We got a massive patch for you today with tons of changes and improvements! As always, thanks so much for your support, and please let us know what you think!
1.0e10 Patch Notes - December 1st 2017
Zone Scaling: * As zones increase in level, the following scaling now occurs every 500 zones: * +1 monster required per zone * -2% primal boss chance (minimum 5% primal boss chance) * Bosses have +0.4 more monsters worth of health * -2 seconds on boss timer (minimum 2 second boss timer) * Less treasure chest chance (minimum 1% treasure chest chance) * Monster health growth rate is now constant after Zone 200k
Transcendence: * There is no longer a maximum transcendent soul reward * Increases the rate at which transcendent power grows * Maximum Transcendent Power is now 25%
Outsiders: * All Outsider costs now start at 1 AS and grow linearly by +1 AS per level (except Phandoryss who always costs 1) * New Outsiders! * Rhageist - +% effectiveness of Atman * K'Ariqua - +% effectiveness of Bubos * Orphalas - +% effecctiveness of Chronos * Sen-Akhan - +% effectiveness of Dora * Xyliqil now grows exponentially (up from linearly) * Phandoryss now has the effect +% DPS (changed from +% Transcendent Power) * Ponyboy now has Solomon's effect, giving +% Primal Hero Souls * Borb now gives +% effectiveness of Kumawakamaru (changed from +% maximum transcendent soul reward)
Ancients: * Solomon, Ancient of Wisdom has been removed for players who have transcended and can no longer be acquired. * Reintroduces Pluto, Ancient of Wealth. Gives +% Gold from Golden Clicks * Nogardnit, Ancient of Moderation now gives +% DPS per unassigned Auto Clicker when idle (change from +% Gold) * Kumawakamaru, Ancient of Shadows now approaches -100 monsters required to advance to the next zone with a minimum of 2 monsters per zone (up from approaching -8 monsters) * Dogcog, Ancient of Thrift now approaches 99.99999999% hero cost reduction (up from 99%) * Bubos, Ancient of Diseases now reduces boss life by a number of monsters instead of a percentage (description change only)
Heroes: * New Heroes! * Xavira * Cadu and Ceus - dual heroes that upgrade each other * The Maw * Yachiyl, the Primordial Soul
Ruby Shop: * Auto Clickers now provide exponentially more clicks per additional Auto Clicker placed on the monster after 4 Auto Clickers (up from +10 CPS per Auto Clicker) * Auto Clickers now provide exponentially more Nogardnit bonus per additional unused Auto Clicker. * There are now three options for Timelapses: * 8 Hours - Cost 10 Rubies (down from 20) * 24 Hours - Cost 20 Rubies (new) * 48 Hours - Cost 30 Rubies (new)
Clickmas Returns: * New Item: Spiked Nog * New Item: Label Maker * Present Panic, special mercenaries and quests, presents and more return for another year!
Miscellaneous * Save files are now compressed into a new, smaller format, reducing their overall file size * Clickables will now appear in random positions with random rotation and scaling instead of being fixed to a few locations * Transcending will now automatically ascend as well, adding those Hero Souls to the total sacrificed * Zones will now always show monster requirements even when the zone is complete. * Adds a new animation for primal bosses * Adds a new visual representation of zones to the zone selector * Adds an icon in the zone information to describe the current effects for the zone range * Adds a button to summon all remaining ancients if you can afford the Hero Soul cost * Improves the performance of opening and moving gilds * Reduces the frequency of HZE updates are sent to the clan server
Bugfixes: * Fixes a number of issues related to clans, particularly at large Immortal healths or Immortal damages. * Fixes an issue preventing Click Combo from continuing to grow. * Fixes a bug where the first click when idle would still give idle gold for Golden Clicks. * Various bugfixes.
We got a massive patch for you today with tons of changes and improvements! As always, thanks so much for your support, and please let us know what you think!
1.0e10 Patch Notes - December 1st 2017
Zone Scaling: * As zones increase in level, the following scaling now occurs every 500 zones: * +1 monster required per zone * -2% primal boss chance (minimum 5% primal boss chance) * Bosses have +0.4 more monsters worth of health * -2 seconds on boss timer (minimum 2 second boss timer) * Less treasure chest chance (minimum 1% treasure chest chance) * Monster health growth rate is now constant after Zone 200k
Transcendence: * There is no longer a maximum transcendent soul reward * Increases the rate at which transcendent power grows * Maximum Transcendent Power is now 25%
Outsiders: * All Outsider costs now start at 1 AS and grow linearly by +1 AS per level (except Phandoryss who always costs 1) * New Outsiders! * Rhageist - +% effectiveness of Atman * K'Ariqua - +% effectiveness of Bubos * Orphalas - +% effecctiveness of Chronos * Sen-Akhan - +% effectiveness of Dora * Xyliqil now grows exponentially (up from linearly) * Phandoryss now has the effect +% DPS (changed from +% Transcendent Power) * Ponyboy now has Solomon's effect, giving +% Primal Hero Souls * Borb now gives +% effectiveness of Kumawakamaru (changed from +% maximum transcendent soul reward)
Ancients: * Solomon, Ancient of Wisdom has been removed for players who have transcended and can no longer be acquired. * Reintroduces Pluto, Ancient of Wealth. Gives +% Gold from Golden Clicks * Nogardnit, Ancient of Moderation now gives +% DPS per unassigned Auto Clicker when idle (change from +% Gold) * Kumawakamaru, Ancient of Shadows now approaches -100 monsters required to advance to the next zone with a minimum of 2 monsters per zone (up from approaching -8 monsters) * Dogcog, Ancient of Thrift now approaches 99.99999999% hero cost reduction (up from 99%) * Bubos, Ancient of Diseases now reduces boss life by a number of monsters instead of a percentage (description change only)
Heroes: * New Heroes! * Xavira * Cadu and Ceus - dual heroes that upgrade each other * The Maw * Yachiyl, the Primordial Soul
Ruby Shop: * Auto Clickers now provide exponentially more clicks per additional Auto Clicker placed on the monster after 4 Auto Clickers (up from +10 CPS per Auto Clicker) * Auto Clickers now provide exponentially more Nogardnit bonus per additional unused Auto Clicker. * There are now three options for Timelapses: * 8 Hours - Cost 10 Rubies (down from 20) * 24 Hours - Cost 20 Rubies (new) * 48 Hours - Cost 30 Rubies (new)
Clickmas Returns: * New Item: Spiked Nog * New Item: Label Maker * Present Panic, special mercenaries and quests, presents and more return for another year!
Miscellaneous * Save files are now compressed into a new, smaller format, reducing their overall file size * Clickables will now appear in random positions with random rotation and scaling instead of being fixed to a few locations * Transcending will now automatically ascend as well, adding those Hero Souls to the total sacrificed * Zones will now always show monster requirements even when the zone is complete. * Adds a new animation for primal bosses * Adds a new visual representation of zones to the zone selector * Adds an icon in the zone information to describe the current effects for the zone range * Adds a button to summon all remaining ancients if you can afford the Hero Soul cost * Improves the performance of opening and moving gilds * Reduces the frequency of HZE updates are sent to the clan server
Bugfixes: * Fixes a number of issues related to clans, particularly at large Immortal healths or Immortal damages. * Fixes an issue preventing Click Combo from continuing to grow. * Fixes a bug where the first click when idle would still give idle gold for Golden Clicks. * Various bugfixes.
Today's update adds translations for all text added since Opus Magnum first launched into Early Access, including the story for the production puzzles that were recently added to the end of the main campaign. If you see any translation errors you should let us know!
Today's update adds translations for all text added since Opus Magnum first launched into Early Access, including the story for the production puzzles that were recently added to the end of the main campaign. If you see any translation errors you should let us know!
"One player, two player, red player, blue player!"
Yes, that's right JoePlayer!. You called for it, and now is your chance to try it out on the Experimental XBRANCH: two character mode is playable! Both in single player, and co-op.
Experimental means Experimental
Making this change to a game that's been designed around three characters since it's inception has been a major challenge for balancing, and bugs. You may notice balance problems, and some functional issues. Continue to report the bugs from the in game bug reporting tool. For balance issues: take to the discussion forums to summarize.
"Ok, enough disclaimer... How has the game changed?"
You might think that simply letting only two characters into the game was the only change we had to make... This cannot be farther from the truth.
You have to consider that each round is now 2 turns instead 3. This means time passes faster, and you have to traverse the same distances in fewer rounds. Chaos encroaches sooner as a result. We've also had to address issues around combat - especially in dungeons - where we limit the battles to two enemies instead of three.
All in all, we've worked hard to make sure it's working, so we look forward to seeing your feedback in the Discussion Forums on your attempts at playing. Be sure to share with us all about your successes and failures.
"Ok got it... Sharing is caring... what else?"
Of course there's more
We’ve added DISCORD GAME INVITE support. You can now use Discord’s Game Invite Party Up system! After you’ve created your game, open discord and use the invite to game option. You can even do this right in the Looking for Party channel on discord to invite the public!
In additional to enabling two character mode: we have a large number of bug fixes, and other features. I won't go in to total detail on everything until we push the XBRANCH to main, but I'll list some key points.
Key changes/fixes
General game changes
20 new overworld encounters
More time between chaos on Journeyman in story mode. This should help get more people in to Journeyman!
Side quest limit of 3 has been LIFTED. You can now take as many as you can handle
Side quests are no longer purged in story mode after you complete a realm dungeon. Instead: each side quest simply expires after a generous 20 rounds
New low level enemies
Re-balance of higher level enemies
Total refactoring of loot distribution
Acid attacks: Destroys equipped items over time instead of instantly
Entangle: Halts player on timeline, cannot be block with stun immunity
Dispel: Removes all buffs on target
Protect: Completely absorbs next attack
Dungeon Crawl
Lore! You can now get Lore in Dungeon Crawl mode!
Difficulties are selectable
There are now 5 dungeons spread over the 7 realms. Still only a maximum of one main dungeon per realm
Town quests, and markets now refresh as the players level up, rather than each night.
Chaos reduction quests now exist in half the towns on the map
Similar to Story Mode: 1 sidequest per town can be taken
Get the XBRANCH
To get the XBRANCH: use the Betas tab in the Game Properties window
"One player, two player, red player, blue player!"
Yes, that's right JoePlayer!. You called for it, and now is your chance to try it out on the Experimental XBRANCH: two character mode is playable! Both in single player, and co-op.
Experimental means Experimental
Making this change to a game that's been designed around three characters since it's inception has been a major challenge for balancing, and bugs. You may notice balance problems, and some functional issues. Continue to report the bugs from the in game bug reporting tool. For balance issues: take to the discussion forums to summarize.
"Ok, enough disclaimer... How has the game changed?"
You might think that simply letting only two characters into the game was the only change we had to make... This cannot be farther from the truth.
You have to consider that each round is now 2 turns instead 3. This means time passes faster, and you have to traverse the same distances in fewer rounds. Chaos encroaches sooner as a result. We've also had to address issues around combat - especially in dungeons - where we limit the battles to two enemies instead of three.
All in all, we've worked hard to make sure it's working, so we look forward to seeing your feedback in the Discussion Forums on your attempts at playing. Be sure to share with us all about your successes and failures.
"Ok got it... Sharing is caring... what else?"
Of course there's more
We’ve added DISCORD GAME INVITE support. You can now use Discord’s Game Invite Party Up system! After you’ve created your game, open discord and use the invite to game option. You can even do this right in the Looking for Party channel on discord to invite the public!
In additional to enabling two character mode: we have a large number of bug fixes, and other features. I won't go in to total detail on everything until we push the XBRANCH to main, but I'll list some key points.
Key changes/fixes
General game changes
20 new overworld encounters
More time between chaos on Journeyman in story mode. This should help get more people in to Journeyman!
Side quest limit of 3 has been LIFTED. You can now take as many as you can handle
Side quests are no longer purged in story mode after you complete a realm dungeon. Instead: each side quest simply expires after a generous 20 rounds
New low level enemies
Re-balance of higher level enemies
Total refactoring of loot distribution
Acid attacks: Destroys equipped items over time instead of instantly
Entangle: Halts player on timeline, cannot be block with stun immunity
Dispel: Removes all buffs on target
Protect: Completely absorbs next attack
Dungeon Crawl
Lore! You can now get Lore in Dungeon Crawl mode!
Difficulties are selectable
There are now 5 dungeons spread over the 7 realms. Still only a maximum of one main dungeon per realm
Town quests, and markets now refresh as the players level up, rather than each night.
Chaos reduction quests now exist in half the towns on the map
Similar to Story Mode: 1 sidequest per town can be taken
Get the XBRANCH
To get the XBRANCH: use the Betas tab in the Game Properties window
HFH Discontinued [Upgrading to 3D and Leaving Steam] - U Game Me
We made a few changes and updates to the online stand alone version of the game, mainly the official name. We wanted to make sure that players were not getting confused with "Hate Free Heroes RPG" as there has been some confusion in the past, so we changed the name from "Hate Free Heroes Online" to "Agents of Aggro City Online".
We also changed the price of the game to make it more affordable and to attract more players. We would like to keep this game a one time payment model that is fun and affordable to play and doesn't require one to "pay to win" at.
We also updated the tutorial or orientation section of the game giving more info on how to play. More updates soon.
HFH Discontinued [Upgrading to 3D and Leaving Steam] - Inspire
We made a few changes and updates to the online stand alone version of the game, mainly the official name. We wanted to make sure that players were not getting confused with "Hate Free Heroes RPG" as there has been some confusion in the past, so we changed the name from "Hate Free Heroes Online" to "Agents of Aggro City Online".
We also changed the price of the game to make it more affordable and to attract more players. We would like to keep this game a one time payment model that is fun and affordable to play and doesn't require one to "pay to win" at.
We also updated the tutorial or orientation section of the game giving more info on how to play. More updates soon.
We made a few changes and updates to the game, mainly the official name. We wanted to make sure that players were not getting confused with "Hate Free Heroes RPG" as there has been some confusion in the past, so we changed the name from "Hate Free Heroes Online" to "Agents of Aggro City Online".
We also changed the price of the game to make it more affordable and to attract more players. We would like to keep this game a one time payment model that is fun and affordable to play and doesn't require one to "pay to win" at.
We also updated the tutorial or orientation section of the game giving more info on how to play. More updates soon.
As many of you know, I'm currently working on the next chapter's maps and storyline for the game along with numerous other things such as new weapons, enemies, and improving everything already in the game.
Things have been kind of slow the past few weeks with the holidays, finals in my classes for college, and other various things that have required my attention. I'm pleased to say that will no longer be the case after next week, but as of today, I made a ton of progress on the game.
I've been trying to decide exactly what path I want the PC (Player Character) to take next and I think I've finally come up with the next part in the storyline and I feel it will be a good one. My pen and paper have been going non stop!
Most of my day was spent configuring/adjusting entities that I plan to use in the game at a later point, but a lot of work went into the next map and this will be a big one! It has a lot of atmosphere and great scenery. More pictures will be posted soon! Another thing I worked on today was resolving some strange AI behavior and adding "personal bubbles" around the player and all AI characters to avoid issues with clipping and getting stuck. I've heard a lot of feedback about the AI and I'm putting a lot of work into improving it and making it more realistic. Some other various things were fixed today including some material issues with certain entities, sound effect issues, some clipping errors, and a few other things.
Work will be in full swing again and much faster once all of my college classes are finished for this semester. Should only be another week and I'll be ready to attentively work on the game! The next update will be out soon after!