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HammerHelm Download] [Torrent]

Updated: Feb 28, 2020





















































About This Game The Dwarves of the HammerHelm Clan dream of living above ground, under the sun and clouds. As their Champion, it is up to you to help them establish their home and guide them towards prosperity. But this new land is filled with danger and your town will face many challenges.Something dangerous is stirring in the storehouse, keeping the workers from delivering their resources. The sewers you built last week to help the town remain clean - goblins have moved in and are using it as a base of operations. The farms have become poisoned and won't yield crops. And the Tavernkeeper has heard rumors of a Necromancer building his tower nearby, plotting to attack the town.The more your town grows, the more your adventure grows!Build a town from over 30 different structures including houses, armorsmiths, breweries, taverns, carpenters, wells, and more!Attract townspeople to help collect resources, build structures, and work in the shops.Create your character and place your own home to customize and decorate.Craft weapons, armor, and more at the shops you create.Explore your town and enter every building you place.Manage your town's resources to ensure the citizens are happy, healthy, and safe.Dynamic quests and events based on how you build your town.Level up and learn skills such as Luck, Hard Head, and Killing Blow. Explore dungeons, caves, mines, sewers, and more!Fast-paced, action combat system. 7aa9394dea Title: HammerHelmGenre: Adventure, Indie, RPG, Simulation, Early AccessDeveloper:SuperSixStudiosPublisher:SuperSixStudiosRelease Date: 27 Jul, 2017 HammerHelm Download] [Torrent] hammerhelm game. hammerhelm baldur's gate 2. hammer helm lenggries. hammerhelm crack. hammer helm mine black desert. hammerhelm free download. hammerhelm lotr. hammerhelm cheats. hammerhelm steam. games like hammerhelm. hammerheim mtg. hammerhelm demo. hammerhelm wiki. power hammer helm. hammerhelm download. hammerhelm gameplay. hammer helm mine. hammerhelm multiplayer. hammerhelm cave in. hammerhelm review. hammerhelm pc game. nhk hammer helm Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun.. I have had a lot of fun with the game since I started playing. The game is still in early access, with constant updates from the Dev. Playing lots of early access games I can say it is impressive the amount of updates given. ** Audience**\u2611 Beginner\u2611 Casual Gamer\u2611 Normal Gamer\u2610 Expert** Graphics**\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Music **\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Difficulty **\u2610 Easy \u2611 Average\u2611 Easy to learn\u2610 Hard\u2610 Unfair** Bugs **\u2610 Bugs destroy the game\u2610 Lots of bugs\u2611 Few Bugs\u2610 You can use them for speedrun\u2610 Nothing encountered** Story **\u2610 There is none\u2610 Bad Alright\u2611 Good\u2610 Fantastic** Gameplay** \u2610 Frustrating\u2610 Sleepy\u2610 Boring\u2611 Fun** Game time \/ Length **\u2610 Really short (0 - 3 hours)\u2610 Short (4 - 8 hours)\u2610 Few hours (10 - 20 hours) [if you focus on the main story]\u2610Long (40-60 hours) [if you complete everything]\u2610 Very Long (61-100 hours) \u2611 Extremely Long (101+ hours) **Price \/ Quality **\u2611 Full price \u2610 Wait for Sale \u2610 Don't buy. This game has lot of potential and some really professional devs that are cranking out bug fixes and content improvements at an alarming rate. If they keep this up it won't be 'early access' for long. The game itself is an well done mash up of RPG, Strategy Survival, Crafting, and a City Builder games. It works together very well and once it is all smoothed out and the gaps filled in, it will be a great game in my opinion. Keep it up Devs. You have a real gem here!. I have had a lot of fun with the game since I started playing. The game is still in early access, with constant updates from the Dev. Playing lots of early access games I can say it is impressive the amount of updates given. ** Audience**\u2611 Beginner\u2611 Casual Gamer\u2611 Normal Gamer\u2610 Expert** Graphics**\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Music **\u2610 Bad\u2610 Alright\u2611 Good \u2611 Beautiful\u2610 Fantastic ** Difficulty **\u2610 Easy \u2611 Average\u2611 Easy to learn\u2610 Hard\u2610 Unfair** Bugs **\u2610 Bugs destroy the game\u2610 Lots of bugs\u2611 Few Bugs\u2610 You can use them for speedrun\u2610 Nothing encountered** Story **\u2610 There is none\u2610 Bad Alright\u2611 Good\u2610 Fantastic** Gameplay** \u2610 Frustrating\u2610 Sleepy\u2610 Boring\u2611 Fun** Game time \/ Length **\u2610 Really short (0 - 3 hours)\u2610 Short (4 - 8 hours)\u2610 Few hours (10 - 20 hours) [if you focus on the main story]\u2610Long (40-60 hours) [if you complete everything]\u2610 Very Long (61-100 hours) \u2611 Extremely Long (101+ hours) **Price \/ Quality **\u2611 Full price \u2610 Wait for Sale \u2610 Don't buy. Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun.. Game is still alpha and has some issues, but the developer is committed and very responsive. Haven't spend a lot of time in game yet, but from what I've played it seems fun. Alpha 12.8 - Better Camera: Today's update includes some updates to the camera, mostly to handle situations where it is close to the character. Prior to this update, this causes the character and armor to block your view, making combat more difficult than it should be while in tight spaces, such as the Storehouse.In the new system, the character and armor (aside from your shield) are hidden so you only see your shield and your weapon. When you move enough to allow the camera to move away from your character, everything appears again.. Alpha 13.3 - Orc Quest Fixes and More: Quick build tonight to resolve some bugs with the Orc Quest and a few other issues.Townspeople events are now turned off during the Orc Quest.Fixed a bug that caused the "Hold the Line" Quest to appear more than once.When you reach the maximum number of a a building in the Orc Town the building will no longer appear in the build menu.Fixed a bug that cause the sun to sometimes not be visible.Brightened the light from the sun and the moon a bit.Added the town walls to the optimization system.Making progress on the new story quests too. I'm going to finish all of them and release them all at the same time.. In Development: Optimizations: I've been playing around with a few occlusion culling solutions and I think I found one that I like. Occlusion culling is basically an optimization technique that stops the video card from drawing objects you can't see. Without it, the card will draw all of the buildings even when you are inside the storehouse. This is currently how HammerHelm works.As you can see in the gif, as I move into the storehouse, the game turns off the buildings I can't see! It's also turning off the trees, rocks, and other objects that would normally be drawn in the camera's view.I'm still experimenting with this and need to make some tweaks to get it to work even better. I also need to test it with the new trees. But I think it looks promising and should provide a nice boost to performance, especially on lower end PCs.. Alpha 13.0 - Optimizations and New Cursor: Tonight's build includes the optimizations I've talked about in the previous announcements. The system mostly works best when you have a large town but should improve overall performance too. I'm also working on some more options in the Settings UI to improve performance on lower-spec PCs even more.This build also includes a fix for the issue of Workers sometimes getting stuck walking in a loop when outside of town and looking for a tree to chop down and a new Hammer shaped mouse cursor!. Alpha 11.2 - Mining Quest Updates: Got some good feedback that the difference between the mines quest that grants you the next level of ore and the one that was just about monsters attacking in the mines was confusing. So I changed the way it works!The quest that grants the next level of Ore is still called "New Ore Discovery" and overall remains unchanged. I did update the quest manager to make sure this quest gets picked in a reasonable amount of time once it's available. In the old system it was possible to get really unlucky and not get to upgrade to the next ore for a long time leaving you unable to craft the next set of armor and weapons.The bigger change is to the quest that used to be called "New Mine Level". It's now called "Enemy in the Mines" and its been updated to be more clear that this quest is for existing levels, not for a new level with new ore. When this quest is active, your miners will also be a little bit less efficient, reducing the amount of ore they deliver to the storehouse.. Roadmap to Full Release Progress Update: It's always nice to be able to mark something as done in the roadmap list, even better when it's three things! The Fast Travel system, additional uses for Alchemy Ingredients, and additional Steam Achievements are done!If you haven't read the original Roadmap announcement I recommend reading it at the link below. It provides a lot of context for the stuff on the list:https://steamcommunity.com/games/664000/announcements/detail/1710706508279875941I've also included some images and links to some of the more recent updates for those of you who are just finding HammerHelm so you can see the newly added and upcoming stuff that is listed in the In Progress Section!Below is a list of the goals and the progress that has been made on them so far.Note when something says "Done" that doesn't mean I'll never add more to it, it simply means I'm happy with where it is for now and moving on to other things. After leaving early access I will very likely come back to many of these to add more to them or make changes to improve them. IN PROGRESS. In Development: Better Cave Decor: I'm working on adding more decor to caves based on the monsters that spawn there. So Mushroommen rooms will have mushrooms, Elementals would have rocks and stones, and Orcs and other monsters have supplies and camping equipment, straw bedding, etc. Makes the cave area feel more "lived in" by tying it to the monster more.I might do the same with dungeons as well.. Alpha 12.2 - Monster Brutes Update: Today's build includes an update to monster "Brutes".All Brutes have more hit points and do slightly more damage than their "Grunt" counterparts.All Stone Elementals are now considered Brutes. All Earth Elementals are Grunts.Stone Elemental Brutes perform a smash attack, similar to the Orc Brute.Unlike other monsters, it is possible for a monster spawner to spawn two Stone Elemental Brutes at the same time. This makes for a tough fight!Fixed a couple of bugs related to the Mine Entrance UI buttons.I'm probably going to add Spellcaster variants for the Fire and Ice Elementals as well.If you aren't sure what the difference is between a Grunt and a Brute, you can read the original monster update that included the monster types (Grunts, Brutes, and Spellcasters) here:https://steamcommunity.com/games/664000/announcements/detail/1710703969798275901. Alpha 13.6 - Optimizations, NPCs, and New Tree Tests: Tonight's build includes some updates to the optimizations and a preview of the new trees!In the title screen settings you can choose from three different tree options using the slider.The first option is the current trees. The second option is one of the new trees, set to static, meaning it doesn't animate with the wind. And the final is the same tree, but animating. The non-animating tree setting will eventually be the default for the best performance. I'll be adding more options as I set up the new trees, eventually creating one that has all of the new trees, with different leaf colors, and animating as the top quality option.The new trees should work the same as the old trees. However, you will notice some popping in and out of other things in the game since these don't hide what is in front of you as much as the old trees did. I'll be updating the map to account for that too.One last note is that these aren't optimized. So even the low tree setting will get even better!Edit: I should also mention that right now the tree option choice doesn't save. So you'll have to select it each time you load HammerHelm. When this is fully in it will save of course. Adding the new trees is my focus for this week.This build also includes:Updated the optimizations to no longer hide townspeople. The system was a bit too aggressive and would hide them even when you should see them. I'll be working to add this back in once I figure out the issue.Fixed an issue that sometimes caused the shadow of something that is behind you to disappear while you could still see the shadow. So the shadows would pop in and out as you moved. This should no longer happen.Also updated your weapons to ignore the optimization system as they should *always* be in view.Made a change to the NPC pathfinding code to resolve an issue where an NPC could walk away from you during a conversation, leaving you stuck in place.Removed a large collider from the tall, thin, green trees. This was way too big and was causing NPCs to get stuck while pathfinding and cause you to get blocked by what felt like an invisible wall when walking near the tree.Fixed a few quests that were not saving correctly if you were on part 2 or part 3 of the quest.. Behind the Scenes - Falling Leaves: I'm wrapping up the first phase of adding the new trees with the addition of the falling leaves. If you're interested in some behind the scenes stuff, I created a video showing how the leaves are created. The system is optimized to only use a few falling leaves generators, moving them around and coloring them to match the tree they are falling from as you move around in the game world.I think It's a neat little system so I figured I'd share. :)https://youtu.be/p-xNTR9NGMoThis will be in the next build. I'm still adjusting the leaf canopy colors and once that's done, the falling leaf colors will be updated to better match the trees.I have some more stuff I want to add with the trees but the basic implementation is done. Hoping to have the remaining trees (weeping willow, cherry blossom, and pine trees) in the game in a few days. Once that's done, I'll work on the better looking tree falling system. I also need to audit all of the trees on the map to make sure they aren't floating or too close to another tree. My plan is to do that last once I'm happy with the rest of the parts of the trees.

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