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 Keygen Online hammerhelm download. hammerhelm multiplayer. hammerhelm gameplay. hammerhelm crack. power hammer helm. hammerhelm review. hammerheim mtg. hammerhelm lotr. hammerhelm cheats. hammer helm mine black desert. hammerhelm steam. nhk hammer helm. hammerhelm wiki. hammer helm lenggries. hammerhelm pc game. hammer helm mine. hammerhelm game. games like hammerhelm. hammerhelm cave in. hammerhelm free download. hammerhelm demo. hammerhelm baldur's gate 2 Neat Idea still in alpha, Hope all the bugs get fixed. Combat and gather should be 2 sep. buttons: when in battle you will get errors about the tree is not old like you are trying to gather. I can not recommend the game in its current state.. 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!. Neat Idea still in alpha, Hope all the bugs get fixed. Combat and gather should be 2 sep. buttons: when in battle you will get errors about the tree is not old like you are trying to gather. I can not recommend the game in its current state.. 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 Sneak Peak: New Environment: I wasn't planning on showing anything related to the new world map and the new environment assets, since I'm still a ways away from actually changing them all out in the game, but I'm so happy with how this turned out I had to share.This is visual target piece I put together to give myself a goal for what the game world will look like when I update it. Also called a "beautiful corner". It's not optimized, but it provides a template for how I want the world to look when I change out all of the environment art.Note the falling leaves particle, the trees swaying in the wind, the smaller plants and flowers, and the rocks, which have a small bit of moss on them. Lots of configuration options like the color of the leaves, the amount of moss on the rocks, etc. so I can create lots of variety. The flowers are neat because they aren't flat like the grass, they're actual models that have some depth to them. It's difficult to tell in the gif, but the flowers and bushes are also moving with the wind.As I said before, it's going to be a while before the game looks like this. I think the trees and other assets match the characters and monsters much better than the current place-holder assets. I'm very happy with how the beautiful corner turned out and I hope you like it too!(Steam limits the size of images, so you can see a higher quality version of the gif in my twitter feed). 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 13.5 - Optimization and Tree Loading: Today's build includes the townspeople pathing optimization, a new system for loading trees, and the bug fixes mentioned in the test build updates.Townspeople should look like they are working exactly as they did before. The difference is they now use a lot less CPU to do their path-finding and wandering.Similar to the townspeople, the new tree loading system should look and act exactly as it does now. The big difference is the old system had the trees on the map by default. This system loads the trees dynamically. It's a behind the scenes change that will allow me to add the new trees more easily. In addition, it opens the door to allow you to choose the tree quality and diversity to either improve performance or focus on the highest quality. I'm going to be working on that part next.These are both really big changes to the existing systems, even though you shouldn't notice any difference, other than better framerate! If you do see any odd behavior, please let me know.In addition to those changes, this build also includes some fixes and other optimizations (including stuff from the test builds):Updated the graphics optimization system to ensure it doesn't hide small items (like weapons) when they are in view.Fixed a bug that sometimes caused the second town attack in the Orc Quest to fail to start.Fixed a bug that caused the third ingredient in the last item in the crafting list to not display.Fixed a bug where Farmers would use the run animation while moving at walk speed.The ESC key can now be used to close the town storage UI.You can no longer place a building if the road is outside of the town's build area.Fixed some optimization bugs that caused doors and NPC items (like hammers, pitchforks, etc) to disappear even when they were in view.Updated the windmill blades to have some canvas rather than just wood.. Townspeople Optimization Test Build - Alpha 13.4: I created a test build so you can try out the new townspeople AI optimizations. While still using the same pathfinding system, this was a fairly good sized change to the way the NPCs move about the world.In a very large town of 50 townspeople on my mid-range test PC, I saw a framerate boost from about 40 to about 65! Most of this was a result of lightening the load on the CPU from the NPCs.This build also has a couple of other smaller fixes in it:Fixed a bug that caused the third ingredient in the last item in the crafting list to not display.Fixed a bug where Farmers would use the run animation while moving at walk speed.The ESC key can now be used to close the town storage UI.My goal is to get this build live this weekend if all goes well.If you'd like to try out the test build, you can get it by doing this.... Roadmap Update and Sneak Peeks: So I find myself in a bit of an unexpected situation...everything from the original roadmap is either done or in progress! The new art however is taking a lot longer than I expected. So finishing the weapons, armor, and monsters will still be a while. But, this also means I have more time to add new features and/or improve existing features! I'll talk about that more towards the end of this update.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/1710706508279875941Below is a list of the goals and the progress that has been made on them so far.As always, 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. Alpha 12.3 - Teleport Platforms: Today's build includes the new Teleport Platforms that I've mentioned over the past few days. I've made a few changes to how they work.Teleport Platforms are crafted and placed using the same building menu as other town structures.You must have a Stonemason to place a Teleport Platform.Once placed, you can use teleport crystals to teleport back to your town.Teleport crystals come in 4 varieties, Jade, Gold, Diamond, and Blood Stone.A Teleport Platform has 6 "charges" per day. Each of the four teleport crystals uses a different amount of charges. Jade = 6, Gold = 3, Diamond = 2, and Bloodstone = 1.Jade and Gold teleport crystals can be crafted at the Stonemason using Jade or Gold Ingots and alchemy ingredients.Diamond and Bloodstone teleport crystals are crafted at the Mage using Diamond or Blood Stone Ingots and alchemy ingredients.You cannot use a teleport crystal if:You are inside the town perimeter already.You are in a cave, dungeon or other underground location.You are standing at a dungeon, cave, or other entrance.You are drinking a potion.You are dead. :)You have any UI open such as inventory, crafting, ESC menu, etc.You are not a Dwarf or are not on the main island (this will make sense once you get a certain quest :P)You are standing near a treasure chest.Based on feedback I might add some more limitations to using the crystals.If you try to use a teleport crystal while the Teleport Platform doesn't have enough charges left for the day, you will get a message letting you know how many charges the Teleport Platform has.Right now using a teleport crystal teleports your immediately. I might add a small delay with an animation, but I wanted to get this system out in a build so you all could try it out.. Short Term Work Update: There hasn't been new build in a few days and I wanted to post so you all knew what I am working on. It's some bigger stuff that needs to be 100% complete before I add it into a build so there may not be a new build for another week or longer. I don't like going dark, so even without a new build, I'll be updating on my progress.Note all of this is in addition to the weapons, armor, monsters, and new flora that my artists are working on, which is what is left of most of the roadmap.Optimize the NPC pathing
esatheperqui
HammerHelm Keygen Online
Updated: Mar 17, 2020
Comments