As you might remember, we had a test of the hero-feature, running on our beta world some time ago. Taking into account all the insights, issues and requests from our community, we knew that we had to do some reworking. This is happening right now and if everything goes well, we might be able to release the hero feature in December.
But prior to that, we think we owe you deeper insights on all the changes and adjustments we are going to undertake.
1. Removal of the transfer
As already pointed out in a previous hero-related blog entry, we will completely remove all options to transfer heroes from one world to another. This is due to two reasons: first, the transfer feature lead to major confusion on how to use it and what the restrictions were. Second, we received quite an amount of complaints about the transfer endangering the early stage of a new world, as veteran players could chip in their maxed out heroes and thus would have a major edge over inexperienced players.
2. Only one hero per town
There was a tab which allowed you to assign up to two heroes per town. It will be removed! The assignment will now be done using the hero overview.
This change makes the whole feature easier to understand and also provides a greater feeling of the assigned hero actually being the leader of your army.
3. Removal of hero slot limitation
Since you cannot transfer heroes anymore, there is no reason to limit the amount of heroes you can purchase. Thus, the limitation of a maximum of five hero slots per game world will be lifted.
The limitation will now work differently. Each player starts out with 2 available hero slots. You cannot purchase additional heroes without any available slots, and you will automatically unlock another slot with each culture level. You can have just as many slots as there are heroes available.
Using gold will allow you to unlock a slot before reaching the next culture level. Please mind that the advantage is quite minor, since you can only have one hero assigned per town anyway. The advantage lies in greater flexibility as you can swap your heroes depending on the given situation, not in sheer power.
4. Changing the way you level your heroes
When we had the feature running on beta, you could level your heroes by investing resources. This turned out to be problematic in two ways:
a) New players are supposed to use their resources solely for building their empire and shouldn’t be tempted to spend their resources otherwise (in this case training heroes).
b) For end-game players, leveling heroes was too easy or differently put: leveling in the early-game was too difficult. There was no way to perfectly balance this.
As a conclusion, you will now be using Coins of Wisdom or Coins of War to level your heroes (the same currency which you use to purchase new heroes). It’s a currency that all players receive at the same rate more or less and thus it’s much easier for us to balance this. For now, we set the needed amount of coins to reach level 20 for a single hero quite high. However, if we see the need we will implement additional ways to grant your heroes some experience points. As of now, you will have to invest 1155 Coins to reach level 1 to 20 for a single hero, although the first 10 levels or so can be achieved quite quickly.
As an addition, the leveling-window will now display the changes that apply upon leveling up. 🙂
5. More comprehensive interface element
In the old design, you would have seen five portraits of those heroes which you would have activated in the given game world.
Since you can now have way more than five heroes per game world, and ultimately just one hero per town, it made sense to show that hero’s status in detail.
Thus, the interface element will have 4 different states:
a) When there is no hero assigned the element will allow you to access the hero window.
b) When there is a hero assigned and it is at full health you can see his/her current experience points and will also have a shortcut to instantly invest some coins to level your hero up. Clicking his/her portrait will still trigger the hero window.
c) When the assigned hero is wounded you will see the remaining time for that hero to regain full health again, as well as a premium button to cut his/her healing time in half.
d) When the assigned hero is currently on an attack, this will be displayed via a sword icon.
6. Changed behavior in attack and defense
In the previous game design you could use any unassigned hero in an attack and only assigned heroes would help with defending the town the hero has been assigned to. Now, this has been confusing to many players and in the end we decided to streamline the behavior to be equivalent with normal units.
If you have a hero assigned to a town it will help with the defense (as long as it is at full health). If you start an attack from that town you can choose whether this hero should accompany your army or not. If you do so, however, that hero cannot defend anymore. The hero will instantly be returned to your town as soon as the attack has commenced (the moment you receive your report, basically).
7. Timer for new recruitment offers adjusted
In the old concept you could start a “calling” every 6 hours manually and thus would receive an offer of two different heroes.
With the current design you will automatically get a new offer once a day, so there is an ongoing change. For 50 gold you can immediately swap the offer randomly.
Heroes which you already own will not be offered, of course.
We also lowered the cost for purchasing new heroes significantly. The prices will now usually range from 50 to 100 coins.
8. Adjustments to individual heroes
Since we took out the option to transfer your heroes, some heroes suddenly became too weak if they would only survive the duration of a single world. More importantly, leveling them wouldn’t have paid off as much.
We have made adjustments to four heroes:
Helena: Helena will now reduce the silver cost for buying units from the Phoenician trader by 22% (up to 60%).
Cheiron: He will now automatically recruit 11 (up to 30) hoplites every 3 hours as long as he is assigned to a town. Of course, you will need to provide available population.
Terylea: Instead of boosting the silver production by 30% (up to 90%), she will now increase it by 44% (up to 120%). This should make her somewhat more beneficial in mid and end game.
Andromeda: For the same reason as with Terylea, Andromeda will now boost the production of all resources by 16.5% (up to 45%).
That’s it! If you have any questions or feedback, don’t hesitate to write a comment. 🙂