Recent Posts

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Hammerwatch Discussion / Re: Soundtrack release
« Last post by jacobsmash1 on April 24, 2018, 01:52:01 PM »
When will the HoH soundtrack get released?
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Bug Reports / Priest Health Pickups
« Last post by Starfly on April 15, 2018, 08:48:34 PM »
I got +100% health from pickups due to the apothecary upgrade and +100% from the priest skill. Together it should triple the strength of health pickups, instead it makes them 10 times stronger (got 750 hp from a cheese). I guess the boni aren't added together, they are multiplicated instead?

Edit: an apple gave me 150 hp. Which would be 15 times stronger iirc. I have no items which modify pickups.
Edit2: Next round, it went back to normal. 30 hp per apple. strange
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update April 6, 2017
« Last post by chevkoch on April 05, 2018, 12:30:36 AM »
I hope it's fine to give feedback on Dingovania in this thread still, even though the last post has been a longer while ago.

What a fantastic mod: all the great custom assets, beautiful soundtrack, and lots of creative ideas well implemented that lend this mod more of a slight RPG structure compared with the original - mostly all gauntlety - levels. This high level of production quality plus the sheer length of the campaign on top really makes this special I think. Just registered here to say thanks so much for your hard work, I enjoyed Dingovania more than the official campaigns included with Hammerwatch.

In the Greenrealm (I think that's what the last level is called?), I got stuck in front of one of the green, translucent doors though. After it had initially opened fine hitting the [X] floor switch in front of it (subsequently I got returned to this save point a couple of times when I died beyond that door), there came a point when hitting the switch did not open the door anymore.

But using the debug/noclip method posted by dingoZero above, I was able to progress and finish the game. Again, thanks!
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Bug Reports / Re: [SWITCH] Cannot use potion
« Last post by BlitWorks on April 03, 2018, 10:07:18 AM »
Our QA team has been unable to reproduce the issue in both version 1.0.0 and 1.1.0.

Keep in mind that joycon controls are very different.
More specifically, potions are consumed by pressing the analog stick.
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Bug Reports / Xbox HW - Wizard Combo always triggering
« Last post by inty2525 on March 31, 2018, 11:02:30 PM »
Hi Everyone,

Reloaded a coop game on Temple of Sun with a Wizard and Sorcerer.  Every time the wizard goes on a tile with stair, or is hit by an enemy the combo is activated at full (10 kills).  This does not happen to the Sorcerer.  Not sure if anyone has come across this glitch, its a game breaker as the Wizard practically get free healing.  Also any burn damage is instant kill.

Do I have to scrap this save and start over?  Anyone came across this issue?

Thanks!
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Bug Reports / Re: [SWITCH] Cannot use potion
« Last post by BlitWorks on March 29, 2018, 01:08:00 PM »
Thanks for the report, we will investigate this issue as soon as we complete some online tests.
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Bug Reports / [SWITCH] Cannot use potion
« Last post by swordfish_yj on March 24, 2018, 06:31:37 AM »
Hi, I bought hammerwatch switch version and loving it but I found a problem when I play with 3 other people.

I couldn't get potion button working. I could use potion just fine playing solo but when I play 4-player coop(using 4 single joy-con controllers).

I love the game and Games still fun without potions but I hope you guys fix this problem

Thank you
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Editor Discussion / Writing an AI to play Hammerwatch, and need help with the reward.
« Last post by Quazaka on January 31, 2018, 01:10:55 AM »
I am currently writing a reinforcement learning agent(read AI) to play Hammerwatch, continuing on a semester project where I was part of a team developing a similar agent for Starcraft II.
I have encountered a problem with Hammerwatch which is providing the agent with a reward when it performs a correct action such as doing damage to an enemy. I was wondering if it is possible to use the editor to create a map where the enemies give gold when hit, or at least when killed? I have looked around and I don't seem to find anything about this.

If I can get the monsters to reward the player with gold on hit or on kill, I can read in the memory of Hammerwatch to see if I am getting gold when doing an action.

Additionally is it possible to randomize maps? Say I spawn a bunch of dodoes in a random location within a room?

Thanks in advance, and sorry if this is a bit of an unusual question.
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Resources / [UPDATE] Player enemies V1
« Last post by Tempest on January 27, 2018, 04:08:13 AM »
Hey everyone! The title is self explanatory. I made six enemies, which have the same skills a player has!
I hope everyone enjoys using them as much as i enjoyed making. Have fun! ;)

Spoiler for Changelog:
Version 1:

-Added Meteor Strike
-Thief's main attack is fixed
-Paladin won't use Holy Storm as often
-Warlock has more delay between dagger hits
-Wizard's Frost Shield actually WORKS
-Added Priest
-Removed Herobrine

Version 0.833333...

-First version
(i'm gonna keep the first version posted here)
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Bug Reports / Re: Warlock Gargoyle Crashes game Switch
« Last post by BlitWorks on January 22, 2018, 02:40:26 PM »
Patch 1.1 for Switch is out, it includes the gargoyle crash fix plus other improvements (most notably the game should now work @60FPS)

Other platforms will get the gargoyle crash fix as soon as the patch gets greenlit.
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