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Hero Quest PC: Improved homebrew version

Discuss Miscellaneous HeroQuest Merchandise not fitting into any of the above categories.

Re: Hero Quest PC: Improved homebrew version

Postby Kurgan » May 20th, 2025, 7:05 am

theruler76 wrote:We've the "new" dice!

Image Image


Ah, they are pretty!

So now graphical changes are coming... barriers have been broken! |_P

As nostalgic as the "spinning coin" is for this port, I think it should be replaced by red dice with gold pips (though how hard would it be to create that I'm sure.. and seeing the number is much easier to read I guess).

And the return of the Chaos Warlock (instead of just the Gargoyle for every special monster)... how awesome would that be. I can dream at least!


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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » May 26th, 2025, 5:21 pm

110 – Displaying the Pit's name in 2D map made it impossible to cast a healing spell on a hero inside it. REGRESSION
111 – In the 2D map, the final part of long names was not being properly cleared. BUG
112 – Monsters can now face all four possible directions; their sprite is no longer fixed facing southwest. FEATURE
113 – Restored the correct chance for the white shield to appear in the hero’s defense roll, from 4/6 to 2/6. BUG?

believe it or not, they intentionally made the heroes' defense roll less punitive.

Image

Kurgan, spinning dice would require a lot of programming and a lot of artistic skill, I am simply not able to do so.
The same for adding a new monster, the space needed for the attack/defens animation frames is prohibitive.
With all the stuff I discovered and put into moddingwiki page, maybe someone will make an editor, let's hope.
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Re: Hero Quest PC: Improved homebrew version

Postby Kurgan » May 27th, 2025, 9:21 am

Ah ha! 4 white shields, those are some powerful defense dice the heroes were using... talk about "easy mode"! (green "Power Dice" have "only" 3 white shields, while standard white have 2!).

I'm starting to get a Battle Chess vibe (not a bad thing!).


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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » May 27th, 2025, 3:11 pm

me and Raul, the guy that playtests this version (while translating into spanish - and this could be actually interesting for native spanish speakers around here), concur in sayng that now it is a real challenge.

My suspicion is thet during THEIR playtest they found the game a little too hard, thus decided to higher the chance of obtaining a white shield.

Solo hero mode is not recommended anymore ;-P
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » July 23rd, 2025, 1:48 pm

slowly but inexorably, my quest continue.

114 – The Orc's bane now grants a second attack if the first was made against an orc. BUG
115 – Balur can now use the special Escape action and cast the Courage spell on himself. FEATURE
116 – “The Halls of Death” quest has been restored to match the board game: heroes start separated, captured, and without equipment. FEATURE
117 – In quests already featuring the maximum number of monsters (32), the spawn of a wandering monster caused artifacts. FIX
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » August 25th, 2025, 4:43 pm

118 - Stone statues must be immune to spells. BUG
119 - The falling rock traps in Quest 13 are special and should not spawn the fallen boulder. BUG
120 - In "Castle of mistery", the mine is now always searchable, and each hero can drop gold at the start of their turn. FEATURE
121 - The image of the dead dwarf was drawn outside the tile. BUG
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » September 9th, 2025, 5:00 pm

122 – Aligned monster attack and defense animations so they no longer overlap with those of the heroes. BUG
123 – Balur can now cast the two offensive fire spells. FEATURE
124 – The Witch Lord in quest 24 can now summon one monster per turn with a magic attack. FEATURE
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » September 17th, 2025, 3:58 pm

125 – The Witch Lord in the final mission (quest 24) can now be harmed by fire spells. BUG
126 – Added the X markers in quest 22 (The Forbidden Caverns), from which 2 random undead enter each of Morcar’s turns. FEATURE

Now the quest is deadly hard!
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Re: Hero Quest PC: Improved homebrew version

Postby Kurgan » September 17th, 2025, 6:01 pm

Question, with the generating Undead, are they limited to the models the players would have in the physical game?
(ie: 12 skeletons, 6 mummies, 6 zombies)? The game says to substitute another of the same color if you "run out" and another is called for.

Other model totals would vary depending upon what expansions are owned but (with Kellar's Keep) they would be:

6 fimir
16 orcs
12 goblins

(the gray figure totals don't change since you only get 4 chaos warriors, 1 gargoyle, and 1 chaos warlock in classic HeroQuest unless you buy another game system!)


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Re: Hero Quest PC: Improved homebrew version

Postby Kurgan » September 17th, 2025, 6:05 pm

Congrats on the progress... at some point, when it is available in English, I would love to play this, maybe on a stream if you allow it!

Would it be possible to allow changing of the "play order" of the Heroes in this one?

After all, playing Barbarian, Dwarf, Elf, Wizard is not often ideal... sometimes it is better to run the spell casters first! (But rarely the Dwarf last since he can disarm a trap)

Normally play/turn order can only be changed at the start of each quest.


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