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HammerHelm News

Beta 11.6.1 - Quick Fixes and What's Next

Today's build is a quick one that includes fixes for missing textures for the Stone House (when upgraded from a Wooden House) and the stairs inside the Orc Shaman Hut.

The last couple of updates have been a bit small because I'm working on a big change to the way mines work.

The new system will allow you to place a mine, rather than have a townsperson unblock it for you. And to get more miners, you'll be able to place more mines, rather than getting them after placing a Stonemason! Each mine will require an ore to create and the ore type increases with each mine you place. So the first mine you place requires a Copper Ore to place a second one you'll need an Iron Ore. And so on.



You'll be able to have up to five mines and I'm doing some testing to determine whether the tutorial mine will require an ore or not. Basically I want to make sure you can get additional miners at a good rate so likely the tutorial mine will not require copper and the second mine will. This means to get a fifth mine you'll need a gold ore rather than a diamond ore.

This is actually a huge change to the way HammerHelm manages mining, quests related to the mine, and miners themselves. In addition to updating the tutorial and how assigning miners works, I also want to make sure this change is compatible with existing saves. New mines will also allow any ore to be mined from it. So for example, once you place the mine that required an Iron Ore, the other mines will also be able to produce Iron Ore too. If I make the fifth mine require a gold ore, then you'll unlock the last two ore types (Diamond and Blood Stone) through the current quest.

I'm hoping to have this update ready this weekend. I think it's a way more fun way of getting more miners and add some more structures to your town.

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Beta 11.6 - Lighting Updates

A quick update that includes some lighting improvements and post-processing effects. Most noticeable when playing at the low contrast setting.

Also includes the bug fix for copper ore not being properly delivered to the storehouse by the miners.

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Beta 11.5 - Engine Update and Controller Improvements

Today's update may seem small, but it's actually a big change as I updated to a later version of the engine that HammerHelm uses. Generally when I do this I like to release a small update (as far as new stuff and changes) as updating to a new engine version requires a lot of updates to support changes with the updated engine. I've been testing this for a couple of days now and feel like it's running well.

Overall you shouldn't notice anything different, but if you do see something that seems off, please do let me know!

This update does have two changes with regards to controller support. The controller selection for input fields (naming your character, your town, and renaming NPCs) now defaults to the input field rather than the close button. This was causing problems with inputting text since the field wasn't selected.

The Choose Dwarf UI has also been updated to allow for horizontal controls since the buttons appear next to each other left to right. Most UI default to up and down inputs, but that wasn't intuitive with this UI. I'll likely audit the other UI that have this similar look as well.

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Beta 11.4 - Quick Slot Key Rebinding

Got some requests to update the rebinding system to add the quick slots so I spent some time last night adding them to the system.

Today's build is a quick update to allow you to change the change the keybinds for the quick slots. When you first load the game the hotkey system will assign numbers 1 through 8 as the default hotkeys. If you are using 1 through 8 for other things you'll want to go into the settings once in world and update them so you don't have two keys doing the same thing.

This update also fixes a couple of bugs related to the Scarecrow quest.

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco

Beta 11.3 - By Popular Request

This update is a long time coming and I'll admit, I've pushed against doing this for a long time, despite the fact that it has come up more than a few times.

Today's build combines the storehouse resources and the resources in your backpack when checking to see if you can build a structure or craft an item. So no more having to go back to the storehouse to get that one piece of leather or dropping off wood to place a new building! The system removes items from your backpack first and then from the storehouse if more are needed.

Note the town UI will continue to only display the amount of resources in the storehouse and the inventory UI only displays what's in your backpack. Dwarves who use resources to make things for the town, such as the Carpenter, will continue to only use resources from the Storehouse. However, the crafting and building UI will update based on the combined amounts when determining whether to show the amount needed in red or green.

This update also adds the new resources to the resource tracking UI.



After playing with the system for a while I have to say...you all were right. This is so much better! Humble pie actually tastes pretty good when it leads to something more fun. :)

So, thank you again everyone for your feedback and support!

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco