- by Pol
Dear supporters and fans of Heroes of Might and Magic 2!
Today we are excited to announce a new release of fheroes2 - 0.9.18! This release is a bit unusual in terms of visual representation but it contains a lot of important changes.
The first thing which the team was fixing is audio. As you remember we made significant changes in the code to push audio on the next level. In this release we polished things to make it even better. Windows OS players were facing a lot of issues related to MIDI music: fading sounds, inability to restart songs where they being stopped, or even crashes on Windows 8. We added new sound font package to fix all these issues so you can enjoy music in full power. This applies only for SDL 2 build.
The second thing which closed over 40 bugs is a new rendering system for Adventure Map. Old rendering system was full of issues such as heroes being visible through mountains, boats being rendered over other objects, monsters being seen over fog. Now most of these issues are gone.
This new rendering system allows us to progress towards new map format, in-built map editor and also to easily add new objects on Adventure Map.
We also fixed multiple issues with amount of monsters in objects, their distribution during battle, Diplomacy rules and other small but important logical situations. The team updated Polish, Bulgarian, Russian and Hungarian translations.
We hope that you enjoy this more polished release which is very close to 1.0 release.
You could also support the project development on Patreon.
You can discuss fheroes2 here, as well as to check previous releases.
- by MadMax
It sure took some time, but we can finally present you with our interview with the one and only David Mullich, director of Heroes of Might and Magic III.
The interview actually turned out nicely in the end, even though we had to overcome some audio syncing issues as well as straight out audio cuts (thank you Discord).
Hope you all enjoy it as much as I did having the chance to interview Sir Mullich!
Comments (1) |
- by Pol
Hello Folks!
CelestialHeavens.com is migrating to a new hoster.
IF you see this you landed on the new site.
New site is currenly locked, once new NS spread, it will be opened. With old site locked instead and updating about new content - posts, articles
Migration is completed, forums unlocked and re-indexing should be finished soon. Enjoy!
New site IP: 78.128.43.103
Old site IP: 67.222.10.191
Thanks for understanding,
celestial yours your CH Staff :D
Comments (2) |
- by Pol
There's new roadmap, check it, it's in pic format only but "sounds" very confidently daring.
Oh, and there's 25% discount going as well. :D
Unveil the full news here.
- by Kalah
From June 23 to July 7 Steam have a big summer sale in their shop, of both old classics and newly released games, giving gamers the opportunity to find gems to play at lowered prices.
Among the deals available are:
- God of War at -20%
- Red Dead Redemption 2 at -50%
- The Elder Scrolls Online at -70%
- The Elder Scrolls V: Skyrim at -67%
- The Witcher 3: Wild Hunt at -80%
- Horizon Zero Dawn at -50%
- Star Wars Jedi Fallen Order at -75%
- Half-Life: Alyx at -50%
- Two Point Hospital at -75%
- Sid Meier's Civilization VI at -85%
- Unpacking at -20%
- Command & Conquer Remastered at -65%
Happy browsing and shopping!
- by Pol
Dev-vlog #45 - Sim turns, game balancing and much more!
This is one of hell important updates.
Also I cannot resist idea, that we are looking at Heroes III future alternative. The map scenery is really well done. We will see if there will come anything like ERM, to script the impossible. :D
- by Pol
Good Old Games, as practicaly anyone else at these times, is having summer grand sale action. Which won't bring you happines for free but some game may be close. :D
Watch our thread or gog pages for free giweavays
Heroes III on sale! Back to our evergreen, there's nice image on twitter, what do you think about it?
Still the same game? I dare say no. Firstly my parents, duh, were not playing it, as the game wasn't even existing in that times. And when I started, we have been playing RoE for years, after that Armageddon - for which everyone sought because of improved Dragon Flies (with Dispel!) and now, you have so many choices, like HD Mod, HotA or ERA(3) or even Sucession Mod. Check our tags, to see the links.
So it's the same game?
No! Because of modding, it grows with us!
Comments (1) |
- by Pol
Read the full blog by Jakub Olekszyk here.
- Every new tile is shrouded in a Fog of War. This means that you have no idea what's waiting for you until you decide to explore it. Once you travel from your current tile to an undiscovered one, you draw a tile from a stack. It might come with new mines to flag, outposts to control, or secret locations to explore. Whatever it is, get there as soon as possible, as your opponent is not sitting and waiting.
- Whenever you discover a new tile, you decide how it's going to be placed. The map is built of tiles that can be rotated, and you choose how they will fit to already revealed terrain. You can turn a tile to ensure that the most valuable locations are closest to you. Flagging an important mine or acquiring an artifact sooner than later can have dire consequences later in the game!
- But tiles are not only a Gift Festival. They can be used as a weapon as well! The majority of tiles come with mountains and other regions that cannot be traveled through. If you are into master strategy, you might build a "Great Wall" with sneaky tile play.
- But as I said before – be faster than your opponents, as only the explorer gets the right to adjust a tile. Once the tile is placed, you cannot modify it.
Comments (1) |
- by Pol
Hello,
you can read both here.
Dev Diary #11
Beta Applications Form
Also let me to post first link to gameplay :)
There are some screenshots, to show you development progress and bugs fixing. This sentence is interesting:
And as part of a larger design progress of monster lairs, we now also show the more difficult lairs with the red light.
So, what difficulty they will be? Beasts only or any other nasty suprises? This leave us with questions only, for now :D
- by Pol
Fanstratics Newsletters #21 & #22
To read them in full please check following links:
https://shoutout.wix.com/so/7cO1rxIcd/
https://shoutout.wix.com/so/3cO4Tam59
You can browse FST gallery here:
https://www.fanstratics.com/gallery
#21 Zombie Gravedigger
#22 Vulturian Scavenger
H3 Questions:
Do you know (or could surmise) what is the deal with the Basilisk on the Dungeon's puzzle map?
From the beginning, the Basilisk was seated with the Fortress, and it was never part of the Dungeon line-up. Puzzle Map graphics were rendered by our concept artist George Almond, and he simply screwed up the Basilisk’s affiliation. He had already finished the work before we caught the error. It would have taken time to correct, and we were running short on time, so we let it slide.
Whatever it is, it is not a minotaur.
Actually, it’s supposed to be a Minotaur, but I would agree... it’s not a well-drawn Minotaur.
Inferno's puzzle has either winged demon or what used to be Manticore.
I can’t decipher it either and I suspect George was simply ‘off the rails’ in this instance. Again, it would have taken time to correct, so we let it slide. It was good enough.
FST Questions:
I really want to contribute what little I have into making the Fanstratics project a reality. Is there a way I could donate funds for the cause or should I wait for the Kickstarter to emerge?
Like a good number of gamers, I have been burned by overly optimistic Kickstarter projects, where the game never surfaces, and my cash disappears. I don’t want Fanstratics to be one ‘those’ projects. Only when I am confident the game... if funded... will deliver a finished product, will I ignite a crowd funding campaign. Until then, I would suggest keeping your powder dry.
HoMM3 Recollection: Jon Van Caneghem Racer Car Driver.
Might and Magic 6 (MM6) was released in late April,1998. In late 1997, because MM6 was in active development, Paul Rattner and Peter Ryu had priority when it came to Jon Van Caneghem’s (JVC) time. As JVC was coming into work 2 or 3 days a week, typically Tuesday, Wednesday, or Thursday, I would angle to meet with Jon, at least once, for a couple hours.
As it was important for us to maximize our time together, I would typically propose we get together for an early sit-down lunch. While we ate, we’d socialize and catch up. When we got back to the office, I’d collect any necessary documents (typically spreadsheets), and rendezvous with Jon at this office. There, we’d close the door, and for the next 3 to 5 hours, we’d hash out what I’d been working on since our last meeting.
Regarding the design of HoMM3, Jon and I eventually got into a nice rhythm, but in late 1997, Jon and I were still laying the foundation of our working relationship. On this specific occasion, I took a seat in one of the office chairs, on the other side of Jon’s desk. I dropped several pages of HoMM3 design on Jon’s desk (his copy), and began thumbing through my own.
Read on: Fanstratics Newsletters #21 & #22
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