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HammerHelm News

Reverting Back to Build 3.1.1.

I'm reverting back to Beta 3.1.1 as Beta 3.2 has a bug in it that appears to block character creation. I am unable to reproduce this at the moment but I'd rather be safe than sorry while I track down the bug. Apologies for the one step forward, two steps back - I'll figure it out and get Beta 3.2 up and running asap!

Thank you everyone!

Edit: Found and fixed the bug. Will release Beta 3.2.1 with the fix tomorrow however as it is already late in the evening here.

Beta 3.2 - Some Odds and Ends

Tonight's build fixes and balances a few things based on recent feedback.
  • Added a short invulnerability timer that starts after you are hit and take damage. This timer reduces the chance of two or three monsters all hitting you at the same time and all causing damage.
  • Fixed a typo in the broken axe quest.
  • Removed the height increase that was added to a character's position after starting a new game or loading a save.
  • Reduced the frequency of new quests after completing a quest if you still have at least one quest still open. This is to help reduce the feeling of quest spam if you complete a quest right before the timer wants to give you a new one.

Small build tonight as I am continuing to work on controller support and the back-end for localization support. Both of these will be a bit of a long term task so while I work on them, I'm going to try and continue to at least add some smaller things to the builds.

For controller support, the PS4 controller now works. I'm happy with the controllers overall so I want to start working on more support for the various UI and controller mapping. The latter will likely require me to go back and refine some of the controller support I've already created.

For localization the big work is identifying where all of the strings are that need to be localized, both in the code and in the UI. I have a solution that I am going to try out, but for the most part until it's completely done AND the text is actually translated, you won't notice any of this work. I like to keep you all up to date on what I am working on though!

I'm also starting to design the Halloween event that will use the new Scarecrow and the new Lich. Going to keep it rather simple so it won't be as big as last year's Orc Quest, but there will be a limited time reward if you complete the event!

-Jonathan "Calandryll" Hanna
[email protected]
  • HammerHelm Official Twitter: https://twitter.com/helm_hammer
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef

Roadmap Update

I wanted to write an update regarding the progress on the HammerHelm roadmap.

With the new Town Management UI and the new combat system completed (mostly) I'm working on a bunch of other things. My top priorities at the moment are:
  • Finish the new combat system. I want to replace the current base attack animation with one that doesn't intersect into the character (the new animation is in progress) and some other small tweaks to the system. Maybe a second, different basic attack as well just to have some variety. Maybe. :)
  • Finish controller support. Add support for a bunch of UI and then probably add controller mapping.
  • Add the missing key binds. Such as opening the town management UI and a few others that needed to be added.
  • Localization. This is a new one to the roadmap but one that I think is important. The work to update HammerHelm to allow for translated text will be time consuming but if I want to localize the game it has to get done!
  • Replace the placeholder Lich and Scarecrow. These guys are actually done, I'm just holding onto them for reasons that are secret (hint: it's related to a certain day in October. :P)
  • Add the new building animation. Haven't made much progress on this since I was focused on the new combat system but I really want to get back on it.
  • Add more quests. I have three story quests in development, each one adding a new decor item to the town! The models for those are in progress. Also have another Grrrumble quest and a few other repeatable quests.
  • New hair styles. These are in the works and already looking great. I'll show them once I have them in engine. A couple of these will be early access exclusives too!

So, lots of cool things in development. Controller support and the backend work for localization are going to be the most time consuming, so updates might be a bit slower than usual. We'll see. My goal is to always work on some small things while I work on big things as I don't like going much over a week without an update. Feels weird.

A sneak peek of the finished Lich and Scarecrow models.



Thank you all again for the support and feedback. I'm looking forward to getting everything in the roadmap complete...so I can create a new one with even more stuff in it! :)

-Jonathan "Calandryll" Hanna
[email protected]
  • HammerHelm Official Twitter: https://twitter.com/helm_hammer
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef

Beta 3.1 - Combat Tweaks and More

Beta 3.1 includes:
  • Dash now correctly knocks down monsters
  • Dash cost set to 30 stamina (was 40)
  • Extend the range of your attacks hitting as sometimes it looked like you were close enough but the attack would miss
  • Added Carpenter and Stonemason UIs to explain that they use resources (wood and stone) and that you can toggle them off if you want to focus on getting resources to build structures
  • Fixed the Orc Island Waterfall
  • Fixed a bug that sometimes caused the last ingredient for last item in sorted list of craftable items to not display
  • Changed cycle quests to Left control + TAB rather then left shift as this was causing a conflict with the Steam overlay
  • Switched Controller buttons. A = jump, B = open town, Y = interact - will post full controls at bottom of this announcement
  • You no longer have to press shift - V to open the townspeople UI. Just pressing V will open it.
  • Fixed a bug that caused the Blue Wisp quest to automatically give you the Wisp rather than have you find it.

Next up I'm going to add the remaining keyboard commands to the key bind list, including opening the townsperson UI.

I'm also still working on controller support. I'll be adding support for more UI over time. The updated controls for the controller are as follows:

Updated Xbox Controller Functions
  • Left Stick Up - move forward
  • Left Stick Down - move backwards
  • Right Stick left or right - turn left or right
  • Left Stick Right/Left - strafe right or left (if you have a target this will circle strafe the target same as pressing D or A)
  • Left and Right Bumpers - roll left or right
  • Right Trigger - attack
  • Left Trigger - block
  • Right Stick up - cycle target
  • Back - cancel target (if no target, opens Options UI, same as ESC key)
  • A button - Kick or Shield Bash (if no target, jump)
  • B button - power attack or dash attack (if no target, opens town manager UI)
  • X - open build menu (if in town)
  • Y - interact with NPC, open treasure chest, etc. (if nothing to interact with, opens inventory)
  • D-pad left or right - cycle active hotbar slot
  • D-pad down - use potion in active hotbar slot

-Jonathan "Calandryll" Hanna
[email protected]
  • HammerHelm Official Twitter: https://twitter.com/helm_hammer
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef

Beta 3.0 - New Combat System

Today's build includes the new combat system!

Important Note about Using Existing Characters

Existing characters will work just fine in the new combat system. However if you have copper or better weapons, to unlock the power attack, dash attack, and shield bash attack you will need to unequip and then re-equip your weapon, helmet, and shield. Once you do this, you won't have to do it again for that character.

Targeting

Press TAB to target nearby monsters. If you already have a target, pressing TAB will cycle to the next monster, if there is another nearby. A targeted monster's healthbar turns light blue. When a monster is targeted, your character will automatically face it and pressing A or D will allow you to strafe around the monster. Pressing ESC will cancel your target lock.

Basic Attacks

To attack, click and hold the left mouse button. The longer you hold the button down, the more your character will attack. The basic attack consists of four strikes, with the final strike doing a bit more damage than the other strikes. Letting go of the left mouse button will immediately stop your character's attacks.


Blocking

To block, click and hold down the right mouse button. As you hold down the button, a meter will appear and begin draining. Once it is gone, your block will automatically be canceled and you won't be able to block again until it refills.


Kick Attack

Your character starts out with one special attack, a kick. Kicking a monster will knock it back and knock it down for a short period of time. This is especially helpful when fighting multiple monsters at once!


Power Attacks

Once you upgrade your weapon you will unlock the ability to perform power attacks. Each weapon type has it's own power attack.

The sword power attack is a might strike that deals a lot more damage to a single target than the basic attack does.


The Axe power attack strikes all nearby enemies for a good amount of damage.


The Hammer power attack strikes all nearby enemies for a small amount of damage and also has a chance to stun a monster.


Dash Attack

After you equip your first helmet, you will be able to perform a Dash Attack. This works pretty much the same as the current Dash Attack. You character leaps forward and attacks a single target, doing damage and knocking the monster down.

Shield Bash

After upgrading your shield you will unlock the Shield Bash attack. This attack can be performed as a counter-attack after successfully blocking an attack. After you block an attack, you can smash an enemy with your shield, knocking them back and knocking them down. Enemies who are hit with a Shield Bash are knocked back further than those knocked down by a kick.


Special Attack Cooldowns

All special attacks are ruled by a cooldown. There is a green gem next to your health bar that indicates you can do a special attack. Once you use a special attack, the gem turns red and begins to full back up. When it turns green again, you can do another special attack. Special attacks also use a small amount of stamina.

Weapon Imbuing

The affects from imbuing weapons using gems at the Tinker has been updated.
  • Fire weapons have a chance of doing extra damage.
  • Frost weapons have a chance to slow an enemy, making them attack a bit less often and less likely to dodge your attacks.
  • Acid weapons cause damage for a short period of time. Enemies affected by this have their health bars turn green.
  • Vampiric weapons have a chance to heal you a bit when doing damage to a monster.

Vampiric and Fire Effects
Acid and Frost Effects


As before, weapons can be imbued by using crystals at the Tinker. Crystals are a rare drop from monsters.

Other Things in this Build
  • Sprinting no longer uses stamina
  • Fixed the speed boost from jumping bug
  • Added controller support for the new combat system
  • Added the start of controller support for crafting and building structures
  • Weapon trails now match the color of the ore of your weapon
  • Turned off status effects for Spellcasters as they are way too easy to kill if you can knock them down or stun them. Consider this a spellcaster's ability to cast a protection spell on themselves.

As always I would love to hear your feedback on the new system. I'm still tweaking a few things and I'm working on getting a better basic attack animation that doesn't clip into the character.

Thank you again for all of your feedback and support!

-Jonathan "Calandryll" Hanna
[email protected]

  • HammerHelm Official Twitter: https://twitter.com/helm_hammer
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/8326Jef