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Create Sprite Sign in Create Sprite; Sign in; 1x. Layers Transform Palettes. Create Sprite Sign in. Hammerwatch Forum » Custom mapping and Mods » Resources; Pages: 1 2 3 Subject / Started by Replies / Views Last post ReleaseTool Hammersprite - Easily generate the XML for custom sprites.
The Project H.A.M.M.E.R. we’ve all waited for?
Hammerwatch is a game which combines RPG elements alongside dungeon-crawling and twin-stick shooting.
It’s a game that really does work far better when you’ve got a friend involved for co-op. Exploring through the dungeons do evoke memories of classic titles of many years gone by – there’s a bit of Zelda touched upon, but there’s a bit more of a swarm survival mechanic at play here, where you’ll find there will often be far too many enemies to stay on top of. Health top-ups are at a premium, but shop NPCs are located around the place offering upgrades and advice.
Aside from Castle Hammerwatch and Temple of the Sun, two modes which are your main campaign options, there’s a survival mode which has you, as it says on the tin, seeing how long you can last against all the enemies. There’s not a lot of variation here to the gameplay that we experience in the normal modes. Hero Defence, meanwhile, is more like a king of the hill sort of tower defence experience – stop all the enemies from making their way as far as a certain point. It was the latter which I had the most enjoyment with – the exploration of the main modes can become pretty tiresome if you don’t know where you’re going, and when the map is displayed over the actual dungeon while you’re moving, it can all get really confusing.
The thing that I just couldn’t quite overcome was that the formula of move, swipe your sword, move, get overpowered by hundreds of enemies and then go back to the last save point got so repetitive, and it wasn’t one of those frustrating-yet-satisfying game overs that implored me to give it another go. Things get a little easier when you figure out your best mode of play – be it a sorcerer, who can cast spells which have the effect of projectiles, a ranger, a warlock, a thief or a series of others, all of which have their uses but which are mostly more suited to group play than they are if you’re on your own. You have the chance to form combos with your attacks, which is a lot easier if you don’t pick one of the melee characters, but at least offers a bit of skill.
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There’s not a lot of graphical work at play – the sprites all seem fitting of the setting, and overall it’s a dark environment which does well to create a cramped sense of mazes. It is impressive how they’ve managed to get swathes of enemies all bearing down on you without any sense of slowdown, however; performance-wise, there’s nothing to find fault with here.
There’s an online feature to come in the future, so the version of Hammerwatch in the eShop at the moment is not the full package. The option of being able to take on the dungeons with people all across the world at your convenience though is certainly an attractive one, and evokes images of something along the lines of the old PC dungeon titles that awed everyone by showing us all what network multiplayer could do. Luckily, online will be a free update.
Until that comes, though Hammerwatch is a solid if unremarkable offering.
2.5
Summary
With online still to come, there’s a bit more that Hammerwatch has to offer in the future. But I just couldn’t take enough charm or personality from the game to make it stand out, especially when that eShop to-play list just keeps on growing…
Hi guys,Just tested all the changes from the 7/12 update. You can see a copy of this post directly on the announce. The quote was to the attention of devs.' - Knight Update seems really great!
Mostly the best here. Great work!- Priest Update seems nice, but I missed mana so quick. It's a problem.- Ranger Update is really good.
Too bad the new spell cost so much mana, a build based on this spell is still possible with the church change and is really powerfull. Please delete the cd to permit this Magical Ranger build!- Sorcerer Update is neutral. Tried to play it, well. It doesn't really change. I prefer the last chain of Nova, but I think the new one will not really change the class.- Thief Update seems cool but the class die way too fast. Usefull against boss in a farming step (using portal, not stairs) especially against Drake (no that usefull for the eye boss).
I think there is a thing to do about their defense.- Wizard Update is neutral also. Will not change many things in gameplay: Wizards used to use auto attack more than spells actually.- Warlock Update is the badest update here. I tried different build but get killed everytime. While Warlock was used to rush floors, they now have to go on a pack, use all spells within the new range and pray to dodge all arrows in all animations. Warlock seems almost impossible to play now without a huge amount of items.I tested all class in solo mode: the online mode need too much fix to be interesting (disconnect = end of the game, while for me it should be possible to reconnect if remaining player doesn't get on a different floor. Another problem, at spawn on a new floor, if players other than the host move, he could get stuck in a sprite that didn't spawn at the end of the loading, but after.). The only interest thing in online came from this update with the buffs/debuffs from different classes that can stack.
Wonder if 4 priest can stacks their spells though, but I don't think so.Globally, I think that the Ranger & the Knight Updates are good, while the others classes have to rollback on the previous update.Also, too bad that you reduced the amount of evade on different items. They were really usefull, specially in solo mode where you can't stack the different class buffs. Now they aren't anymore.
The difference is too big, and with mastery, the difference is way too big. (20% on slippery coat - Now only 12%! 8% lost, nothing done to rebalance, means the game is harder than before. And this game IS hard after a few NG).If I would give an advice. Check this update and take a decision 'for ALL the players'.Downscaling was your big mistake. Don't do that. It's why players play Hammerwatch: To see their efforts rewarded.
You will sincerely lose more than one player by doing this.' To YOUR attention, READER:Actually, downscaling doesn't permit high player to farm ressources on NG+0 like before. It doesn't permit HL players to go online with low players to help them. Now, it's a '4 persistent guys in a team' game to get nice results.
Solo mode have been ruined with all that change.To finish, what is the pleasure of a game that is always the same if you downscale? I mean, a part of the pleasure playing this game is also to help low levels (is it a nice way to say 'SEE MY STRENGH, NEWBIES §§§'?).And you? What do you think of this update? I am going to stop to play the game for a while.Maybe the game difficulty is fine for 4 friends playing together and collaborating correctly.But actually I am playing with random players, we lack collaboration. I play with new people all the time. Sometimes, we have 4 times the same class so we cannot stack buffs.The game was already hard, but it became even harder.Also, I like to build a character, to improve it then to fight stronger mobs but I also like to be able to go back to the start of the game with the character I spent so much time to build, destroy everything and be happy with my character's power.Potions gives less bonus, buff last less time, few items are weaker, class title scaling down.
Everything makes the game harder and I don't see anything to improve collaboration between players so I stop and I will come back in few months to see if it get better. Really bad update indeed, I agree with most of what you say, I especially dislike the downscaling a LOT. I'm okay with scaling the level down, but I do not feel like scaling down the class titles is necessary.I used class titles as a way to help myself progress since I am better on some classes than others I could get further with my best classes and the benefit of getting a bigger class title would help my weaker classes.
Now that doesn't work.Edit: They could just make downscaling an optional option that the host can toggle, since I can understand where the idea comes from, for people that want to play with new friends without being overpowered. Though I just made new chars for this purpose in the past, which is a much better solution than forcing one thing on everyone. This is what happens when Devs are too concerned about Balance in a PvE game. The key to a successful PvE Hack N Slash ACTION RPG is adding more content.IE: More Items, more tilesets and some cheap DLC content with new classes and story line.In the end, nobody gives a damn if a Class is slightly more overpowered than another one or if an item is a bit too powerful. This isn't PoE and the game is already hard enough if you're going Solo.The thief provided a quick way to farm Gold and it was a challenge to decide between depositing it or keeping for Damage.
Better take that off.The Sorcerer was a powerful Class for fast clearing Dongeons while being bad at beating up bosses. This made the game more enjoyable, faster runs = more fun IMO. Better take that off.Level Downscaling is just plain stupidity for a game of this scale ( No Pun intended ). Not sure I understand the Class titles nerf either. The way to balance classes in a PvE game is to buff Underpowered classes ( Like the Ranger or the Paladin for example ).While I'm at it, increase the chances of finding uncommon/rare drinks since they're the only way to actually progress in Higher NGs.Just my 2 Cents: Stop trying to balance Classes and Items, focus on adding Content and making the game more enjoyable overall.
Spending 15-25 Mins per floor at higher NGs is not enjoyable especially when you're lacking the drinks that makes it even possible. Only priest and paladin needed an update. Was playing ranger yesterday NG+3 and difficulty felt right and only class where you had to aim your shots and mostly used primary ranged attack. Now it's another caster with a rooted magic attack, primary attack is now useless and so is the class.My other class i was playing more was the warlock.
Now has bad sustained damage and still bad burst damage and no mana. Could have just linked the statues and storm and do nothing else would have been great.
At level 20+ with the mana regen, can't cast 5 statues which is the max for the skill and its very weak anyways.whole thing makes no sense.and yeah what Wraith said. I think the wizard update was good. The cone attack wasn't ever really useful before and now it's a nice way to slaughter groups of enemies as they rush you because of the piercing. The shield is really nice and it makes the class a LOT more fun to play just because you're emitting these blast waves every several seconds.They kiled my rogue. I spent a lot of time working him up so I could use him to farm gold for my other characters, which isn't a thing now. Plus removing the evasion on slice and dice is BRUTAL.
Easily like 20+ evasion gone when in the middle of a fight. Adding evasion to the smoke bomb was a dumb idea because all the enemies are stunned for the duration anyway, so nothing is actually trying to hit you and thus the evasion buff is useless.
I'm also pretty sure the blocking projectiles mechanic is bugged.I don't understand the changes to sorcerer. There was no point to them at all. The class was strong, yes, but it was fun the way it was. Frost nova chain explosions were SO much fun to pull off. If you wanted to nerf the class then mess with the numbers.
Why gut a perfectly fun mechanic?Warlock is terrible. Not much else to say. The concepts are interesting but the implementation is just disgusting.Overall, I might be missing the point of this game though. So, it's not a pvp game and it's not a competative game.
Why are the devs doing massive ability reworks? Why are they focusing on changing the player classes? If the game isn't hard enough then don't mess with the players. Mess with the enemies. Instead of screwing with what the players can and can not do, why not make the enemies more diverse? Why not add more mechanics? Isn't there a development saying that goes along the lines of 'don't nerf the players, buff the enemies'?
I just don't get it. If the goal is to make a FUN game, then why butcher the fun parts of it? Originally posted by:I think the wizard update was good. The cone attack wasn't ever really useful before and now it's a nice way to slaughter groups of enemies as they rush you because of the piercing. The shield is really nice and it makes the class a LOT more fun to play just because you're emitting these blast waves every several seconds.They kiled my rogue.
I spent a lot of time working him up so I could use him to farm gold for my other characters, which isn't a thing now. Plus removing the evasion on slice and dice is BRUTAL. Easily like 20+ evasion gone when in the middle of a fight. Adding evasion to the smoke bomb was a dumb idea because all the enemies are stunned for the duration anyway, so nothing is actually trying to hit you and thus the evasion buff is useless.
I'm also pretty sure the blocking projectiles mechanic is bugged.I don't understand the changes to sorcerer. There was no point to them at all.
The class was strong, yes, but it was fun the way it was. Frost nova chain explosions were SO much fun to pull off. If you wanted to nerf the class then mess with the numbers. Why gut a perfectly fun mechanic?Warlock is terrible. Not much else to say. The concepts are interesting but the implementation is just disgusting.Overall, I might be missing the point of this game though.
So, it's not a pvp game and it's not a competative game. Why are the devs doing massive ability reworks?
Why are they focusing on changing the player classes? If the game isn't hard enough then don't mess with the players. Mess with the enemies. Instead of screwing with what the players can and can not do, why not make the enemies more diverse? Why not add more mechanics?
Isn't there a development saying that goes along the lines of 'don't nerf the players, buff the enemies'? I just don't get it. If the goal is to make a FUN game, then why butcher the fun parts of it? Every game company should have 'if it aint broke don't fix it' painted on their walls. Like many have mentioned here: no reason to gut power from classes. I loved the trade offs of the thief: never deposite to keep damage up, but are easily killed. Sorc was great at keeping the pace moving, Lock used to be similar to sorc but had to get in there more.
This did great things for Wizard, but let everything else down. The anvil is lame, rerolling the town store adds more to stale the runs than it adds fun. The random effects of the fountain and Obelisk added a real trade off and an ammount of fun that is now gone from the game. I don't feel powerful anymore, and that is the real problem with the latest changes.
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