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Heroes of Hammerwatch News

Patch notes for version 102

[h2]New features[/h2]
  • Added two new drinks: The Smirking Shopkeep and Snake Blood.
  • Added cats and dogs as new companions.
  • You can now travel between the different hub areas with a travel service.


[h2]Various Changes and Fixes[/h2]
  • A lot of tweaks to enemy NG+ skills.
  • Flaming Hounds: The projectile now loses more of its forward momentum when colliding.
  • Branding Ward: Increased trigger and explosion radius slightly. It should now trigger more easily on bosses.
  • Gladiators Net: Lowered proc chance from 20% to 10%.
  • Archives floors are now a bit bigger, but doesn't get as affected by larger size modifiers.
  • Removed Magic Furnaces from mines.
  • Fix for multiple Vampire Lord bestiary entries.
  • Fix for Vampire Lord not spawning if you hadn't picked up any crosses.
  • Fixed Fancy Plume allowing item duplication in dungeon stores when reloading.
  • Dungeon and Arena settings UI now has a slider, when hovering over the NG value, for changing the level.
  • Fix for dungeon settings UI always being available once you complete either campaign.
  • Speedrun UI now supports all dungeons rather than just Forsaken Tower.
  • Crash fixes.
  • Performance improvements.

Patch notes for version 101

  • Fixed an issue where saves got tagged as being modded when joining multiplayer lobbies where the host had enabled cheating


If your save has been affected by this issue please ask for help in Discord ( https://discord.gg/hammerwatch ) or email us at [email protected]
Please include your save file which can be found it in the game install directory under the saves directory (the slot_X.hws file)

Patch notes for version 100

Merry Christmas everyone!


As some of you may know, we decided to push the release of the Moon Temple DLC until next year, it was not possible for us to release it now sadly.
But instead we end this year with a big patch, taking care of more bugs, adjusting the balance, adding some more features, like the much wanted Fountain Preset-system.



New Features
  • When gambling in the Tavern you now have a chance to win bonus prizes in the form of Drinks, Blueprints and Dyes. Raise the stakes to increase your chances of winning higher quality prizes.
  • Three new Fountain effects: Expeditious Expedition, It's Your Lucky Day and It's Not Your Lucky Day.
  • You can now save your favorite Fountain setups with the help of presets.
  • New item "Golden Lamp" added for Pyramid of Prophecy owners.



Gameplay Adjustments and Balance

[h3]NG+ Progression Changes[/h3]
  • Available NG+ is now unlocked across all campaigns. Including Arena.
  • The highest completed NG+ across all campaigns and heroes is now tracked by the Town.
  • Completing a campaign at a NG+ level that is lower or equal to your highest available NG+ level will count as the hero completing the campaign at that level and you will receive the corresponding rewards and effects.
  • In practice, this means your heroes can skip NG+ levels up to your highest completed across all characters and campaigns.
  • In multiplayer, when completing a campaign above your highest tracked NG+, it counts as you completed that campaign at your highest tracked NG+.


[h3]General[/h3]
  • Blood Rite bonuses are now scaled up based on the current NG+ you are playing.
  • Retired Gladiator now tracks what upgrades you have bought on each hero, and respeccing upgrades is now free in gold up until the maximum-ever upgraded value.
  • Tweaked Magic Furnace costs. Available items to craft are now also limited by act.
  • Added an option for selling 100 ore at the Ore Trader.
  • Character list now displays if a hero is currently in a dungeon or not.
  • Improved the "mismatched mods" dialog.
  • Archives act is now a bit smaller and with fewer enemies.
  • Removed teleports in Archives that doesn't lead you to a hidden room.
  • Removed wind between Great Threats in the Battlements act.
  • Reworked Great Threat in the Chambers act. You no longer face the Vampire when picking up crosses, he now appears instead of bats as the Great Threat.
  • The Thief is now more likely to spawn in Prison after reaching the Archives act.
  • The secret room with the duke is now more likely to spawn in Armory after reaching the Chambers act.
  • Nimbus now adds +25 HP and Mana per level to your potion.


[h3]Classes[/h3]
  • Paladin - Charge: The Paladin will now only go through enemies if the damage instance kills them. Charge now also stuns enemies for 0.5 seconds in a small area on impact.
  • Paladin - Shield: Block arc reduced from 90/120/150/180/210 degrees to 80/100/120/140/160 degrees.
  • Wizard - Flame Shield: Cooldown reduced from 8/7/6/5 seconds to 7.5/6/4.5/3 seconds.
  • Gladiator - Trident: Movement speed penalty during usage was lowered slightly.
  • Priest - Smite: Smite no longer blocks the use of other skills when attacking.
  • Witch Hunter - Repeater Crossbow: Lowered the spread slightly.


[h3]Items and Drinks[/h3]
  • Added two new item sets: "Rings of Recovery" and "The Shining Knight", consisting of pre-existing items.
  • Markham's set now gives +0.25 Armor/Resistance per item at step 3 & 4.
  • Reworked Wrath of the Thundergod: Now shoots 5 lightning bolts at nearby enemies when hit, dealing 10 Magical damage each.
  • Reworked Blood Dagger: Changed to 10% chance to regain 2.5% of your current Health on primary attack.
  • Ring of Arcane Powers: Now also has a 10% chance to restore all your mana when casting a Skill with a 2 second cooldown.
  • Mask of Bewilderment: Now also increases your damage dealt to confused enemies by 25%.
  • Spiked Boots: Increased damage from 25 to 50.
  • Cranky Clergyman: Changed the positive effect so it gives +25% Resistance instead of a flat +25 to Resistance.



Various Changes and Fixes
  • Added colored health bars to the Three Councillors.
  • Added missing stat for killing Thundersnow.
  • Fixed some Drink cost inconsistencies.
  • Fix for companions always facing right when idling.
  • Fixed floating texts not showing the correct amount healed by Remedy.
  • Fixed multiple healing floating texts when drinking potion.
  • Some character screen tooltip fixes.
  • Fixed Nimbus’ X-ray color.
  • Monstrous Eyes (Archives mini-boss) shouldn't get stuck as easily in the Archives.
  • Various fixes and tweaks to different enemy skills.
  • Fixed a crash caused by the Defender’s Halberd.
  • Crash fixes.
  • Performance improvements.

Patch notes for version 99

  • Fixed an invulnerability exploit
  • Reworked luck to be a bit more consistent
  • Made it easier to hit with the Thiefs Grappling Hook and Warlocks Soul Dagger
  • Fix for accidental character duplication that could happen after character creation
  • Fixed menu lock when getting disconnected while typing in multiplayer chat
  • Fixed walking pets being stuck indefinitely
  • Gladiator class is now retroactively unlocked if gladiator rank is greater than 0
  • You can no longer die in town

Let's continue into the Lunar Halls!



Annoucement:

Players, we are now revealing the third DLC for Heroes of Hammerwatch and the second one to feature a new campaign, this time our heroes will take on the Moon Temple. This DLC is a bit smaller than the Prophecy and will not feature a new class, but it will have the usual additions of items, drinks, colors and some new pets. The biggest feature of this DLC except for the campaign is the added "Hardcore" mode and a new in-game currency.

Expect more news to come and a more complete feature list, we aim to have this released before the end of the year. Being a bit smaller than the Prophecy it will be somewhere between that and the Witch Hunter in price, most likely 5 USD, there will ofc be some free features for everyone with the corresponding DLC release-patch.


Short lore:
A long time ago, conflicts lead to a split in the priesthood at the Sun Temple. Some priests left the temple to form their own congregation up in Shaftlocke, in a small lush area called Brightmoor, heated by volcano activity from the north west.

One day, a delegation of elves from The Silver City knocked on the door. They came with gifts, a hefty load of gold and riches, they only asked for a small favour in return, that the priests would safe guard the Orb of Night. And so they did, deep down in the Lunar Halls of the temple.

With time, this "favour" started to change and corrupt the land and the priests. The warm sink turned cold and the priests would eventually turn into horrible, not so friendly figures attacking everyone in the areas around the temple.

The Duke of Shaftlocke with help from priests of the Sun Temple built a magical Sun Gate that stopped the lost souls from getting out from the Moon Temple, the gates stood stable until attrition destroyed them when Thundersnow laid siege on Shaftlocke Tower.

With the walls down, anyone could freely enter or exit the temple and it's belived that right now, agents sent out by the arch-necromancer Blight the Horrible are trying to steal the Orb to use for his own sinful purposes. A camp has been established just outside the broken down Sun Gate and a mission to stop these agents have begun.



Screenshots:
The Moon Temple, cold and barren. Night.

Disaster has befallen them (always).

These lost souls probably won't eat the dog.

No release date yet, but hopefully this year, expect more news and specific feature reveals about this going forward. Fastest way to get updates would be through twitter:
https://twitter.com/RealCrackshell


Otherz:

Also, we made some tshirts, for people that like that over at Teepublic:
https://www.teepublic.com/user/crackshell

User:Kellys cat eats the pink hw2-tshirt(?)

I Hope we can present some HW2 news this year too, good news for those that likes pirates at least.