Updated controller support to work better with the skills UI.
Fixed a bug with finishing the Orc quest that failed to start a new quest.
Fixed a bug that prevented players from learning the Lightning II and Lightning III skills after unlocking the first one.
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview Update (15.12) - Odds and Ends
Today's build includes:
Fixed an issue that caused newly upgraded Stone houses to also display the wood version.
Updated the Orc Quest to always pick the Metal worker when choosing which Dwarf to meet in the cave. This solves an issue where it would sometimes pick an NPC who wouldn't appear in the cave correctly.
You can no longer move while knocked backwards.
Updated the fix for the non-town quest NPC markers.
Added the buff icon to the Meteorite Elemental.
Updated the AI for Carpenters and Stonemasons to not bother going to collect resources if they've been told to stop crafting furniture.
Updated the Carpenter and Stonemason to always display the resource they are carrying if loading a save where they had already gotten resources from a Storehouse and were headed back to their shop.
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview Update (15.11) - Combat Enhancements
Tonight's build includes a few of enhancements for combat.
The sword power attack now uses a larger hit particle when it hits a monster. The previous once was too small and didn't show the damage output of the sword power attack.
Improved the combat animation system to allow you to dodge roll or run after performing a power attack without a delay. Previously the system would wait until the entire power attack animation was finished playing. This made it appear that you could roll/move even though you couldn't. The new system allows you to roll/move as soon as the character looks like they are back at their combat idle stance.
Made some other minor adjustments to the combat animation to improve flow from attacking to things like running, rolling, etc.
Also reduced the mini-mushroom volume and sound distance a bit more.
Seven more days until the official release!!!
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview Update (15.10) - Controller Fixes
Some bug fixes for controllers and other issues based on player reports.
Added additional code to detect if a player switches from keyboard to controller and vice versa.
Moving buildings with a controller should now work again.
Fixed a couple of issues with controllers and the inventory UI.
Closing the end of the scarecrow quest UI with a controller now properly closes the window.
You can no longer build a Metalworker Shop until you get the quest to do so.
The NPC's name will now always display in the mood alerts.
The Lich's spells now do damage.
Stonemasons should revert to their normal idle and stop carrying their stone if you tell them to stop making furnture.
You can now double-tap S to roll backwards.
Building doors will no longer open until the building is placed.
Fixed a sizing issue that caused the building resource costs to only display the first three digits of the number
Thank you for the bug reports everyone!
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview Update (15.9)
A couple of controller fixes in today's build to address a bug with the starting prologue text and with the new story dialog UI. Both should work properly with controllers now.
This build also includes a change to the map markers - they will no longer highlight gold if you don't have a quest for that location. In addition, I removed the map markers from the Shroomin quest. Having 20+ quest markers all centered on your town on the map was a bit overkill. :)
Edit: this update also includes the ability to use the right shift key to roll backwards. Right Shift defaults to block, so you'll need to remap that to something else for this to work.
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
Leaving Early Access
We're very excited to announce that HammerHelm is leaving early access on April 29th!
You can read the full press release here: https://www.gamespress.com/en-US/Very-positive-rated-HammerHelm-is-building-its-way-out-of-Steam-Early-
And check out the new Trailer here: https://www.youtube.com/watch?v=Dyq6JaWxUN8
And yes, we plan on continuing to update HammerHelm after the full release. :)
When I first launched HammerHelm I figured HammerHelm would be in Early Access for 12-18 months. It took quite a bit longer than that, but I think the extra time was worth it and we appreciate all of you sticking with us and supporting us over the years.
Thank you!
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview Update (15.8)
Tonight's build has a couple of fixes and some improvements based on feedback.
Added thicker lines every 5 boxes and a center marker for the town building area. (click to see full size
The resource numbers for the town storage UI will now turn green if the town is at capacity for that resource.
Also in this build:
Reduced the delay before Spellcasters will engage in combat.
Fixed a bug that caused the building management UI to properly set the Upgrade House button to interactable once you have a Stonemason.
Reduced the volume of the Ratman Spellcaster casting yell.
Reduced the volume of the Mini-mushrooms.
Walking in the Sewers will now produce a walking on stone sound rather than grass. Grass is the default if the system doesn't know what kind of surface you are on.
As you can tell, I'm mostly focusing on bug fixes and quality of life enhancements. If you have any thoughts for that kind of stuff by all means please feel free to share!
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview Update (15.5)
This build fixes a bug that caused the Stronghold quests not to advance. If you are stuck on the second quest please send me your save and I'll fix it for you. After that it should advance through to the end.
This build also increases the initial "I'm happy to be here" mood for townspeople from 35 to 50. And has some fixes for some typos.
Edit: released build 15.7. Includes a fix for lanterns in the town not lighting up and a fix for completing the stronghold quest related to getting new quests afterwards.
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
1.0 Preview
Today's build is the 1.0 update preview. I figured it would good to put this on the main branch so you all can check it out before it becomes the official launch build. More on that in an upcoming announcement!
Very important - as mentioned in previous announcements, this build is not compatible with existing saves. Because of all of the new features and content, if you used an existing character you'd miss out on the early story elements, the new skills, and a bunch of other stuff. I do not plan on making any further updates that will require a restart.
For those that haven't had a chance to play the test builds, I'll detail all of the changes at a high level in this update. There's a lot!
A New Story This build includes the new story, which starts with a prologue, includes the Scarecrow and Orc quests and a bunch of new quests leading up to finale that unlocks new parts of the game.
There's also a new dialogue system allowing you to get more information for the story quests.
New Systems and Structures After completing the story you will unlock a new Trading System, new materials, some new structures, and a new armor outfit!
New Graphics for the Town The textures for town buildings and most structures have been updated to bring them more in line with the rest of the graphics and to make the town a bit less dingy and more cozy and welcoming.
Also included is a new customization system for you house!
Big shout out to Alexis Bierschbach who created the new textures. She also created a lot of the new art over the past year, like the Apiaries, Firefly Lamps, and the new hatchet and pickaxe tools.
New Skills System and Updated Combat The 1.0 build includes a brand new and expanded skill system and updates to combat to accommodate some of the skill.
The new skills, increased from 9 to 22 with most having multiple levels. New skills are unlocked by increasing the size of your town!
Combat Updates include multiple special attacks and a new interface to choose the one you want to use.
Most of the attacks have received new particles - even the basic attack has been upgraded and includes a slight camera shake when you hit an enemy.
Giving you all of these new skills wouldn't be fair to the monsters unless they got some new stuff too! Monster spellcasters can now cast buffs on their allies and some monsters carry shields!
There are also new non-combat skills and updates to the old skills. Get extra resources when you chop down trees or break stone. The riches and luck skills are enhanced too. These skills have graphics to let you know when they worked too! There's even a skill to increase the overall mood of the town.
Speaking of chopping down trees, you will now automatically collect the wood when you chop down a tree rather than having to find the fallen logs.
New Music Everything from the title screen to the Orc quest has updated music. There's also combat music when you are in fights in the wilderness and two versions of the main world exploration music, one when you are outside of your town and one when you are in the town! Some new tracks for the new content have also been composed.
Updated User Interfaces Many of the user interfaces that had small text have been updated to accommodate larger text. There's also a new UI for managing your buildings, so no more crazy alt + ctrl + key combinations.
And More! There's a lot more in this build too, including a new jump (so you don't run in the air if you fall after jumping), a bunch of optimizations, and a new tunic hueing system.
I hope you enjoy playing all of these updates as much as I enjoyed making them. The past few months have been a whirlwind of activity and I think this update brings home the town-building + rpg experience I've wanted HammerHelm to be since the beginning.
As always, if you have any feedback, suggestions, or concerns please feel free to write a comment in the forums, post in Discord, or email me directly. I'm still working on some smaller tweaks and enhancements.
Whether you're new to HammerHelm or have been here since the start, thank you everyone for your support!
-Jonathan "Calandryll" Hanna jon@hammerhelm.com
My Twitter: https://twitter.com/SuperSixStudios
Discord Channel: discord.gg/soedesco
Beta 15.4 - Refinements and Fixes
Tonight's build has some refinements and fixes in it. If all goes well, I plan on releasing this build on the main branch. It's pretty much the 1.0 build so think of it as a preview. :)
Added some decor items to the Stronghold.
Decreased the cooldown timer for special attacks and increased the amount regained with each normal attack.
Fixed a few issues with unlocking skills.
Modified the skill point reset from the Trainer to work better with the new skill system.
This update also has a new optimization for the trees and rocks. If you see anything odd (like a tree appearing that you can't interact with) let me know as that would be a bug with this new system. So far in my tests everything looks great so it should be solid.