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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 th 5d3b920ae0



Title: HammerHelm
Genre: Adventure, Indie, RPG, Simulation, Early Access
Developer:
SuperSixStudios
Publisher:
SuperSixStudios
Release Date: 27 Jul, 2017


Minimum:

  • OS: Windows 7
  • Processor: Intel Core i5-2300 (2.8 GHz)
  • Memory: 8 GB RAM
  • G

English



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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.. 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.. 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.. 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.. 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.


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.. In Development - New Story Quests! : It's been a while since I added new Story Quests to HammerHelm and most of the current story quests have been outdoor decorations. I've been wanting to add more indoor stuff too. So, a quick sneak peek of four new story quests (some based on your ideas!) with two outdoor and two indoor. Crystal Mines and Fun With Spores The first two are both themed around cave items. Giant glowing mushrooms and a cave crystal. I might involve Grrrumble with these quests, still not sure. Also, I want to make combat optional in at least one of these so that's going to mean some updating of the quest and cave system. Can Never Have Enough A dwarf wants to brew his own beer at home. Help get the materials to build the kegs! Paintings Another quest from a Dwarf who loves to paint. Help get the supplies! As always, completing these quests will add the unique items to your town in addition to giving the permanent mood buff to the Dwarf who asked for your help. And, it's 5:00am here so I should probably start thinking about going to bed.. 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: Below 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.. 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.. Alpha 12.6 - New Sounds and More Fixes : Tonight's build includes some new sounds for the Elementals and some more fixes. Also a sneak peak of the Copper Items in game! Added new sounds for the Ice Elemental and Fire Elementals You will no longer gain skill points after having the maximum skill points of 27. Fixed a bug that caused sprinting to delay for a moment before kicking in. Armor Sets are no longer deleted if replaced in a storage chest (this was the same bug as the gems in the previous update) You can no longer put any armor in the Tinker's Imbue slot. You can now remove and replace gems from the Tinker Imbue slot. Reduced the volume of the Rarman's sounds. Fixed a couple of bugs related to the Tinker and Armorsmith when swapping jobs. Fixed a bug that caused your skills to retain their old benefits after resetting them at the Trainer. click to see larger image And I got the Copper Weapons in game! Some minor tweaks for the artist to make, but I'm super happy with how these turned out. They look functional, but not particularly sturdy, signifying them as the weakest of the crafted items. Can't wait to be able to show you all the rest of the armor and weapon sets! I might put these in soon rather than wait for all of the armor and weapons to be completed. When I do add them, all of the weapon and armor displays will also be updated to use the new look.. Alpha 12.5 - More Bug Fixes! : Spent some more time fixing bugs this evening. Tonight's build includes a bunch of Orc Quest fixes as well as some others. The Skeletons during the Orc quest will no longer spawn in places where they cannot be found. Orcs will always have a greeting of some kind rather than having a blank conversation box. While on Orc Island, you can no longer press the Build Mode tabs to see Dwarf buildings in the build list. Likewise, Orc buildings will no longer appear in town build list after returning from Orc Island Orc health and stamina bars no longer cover up hit point and stamina numbers. Orc Archers no longer have a crafting option since they don't craft anything. You can now use Fitted, Masterwork, and Poor quality items to craft the armor sets Using the town resource menu to transfer stone from the town to yourself will no longer give you two stone for every one in the town. ( bad bug!!! ) Fixed a bug that caused the Build Mode information panel to fail to display all of the text. Updated me email in the welcome message to use jonhammerhelm.com edit: added these two fixes in Alpha 12.5.1 Placing an item over a gem in a storage chest will no longer result in the gem being deleted. You can no longer collect the glowberries from the Herbalist's garden. There are also a couple of bugs that I am aware of, but haven't been able to reproduce myself yet. Sometimes attacking a monster will always result in a miss when it should have hit. Workers sometimes get stuck in a loop, running around in a circle. Both of these can be fixed by restarting the game, but if either does happen, please send me your save and your outpitlog file before restarting the game. These two have eluded me so far and I really want to knock them out. You can find info on how to send me the files here: Again, and I can't say this enough, I really appreciate the bug reports. I've been playing this game for so long I often miss things because when I play, I play it the way I expect it to be played. But that's an illusion that never holds up once people get their hands on it. It's always fascinating to me read a bug report and think "Why would you do that!?" - and then figure it out and fix it. :) Focusing on bugs has also been really helpful for me to gauge HammerHelm's overall polish. As I fix bugs I also make note of things that aren't necessarily broken, but could be improved or made more fun. That's where the idea for new building animation I showed the other day came from. Meanwhile the artists continue to work on the new weapons and armor. The Copper Armor and Copper Weapons are ready for review so I'll probably show them tomorrow if they look good once in the game. The Jade Armor and Weapons need some rework as getting the Jade looking good has been tricky. He's also made some progress on the Zombie too, so hoping to show his work-in-progress soon. Lots going on! Also, that something special I mentioned in the roadmap update is also ready for review. Can't wait to check it out. Again, it's not a huge thing, but it's special to me, and I hope you all like it.. In Development - New Sewers! : Working on the branching system and the sewers quest over the weekend made me realize the sewers are one of the oldest things in the game. I added them very early in HammerHelm's development, so probably 4+ years ago! They're basically just boxes, which is kinda boring looking and not very sewer like. The new ones will have a more curved look with rooms and corners being square. More like tunnels. I also want to make the ceiling lower than the current sewers, which I also think is more fitting for sewers. By contrast, here's the screenshot of the current sewers that I took yesterday using the original assets. I hope you agree the new look is way better! Lots of different things going on! Maybe a bit too many. You'd think as someone who does Project Management for a living that I'd be better at keeping myself focused.. Optimization Test Build : I've created a test build of the new optimizations! Right now they mostly work best when you have a large town. The optimizations don't do a lot when you are facing a large expanse of the forest, but I expect to work on that part once I change out the environment art. And you should notice a big improvement to performance when you are inside of a building. You can toggle the performance optimization system on and off by pressing F1 to see if you notice a difference. When you load a fresh game, the default is ON. Note you'll notice in the above .gif that the characters don't turn off. In this updated version, they do however! On my development laptop I saw a framerate jump of about 20-30% when looking from one end of a large town to the other end. When inside a building it was even higher than that. On my low-spec machine the benefits weren't as great, so I'm going to be working on more options in the settings screen to improve framerate for lower-spec computers in addition to this optimization system. If you'd like to try it out, you can get the test build by doing this. 1. In the Steam Client Library where it lists all of your games, right click on HammerHelm 2. Click Preferences 3. In the window that opens, select the "Betas" Tab 4. Enter the password to download this build - PerfTest2019 - and click Check Code 5. You should get a message that the code is correct 6. Click the drop-down box and select BigUpdateTest Steam should immediately start a new download with the test client. The new game should be called "HammerHelm [bigupdatetest]". Once the download is complete you can launch the game. To get back to the Alpha client: 1. In the Steam Client Library where it lists all of your games, right click on HammerHelm 2. Click Preferences 3. In the window that opens, select the "Betas" Tab 4. Choose None from the drop down 5.. Alpha 11.3 - Herbalist Tending : Quick update today as some of the larger things I am working on aren't ready yet. In this build Herbalists will now tend their herbs similar to farmers with their crops. This is actually part of a larger system that will eventually have shopkeepers move around a bit more, such as the Metalsmith walking into her shop, then after a while, going back outside and using the anvil, etc. Shopkeepers will always stick close to their shops unless they are delivering something such as the Carpenter placing some furniture or getting resources. The second big thing is the teleport system. I have the actual teleport platform in the building list and placeable now as well as the craftable teleport stones. They're turned off in this update since the teleport system isn't active yet. I'm probably going to allow teleport stones to be placed in the hotbar for easy use. And last, I'm also working on some better quest branching systems. Right now there are a couple of quests that can branch, but they are special cases rather than part of a larger system. Such as where the bandits are in the Strange Activity Quest. They can be out in the wild, at the ruins, or if you have a sewer, sometimes they are hiding out there. But it's still the same quest - kill the bandits. The new system expands on this so quests can branch in more meaningful ways. I talked about this in a previous update, but the idea is a quest to find out why the Sewers are broken could lead to fighting monsters in the sewers or the pipes are broken and you have to fix them. That way it's not always the same challenge. Plus i like the idea of some quests involving crafting. This update also includes some optimizations to the NPC code that I made while working on the shopkeeper stuff. And since this is a small update, a quick preview of the new Copper Armor! Making some minor tweaks, but overall I'm super happy with how they came out.. In Progress - New Trees on Map : Some good news.all of the new trees and other flora are done and I've started the process of updating the map with the new stuff! These shots show the new cherry blossom trees at the ruins and the new weeping willows and Willow Grove. Like the other new trees, these also move about with the wind. I'm also updating how the trees are loaded into the game, so there can be settings to use the old trees (for those that prefer them) in addition to reduced tree variety for those with lower specs while still maintaining good visuals. The weeping willows branches moving in the wind makes Willow Grove look even more magical. When I get a chance I'll make an animated gif. I'm hoping to have everything changed out with settings support over the weekend. Changing out the trees and rocks is pretty straightforward, but adding the bushes, plants, and the new flowers will take the most time. There are also new pine trees. I'm probably going to section off an area of the map and make it a pine forest as a new POI and then scatter them just a bit around the rest of the map. I'll take a shot when that's all set up too.


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