Build 1.7.5 - Updated Combat
Today's build includes the updated combat system!
Notable changes
Some special attacks have also been updated.

And some UI updates:

In addition to the combat updates for your character, monsters have also been updated. Previously all monsters scaled with your character as your crafted better equipment. After adjusting based on your "level", monsters could then be weaker, average, or tough based on that.
In the new system, weaker monsters cap out at a certain level and tougher monsters have minimum levels. For example, when you have Jade weapons you will be more likely to encounter a weak Goblin, but also more likely to encounter a tough Orc. Monsters still scale (so they're never 2-hit kills) but the difference between a weak monster and a tough monsters is pretty noticeable. The healthbar colors for weak, average, and tough have also been added to the How To Fight UI.

This update also includes changes to the Mushroommen, who can now be knocked down and can receive buffs from Mushroommen Spellcasters.
If you are used to playing HammerHelm with the auto-lock targeting system this new system may take a bit of getting used to. I still find myself pressing TAB to target a monster even when testing the new system. Old habits. :) But once you get used to it I think you'll find that the system feels a lot better overall.
Thank you everyone for your feedback while the system was on the test branch. I'm looking forward to hearing your further thoughts on it!
-Jonathan "Calandryll" Hanna
[email protected]
Notable changes
- There is no longer a concept of a "target" or auto-facing and you can freely change your character's facing when attacking.
- Your attacks can hit and damage any monsters that are in your front arc. This means your regular attacks can hit multiple monsters per attack if you position your character to take advantage of this.
- Special attacks that affect one monster, such as Dash Attack and the Sword Power Attack, will hit the monster that is most center to in front of you and in range.
- Special attacks such as Shield Break and Confuse will automatically hit the correct monster even if there are more than one in front of you. You don't have to be facing it perfectly. As long as the monster is in your front arc the correct monster will get hit.

Some special attacks have also been updated.
- The axe power attack deals extra damage all enemies in your front arc and has a chance to stun the enemies.
- The hammer power attack does damage to all nearby enemies and knocks them back. The hammer attack itself does slightly less damage than your normal attack.
- The Shield Break special attack can now be used against a monster that has a shield even if it isn't currently blocking.

And some UI updates:
- All of the How To Fight UI have been updated to reflect the new system.
- You can access the new UI through the ESC menu and pressing the How To Fight button.
- The Special Attack UI now displays the WASD keys for each attack rather than the controller d-pad when using keyboard and mouse.

In addition to the combat updates for your character, monsters have also been updated. Previously all monsters scaled with your character as your crafted better equipment. After adjusting based on your "level", monsters could then be weaker, average, or tough based on that.
In the new system, weaker monsters cap out at a certain level and tougher monsters have minimum levels. For example, when you have Jade weapons you will be more likely to encounter a weak Goblin, but also more likely to encounter a tough Orc. Monsters still scale (so they're never 2-hit kills) but the difference between a weak monster and a tough monsters is pretty noticeable. The healthbar colors for weak, average, and tough have also been added to the How To Fight UI.

This update also includes changes to the Mushroommen, who can now be knocked down and can receive buffs from Mushroommen Spellcasters.
If you are used to playing HammerHelm with the auto-lock targeting system this new system may take a bit of getting used to. I still find myself pressing TAB to target a monster even when testing the new system. Old habits. :) But once you get used to it I think you'll find that the system feels a lot better overall.
Thank you everyone for your feedback while the system was on the test branch. I'm looking forward to hearing your further thoughts on it!
-Jonathan "Calandryll" Hanna
[email protected]
- My Twitter: https://twitter.com/SuperSixStudios
- Discord Channel: discord.gg/soedesco