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HammerHelm News

Build 1.9.3 - Combat fix

Tonight's build fixes a bug that could cause enemy spellcasters to get into a bugged state if they were the only monster left at the start of a fight, making them invulnerable to damage. This was most noticeable with the Lich battle in the Scarecrow quest if you died and then re-engaged the Lich.

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

Build 1.9.2 - Quick Fixes

Today's build includes some quick fixes for issues reported by the community:
  • Moving a placed object (like a painting) from the top level of your home will no longer cause the object to disappear.
  • Added two additional placement spots above the second story door of the Champion's Home.
  • Fixed a bug that caused the T-Section Stone Tower to not correctly delete when attempting to delete it.
  • Fixed a bug that caused an erroneous red footprint to sometimes appear in your town.

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

Build 1.9.1 - Gold Balance

Tonight's update rebalances how gold is distributed in the game a bit.
  • Increased the bonus gold from treasure chests based on your level.
  • Increased the gold cap for dungeons and caves. Right now you get an amount of gold at the end of the cave/dungeon run based on the number of monster spawners you fought. This value is capped and this update increases that cap. This is especially useful in lower to mid levels.
  • Doubled Shadyee's purchase prices.
  • Increased the leather drop numbers for monsters that have leather as their secondary loot option (this includes Skeletons, Ratmen, and some more of the low/mid level monsters). This means you should be less reliant on just Goblins and Orcs for leather.


This update also turns on the holiday content including the blinking lights for the storehouses and the craftable holiday tree!

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

Build 1.9 - Brewing

Today's update is the brewing system! I've made a few changes since I announced the system so I will detail those here.

There are three brews. I updated the names based on some feedback. Also Brews no longer rely on the crafting level of the Brewer, but rather unlock as you build more Breweries.



Hammer Spark Brew increases the chance that any of your crafters will craft a masterwork item. It requires you to have at least 2 Breweries.

The Ironbeard Brew increases the amount of resources a townsperson can carry. Note this also means there's a chance of getting over the normal maximum of a resource from that townsperson. This brew applies to any townsperson who automatically gathers resources including workers, miners, farmers, herbalists, and hunters. This brew requires you to have at least 3 Breweries.

Buulloar's Brew increases the mood buff from having a beer. This increase will stack with the buff from having honey beer making for a very powerful brew indeed! This brew requires you to have at least 4 Breweries.

I still need to add this functionality to the Townspeople UI, but since this update took longer than I expected it to I wanted to release it now rather than wait for that. For now you can assign a brew to a brewer simply by speaking with them.

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

In Development: Brewing

Brewers have been in HammerHelm since almost the very start of development - which shouldn't be surprising, what self-respecting Dwarf would found a town and not have Breweries!? Up until now though, brewers crafted beers that only granted a mood buff, but otherwise felt a bit flat (get it? flat! ːhh_happyː).

The new Brewing system will allow you to assign a special brew to each brewer you have in your town. You can have up to one of each brew in production per brewer. This means there's even reason to have more than one brewer now too!

The current mood buff from beer will remain in place as well and each brewer will automatically make the special brew whenever they make beer. The special brew does not require any additional ingredients.

There are three brews currently planned although I might add one more. Access to each brew is unlocked as your Brewer gains levels.



The Quality Brew increases the chance that any of your crafters will craft a masterwork item. It requires the brewer to be level 2 or higher.

The Strength Brew increases the amount of resources a townsperson can carry. Note this also means there's a chance of getting over the normal maximum of a resource from that townsperson. This brew applies to any townsperson who automatically gathers resources including workers, miners, farmers, herbalists, and hunters. This brew requires the brewer to be level 3 or higher.

The Best Brew doubles the mood buff from having a beer. This increase will stack with the buff from having honey beer making for a very powerful brew indeed! The Best Brew unlocks at level 4.

Just like other townspeople, Brewers gain a level automatically for each day they are on the job. A Townsperson's level is displayed next to their portrait as a series of green bars.



I'd love to hear what you think of the update to Brewing and if you have an idea for the fourth brew that fits with the current town and townspeople mechanics, I'd love to hear that too!

Also reminder - the Halloween event ends tomorrow morning.

Thanks everyone!

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