Updates version #3


I turned Heroes on Call from a systems-heavy playable slice into a more cinematic and testable campaign experience. The work focused on strengthening the 14-day HQ story, making hero powers clearer and more satisfying, improving audio and character presentation, stabilizing dispatch/result flows, and adding the first headless simulation tools for balance testing.

  1. Rebuilt the HQ narrative into a clearer 14-day story spine, with daily auto-scenes focused on ambition, Aegis, City Council pressure, Public Opinion, and the future of the team.
  2. Improved HQ conversations with a stronger visual novel presentation: clearer active speakers, background characters, remote callers, better portrait states, and more readable scene flow.
  3. Expanded and regenerated voice/audio content, including HQ scene audio, bark audio, audio sprites, and new power activation barks.
  4. Added a more visible power activation flow, with queued activations, minimum visible time, and protection against accidental instant dismissal.
  5. Refined Hero File presentation so Supers, powers, traits, and hero identity are easier to understand during roster management.
  6. Stabilized dispatch, result, and debrief flows, fixing marker cleanup races, overlay timing issues, stale animations, and result/debrief reopening edge cases.
  7. Polished map and HQ office presentation with better marker motion, hotspot placement, scene readiness handling, and transition behavior.
  8. Updated hero portraits, full-body poses, secondary character assets, and related character presentation workflows.

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