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Messages - Eldur

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So the easteregg I came across here while playing the temple campaign was more than just an easteregg :)

Get that heart and then this will happen:

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Just without guns 8)

Too bad I couldn't take a screenshot of these headless bomber guys as I was totally panicking and trying to get away :)

Bug Reports / Re: Gold rings/donuts just worth 1?
« on: October 04, 2014, 01:22:00 PM »
That makes sense... but I think it still would ne nice if they had a higher value :)

Bug Reports / Gold rings/donuts just worth 1?
« on: October 04, 2014, 02:54:26 AM »
Just fell down a small hole in the first temple level that appeared via a secret and came down to a secret room below the temple, with 12 things that look like golden rings or donuts. They just gave me 1 coin each, I think this isn't really much (=6 copper basically), could this be a bug?

Bug Reports / No music after teleporting / music dropping out
« on: October 04, 2014, 01:08:14 AM »
Using those rune teleporters in the new campaign, the music is gone until I restart the game. Anyone else having this? :)

Edit: There seem to be other occasions where it just drops out completely, had it inside the temple now...

Edit 2: I've got the version and just installed it over my existing one. Made a backup of it, did a 100% fresh install, copied my config.xml and saves into the new one and at a very quick glance it seems to be OK now, should have tried this earlier :)

Edit 3: Just defeated Krilith. Music gone again.

Wow, this looks great! :)

Just 2 things after having a small sneak peek into the new version :D

1. I'd also prefer full speed autofire, as fast as it can be by spamming the buttons. It's just a control thing after all ;)
2. That music loops... seems like you didn't find a true fix for it and changed the audios a bit, it's still a bit strange in the original HW campaign level 1-3. Didn't check others except hte new campaign where all sounded OK in the beginning. But it's nice that you did something about it at last.

But the new campagin is definately going to be fun anyway, probably something I'll be doing in the next days :)

Thanks for the good work! :)

Hammerwatch Discussion / Re: Patch Notes for 1.23 (July 2014)
« on: July 15, 2014, 03:36:32 PM »
Wohoo, nice new update and it's already on 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.

- 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 ;)

Sounds great. Thanks for the update :)

Hammerwatch Discussion / Re: Patch Notes for 1.22 (April 2014)
« on: May 12, 2014, 08:27:25 PM »
Looks like they finally got it... 2.2.0 on now (they have their own version numbers) - last version I could get there was, this one now is named

Edit: It is indeed 1.22 :)

Thanks - going to try the thief :D

Hammerwatch Discussion / Re: Patch Notes for 1.22 (April 2014)
« on: May 09, 2014, 04:07:30 PM »
Gog should be updated soon too.

3 weeks, still waiting 8)

Has the music loop glitch been fixed yet? :)

It's impossible in Hammerwatch to map some actions to the keyboard if "Controller" is selected. So this won't work :D

Bug Reports / Re: Can't reach an armor up
« on: March 20, 2014, 09:12:54 PM »
It's always good to know there will be future fixes and additions :).
I hope the music loop fix will also be in there ;)

Well, that removes the analogue control. Too bad we can't use a controller and keyboard mappings at the same time :D

Another thing I noticed: Since one of the patches, there are all these stat-upgrades like LP/MP, Damage etc... it would be nice to have a "character sheet" to see the actual stats and skill levels at once, just for information.

Bug Reports / Re: Can't reach an armor up
« on: March 20, 2014, 01:44:03 PM »
Sounds like this: "Flower enemy graphics have been changed and they no longer blog the player when dead"

But I'm running 1.2, not 1.21. doesn't seem to have the mini update...

Bug Reports / Can't reach an armor up
« on: March 16, 2014, 01:27:25 AM »
Level 11, see attachment... can't get there because the plant's hitbox prevents me from going there.

I'd also appreciate an autofire function. AutoHotKey doesn't work with controllers or joysticks, that was also my first idea. I am playing with a PS3 controller that I bought for Dark Souls when it came for PC, and I used the motioninjoy software for a long time (installed it and then switched to the local version I found on the mij-forums, but I still don't like that UI, so I switched to Better DS3. The latter does everything mij does, except autofire :( - So I end up still using mij just for Hammerwatch and Better DS3 for anything else. I might add that I don't use the thumb buttons, but R1 for the standard attack which can lead to strains after playing Hammerwatch without autofire for 1 or 2 hours :D - this is a good example that shows how different the "problem" can be depending on the chosen "attack method"... using the thumb buttons would be easier as it would be to use the plain default control with cursor keys - pressing up all the time can be done without even moving the fingers, just tap it with the whole hand which is a very lot easier to do over time. And I think it wouldn't be a fault to add this to the control settings tab or as a crutch setting prior to starting a new game (but then it should be possible to change this in single player savegames afterwards) as there are many people requesting auto-fire. Another reason would be prolonging the life of the used controller buttons... my R1 does show some minor wear already, so I just don't want to stress it unnecessarily ;)

And I'm still waiting for a fix for that music loop bug :D

BTW that pinky exercise is a great idea :)

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