Recent Posts

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Hammerwatch Discussion / Can crutches be modded?
« Last post by Phasma Felis on July 16, 2017, 07:25:30 AM »
Hi! Dunno if anyone is still reading this, but.. A friend and I have been playing co-op, and we like playing with the "no extra lives" modifier, but it makes boss fights brutally hard, much more so than the regular levels. I'm thinking of countering that with crutches, but they all change the game dynamics more than I like, if that makes any sense. Is it possible to mod in other crutches? I was thinking something like doubling HP and healing, or increasing mana regen by 2x or 3x instead of 5x.

I haven't been able to find any general modding guides. Just wondering if it's even possible, and if so where to begin looking. Thanks!
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Editor Discussion / Test in hard difficulty?
« Last post by Flemse on July 12, 2017, 10:22:37 PM »
Can you change the difficulty when testing? I'm trying to test some hard features, but I can't figure out how to change the difficulty when testing.
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i also have said problem, any way to fix this?
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Custom Maps / Re: [Campaign][WIP] Greyfall
« Last post by cuongvietnam on July 03, 2017, 10:23:30 AM »
can somebody plz gives me a link for this map ?
bayst
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Editor Discussion / Different projectiles question
« Last post by Impe97 on June 30, 2017, 10:06:03 AM »
Hi all :)
How can i use different projectiles for the ranger?
i mean i want use arrow for normal attack ... but i want use another type of projectile for the spread attack but in the ranger.xml i cant apply another type of projectile on that.....
also i want to ask how can i change the effects of warlock storm if i cant change effects on that too.... i need retexture the original storm?
Thanks all
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update April 6, 2017
« Last post by t0werblade on June 19, 2017, 01:45:58 AM »
I'm stuck at the point where you talk to Troy and sign the paper. He doesn't give me a follow up objective.

It appears to me that we didn't put in any actual objective text there, which is something I now intend to add. The positive here is that since this is an oversight and not a bug, your save should be fine. The objective text that should read at this point for you is something along the lines of, "Seat at least three members at the Dingo table in Dingo keep.".
You can get certain NPCs to sit at the table by completing their quests. Hunter, David, Jim, and Kress can all sit there I think (and maybe Commander Jooby I can't remember). David can be found at his house West of Dingotown (depending on the game state), Jim can be found within the tavern, and Kress can be found at his Pizza shop in the Southern portion of Dingotown.
Please let me know if you continue to have trouble and we'll see if I can help you out.
My apologies for the trouble.
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update April 6, 2017
« Last post by t0werblade on June 17, 2017, 03:43:24 AM »
I'm stuck at the point where you talk to Troy and sign the paper. He doesn't give me a follow up objective.

Hey Sparrow, sorry for the late reply. I'm going to be looking into this and see if I can replicate your problem and find a fix sometime in the next few days. Thanks for bringing it to our attention.
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update April 6, 2017
« Last post by An OK Sparrow on May 26, 2017, 11:14:38 PM »
I'm stuck at the point where you talk to Troy and sign the paper. He doesn't give me a follow up objective.
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Hammerwatch Discussion / Re: Hammerwatch inspired coop game now on Greenlight!
« Last post by hamstermp on May 11, 2017, 12:04:04 PM »
Apart from standard LAN coop will be possible through Hamachi or port forwarding but I need to do more optimization since the host is currently overloaded with four players playing.

There is still a lot to implement until the release date but I will definitely look closer into the graphics. Thanks :)
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So I have seen a couple people here and there asking about teleporting a player from one area on a floor to another and I realized a super simple answer.
I attached a link with a single player teleporter, a group teleporter, and an example situation. These teleporters work 100% of the time but only work one way.

NOTE: Each teleporter requires a different set of global flags and can get a bit laggy using lots.
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