Hammerwatch Forum
General Category => Hammerwatch Discussion => Topic started by: Myran on July 01, 2014, 02:46:04 PM
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Misc:
- Added priest class
- Added workshop support
- Added auto fire
- Added double lives crutch
- Added directional marker to minimap to see where other players are
- Bosses now drop upgrades
- Certain enemies in act 2 and 4 now drop banners that buff or heal enemies, or drain player mana
- Replaced glare with bloom
- Added new particle effects for when enemies die
- Added timer to statistics screen
- Fixed crash at the end of hero defense
- Fixed crash when refreshing server list
Balance:
- The beginning of the game is now slightly easier
- Ranger now slowed 50% while shooting
- Lowered the range of the ranger
- Paladins heal now only heal players within a small range
- Increased thief attack speed
- Increased thief starting health
- Improved paladin starting shield
- Increased wizard starting health
Editor features:
- Added Checkpoint script node for setting spawn points and saving the game
- Added PlayGibs script node for displaying particle effects
- AnnounceText script can now show pickup texts
- Editor can now take large screenshots of an entire level
- HUD elements can now be shown and hidden from level scripts via the GlobalFlag system
- DangerAreas can now heal if they have negative damage
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Another couple thing I noticed that weren't listed here.
- You now see how much more mana you need to use an ability if you press it early. Both above your head showing how much more you need (in blue), and down in your mana bar showing how much total it costs (in red). Before it used to say "No Mana" or something.
-IP address is no longer shown in the hosting screen. (Likely for Let's Players like myself. THANKS! :D )
Thoughts on this Patch.
Thank you kindly for autofire!!!!
I can understand the need to nerf the ranger, but two nerfs??? Slowing it while firing was enough in my opinion to make it 2 times harder to play the ranger (which is good actually). Lowering its range seems a bit much.
Suggestions...
- Would really love to see a Player Stat screen, showing your base and variation values for health, movement speed, etc. So you can see how many +5% bonuses you have and what your base would be without them.
- Maybe also track "Secrets Found" on the statistics screen?
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i like the new priest class a lot. you can heal your allies or dmg the enemy. makes him viable for solo and coop play!! awesome.
i hope the forum gets some more attention after the steam summer sales. i love the game so far.
i would agree with the suggestion of a stats screen, would be awesome.
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Guys, you forgot again to update the Humble Bundle links. They are still version 1.22.
Please do not forget that there are still a lot of ppl either not using that abomination called "Steam", or that - like me - have bought your game in a Humble Bundle.
Thanks in advance.
jaZz
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We didn't forget, drm-free versions are always a bit behind =(
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Good things take time I guess.
Actually, I honestlt didn't think you forgot this time, I just thought I would whine around this time before this version gets a week old and everybody is talking about the new version and I wouldn't be able to take part...
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A thing is also, that steam is a good testing ground for us, because we know that the steam players will have the patch, it's more difficult to "force and test" changes upon the drm people. If the steam version crashes, we can just update it almost directly.
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that abomination called "Steam"
Not trying to jump off the tracks of the topic, but the "abomination" is actually making it easier for players to download and install the most recent versions of the game, and the most recent versions of the custom maps.
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Any idea when you're going to get the editor working with intel machines again?
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Everytime I join an on-line match while they are in-game, the background music is the menu's until we change level.
I don't know if this happened in the previous patch because I only played with friends.
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Where's the GOG? ;D
This update shouldn't break custom maps right?
Nice changelog by the way :)
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Yeah they use the Steam community as guinnea pigs for new releases and let them test it out and get feedback, which I'm totally fine with.
When the new version is ironed out it will be available for GoG and Humble Bundle DL links as well...
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Yeah, read that :)
Was just being slightly impatient, but it's up now.
Thanks for the update!
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I just killed some mob, and now there's a red flag with a skull here that I can destroy.
What's its purpose? x)
Then, I noticed that it's easier to detect when light orbs ennemies will die with their new animation.
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That's a blood banner, gives monsters around it bloodlust.
Our new artist christian made that effect new wisp effect.
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Oh ... I don't know why I mingled "flag" and "banner". ^^;;
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Wohoo, nice new update and it's already on gog.com. Great job - seems like I'm going to play Hammerwatch again in the next days/weeks :)
Thoughts on this Patch.
Thank you kindly for autofire!!!!
I can understand the need to nerf the ranger, but two nerfs??? Slowing it while firing was enough in my opinion to make it 2 times harder to play the ranger (which is good actually). Lowering its range seems a bit much.
Suggestions...
- Would really love to see a Player Stat screen, showing your base and variation values for health, movement speed, etc. So you can see how many +5% bonuses you have and what your base would be without them.
- Maybe also track "Secrets Found" on the statistics screen?
I did my first playthrough with the Ranger and his excessive, I'd even say unlimited range made some situations awfully easy. And well, he was already extremely slow while shooting (if done with external autofire possibilies), so I don't see how much this will make now as I have to check it first.
Regading your suggestions, I fully concur. Exactly that's what's still missing, even if it's absence doesn't kill the fun at all - but especially the +5% boosts make a stat screen really reasonable. In the first versions you could at least remember the values from the upgrade shops, but now? :D
PS: I hope you'll eventually find a fix for the music loop cut, I don't see this done in the list ;)
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I imagine the range nerf to the Ranger was because it was hard to develop levels that the Ranger couldn't exploit. In the default levels there are various locations where he can shoot across chasms at hapless enemies without repercussion and in general can stay waaaay outside of combat while greatly helping other players/killing most things before it even reaches him.
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I'm still waiting to see nerf for a paladin.
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You mean less damage on him?
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Less aoe damage maybe. And less mana, fighter class shouldn't be able to spam spells like it was tibia
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I think that the Paladin have a bit too high attack speed, just compare to the thief, a huge sword should clearly have lower attack speed than two small knives! :p
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Paladin got seriously boring with slower attackspeed, we just upped the attackspeed on the thief instead and removed the cost of using skills...
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This is fast paced game, anything that involves slowing stuff makes the game boring :<
Damage dependant on number of targets hit would do the trick, because main problem here is just running in the middle of everything and doing wushwushwush and winning.