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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 theruler76 » November 22nd, 2025, 4:02 pm

The new Armory page, filled with a ton of useful info.
Screenshot 2025-11-22 193406.png


And the old one for comparision.
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » November 28th, 2025, 8:38 pm

Monster stats 2.0

scheda2.0.gif
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Re: Hero Quest PC: Improved homebrew version

Postby HispaZargon » November 28th, 2025, 9:38 pm

Looks great.

Nevertheless, this opens the old debate about if the Evil Wizard player should show the Heroes in advance the monster stats or not and let them discovering the stats by theirselves during combats. But anyway, thats another topic.


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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » January 1st, 2026, 7:41 am

this opens the old debate about if the Evil Wizard player should show the Heroes in advance the monster stats or not
ah, the old debate. I wrote that code with an arcade approach, so more towards a solo strategy game.
Anyway at this point any seasoned players could tell all the stats of any monsters. At least of the base + which expansion...

new year, new features!

140- The Dwarf automatically disarmed traps. It now fails on a black shield result. BUG
141- Fixed door opening (missing), kill (identical to attack), and trap (identical to spell) sound effects for AdLib and Roland. BUG
142- The Healer now shows only the body points that can actually be healed. FEATURE
143- The 2D map now shows, together with the HERO’s name, its real-time statistics, including modifiers from spells, potions, and equipment. FEATURE
144- Modified the font to also include numbers from 10 to 24. FEATURE
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » April 9th, 2026, 7:10 am

Code: Select all
145- Improved readability of the 2D map: added room grids, new monster icons, white walls, and aligned furniture. FEATURE
146- Improved monster movement: if they cannot reach the Hero, they will move closer. FEATURE
147- The Sleep spell was not broken when the monster was attacked. BUG
148- Monster stats under the effect of the Sleep spell are now replaced with "-". FEATURE
149- In the quest "The Halls of the Dead", the Elf and Barbarian now start hidden and do not lose any equipment found or traded when recovering their own. FEATURE
150- The Sleep spell now takes the target’s Mind Points into account and fails on the first black shield rolled. Previously, it was a single roll and failed on a white shield. BUG
151- When a monster wakes up from the Sleep spell, a wake-up message is now displayed before it attacks. FEATURE
152- The Summon spell of the Witch Lord now has its own specific text. FEATURE
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Last edited by theruler76 on April 13th, 2026, 11:19 am, edited 1 time in total.
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Re: Hero Quest PC: Improved homebrew version

Postby Kurgan » April 10th, 2026, 1:28 pm

In the NA game system rules at least (I know the PC game was based loosely on the EU editions, but just saying), the monster cards are put out at the start of each quest within reach of the hero players to view, so they would know the stats of the 8 basic monster types even before encountering them. When it comes to the special ("boss" or named enemies detailed in the quest notes) Zargon need not reveal those, and in fact the official HQ companion app reinforces this by putting question marks for the stats until revealed (like you find out how many attack dice they have when they first attack, but you never find out what spells they have, until they use them then you see they had that spell, etc).

Individual Evil Wizards play as they choose of course!

There are a few times the evil GM is supposed to shuffle the monster cards and draw a random one, but otherwise they are the reference for the hero players (meanwhile Zargon himself has the basic monster stats on the back of his GM screen... which differs from the EU GM screen which lacked this information).


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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » May 7th, 2026, 1:59 pm

Code: Select all
153- Fixed a rare issue that could make item trading in the Armory impossible. BUG
154- Heroes not selected at the start of the adventure no longer die at the end of Missions 6 and 20. BUG
155- The Dwarf can now have two Toolkits: a standard one and a special one (his ability), which is restored upon death. FEATURE
156- Courage spell now correctly “remembers” the room where it was cast. BUG
157- Modified two assembly instructions that were not working on 286 machines. BUG
158- If Karlen was killed from outside or outside his room, the final message would not appear. BUG
159- The ESC+CTRL combination allows killing all trapped Heroes who have not yet exited via the stairs. FEATURE
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » May 18th, 2026, 8:00 am

Code: Select all
160- The Dwarf must retain his trap-disarming ability in Quest 6 when he loses his equipment. FEATURE
161- The character sheet for Heroes and monsters is now language-independent, with new icons. FEATURE
162- Equipping the Talisman or Wand would deselect armor. BUG
163- The Wandering Monster removed the trap it spawned on. BUG
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Re: Hero Quest PC: Improved homebrew version

Postby theruler76 » June 11th, 2026, 11:30 am

With huge help of Claude I am finally shaping one of the most useful tool for this project, an editor that can modify every single text in the game.
It is still in development, since I am adding features day by day.

Some quick preview:
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Re: Hero Quest PC: Improved homebrew version

Postby Kurgan » June 11th, 2026, 8:35 pm

Wow, that sounds very promising!


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