HammerHelm cover
HammerHelm screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

HammerHelm

Build 1.6.10 - Stronghold Fix

The big part of tonight's Build includes an update to the way the first group of Deep Dwellers are created in the stronghold to fix the bug where they don't spawn correctly. This particular bug I was never able to reproduce, but I rewrote their spawn system and it should be much more stable now. If after getting this update anyone runs into the bug please let me know and I'll continue to investigate.

This build also includes:
  • You can now double tap A and D to roll left and right respectively.
  • Desert Wood is now automatically collected after chopping down a desert tree.
  • The camera will no longer move backwards during combat when you are zoomed in close to your character.
  • Added "About" text for Callie the Trader.
  • The Necromancer Tower map will no longer display "monsters left"
  • The broken sewer quest will now correctly display "pipes left" rather than "monsters left"
  • Updated monster knockback so they always move backwards based on their facing, not your facing.

When I first fixed Callie's "about" text, I used the wrong localization number and it pointed to one of the skill names:


The character Callie is inspired by my wife. I think she found it even more amusing than I did. :)

Still working on the combat update but it's going much slower than I'd like. Mostly due to the stuff in the most recent builds taking priority. Hoping to get it done for the weekend at the latest. Really want to get all of your feedback on it once it's on the test server!

I also started some work on a simple quest for Nika the Dog. It's going to involve going into a dungeon as I realized while there are lots of cave quests, there is only one dungeon quest! Dungeons are the best way to get gold so I figure there should be more opportunities to find them. The name of the quest is going to be "Give a Dog a Bone" - you can probably guess why that works with the dungeons. :)

Thank you again everyone for all of the feedback, support, suggestions, and reviews. I hope you are enjoying the game and the updates!

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.9 - Suggestions

Tonight's build is mostly comprised of updates based on your suggestions.

You can now hold down left-ctrl and click the arrow to move the maximum amount of a resource into the town storage.



Note, I'm still figuring out how this will work with a controller but do plan to add controller support for this too.

You can now sort Workers Only.



Marble Houses now give a greater mood buff (also fixed a bug that caused them to be seen as Wooden Houses in the pop-up text)





Also in this build:
  • Updated the text at the end of the Lantern Quest to better explain how to unlock new ores.
  • Miners will now always drop off a small amount of coal even if set to mine ore. If you want more coal then you can still set them to mine coal and they will get the normal amount.
  • Miners now find a bit more copper and iron during each trip to the mines.
  • Adjusted the collider for the Stone Fountain.
  • Fixed an issue that could cause the Lightning Skill to fail to unlock when you get the quest to unlock it.
  • Fixed a typo in the Broken Sewers quest.

Thank you again everyone for the great suggestions and the support! I still have more of your ideas I want to get into the game include sorting the Townspeople by job and allowing you to set a marker on a townsperson so you can find them more easily.

Also still working on the combat update I mentioned but didn't get much done on it today. Hoping to focus on it more tomorrow.

Thank you!

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.8 - Quick Fixes

A small build to fix a few issues.
  • Corrected the location of a Deep Dweller spawner that caused the monsters to float above the ground.
  • Turned off the campfires from the Deep Dweller spawners.
  • Fixed a couple of bugs that could cause the Ratman Tunnel and Orc Hideout to lose which quest they were attached to.
  • Bitter Bulbs will now how up on the world map when you have part 2 of the Bed Rest quest.
  • Fixed a bug that could cause the build panel to not appear when opening the build menu.
  • Added a "return" animation for the craft panel for when it moves back into place after you finish interacting with a building.

I'm also still working on the combat update I mentioned in the previous update. Should have it ready to test in a day or two.

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.7 - Improvements and Fixes

A quick build to improve a few things and fix a few things.
  • Added some additional checks to fix an issue that caused the LIch to not take damage when attacked.
  • Your blocks will now work at a wider angle compared to the monster attacking you. Basically this makes blocks a bit more effective and forgiving.
  • Updated the gem treasure system to make spawning gems as treasure more likely the higher level you are.
  • The pumpkin keys in the Haunted Mansion will now automatically be placed in your inventory and a message will display letting you know you got one. This avoids the issue of the key spawning outside of the mansion walls as initially they spawned relative to your position.
  • Updated some of the system that handles giving you the main story quest chain.
  • Added better colliders to the Weaponsmith building so your camera will zoom in better when entering.
  • Fixed a bug that caused the Armorsmith signs to not display when look at the building from far away.
  • Fixed a bug that caused the Shield Bash attack to work even if you hadn't unlocked it yet.

Also, I mentioned this in discord, but I'm considering making a change to combat. The basic change is that if monsters are near you and in front of you when you attack, they will also get hit, even if they aren't your "target". So this means positioning will matter more.

This would also make "tab" targeting only necessary if you wanted to lock on. Right now attacking auto-locks on the closest target. This update would change that so it doesn't do that, only TAB would target-lock.

This update would allow you to continue to play exactly as you do now if you like auto-target while also allowing you to move around more freely if you want to (by not selecting a specific target) and look better as your weapon swings will hit multiple monsters. I'd have to figure out how movement while attacking would work in the updated system.

This will also require some balance work as you'd be doing more damage per swing too. I'd also update the Axe Power Attack to do more damage with it's AOE to make sure it's still useful.

Going to work on this a bit now that this build is done. If I get it something I like, I'll put it on the test server for anyone who wants to try it out.

Thanks again everyone for the support and feedback!

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.6 - Town Updates

Today's build includes some updates to the townspeople and the town.
  • Fixed an issue that caused Workers and Farmers to fail to go back to work after quests such as the Cursed Farms quest forced them to go home.
  • Improved the NPC AI to ensure Hunters always go to their Hunting Spot.
  • Improved NPC AI for Workers to check more often if the town needs resources after being sent home due to a full storehouse.
  • Improved the Stonemason AI to start working on fireplaces as soon as new house is finished being constructed. This assumes you have enough Quality Stone in your Storehouses.
  • Fixed a bug that sometimes caused Workers to go home after dropping off resources and then looking for a tree to chop rather than just looking for the tree right after dropping off resources.
  • Metalworkers will now craft more handles using the same amount of resources.
  • Updated the code that tracks Fully Furnished Homes to give you the achievement and update the townspeople moods in real time, rather than waiting for a save to be loaded.
  • Added a ladder to the craftables for Carpenters. This can be placed in your home to get up close to the decor you have in your home if you want to take it down or move it.



-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.5 - Requests and Improvements

Tonight's build includes some more updates to the game based on feedback and suggestions.

Build 1.6.4 - Feedback and Fixes

Tonight's build includes a bunch of stuff based on player feedback and some fixes.
  • Updated the How to Fight UI to use the correct controller icons for dodge rolling.
  • "Animal Lover" is now considered a negative trait. That might sound weird, but right now in the game the only thing it does is make the NPC not want to be a Hunter. Right now the trait system avoids giving a Dwarf two negative traits. But before this change, you could get an "Animal Lover" / "Grumpy" Dwarf who doesn't have any beneficial things. If I add farm animals or something like that to the game, then this would probably switch back to a positive trait.
  • Updated some tutorial text that referred to a blocked mine. This was from the old tutorial where you didn't place a mine, it was already there but blocked.
  • Fixed a bug in the Trading UI for controllers that made all of the buttons use White Marble.
  • Resting in your bed will now increase the amount of health regained per second based on your maximum hit points. This solves the issue of the rest taking way too long when you have a high max hp.
  • Updated the building instructions UI for controllers to be larger and easier to read.
  • The word "Kick" in the how to fight UI will now localize properly
  • Reduced the number of in game lights that the firefly lamp produces. This was set to 3, which caused the lights to fight with each other and unnecessarily reduce performance. Also removed shadows from the firefly particles to also improve performance.
  • Updated the NPC pathing to ensure they stay on the ground.
  • Removed the fencing behind the Haunted Mansion to allow you to enter the graveyard from either side.
  • Updated the lanterns on the Haunted Island to glow when lit.
  • Fixed the icons for the Ram Helm Decorative Armor Displays.
  • Fixed a bug that caused buildings to have grass growing through their floors when loading a save.
  • Updated the controller code to fi a bug that could cause the game to stop accepting controller inputs and also improved the "enable controller" toggle to stop inputs when unchecked.

Thank you so much everyone for the feedback and suggestions. I have more of these on my to do list and really appreciate the support and ideas!

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.3 - Tutorial Update

A quick build to resolve the issue where you can use up your copper ore to make ingots and then not have any to build the Copper Mine. The system will now detect that you ran out and give you one when you open the build menu.

This build also updates the Trading UI to display the correct values for all of the resources.

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6.2 - Quest Markers

Today's build includes an update to the Quest Markers in the World Map to ensure that they show up in the right place.



Also includes a quick fix for the Deep Dweller spawns in the Stronghold and the sort order for the Choose Dwarf UI after placing a house.

Also, today is my birthday so I may not be around as much as normal. I will be checking in in case anything urgent needs my attention.

Thanks everyone!

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Build 1.6 - Town Updates

Today's build includes some new things to place in your town and better controller support for town management.

Nook's Tree

Watch Nookrium's Stream of HammerHelm to see why I put this in the game. :)

A Statue - this is a bit of a spoiler, so do not click the picture if you haven't completed the Stronghold Quest yet!


Added the Scarecrow Parts to the Scarecrow loot tables. Now you can craft Scarecrow Trophy Heads. Since they are more rare than other monsters, the Scarecrow Head Trophies are much cheaper than the other monsters.


Better Controller support for Town Management. You can now open the Building Management UI with a controller, allowing you to change roof colors, change your home, upgrade houses, and delete structures.


This build also includes the following:
  • Fixed the building instructions for controllers so they don't overlap each other.
  • Fixed a localization bug with the Blue Wish Quest.
  • Fixed a localization bug with the Copper Ram Helm Armor Display.
  • The Power Attack III skill can no be unlocked.
  • Farmers will no longer use Scarecrow Head Trophy that you get from the Scarecrow Quest to make a scarecrow. If you did this by accident you can craft new ones (see above) or feel free to send me your save and I'll make you one to replace it.
  • Updated the Champion Home to use the new fireplace.

-Jonathan "Calandryll" Hanna
jon@hammerhelm.com
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco