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HammerHelm 32 Bit Crack


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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 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.

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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
  • Graphics: GeForce GTX 650 / Radeon R9 M270X
  • DirectX: Version 10
  • Storage: 2 GB available space

English



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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


. 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.. 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.. 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. You have a real gem here!. 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!. 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!


Townspeople Optimization Test Build - Alpha 13.4.1:
Updated the test build with some more changes to the code for pathfinding that is a bit more efficient and handles making sure NPCs don't walk away when you are speaking to them. This is actually a much bigger change to the NPCs than yesterday's build so I'm going to spend more time testing it.

Any feedback from those of you who have time to check it out would be most appreciated too!

This build also includes some other fixes:

  • 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. Looks nicer imo. I may have already pushed this live, but I didn't mark it in any patch notes so including it here.



If you'd like to try out the test build, you can get it by doing this.... 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.


(click to see full size image)

. Alpha 13.7.1 - Quick Fixes + Discord & Twitter:
Quick build today to fix a few bugs and adjust some of the art.
  • Fixed a bug that caused the Fishing Pier's footprint to always display red, blocking placement.
  • Shadyee's selling UI will no longer display 1000 gold as the default price.
  • Fixed a typo in the Gold Teleport Stone's ingredients that caused the icon to display as a white square.
  • Fixed a bug that created the bit effect and sound when hitting ore that you've already mined.
  • Reduced the saturation on the tree trunks.
  • Added more orange to the yellow leaves.
The last two are part of a graphics polish that I am working on to as I think I was pushing HammerHelm too much towards a "toon" look. While I want to keep the hand-painted look, things were getting too saturated and too bright. I will likely be tweaking this again over time.

I received the new art for the Cherry Blossoms, Pine Trees, and Weeping Willows. We're adjusting some parts of the Weeping Willows but overall these came out great and I hope to show them off later today or tomorrow! Once those are done I'll be adding them to the world and performing a final update to the world map with tree placement and tree performance/quality options.

I also turned off the falling leaves system in this build as I haven't finished testing it yet, but I wanted to get these fixes out asap, especially the Fishing Pier bug.

Also, I'll be around today a bit so if you'd like to chat, feel free to drop by the HammerHelm Discord channel!
discord.gg/8326Jef

And be sure to follow HammerHelm on Twitter for some sneak peeks and updates. This account is officially for the game and I'm changing my personal Twitter to be more about game development, which of course will still be about HammerHelm too!

I'm working with "Take The Potion" to help me out with marketing HammerHelm and building awareness and they'll be running the new Twitter account.

HammerHelm Twitter: https://twitter.com/helm_hammer
My Twitter: https://twitter.com/SuperSixStudios. Optimization Test Build with New Trees:

click image to see full size

Been working on more optimizations using the new trees and decided to make a build so you all could check it out too.

The screenshot above is at 2560x1440 with most settings turned up. Note the 150+ framerate at the bottom left of the screenshot!

Now, this is one tree with no variety yet so the framerate won't be that high once I add in the variety and the leaf colors, but overall it's a great starting point and about 30-40 FPS higher than I get with the current trees.

Also, unlike the current trees, the leaves on these move with the wind.

To try this yourself, grab the latest test build (instructions linked below) and load a new game. Has to be a new game as these trees aren't set up to work with chopping down.

Once your character loads into the world do the following to replace the current trees with the new tree:

Hold down right-alt and right-ctrl and then press T.
While still holding down right-alt and right-ctrl, press H.

The new trees should appear and the old ones get turned off.

Going to do more tests with this myself on my test PCs. I'm happy with the overall optimizations so far so I'll probably release a full build (without the tree hotkeys) a bit later today.

To get the test build, follow the instructions in this announcement:
https://steamcommunity.com/games/664000/announcements/detail/164541.... 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.. 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. Steam should then revert back to the Alpha client. 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 jon@hammerhelm.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 outpit_log 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:
https://steamcommunity.com/app/664000/discussions/1/173659522784842...

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.

https://steamcommunity.com/games/664000/announcements/detail/164766...
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.. 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!


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