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HammerHelm Portable Edition


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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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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.. 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.. 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.. 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.. 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.. 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.. 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.


Alpha 12.7 - Monster Bug Fix and Grrrumble Update : Small update tonight but it includes a HUGE fix for the monster bug I mentioned in an earlier announcement. Monsters who took damage from dash attacks and acid weapons would get confused and try to attack the acid (the thing that was hurting them) rather than the player. This caused all sorts of problems, including making monsters invulnerable, making them run away from you (trying to find the acid!) and making quest completes fail. I've turned off the elemental effects for weapons for now. I'm probably going to redo them sometime soon. Took me all night to find this one and I want to thank those that posted the bug and sent the log files! This update also includes a change to the Grrrumble quest. The quest is no longer rare and should appear as a normal Story Quest once you have a Stonemason. Grrrumble is also sporting the new Copper Ram Helmet. Sorry, he gets it before you do. Look at him.he's a huge Earth Elemental, how am I supposed to tell him "no"?! :) Also fixed a typo on the description for the Fishing Pier that said you could only have three. You can have four.. In Development - Paintings (New Early Access Rewards) : Working on one of the Story Quests that involves helping a Dwarf create some paintings for their home gave me the idea to add paintings that you can hang in your house! The paintings are themed on HammerHelm's development over time, starting with it's 2D beginnings all the way up to upcoming new trees, water, and the new logo. (click to see full size image) The paintings have a nice watercolor look to them when you see them in game. I also thought it would be cool to have the first bunch, the ones based on HammerHelm's pre-full release, be rewards for Early Access. So the first five will be Early Access only! And here's what they will look like hanging in your home.. 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.. 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.. Optimization Test Build - Alpha 13 : Updated the test build to include a couple of tweaks and fixes. The old system was causing blocking walls that shouldn't be visible to appear once the camera was facing them. This should no longer happen. Also updated to the part of the system that handles Townspeople. As an example, this scene without the optimization turned on was about 70FPS on my dev machine at 2560x1440 with most every setting turned up. With the new system, it's almost 100! To get the test build you can follow the instructions from the previous announcement. Also a quick update on the new art. Things have been going a bit slow with the armor and weapons but I think we're back on track now. Hoping to have something to show by next weekend. Likewise, we're making some changes to the new trees and also working on some addition trees including a couple of cherry blossoms (to replace the pink trees at the ruins), a weeping willow, and a pine tree. I did a quick test with the new trees just to get some performance data. Note, this screenshot is the same tree with the same color leaves, the actual map will have more variety of tree shapes and leaf colors. I'm really happy with the look of these trees. They match the characters so much better than the current trees. Once I add all of the other tree varieties it'll look even better! Once all the environment art is done, I'll be changing out the world map assets. More than likely this will coincide with the new weapons and armor, so it should be a big art update.. New Environment Fly-Through : I created a video of the visual target for HammerHelm's new environment. Aside from the new art I also wanted to experiment with more open spaces. Right now the forest is very dense. I like the idea of having some open space with maybe a couple of clusters of density. Probably spent more time on this than I should have, but I'm happy with the result. Still experimenting with lighting and some of the textures. I'm going to use this as a template as the visual quality bar when I add all of the new art to the world map. So now it's back to more content and features. Really don't like going a week without a game update. Just feels weird.. In Development: Branching Quests : (click image to see full size) Making some good progress on branching quests. Right now when you get the "Broken Sewers" quest, it's always Ratmen in the sewers. In this branch however, there are no monsters but the pipes are broken So you have to collect them all, bring them to the Stonemason for repair, and then put them all back. I can add other problems related to the sewers now too. You'll also note that it's now a four part quest in this branch, whereas the Ratman version is three steps. When you first get the quest it will always say "Broken Sewers (1/3)" that way you won't know what's wrong with the sewers until you got to investigate. It could be Ratmen, it could be broken pipes, or it could be something else! I like the idea of adding non-combat branches to quests that often require combat so once this system is finished I'll likely be looking at other quests that would benefit from new branches too.. HammerHelm on Rock Paper Shotgun! : HammerHelm made Rock Paper Shotgun's most promising upcoming city-builders list so I had to share! I'm also doing the final testing for the Teleport Platform so that should be in today's build.


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