Hammerwatch Forum

General Category => Hammerwatch Discussion => Topic started by: Myran on July 01, 2014, 02:46:04 PM

Title: Patch Notes for 1.23 (July 2014)
Post by: Myran on July 01, 2014, 02:46:04 PM
Misc:


Balance:


Editor features:
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Blue001 on July 01, 2014, 02:59:17 PM
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?
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: kingsven on July 01, 2014, 08:08:23 PM
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.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: jaZz_KCS on July 02, 2014, 09:14:40 AM
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
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Hipshot on July 02, 2014, 09:50:51 AM
We didn't forget, drm-free versions are always a bit behind =(
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: jaZz_KCS on July 02, 2014, 12:01:23 PM
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...

Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Hipshot on July 02, 2014, 01:02:51 PM
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.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: CrusaderDeleters on July 02, 2014, 03:30:00 PM
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.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: hoffa911 on July 03, 2014, 08:35:20 PM
Any idea when you're going to get the editor working with intel machines again?
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Orden on July 03, 2014, 11:30:24 PM
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.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: marmot on July 04, 2014, 09:30:57 AM
Where's the GOG? ;D

This update shouldn't break custom maps right?
Nice changelog by the way :)
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: jaZz_KCS on July 04, 2014, 11:50:38 AM
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...
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: marmot on July 09, 2014, 11:28:05 AM
Yeah, read that :)
Was just  being slightly impatient, but it's up now.
Thanks for the update!
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Gimlao on July 09, 2014, 12:47:25 PM
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.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Hipshot on July 09, 2014, 02:29:14 PM
That's a blood banner, gives monsters around it bloodlust.

Our new artist christian made that effect new wisp effect.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Gimlao on July 11, 2014, 01:18:41 PM
Oh ... I don't know why I mingled "flag" and "banner". ^^;;
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Eldur on July 15, 2014, 03:36:32 PM
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 ;)
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Nicholas Steel on August 08, 2014, 07:37:29 AM
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.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: jaladreips on August 19, 2014, 12:07:42 PM
I'm still waiting to see nerf for a paladin.
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Hipshot on August 19, 2014, 12:52:57 PM
You mean less damage on him?
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: jaladreips on August 19, 2014, 02:47:02 PM
Less aoe damage maybe. And less mana, fighter class shouldn't be able to spam spells like it was tibia
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Flygar Stenen on August 19, 2014, 03:18:28 PM
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
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: Hipshot on August 19, 2014, 03:47:05 PM
Paladin got seriously boring with slower attackspeed, we just upped the attackspeed on the thief instead and removed the cost of using skills...
Title: Re: Patch Notes for 1.23 (July 2014)
Post by: jaladreips on August 19, 2014, 04:26:00 PM
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.