2019-01-29 10:30 P.M. PT Update: The scheduled regular maintenance for January 29th has been completed Survivors. You may now get back into the battlefield and we thank you for your patience throughout.
Attention Survivors,
We'll be performing a regular maintenance on Tuesday, January 29th, at 6:00 P.M. PT. During this period, all servers will be unavailable and we anticipate the maintenance to last approximately 4 hours and 30 minutes, concluding at around 10:30 P.M. PT.
Time Frame
Tuesday, January 29th, 2019
PT: 6:00 PM – 10:30 PM
ET: 9:00 PM – January 30th 1:30 AM
CET: January 30th 3:00 AM – 07:30 AM
Note: Please note that the estimated length of time for each maintenance is subject to change without notification.
Horizon's End would like to announce the Kickstarter campaign for our upcoming game, Codex Eternal: Gjallarhorn. Merging the Dungeons & Dragons experience into a modern JRPG genre, we hope to create a truly westernized fusion with Gjallarhorn. Crafted by the writers that brought you The Great Gaias, the continuing narrative will dive back into the lands of The Codex Eternal, expanding the lore and cultures of this decade long original campaign setting.
A day and night cycle will fuel a new and improved crafting system in this choice and consequence adventure. Gjallarhorn will incorporate new features such as a taming mechanic, (16) job classes, monster abilities, rune crafting and much, much more. Become a funder today and help us craft the next great story!
29.01.2019 1.1.0.0 - Rand-O-mazE SpeedRun v1.1 is now live!
Q: So whats Speedrun about? A: It's a new Speedrun modifier. I have added it to the [Settings] [Game Settings] Modifiers table. The new Speedrun Modifier gives the [ARCADE] and [BALL] game types a spicy new flavor.
With the [Speedrun] modifier turned ON - Instead of competing for points, players can now compete against the clock. The [BALL] and [ARCADE] game types are running nicely with the new modifier. The others, meh, I haven't checked. Post me in Discussions if you find a bug or suggest an improvement.
Q: What else is new in v1.1? A: There are also 3 new global leader boards for the Speedrun modifier and [ARCADE] game type. Also for this update I have set arcade mode to play with Speedrun turned on by default. You can turn it off if you want. Have fun and beat my fastest time.
The New Leader boards work a little differently: The highest level gets higher ranking but the fastest time gets a highest rank on the level. So if you get a higher level than everyone else you will get the top rank, but if the next player also gets to that level faster than you, they will rank above you. So go hard, get the fastest time, or go crying home to mamma.
Q: What about the other game types[RUBBISH],[CHAIRS] & [RACE] with the new Speedrun modifier? A1: [RUBBISH] works with the new modifier. It is sort of fun with some of the solo player variations but I wouldn't bother playing with Speedrun with more than just yourself. A2:[CHAIRS] All you will see is the clock but the gametype isn't really meant to be rushed so don't bother. A3:[RACE] I will plan to disable the Speedrun modifier for [RACE] as it is totally pointless.
Q: Is the new modifier meant for Solo Playing or Multiplayer? A: Solo playing mainly. It should work with multiplayer but i'm not sure if it would be any more fun than playing for points. It might be. If you find the new Speedrun modifier fun with multiplayer, tell me. I might get some inspiration to work on that.
Q: Any more improvements in the pipeline? A: Maybe some more leader boards for the Speedrun with [BALL] & possibly a few new achievements as well. They will be in minor updates over the next few months along with bug fixes & aesthetic improvements..
I'm making progress on the Skill System and I wanted to post a quick update on the work as well as other aspects of HammerHelm's development!
The core parts of the Skill System are done. Skill XP can be earned from killing monsters, completing quests, and placing buildings. Skill Points are awarded when you reach the required amount of Skill XP and those points can be spent on skills.
All of the nine planned skills are functioning in game too! I need to add some feedback however so you can easily tell that the "Second Wind" skill worked or that you got some more gold from the "Riches" skill.
The skills have mouse-over text letting you know what each of them does. Gaining and spending a Skill Point is also part of the tutorial now.
In the above shots you can see that I have 1 Skill Point. Each skill can be upgraded 3 times, including the initial purchase, by pressing the arrow next to it when you have 1 or more points to spend. Once a skill is at level 3, the arrow no longer appears.
After getting some great feedback on the forums, I'm also going to be using the Barracks as part of the Skill System. The Barracks will allow you to place a Trainer, who gives you a small buff to your Skill XP gain and will allow you to "respec" your Skill Points if you decide to spend them in another way. This will likely include a Gold cost depending on how many Skill Points you have spent. I'll be working on that part of the system next.
You'll notice that I have some of the concept art for the weapons being used as Icons in the second row of the Inventory. This won't be in the next build but I wanted to try them out and figured I'd show them too. I want to play around with them a bit more, perhaps adding an outline or some other effect. Zoomed in shot so you can seem them better.
Once the 3D models are in the game, I'll change out the icons as well. Eventually I'm going to have all of the icons redrawn in the same style as the weapons and shields.
Speaking of which, some very exciting progress is being made on the new weapons and more!
The 3D work has already begun on the new weapons and the concept artist who made those designs is now working on designs for the Shoulder Armor, Helmets, and Bracers. I'll show those once they're ready!
Work on the new trees is progressing nicely too. The artist and I have gone over some sketches and we're on to the 3D model phase. We're going with a much more stylized look that I think will fit the game much better than the current trees. I expect that they will really change the look of the game and match the look of the characters better.They should also be more efficient from a performance stand point.
So, lots going on. Since I have to finish all of the Skill System work before releasing a new build I wanted to keep you all in the loop in case you have any questions or feedback. Feels weird not updating the game in almost a week! :)