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HammerHelm is a Town Building, Third-Person RPG where you adventure in a world that reacts to how you build your town. The more you build your town, the more opportunities for adventure arise!

Post news Report RSS Alpha 7.0 - The Big Monster and Combat Update

The monster and combat update is live in HammerHelm Alpha 7.0! Also includes some other optimizations and fixes.

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​The Monster AI and Combat update is live in Alpha 7.0!

Includes the new monster AI, updated combat (power attack and rolling), monster types (Grunts, Brutes, and Spellcasters) as well as some other fixes and optimizations. Not all of the monsters have a spellcaster and a brute yet. I wanted to release this and get your feedback before adding more.

First, this update includes three new monsters models - the new Mushroom-man, the new Goblin, and the Ratman!

Monsters will have two or three different types that can be encountered.

  • Regular versions of monsters (called "Grunts") attack as normal. Health bar blinks, the run in if they aren't in melee range, and then attack. These attacks can be blocked. These monsters always have one weapon and sometimes a shield. Monster spawners always create at least one Grunt before deciding whether to create another type.
  • More powerful versions of monsters (called "Brutes") attack as normal too, but also have special attacks that cannot be blocked and must be dodged. Brutes will stand out from Grunts based on their weapons. This can be a large weapon (such as the Orc Brute's Hammer), dual wielding weapons, or other setups. When a Brute is about to perform a special attack they will yell and their healthbar will turn orange in addition to blinking.
  • The final type of monster are Spellcasters. They can use a variety of spells for both attack and defense. Spellcasters are unarmed and sometimes may have some other visual cue so you can tell they are a spellcaster. Attack spells will generally have a "charge" and a "shot" so you'll have time to react to the spell before it is cast. Some spells, such as the Ratman's spell have an area of effect. Entering this area will cause you to take damage until you leave it or the spell expires. Hitting a spellcaster will not interrupt its spell.


A Ratman Spellcaster will call vines from the ground to protect himself if you get too close.

Some monster types will have a Brute class. Brute doesn't mean that they are necessarily bigger or stronger, just that they are more elite and more dangerous.

  • Orc Brutes - Wield a larger hammer, have additional hitpoints and can perform a smash attack. Smash attacks do additional damage and can knock you down.
  • Goblin Brutes - Wield a two-handed sword and can perform a spin attack, dealing damage to you as the blade hits until you move out of the way..
  • Ratman Brutes, Skeleton Brutes, and Mushroom-men Brutes are in development.


A Goblin Brute performs his deadly spin attack...

Some monsters have spellcasters that can cast various spells. Projectile spells cannot be blocked and therefor must be dodged.

  • Goblin Spellcasters - can cast a lighting attack.
  • Orc Spellcasters - focus on damage, can cast a fireball.
  • Ratman Spellcasters - can cast a spell creating vines from the ground that will damage you if you are near them.
  • Mushroom-Man and Skeleton Spellcasters as well as more spells for the existing spellcasters will be in a future update.


Just barely dodging a fireball attack from an Orc Spellcaster.


Taking a hit from a Goblin Spellcaster's lightning attack.


Other monsters such as the Elementals, Scarecrows, and Ghosts won't have Brutes or Spellcasters yet. I have a reason for that, that I'm not quite ready to reveal yet. :)

The Necromancer's spell and damage invulnerability will remain the same.

This update also includes additional tutorial screens explaining the new Brutes and Spellcasters.




Other changes in this update:

  • Rolling is more reliable now as pressing a roll key will interrupt whatever your character is doing and immediately perform the roll.
  • You don't take damage from normal melee attacks if you are rolling in addition to avoiding spells and special attacks.
  • Sounds originating from something that isn't right next to you should be a bit louder now. This was important to change as the Brutes and Spellcasters make audio cues before attacking.
  • Added the correct sounds to Orcs. Some were using the old sounds.
  • Updated Shaydee to use the new Goblin model.
  • Replaced the Ghosts in the storehouse in the tutorial quest with Ratmen.
  • Temporarily turned off the Where's The Beer quest until I can figure out why the Kegs don't appear sometimes. If you have this quest now, you will still be able to complete it.
  • Fixed a bug that caused you to get the Shaydee Business quest again even if you've already completed it.​
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