult more to the heroes their advance to the stairs rescuing Sir Ragnar. I think the monsters should try to fill all the free squares behind the monsters blocking the corridor instead of stop and wait placed several squares far away. I have noticed that ‘waiting away instead of stack behind their monster colleages’ is the usual behaviour of monsters when their posible way to heroes is already blocked by other monsters. This problem occurs to many times. For example, in Quest #12, the Witch Lord will not move if there are monsters in contact with the heroes, blocking the way to catch them by other monster, which is quite dissapointing since it could give quasi-unlimited time to the heroes to explore the map once they could stop monsters in a corridor. Additionally, for example the With Lord priority may be to attack the hero who handles the Spirit Blade since it is the only weapon that could hurt him but during play session, With Lord sometimes attacks to other heroes and ignore the one who could hurt him, which is quite absurd.
– The videogame does not allow a hero to open a door if the square in front of the door is already ocupped by another hero. Board game rules does not clarify if that can be done by a hero or not. However, board game rules allows heroes with enough movement squares to ‘jump’ above another heroes if they can find there a free square; therefore, in my opinion heroes could open a door even if they need to jump above another hero if they have enought movement squares to finish their movement in a free square after opening the door, not necesarily placed at the other side of the just opened door if he don’t want to. The board game rules does not say the opposite anywhere and allowing that kind of movement in the videogame makes faster the playing experience since otherwise, the players cannot pass through that door until it is opened by the hero placed in front of it, which is quite unreal and causes absurd player turn passes since only one of the heroes can open the door. Only in the rare situations when a monster is placed at the other side of the closed door, the videogame should block the posibility of open and entering the room by a hero who needs to pass through the square in front of the door already occupied by another hero to open the door. In the rest of situations, which are the usual ones, the videogame should allow the heroes to ‘jump’ above the blocking hero’s square, open the door and pass through it, all in the same movement.
– When casting a spell, it should be better to allow selecting the spell’s card picture instead of the botton below them. It make easier the selection, especially if using a small screen device with Android version.
– Videogame does not include any statistics about how many monsters has defeated each hero or how many traps has desactivated or how many body points has lost or how many revivals have had, etc. Those statistics are not covered by the board game but it would be interesting to have somewhere in the video game.
Things that may be changed to become the videogame more ACCURATE to the board game:
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– According to board game NA rules, heroes equiped with weapons that allow diagonal attacks are able to diagonally attack through an opened door or a wall corner but the videogame does not allow to do it.
– According to board game NA rules, heroes can share the same square if it is a pit trap where they have fallen. This means that more than one hero can fall in the same pit trap even if it is already occupied by another hero. Then, the occupied pit trap can be invaded or jumped by another heroes as normally, however the videogame does not allow any hero to try jumping a pit trap already occupied by another hero. According to the NA rules, if the hero jump fails, he should also fall into the pit trap an share such square with the other hero already placed there.
– According to NA rules, when a hero wants to disactivate a trap hidden in a chest, furniture or other object, he must move next to such object before trying to disactivate it. However, the boardgame allows to disactivate such trap even if the hero is several squares far away the furniture in the room, which is a huge advantange for the hero and quite unrealistic. Imagine if there are other traps placed between the hero and a chest, according to the videogame, the hero can disactivate the chest trap without walking through the traps placed between them, it has no sense.
– Virtual board does not show the “Hero Quest” title dark zone that is included in the real board.
– Wizard table or altar does not include the two candles. I think they could be shown as in the board game real furniture.
– In Quest #14 of the videogame, there is no reward for defeating the With Lord. In the american quest book, the Witch Lord wears a Spell Ring, an artifact that can be found in his throne room after defeating him.
– At the end of Quest #14 the videogame does not shows any conclusion text or summary as in the board game. Additionally, when heroes enter the room with the tomb it is not said that “the tomb is empty” as in the board game.
Things that may be changed to become the playing experience more similar to a board game session with real HUMAN players:
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– There is lack of storytelling messages. For example, the videogame does not splash a message when Verag is defeated indicating something like “Congratulations! The evil Verag has been defeated, well done! Now, you can return to the stairs and continue to next quest.” There is no message too when heroes meet Guard of Fellmarg’s Tomb and so on. Althought Fellmarg’s Tomb guard is just a Mummy with 1 extra combat die for Attack, I think it is interesting to see a message that introduced Fellmarg’s Guard when it is discovered in the board. Additionally, Fellmarg Guard is not identified anywhere in the combat form when it enters combat. Additionally, there is no introduction at the beggining of the game.
– If a Wandering Monster appears and there is not a free square adjacent to the hero who performed the Treasure Search but the monster is placed in a square adjacent to another hero, the Wandering Monster does not attack to this hero in the videogame. In my opinion it has no sense and the monster should inmediatelly attack to the hero next to him, even if that hero has not performed the Treasure Search. Although game board rules does not explain how to proceed in this case, this is the way a ‘human’ Evil Wizard player will probably play so in my opinion it should be implemented in the videogame according to this.
– New discovered monsters and Wandering Monsters should face the Hero who discovered them when they are placed in the board instead of face to a random or predefined direction. Additionally, monters may also face to the hero they are going to attack, not only when they finish the attack. This is how a ‘human’ Evil Wizard player uses to place them in the board.
Can’t wait for Kellar’s Keep… and more!
I’m playing this amazing game, like IT was on boardgame, in my Android device. As a game takes long time and sometimes there is rings, go to bath, Löw battery and son… How can i save frequently the game and continúe when I have more time??
Thanks and very good Job!!
First of all , thank you for creating this game! I have a few questions and suggestions.
1) Would you consider adding expansions and US and Eu ruleset to choose the player in start ???
2) The only design thing that seems out of place are the windows and fonts. Is there any possibility to add a more “medieval” look for intro quest windows, spell etc? These purplish windows look a bit modern for the game.
3) Can you add a languagepack and share so we can contribute in translating the game?
Thanks for listening! Keep up the good work!
Thank you for the feedback. I did take a bit of a pause on this game’s maintenance and development, but I’m back on it now and will see what I can put together.
Hello, the game is very good but with a resolution of 1280×1024 you cannot see the continue button on the armory screen so you cannot continue the game
Interesting.. thanks for the feeedback. I will see if I can clear this up.
As everybody else here I am loving what you have done! I’ve never gotten a chance to play HeroQuest as a hero, so this is great for me. I’d also like to add a couple things if you are still working on this.
1. When equipping items the item description should not pop up right in the way. Have it appear off to the side or below somewhere. It makes it really hard to actually equip the items.
2. Your characters can share equipment way too easy. I’ve been able to toss the Battle Ax around (as with armor and whatever else) from character to character whenever I wanted to attack or defend. This should not be possible.
3. Quest 5 Trap with the 144 gold only hurts you for one body point, it should be 2.
4. When you fall in a pittrap you should be able to search the pit for treasure as a separate room, but it is treated as the room that the pit is in.
Here is another couple…
1. The Wizard’s Cloak says you get one extra combat die, but it’s supposed to say “one extra combat die ‘for defense'”.
2. The Spirit Blade description has a grammatical error, your’s says “eerihanel of carved bone”. It should read “eerie handle of carved bone”.
Just finished with the last quest, and I have to say I like what you have done. I’d love to see some of the expansions added as well. Either way, good job!
Thanks for the feedback. Jumping into bug fixing mode just now as I review the feedback on the site. I’ll make sure to make notes of what you found and again, thank you for enjoying my work.
I actually started to learn how to code just so I could make this game in Unity. I have all the expansions for Hero Quest so I was going to build every single level, taking 3D scans off everything, actually creating proper walls etc. But I’m terrible at coding really….. So this is great! If you need any help with anything, pictures or scans etc, please let me know. I have been after Hero Quest, in this EXACT program for SO long! Do you have a patreon or something? I was even going to pay someone to create this for me. Just so I could play in by myself.
This is exactly what I have been looking for. I even started to learn to code so I could make Hero Quest exactly like this, but alas, you have already put in the hard yards. However what are your future plans? I had some huge ideas of what I was going to create, I wonder if you were going to do the same. Will you be adding the expansions at all? How difficult would it be to have say a level/campaign editor? Do you have a Patreon? cause I am more than happy to throw cash your way
Hey, thanks for the great words. I do have a Patreon, and the link is on the homepage. I had originally designed/built this in order to have something to do during the covid lockdown and have since changed jobs and have been very busy ever since. I am trying to think of a new project to take on, but due to the great support I have received from this to this point, I’m considering reworking it to add the campaigns and then create the ability to play on with some custom campaigns. It’s still hard to dedicate so much time to something that I can’t ever truly earn and could be shut down any day. I’ve asked for an official “ok” from the IP owners to carry forth this project and did not get any response, so I’m fully expecting at some point I’ll have to kill this project.
With all that being said, I am officially carrying forth on the development as of now. I’ve reinstalled all the tools and the project code and am dedicating at least a full day each week to continuing this project and I’ll see what I can grow this into. In addition, I’m considering making a new game based on the ideas of this game, but without the actual intellectual property or the art/maps/etc. Not sure if I’ll get there, but I can still hope.
Finally, thanks again for this feedback. It is very much appreciated.
In all honesty, the work you have put into this project so far is nothing short of AWESOME, so well done you for taking the initiative. As much as it is wonderful that this is a free game we can all enjoy, and a trip down memory lane to boot, you SO deserve some recompense for your efforts.
It is my wish that if Hasbro/Haslabs ever do come looking, they will see what you have to offer and will, rather than scupper you, collaborate with you, even if that brings a small cost to future players of your implementation.
Yours IS by far the singular best videogame adaptation of the original I have had the pleasure of playing, I am really looking forward to a quest editor element. Keep doing your thing because the HeroQuest community LOVE it!
Wow. Thanks for the kind words so much… So much appreciated.