1. HammerHelm
  2. News

HammerHelm News

Beta 7.5 - Memory Optimization and Fixes

Beta 7.5 adds the memory optimization we were testing in the test build along with improved performance for lower spec computers and some other big fixes. The memory optimization reduced the initial memory that HammerHelm needs when loading. This was a really big update to how HammerHelm loaded objects like trees and buildings into the scene so I wanted to be sure and test it thoroughly.

In addition to the memory optimization, I also optimized the trees used when set at the lowest setting. This should provide a performance boost for those playing on lower spec computers. I'm likely going to try something similar with the other trees to improve performance at all tree settings.

This update also includes some fixes:
  • The map UI can no longer be opened with other UI are already open.
  • Footstep sounds now correctly play when on the Haunted Island.
  • Fixed the collision for the small stone wall, allowing you to walk on top of it like the other walls.

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

Test Build Beta 7.4 - Memory Optimization

Today's build has a big update to the way HammerHelm uses memory. Things have been a bit quiet lately as I've been working on this and it's a big change.

It's a new way of loading assets like the trees and buildings. This optimization cuts the initial memory use of HammerHelm by about 50%!

Because it affects loading the town, I've uploaded a test build before launching this to the live branch.

If you would like to check out the system, you can get it by doing the following:

1. In the Steam Client Library where it lists all of your games, right click on HammerHelm
2. Click Preferences
3. In the window that opens, select the "Betas" Tab
4. Enter the password to download this build - MemoryTest2020 - and click Check Code
5. You should get a message that the code is correct
6. Click the drop-down box and select BigUpdateTest

You shouldn't notice much of a difference other than the initial load takes a bit longer. After that, loading your town and placing new buildings should be fast.

I'm going to spend more time testing this and hope to launch it on Sunday unless we find any problems.

To get back to the live build:

1. In the Steam Client Library where it lists all of your games, right click on HammerHelm
2. Click Preferences
3. In the window that opens, select the "Betas" Tab
4. Choose “None” from the drop down
5. Steam should then revert back to the Alpha client

Thanks everyone!

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

Beta 7.3 - Meaningful Moods and More

The Meaningful Moods update is here! Better mood tracking, more effects (both good and bad) for moods, and a bunch of other changes.

All times mentioned below are in-game time.

[h3]Mood Tracking[/h3]
In addition to seeing the mood lists from the Townspeople Manager menu, you can view an individual Dwarf's mood buffs and debuffs though the conversation menu.



[h3]Mood Buff and Debuff Changes[/h3]
Mood Calculation: The overall calculation for mood has been updated so that higher moods are a bit easier to achieve.

Town Status Moods: Townspeople now start with three negative moods, lack of water, town is dirty, and town is ugly. Existing townspeople (from loading a save prior to this update) will have these moods unless their homes are buffed from structures. Placing sewers, wells, and beauty related structures will remove these debuffs and replace them with the mood buff, creating a nice overall boost in mood.

Starting Mood Increase: Because Dwarves will start with three negative moods, the "I just moved here" mood has been increased from +20 to +50. This buff also lasts twice as long - four in-game days. Over time the buff amount from this mood decreases for new townspeople down to 20. This gives you a chance to build structures that affect mood without the initial "I just moved here" mood buff being too high once you have built mood structures in the mid to later stages of the game. Note, this change only affects newly arriving Dwarves. So, if you load a save with existing Dwarves they'll still be set using the current mood buff from "I just moved here".

Grumpy: The mood debuff from the "grumpy" trait has been reduced from -15 to -10.

Beauty: The mood buff from beauty has been increased from +5 to +10 to match the other structure related mood buffs.

Death: Dying now resets the timer on the "champion died" debuff back to one full in-game day. This makes death a bit more meaningful, but not crushing.

Mood Effects, Good and Bad
A Dwarf's mood affects a lot more things, both good and bad.

Resource Gathering: High mood increases the amount of resources (wood, stone, leather, etc.) a Dwarf drops off at the storehouse. Low mood can reduce this amount.

Town Crafting: High mood increases the amount of crafted items (meals, clothing, tools, etc.) a Dwarf can make for the town. The additional craftables do not consume more resources. Low mood can reduce this amount.

Master-crafted and Poor: High mood increases the chance of a "master-crafted" item if the Dwarf has the "meticulous" trait. Low mood increases the chance of a "poor" item, even if the Dwarf isn't "clumsy". Low mood will also mean a "meticulous" Dwarf will not craft anything "master-crafted".

[h3]House Upgrades[/h3]
Sustained Mood: If the homeowners of a house both have sustained good mood for one in-game day, their house will upgrade to include planter boxes outside. Once this occurs, the planter boxes remain even if one or both of the homeowners has their mood lowered. This timer is paused during the Orc Quest so you don't lose momentum towards this goal. When a house or houses are upgraded in this way you will receive an alert.



[h3]Other Updates[/h3]
This update also includes the following:
  • Fixed a bug that sometimes caused workers to forget to build a structure.
  • Reduced the number of trees that spawn when using the two lowest tree settings. This helps improve performance while still allowing the forest to look full.
  • Replaced the jump animation when standing still.
  • Added invisible walls around the island to prevent the character from going underwater. I might add a swim animation at some point, but there really isn't any point to going in the ocean so the walls prevent the weird teleport back to town system I was previously using.
  • Replaced the Metalworkers axe with the new axe (they were still using the old one).
  • Updated the animations in the title screen to use the new townspeople animations.

Thank you again everyone for all of your feedback and support!

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

WIP - Meaningful Moods

Right now, townspeople mood doesn't have a big impact on gameplay and there isn't any real reason to try to increase townspeople mood. I'm working on an update to change that!

The Meaningful Moods update will include more effects for high and low mood in addition to a permanent NPC house upgrade for sustained good mood. Note all times mentioned below are in-game time.

Mood Tracking
In addition to seeing the mood lists from the Townspeople Manager menu, you will be able to view an individual Dwarf's mood buffs and debuffs though the conversation menu.



Mood Buff and Debuff Changes
The overall calculation for mood will be changed so that higher moods are a bit easier to achieve.

Townspeople will start with three negative moods, lack of water, town is dirty, and town is ugly. Right now, placing water wells, sewers, and beauty related decor only gives a positive mood buff, but there was never a negative mood for not having those things. Existing townspeople (from loading a save prior to this update) will have these moods unless their homes are buffed from structures.

To counter-act this in the early game, the "I just moved here" mood will be increased from +20 to +50. This buff will also last twice as long - four in-game days. Over time the buff amount from this mood will decrease for new townspeople down to 20. This gives you a chance to build structures that affect mood without the initial "I just moved here" mood buff being too high once you have built mood structures in the mid to later stages of the game. Note, this change will only affect newly arriving Dwarves once the update is live. So, if you load a save with existing Dwarves they'll still be set using the current mood buff from "I just moved here".

The mood debuff from the "grumpy" trait will be reduced from -15 to -10.

The mood buff from beauty will be increased from +5 to +10 to match the other structure related mood buffs.

Dying will reset the timer on the "champion died" debuff back to one full in-game day. Right now, it doesn't affect the timer - so if you die and then 23 in-game hours later die again, the mood debuff only lasts one in-game hour. Resetting it to 24 in-game hours makes death a bit more meaningful, but not crushing.

Mood Effects, Good and Bad
A Dwarf's mood will affect a lot more things, both good and bad.

High mood will increase the amount of resources (wood, stone, leather, etc.) a Dwarf drops off at the storehouse. Low mood can reduce this amount.

High mood will increase the amount of crafted items (meals, clothing, tools, etc.) a Dwarf can make for the town. The additional craftables do not consume more resources. Low mood can reduce this amount.

High mood will increase the chance of a "master-crafted" item if the Dwarf has the "meticulous" trait. Low mood increases the chance of a "poor" item, even if the Dwarf isn't "clumsy". Low mood will also mean a "meticulous" Dwarf will not craft anything "master-crafted".

If the homeowners of a house both have sustained good mood for one in-game day, their house will upgrade to include planter boxes outside. Once this occurs, the planter boxes remain even if one of the homeowners has their mood lowered.



Most of the system is already implemented! I'm hoping to have the new system in game by Friday depending on testing.

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

Beta 7.2 - Ram Helm Quest Update and Some Fixes

Today's update includes a change to the way the Ram Helm Quest is delivered. At the moment, when crafting a helmet, the "Improved Helmet" quest becomes available. The issue is, with unlucky RNG, you may not get it for a long time. The new system does some checks to ensure you don't have to wait too long to get it. In general you should be able to improve your current helmet before you are able to craft a new one.

This build also includes a couple of fixes
  • Fixed a bug with the Orc Cave on Orc Island not appearing correctly (this was in beta 7.1.1)
  • Fixed a bug that caused doors to disappear. This bug was related to the occlusion culling system HammerHelm uses. If you still see (or don't see!) the doors doing this, please let me know.

I'm making some good progress on the memory improvements I mentioned in an earlier announcement. Hoping to get those done this week.

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