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Heroes of Hammerwatch II Patch Notes

Official Heroes of Hammerwatch II patch notes and update announcements, tracked for changes and ordered by publication date.

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Free Quality Tailoring Update and Updated Content Roadmap is Out Now

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We’re very excited to finally be able to share the Quality Tailoring update with you all! This update is packed full of sweeping balancing changes that cover weapons, abilities, effects, classes, and more. These changes have been tailored just for you and directly influenced by the way you play and your crucial feedback, so thank you for helping to shape how the game has grown. As well as general fixes and the new addition of Japanese language support, this update also includes a nice little surprise! We’ve brought back the Tailor, which allows you to fine tune your look in the Tailor’s Workshop with dyes you find through the course of natural play. Never have to choose between stats and aesthetics again! It’s time to start looking sharp We also wanted to take a moment to communicate changes to the upcoming post launch roadmap. We’ve been actively listening since the release of the Celestial Ruins expansion, so thank you for all of your feedback! It’s been invaluable in determining our next steps. We want to make sure future content updates and expansions hit the high bar you rightfully expect, and what that essentially means from a development point of view is that the current roadmap needs to be extended longer than we originally planned. We need to give ourselves more time to test, refine, and deliver more quality content. We want to avoid updates that are designed to be “good eventually.”  Expansion 2 will now launch in 2027 so we can deliver a bigger update, more in line with where you’re wanting to see the game grow and improve. We’ll keep you updated with a specific date when that becomes clearer. We can’t tell you how thankful we are for your continued support and the candid feedback you’ve been sharing with us over the last few weeks. We’ve genuinely been reading every message, review, and DM. Your feedback has directly influenced the direction the game is now taking moving forwards.  Thanks for being a part of this community, and we can’t wait to share more of what’s coming!For now, be sure to check out the full patch notes below for the Quality Tailoring update. Strap yourselves in, it’s another long one 👇 Free Update Changelist New Features The Tailor NPC can now be unlocked by finding her in the Forest area Once unlocked, Tailor’s Workshop can be built in your town through the Guild Hall The Workshop allows you to change the colour of gear, as long as the corresponding dyes are found during normal gameplay Japanese Localisation Japanese localisation is now available in the game Misc Changes and Fixes Added a catch-up mechanic for high level players, where completing Trials extremely fast rewards more ranks per run (up to 4) Slightly increased Trial kill requirements per rank Added two more tiers to most Accomplishments with doubled rewards Added 10 more tiers to character level Accomplishments Added Steam achievements for levelling the Priest and completing Trails Spell Masteries damage buff increased from 3% to 4% Monolith of Prowess now provides 75% Mana cost reduction instead of generic free mana Picking a Chapel buff no longer disables its corresponding Monolith Fixed a stat calculation bug that caused Int items to be over-represented in chests When picking Cloaks, item generator now also takes Int/Dex balance into account to differentiate between caster and weapon build Chests in Trials now spawn higher rarity Trinkets more often Adjusted Trial bosses’ cooldowns so that they use their unique abilities more frequently Fixed a legacy issue where some aura skills wouldn’t propagate in multiplayer Strength Attribute Buff Historically, Strength has been the weakest attribute that wasn’t maxed even by classes which had it as its primary attribute. These changes make it more useful both for offensive and defensive purposes. Strength armor has also received a buff to catch up with other options. Increased Armor gained per point of Strength from 1 to 2 Armor Penetration gained from Strength increased (12.5% to 17% at 100str, 31% to 47% at 500str, theoretical max increased to 85%) Strength armor base Armor values increased by +5 Bleed Overhaul Bleeding was only really used to trigger sustain from Thirsty Gauntlets. It’s now a completely viable damage source to build a character around, especially effective on bosses that move a lot. Bleed now deals Physical damage, based on the target’s max health This damage is reduced for bosses and target dummies in your town Serpents boss is now immune to Bleed, as it was too easy to kill otherwise NG+ Scaling Changes These changes mean that both players and enemies are a little less fragile as the NG+ number rises. It’s also another indirect buff to Strength, as they make both Armor and Armor Penetration more valuable. NG+ Armor penalty reduced from 120 to 110 per NG tier NG+ Resistance penalties reduced from 65 to 60 per NG tier NG+ bonus to monster damage increased from 5% to 6% per NG tier Slightly increased Armor for all enemies at NG+1 and higher Weapon and Gear Changes Our main focus was on buffing two-handed weapons, as they come with a significant opportunity cost of having one less “stat stick.” Note that weapons that apply Bleeding are now also more powerful thanks to its overhaul.  Two-handed weapons have their base damage increased by 10 Two-handed weapons’ main stat scaling increased by a flat +10% Arcane weapons’ main stat scaling increased by a flat +5% (cumulative with the above buff) Scepter’s epic attack is now a chain of explosions Mace base attack Stun chance increased from 15% to 20% Mace epic attack Stun chance increased from 30% to 40% Axe base attack Bleed chance increased from 20% to 25% Axe epic attack Bleed chance increased from 30% to 50% Crossbow epic attack damage increased from 100% to 125% Added “Summoner’s” epic prefix for helmets and cloaks that increases summon damage and health by 30% Spirit Boons Caster Combat is now more clearly geared towards caster builds, and Bloody Bullion receives an overhaul to its scaling to make it useful beyond rank 20. Bloody Bullion now increases Crit Chance as its passive bonus Bloody Bullion’s chance to apply Bleed now grows from 20% to 100% throughout the first 5 ranks Bloody Bullion’s chance for Bleeding enemies to spill gold is now constant at 50% Caster Combat now increases Spell Power by a percentage as its passive bonus Caster Combat’s Magic Missiles now also triggers on Mana spent Hunter’s Hound Weapon Power per summon reduced from 5 to 4 Class Changes and Balancing Our main goal with this update was to buff or even rework skills and orbs that either never got picked or made you go “meh” during a run. Please note that our aim is never full parity between classes. Some builds scale better into late NG+, some are early game powerhouses, and some are more niche overall. Our goal for class success is making sure each have their moment to shine, are fun to play, and fulfill their promised class fantasy. Paladin Paladin was widely considered the weakest class, so the buffs here are rather significant. The class also received an indirect buff through the changes to Strength and NG+ scaling, making keeping positive Armor and tanking much more realistic. Blessed Strike: Wrathful Strike damage increased from 20%-40% to 30%-60% Blessed Strike: Wrathful Strike chain range increased from 60 to 80 Armored Knight: Armor of Wrath damage increased from 50% to 70% Armored Knight: Glancing Blows chance increased from 5%-20% to 10%-30% Divine Pillars damage increased from 200-400 to 150-550 Divine Pillars: Pillars of Wrath damage increased from 25%-50% to 30%-60% Immolation: Blazing Lance damage increased from 25%-50% to 40%-80% Immolation: Fuel the Flames now increases Fire Damage for a duration instead of adding Inner Flames stacks Inner Flames damage now grows with levels from 5 to 10-26 per stack Inner Flames: Flames of Devotion damage increased from 0.10-0.20 to 0.15-0.25 Judgement damage increased from 100-300 to 150-350 Judgement: Hammer of Wrath damage increased from 10%-40% to 20%-60% Lawbringer chance increased from 10%-30% to 15%-35% Lawbringer: Shackles damage increased from 10-30 to 20-60 Lawbringer: Punish the Wicked cooldown reduced from 0.6s-0.2s to 0.5s-0.1s Lawbringer: Punish the Wicked can now trigger with any affliction instead of just Disarm and Silence Priest We feel that the Priest is in a good spot as a top-tier class, but too many of its skill orbs focused on mana regen and felt redundant. Those have been reworked. Consecrated Ground: Restoration Prayer now provides healing based on Priest’s HP instead of restoring Mana per hit Divine Favor: Restoring Favor now increases Mana Regen by a percentage and not a flat amount Holy Blast is now slightly wider by default Holy Blast: Massive Blast now increases length of the beam instead of its width Celestial Orb: Restoring Orbs replaced with Destructive Orbs which make enemies killed by the orbs explode Holy Banner: Invigorating Banner now increases Attack Speed in its area instead of restoring Mana Retribution: Masochism now restores a percentage of Health when hit instead of Mana Ranger Ranger received a wide buff to all its abilities that hadn’t previously felt impactful enough. Between the changes to Archery and two-handed weapons in general, a bow or crossbow build should now also scale better into the late game.  Marked Shot: Hot Pursuit duration increased from 3s to 4s Spirit Wolves: Relentless Hunters chance increased from 25%-50% to 30%-60% Spirit Wolves: Restless Spirits cooldown decreased from 0.5s-0.25s to 0.4s-0.2s Wolf Companion: Winter Wolves now also apply Slow with their attacks Archery and its skill orbs now also work with Crossbows Archery: Frost Arrows damage increased from 30-50 to 40-60 Archery: Frost Arrows chance increased from 20%-40% to 30%-50% Archery: Frost Arrows cooldown reduced from 1s to 0.5s Entangle damage increased from 20-40 to 20-60 Entangle: Wisps healing increased from 2%-6% to 3%-7% Entangle: Healing Wisps duration increased from 5s to 6s Entangle: Poison Ivy damage increased from 25%-100% to 30%-100% Wind Weaver cooldown reduced from 0.15s to 0.10s Wind Weaver now deals damage based on the main hand weapon Rogue Rogue suffered from Flurry of Blades feeling redundant to Fan of Knives as a damage ability, and Mortal Strike not synergising well with the weapon-centric Blade subclass. Now both of these abilities base their damage on your weapon to give them a more unique role. Fan of Knives: Focused Throw damage increased from +200% to +300% Flurry of Blades now deals damage based on the main hand weapon Flurry of Blades damage base has also been increased Flurry of Blades: Fire Bolas damage increased from 10-35 to 20-50 Flurry of Blades: Shock Assault now deals additional damage (30/60/90) instead of a percentage of the original hit Sidestep evade chance increased from 5%-25% to 10%-30% Sidestep: Fleet Footed move speed bonus increased from 5%-20% to 10%-30% Grenade: Explosive Exit’s first tier is now uncommon and can be selected before the run Mortal Strike now deals damage based on the main hand weapon Mortal Strike: Crimson Strike life leech reduced from 2.5%-5% to 2%-4% Mortal Strike: Crimson Strike’s first tier is now uncommon and can be selected before the run Mortal Strike: Phantasmal Strike’s tooltip now correctly lists damage penalty as -25% Artificer’s Armor: Shrapnel damage increased from 20 to 40 Artificer’s Armor: Zzzap damage increased from 30-60 to 40-100 Sorcerer Sorcerer was already a fairly powerful class, so the buffs here are more minor and focused on improving underwhelming skill orbs. Fixed the issue where Elemental Orb would always become a lightning element Flame Wall: Flamewalker damage increased from 10-30 to 15-45 Fire Mastery: Volatile Flames damage increased from 30-45 to 30-60 Fire Mastery: Volatile Flames cooldown reduced from 0.5s to 0.25s Frost Nova: Frost Splinters chance increased from 10%-20% to 20%-40% Frost Nova: Frost Splint

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Celestial Ruins Hotfix 3 is Out Now!

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We’re happy to report the next hotfix is now live. We really appreciate your patience with allowing us time to investigate and really test to ensure these fixes stick. Thank you for bearing with us and for your continued support and feedback. It’s all very much appreciated! For the list of changes for this specific hotfix, please see the full notes below 👇 Hotfix 3 Change List Fixes Fixed an issue where Lantern sometimes wouldn’t heal other players in multiplayer Fixed an issue where stats from Accomplishments wouldn’t be propagated in multiplayer Cleared some of the Spirit Trials prefabs for better traversal and visual clarity Boss appearance in the Spirit Trials now kills all nearby enemies Hunter’s Hound boon now only counts player units with the summon tag Dev Note: The intention behind Hunter’s Hound was always to let players be a little creative with boosting their numbers with less obvious units such as Ranger’s traps, Priest’s Inner Light orbs or mercenaries, but gaining thousands of Attack Power through Caltrops was a little too much. Tag Changes Conjured Hydra now carries the summon tag Conjured Sword now carries the summon tag Fiends now carry the summon tag Gargoyle now carries the summon tag Wolf Companion now carries the summon tag Trinket Spiderlings now carry the summon tag Ranger Traps now carry the summon tag Primalist Totem now carries the summon tag Inner Light orbs now carry the summon tag Consecrated Ground now carries the physical tag Flagellate now carries the physical tag Scepter attacks no longer carry the melee tag Scepter attacks now carry the physical tag Dirk attacks now carry the poison tag Dev Note: We’re intent on fixing all the missing tags by the next free update’s launch. Let us know if you still encounter abilities that deal a type of damage without carrying the corresponding tag.Balancing Changes Fervent Followers bonus to summon power increased from 3% to 5% Lantern and Scepter Focus requirements reduced by around 20% Holy Blast cooldown increased from 8 to 10 seconds Holy Blast move speed while channeling has been tripled The tooltip for Holy Blast’s Divine Blast skill orb now lists damage per second, consistent with the base skill Slightly increased the range of Hydra’s projectiles Flagellate damage conversion from Thorns reduced from 60%-80% to 50%-70% Flagellate Jagged Flail’s chance for self Bleed reduced from 50% to 33% Dev Note: These are likely the last balance adjustments before the upcoming free update. It will focus on changes that require actual reworks, including fixes for underused Spirit Boons, skill orbs, and weapons, or a way to make Bleed relevant in the late game. We’d like to take this opportunity to voice our gratitude for all the community feedback, as it’s been massively useful. Thanks, folks, and keep it coming!

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Celestial Ruins Hotfix 2 is Out Now!

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Happy to report the next hotfix is now live. Thank you for your continued feedback, suggestions, and reports! They’ve genuinely been vital in helping spotlight areas for further refinement. More changes and fixes are coming soon, once we’ve had the opportunity to thoroughly test and troubleshoot them. Thank you for bearing with us. It’s all very much appreciated! For the list of changes for this specific hotfix, please see the full notes below 👇 Hotfix 2 Change List Fixes Further improvements to pet behavior Summons now correctly attack Arista and other static enemies Improved spawn point consistency for the Survival mission Improved enemy aggro values for the Survival mission Divine Intervention skill orb no longer overwrites Divine Sustain Fixed an issue where Holy Banner could drop its protection for a couple frames Crusaders called by Benevolence’s boon now have correct amount of HP at max level Fixed an issue where orbs spawned by Inner Light would blink when attacking Fervent Follower’s boon now correctly stacks with Priest’s Call Crusaders Hunter’s Hound boon now correctly stacks with Ranger’s Wolf Companion Celestial Orbs can now crit and correctly scale with Spell Power Corrected missing SFX in the Trials skill orb spawn sequence Dev Note: We’re aware that the Lantern doesn’t heal other players in multiplayer in some scenarios. We’ve identified the issue, but the fix will take a bit more time to roll out.  Balancing Changes Increased Armor and Resists for Priest’s summons Increased Armor and Resists for Ranger’s summons Increased Armor and Resists for Warlock’s summons All player summons and recruits are faster and more proactive Call Crusaders damage increased from 40-120 to 60-140 Wolf Companion damage increased from 60-140 to 80-160 Wolf Companion health increased from 800-2000 to 1000-2200 Summon Fiends damage increased from 20-40 to 20-60 Summon Gargoyle damage increased from 60-140 to 80-240 Animated Sword damage increased from 60-120 to 80-160 Conjure Hydras damage increased from 15-35 to 20-60 Conjure Hydras range and missile speed increased Hunter’s Hound boon’s Weapon Power bonus increased from 2 to 5 Fallen Events in Spirit Trials now also spawn Trinket rewards Celestial Orbs damage increased from 20-40 to 20-60 Celestial Orbs now carry the fire tag Increased kill requirements for higher rank Trials Dev Note: The blanket buff to summons is part of a larger summon upgrade coming in the next Free Update.

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Celestial Ruins Hotfix 1 is Out Now!

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Your feedback both in the Steam community forums, and in reviews, has been invaluable! Thank you for sharing them so candidly and constructively. Happy to report that the hotfix is now live for you to enjoy and experiment with. A lot of these changes are a direct result of your suggestions. These are by no means the final word on balancing and fixes. We're very much keeping our ear to the ground and seeing how the new meta shakes out. The next update is designed to be a much more involved balance pass, but that doesn't mean additional hotfixes won't be considered should the need arise sooner! Keep the feedback coming. The community plays a vital role in helping to shape what this game will become, and we want you on that journey with us. For a full list of changes, please see the hotfix notes below 👇 Hotfix 1 Change List Fixes Fixed an issue where Architect’s Safe Corridors buff wouldn’t work correctly Improved pet behavior and item pickup range Increased enemy spawn point generation in the Heaven biome Higher rank Trials now correctly require more kills to complete Adjusted some rare cases where Holy Banner's effect could be delayed resulting in damage coming through (this is an ongoing fix and we will continue to address these issues when found)Priest Balance Changes Priest title bonus increased from 0. 025 to 0. 050 Dev Note: We’re open to further increasing this bonus, but want to stick to small increments, as health regen is a tricky stat to balance due to its impact on the potion economy. While the value seems small, a high level Priest is now equivalent to starting each game with several regen trinkets. Holy Banner cooldown increased from 30s to 40s Dev Note: Holy Banner is intended to be a high impact skill that has to be deployed tactically in normal play. However, we’re not against specialised builds that push cooldown reduction to the point of keeping it up semi-permanently, as long as they don’t become the preferred meta pick. We’ll continue to monitor this skill with a more robust rework on the menu if it proves necessary. Celestial Orbs damage increased from 16-24 to 20-40 Holy Blast damage increased from 200-600 to 400-800 Holy Blast now also carries the Physical tag Inner Light’s Celestial Orbs damage increased from 10-30 to 20-60 Divine Favor’s Holy Flames damage increased from 15-30 to 25-50 Divine Endurance’s Divine Intervention reworked from 500HP flat to 50% of max HP Flagellate’s Ecstasy reworked from a flat bonus of 5-15 to 2%-4% Thorns increase per stack Dev Note: These changes are by no means the final word on Priest’s balance. A bigger look at all the skills is planned for the upcoming free update.

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Epic Weapons Update + 2026 Roadmap

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Greetings Heroes!  We’ve just launched the Epic Weapons Update, another free content update for Heroes of Hammerwatch 2.Epic Quests = Epic rewards. In the last update, we added Epic Armour, unique gear that you could use to empower your heroes on your quests and missions, and today we’re bringing the same Epic tier treatment to your offensive capabilities! In this update, we’re giving you the opportunity to complete map missions and be rewarded with Epic Weapons in addition to the previously added Epic Armour. We look forward to seeing who will be the first to have their heroes decked out in nothing but Epic-tier equipment very soon! In addition to the new content, we’ve also included numerous bug fixes, translation corrections and resolved other community-reported issues.  The Future of Heroes of Hammerwatch 2.We're also super excited to finally unveil our plans for 2026 with the Heroes of Hammerwatch 2 roadmap! Check out the roadmap below for some hints at what we’re cooking up for future content updates in 2026 As you can see, we’ve got lots of awesome things planned for the next 12 months, with the first batch of new content expected to drop in Q2 of 2026, adding a new class, new survival scenarios, new equipment types, and more in DLC 1, as well as a free update featuring Pets and New Trinkets giving you even more options to play with! See the full Epic Weapons Update notes below. Added Epic Weapons with upgraded attacks as rewards for maps. Fixed maps not properly spawning for clients in multiplayer. Fixed rendering of certain shadows for some Intel and AMD GPUs. Fixed several smaller UI issues. Fixed some font issues for French, Portuguese and German translations. Fixed lots of translation issues. Fixed 2h Axe Whirlwind attack dealing more damage than mentioned in tooltip, lowered by 25%. Fixed 2h weapon enchant for mana gain on hit not properly showing up. Added modding "hook" for manipulating player damage. To celebrate the release of the Epic Weapons Update, we're discounting Heroes of Hammerwatch 2 by 50% until January 5th, so there has never been a better time for you and your co-op buddies to dive in and try out the new content! Join the Community We’re keen to hear your thoughts and feedback on the additions and changes we’ve added in this update, so make your voice heard by joining the Hammerwatch Universe Discord server here, as well as following the game on social media channels here to keep up to date with the latest developments for Heroes of Hammerwatch 2! Discord Twitter

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Heroes of Hammerwatch 2 - Chinese Localisation Hotfix

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We’ve just released a hotfix for Heroes of Hammerwatch 2 which is intended to resolve game performance issues that players using the Chinese language options have been encountering. We hope that this hotfix will allow you to properly enjoy Heroes of Hammerwatch 2 without suffering stuttering and low FPS. We have also seen some players report that they have had issues with the game not recognizing WSAD keyboard inputs. We are also looking into that as a priority. In the meantime, we have a workaround to temporarily resolve it. Pressing the Shift Key on the keyboard to toggle between Chinese and English input modes should allow you to use WSAD control. Discord Twitter

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Epic Missions Update – Live Now!

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Greetings Heroes! We’ve just launched the Epic Missions Update, a free update for Heroes of Hammerwatch 2. As we teased in our last Steam news post, we’re excited to introduce new game content for you and your co-op buddies to sink your teeth into, such as new short missions, taking you on daring raids in locations such as Spider Caves, Bandit Keeps and Ghostly Crypts and engaging in thrilling fights against bosses returning from Hammerwatch 2!Those of you craving higher tiers of loot are in luck as the Epic Missions update will now also give you the chance to find and add Epic tiers of armour equipment to your arsenal, granting you even more durability and unique bonus abilities you can utilize on your quests. As part of this update, we have also focused on improving SteamDeck support for Heroes of Hammerwatch 2, meaning that handheld players will get an even better gaming experience raiding the Dark Citadel on Deck while on the go. New language support has been a key part of this update, with us adding support for the following languages in Heroes of Hammerwatch 2 French German KoreanBrazilian PortugueseRussianTraditional ChineseSimplified ChineseWe’ll also adding additional language support in future updates so fear not if your language isn’t in the game just yet! See the full update notes below! Bosses can now drop maps which lead to new short missions. These added missions will take players to new locations like the Spider Caves, Bandit Keep, and a Ghostly Crypt. Added the Epic tier of armour equipment, every slot except for weapons can now be epic, these are awarded from beating a map mission. Added a Griffin NPC to town for starting map missions. Added Ore material to map missions, needed for upgrading epic equipment. Added a new tier of Blacksmith and Magic Shop buildings. Health of bosses and elite enemies now scale up faster with New Game+ level. Stone chapel title is now better at lower levels but scales worse at high levels. Lowered rare move speed equipment modifier from 10% to 8%. Playing content at a higher level than your character now gives more experience. Adjusted equipment drop rates to be based around picked attributes for the played character, so picking a lot of strength means you get more strength gear. Lowered health gain from Combo Health to 100% from 150%. Some collision, mini map and art pass fixes to Forest theme. Applied a Small fix to an entrance to Dark Halls theme. Adjusted audio listener position. Changed default resolution when running on a Steam Deck. Added maps collected accomplishment. Added architect effect for doubling the chance of finding maps. To celebrate the release of the Epic Missions Update, we're discounting Heroes of Hammerwatch 2 by 50% until October 27th, so there has never been a better time for you and your co-op buddies to dive in and try out the new content!Join the Community We’re keen to hear your thoughts and feedback on the additions and changes we’ve added in this update, so make your voice heard by joining the Hammerwatch Universe Discord server here, as well as following the game on social media channels here to keep up to date with the latest developments for Heroes of Hammerwatch 2! Discord Twitter

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Heroes of Hammerwatch 2 Update News

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Greetings Heroes!  Today we’re pleased to reveal some highly anticipated details about the free new update, additional content and other changes that are coming to Heroes of Hammerwatch 2 on October 13th! New Content We’ll have more details to share closer to release, but you and your fellow heroes can expect new content in the shape of new additional missions, daring players to raid Spider Caves, Bandit Keeps and Ghostly Crypts. Check out a sneak peek at their designs in the below image carousel!The community have asked for new tiers of loot and equipment since launch, and we’re hyped to say that Epic tiers of armour are on the way, allowing you to bolster your defences against the foes of the Dark Citadel to even higher levels than previously possible. Other gameplay tweaks, balance changes and bug fixes are coming too in this update, all designed to improve your experience playing Heroes of Hammerwatch 2. We’ve seen players from around the world dive into Heroes of Hammerwatch 2 and we want to invite even more you of to join the fun. On October 13th we are making the game more accessible by adding support for the following languages: French German KoreanBrazilian PortugueseRussianSimplified ChineseWe’ll also be adding additional language support in future updates so fear not if your language isn’t in the game just yet! Steam Deck Support Steam Deck owners rejoice! In this update, we are aiming to gain Steam Deck Verified Status for Heroes of Hammerwatch 2, letting you and your fellow heroes to embark on legendary dungeon crawls, battling and hunting for precious loot, even while you are away from your desktop PC - Stay tuned for more on this. More to come! We want to take a moment to thank all the players who have already supported Heroes of Hammerwatch 2 so far since launch earlier this year, sharing your love for the game, helping new players get into it and giving us valuable community feedback via the Discord server.  This update in October is only the start of the content journey, and we are looking forward to sharing our full content Road Map in the coming months! Pricing changes We also have important news to share today regarding the pricing of Heroes of Hammerwatch 2. To support the addition of new content to the title, we are increasing the price of the game from $17.99 / €17.49 / £14.99 to $19.99 / €19.99 / £16.99. Regional equivalents may vary. This price increase is scheduled to take effect from October 27th. We wanted to be transparent and announce this now to ensure you, the players, will have plenty of time before the increase to purchase the game at the current lower price if you don’t own it already. You can even pick up extra copies for your family and friends to go and raid the Dark Citadel together. If you haven’t already, make sure you join the Hammerwatch Universe Discord server here, as well as follow the game on social media channels here to keep up to date with the latest developments in the coming weeks and months! Discord Twitter

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Twelfth patch!

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{STEAM_CLAN_IMAGE}/45170693/898f4d2db671d797df1c8a03ebe506ed67a8ae22.png Combo reworked. Removed Combo Nova skill sphere upgrade so it no longer reduces the chance of getting a skill upgrade from skill spheres. Added a new skill tree for combo upgrades to library containing both linear upgrades to Combo Nova and Combo Time, and also several different choices of combo effects. Added 3 tavern drinks Burning Force, Icy Touch, and Electric Sting. Added some new hairstyles and mouth portait pieces. Paladins Divine Pillars damage lowered from 200/250/350/450/600 to 200/250/300/350/400 Paladins Divine Pillars cooldown lowered from 15s to 15s/13.5s/12s/10.5s/9s Fixed Paladins Inner Flames damage aura duration. Wizard Conjure Hydras cooldown lowered from 6s to 4s. Increased the max amount of Hydra heads you can have up by 2. Fixed Conjure Hydras visual effects after having upgraded the skill with more hydra heads. Fixed Wizard Magic Missile not properly doing damage when bouncing on the same enemy over and over. Fixed Berserker Warrior Leap skill getting stuck mid-leap when updating modifiers. Rangers bonus to crit from Rhythm stacks now shows up properly in the stats screen. Increased radius for trinkets Symbol of Zeal, Symbol of Deflection, Symbol of Rejuvenation, Symbol of Piercing Increased library building wood cost slightly. Skill Sphere rerolling should no longer be able to get the exact same results in the same order as before. Fixed Crossbow Explosive Shot not always properly counting as an attack. Fixed Temple entrance to Crypt teleporting the player out of bounds when entering the room after doors have closed. Fixed Equipment tooltips where damage based on your attributes would show up lower than it actually was. Fixed Enchanter NPC showing up in multiplayer for clients who had already rescued her. Fixed an issue where material dropped because something a client did in multiplayer would give nothing if picked up by other players Fixed mouse input when using zoomed out UI scale. Reduced duplicate enchantment blueprints that you have to find. Shady Trader material deals now show how much you get after accounting for material gain stats. Trinket picker UI now closes right when you pick something. Added prompts to equipment buyer and equipment upgrader town shops when there's nothing to sell/upgrade Combo bar in HUD now shows timing. Fixed several skill sphere upgrades not properly scaling with spellpower and not properly critting. Fixed bug where broken waypoints appear pointing to "You" when switching save profile in town Added "Save File Backups" game option to disable saving backups of saves. Some cleanups to collision in forest. Fixed netsync of taking shared equipment, equipment used to be duped and given to everyone - only relevant for modders and when cheating. Fixed revive cheat having to be used twice to work - only relevant for modders and when cheating. Added more tags to skill sphere upgrades for: Paladin: Divine Pillars, Judgement, Armored Knight, Inner Flames Ranger: Wolf Companion, Archery, Rain of Arrows, Wind Weaver Rogue: Flurry of Blades, Grenade, Artificer Suit Warrior: Leap, Ancient Totems, Whirling Axes Warlock: Demons Tail Wizard: Conjure Hydras, Animated Sword Sorry about it being so long since a patch! We're working on new content which has taken longer than expected due to the feature having grown during development and things like bosses taking quite a lot of effort to get right, but with it being so long we've now separated out some of what we've worked on into this patch so we can get some of these fixes released.

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Eleventh Patch!

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Added modding support. Added sorting to player stash. Added options for hiding items in stash. Added renaming of save profiles. Save profiles are now sorted by when they were last saved to. Players with no saves will now default to using steam cloud. Improved collision with pits, water, abysses, etc to reduce issues with clipping. Fixed several issues with furniture and reward spot placement in Temple, Crypt, Dungeon, and Courts. Added toggle to hide lobbies that are much higher level than you from the serverlist, and a message when joining them. Fixed bug where equipment could get disabled after level switch if characters base attributes did not cover the requirements. Fixed error in renaming characters with special letters in the name. Improved focus handling for text input widgets, fixing things like typing 'e' in a name would trigger name randomize. Player stats are now properly refreshed when enchanting or upgrading equipment in town. Saves now get backups stored in the AppData folder. (%LocalAppData%/HeroesofHammerwatch2/save_backups/) Added tooltips to buttons in save profiles picking menu. Added more detailed error messages for when failing to join multiplayer lobbies. Renamed Attack Power to Weapon Power in Tomes of Power trinket set description. {STEAM_CLAN_IMAGE}/45170693/e12403152800e82c891d2594328cd09e0535e649.png For more information on making mods, visit our Discord Note that marking your save as modded cannot be undone and will limit you to only play multiplayer with other modded saves, so if you're unsure you might want to make a copy of your save first.

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Tenth Patch!

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{STEAM_CLAN_IMAGE}/45170693/c42a36b2cee153c8f1d48898430179ece2267d2c.png Shadow Curse Regular enemies no longer cause curse with their attacks, attacks from shades will still cause curse. Added cursed floor traps to Crypt, Dungeon, Barracks and Courts trap rooms in New Game+. Added Cursed Chests and Resource Caches when playing in New Game+, these spawn both rewards and shades. Reduced the amount of shades in citadel shortcut. Increased shades HP and Armor. Cultists no longer summon shades. Changed the Shadow Curse Gain stat to be multiplicative instead of additive. {STEAM_CLAN_IMAGE}/45170693/24f615de5733b35d63d41ff66cd64f61ba295890.png Added Elixirs that give permanent attribute increases. Every NG+ reached unlocks 3 elixirs to be found for each of the 5 attributes (str/dex/int/foc/vit). These Elixirs can be found in cursed chests and caches, and are awarded for killing the final boss, however you need to be playing a high enough NG+. To find the first 3 elixirs you need to be playing NG1 or higher, for the next 3 you must be in NG2 or higher, etc. {STEAM_CLAN_IMAGE}/45170693/7ff0a2b66deb5660502d7debd00d6b9be16f0528.png Added rerolling of skill spheres and trinket pickers. When reaching New Game+ you will receive an accomplishment that awards a reroll charge, these can be used at skill spheres and trinket pickers in order to get new choices, at the cost of some curse. Courts Updated Courts theme lighting, generation and some visuals. Reworked Courts trap rooms to use cursed floor traps as well as beam traps. Added braziers to Courts in New Game+ for purging curse. Courts archer no longer shoots triple arrows when you're nearby in melee range. Added Symbol of Zeal, Symbol of Deflection, Symbol of Rejuvenation and Symbol of Piercing trinkets in a set - Symbols of Fate. Changed Blackjack, Throwing Stars and Kyras Quiver to deal a percentage of Main Hand Weapon damage instead of fixed values in order to scale better with your character. Parry Medal trinket now also triggers a riposte when parrying which returns 200% Main Hand Weapon damage. Changed final 5-piece bonus of Soldiers Uniform trinket set to give Life Leech on Weapon Crit. Added Shield Mastery to weapon mastery trainer for increasing block amount on shields. Life leech now heals at double the rate, but the pool of life leeched is now reset when reaching full health, so you can no longer overheal and "store" it. Enemy groups no longer spawn with multiple different bannermen. This should lead to roughly the same amount of enemies buffed by a banner, but much fewer being buffed by multiple different banners. Fix for healing banners healing faster in multiplayer. Made the Troll Ruler enemy in Dark Caves more common. Dark Halls skull "mines" no longer spawn so they overlap. Updated Accomplishment tooltips in the Guild Halls menu to be a bit more clear. Improved collision with bottomless pits in Dark Halls so it's less common to be pushed into them. Fixed issue with players who have very high damage reduction sometimes getting wrongfully hit with massive damage numbers. Fixed Hand Crossbow not always properly applying armor penetration. This patch changes curse from a combat mechanic to a risk/reward mechanic, and because cursed chests can contain an extra cursed trinket the potential rewards of doing a curse run should be higher. The addition of Elixirs should help with long term scaling of equipment requirement which can feel a bit too steep when you get higher in levels, Elixers being found mostly in Cursed Resource Caches along with crystals and dust gives a nice reward for taking on a fight with some shades.

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Ninth patch

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* Fixed Spell Mastery taking more skill points than it should * Fixed issue of donating immediately when opening chapel donation window when using gamepads * Lowered Courts undead archer damage * Made bannerman/banner protection aura weaker * Lowered armor, resistances and health of banners and bannermen * Added marker effects to banners and bannermen to improve visibility * Fixed protection banner healing enemies * Fixed Warrior Tyrant Chains damage not properly scaling with skill leveling * Fixed Elemental Orb duration not properly scaling with skill upgrade * Fixed Incanter's Cadence - Incanter's Flow skill description * Fixed rarely incorrectly placed projectile shooters in crypt * Fixed a trap room in Courts never appearing * Fixed blacksmith not being able to upgrade items when player has a full inventory This is just a small patch with fixes, the next larger patch will be a rework of how you get curse intended to change it to more of a risk/reward mechanic rather than a combat mechanic.

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Eighth Patch!

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{STEAM_CLAN_IMAGE}/45170693/a4bb64c2b4c23cb855a6a6ed704a40dc139e5185.png Donating resources to the Chapel now gives town-wide permanent buffs like the class titles, these can be seen in the Titles menu and donation is done both by dying in a mission and through donating resources directly at the Tier 5 Chapel Added Spell Mastery mechanic unlocked by finding a new NPC in Dungeons in New Game+ 1 Each point of Strength now gives Armor Penetration Dexterity and Intelligence crit damage scaling changed from linear to decaying growth, below 400 DEX/INT this is a buff, but beyond that they start to fall off Holding down a button in the attribute assigner and material trader UIs now repeat the press to minimize annoying repeat clicking Material trader UI now lets you change how much to trade at a time Mission loadout NG+ picking now rolls around, so doing NGP- at 0 picks the highest Fixed Girdle of Might attunement being broken Fix for Barracks trap room that can break level layout Fixed enchanting menu for "broken" enchanted items (of Insightfulness) Fixed being able to buy the same enchant multiple times wasting resources Chests no longer only give primary stat equipment and instead bases it on what you've picked for attributes Fix for warriors Killing Spree - Dauntless being broken Fixed prospectors pride drink Summons now respawn faster on level switch Disabled multiplayer dropin in avatar boss fight and citadel shortcut Lowered enchant cost scaling so its a bit cheaper at high levels Increased dust/crystal NG+ scaling from +10% to +20% Trinkets, debuffs (like bleed), etc now scale with spell power Fixed issue where the Mysterious Citadel achievement would not be awarded if you already found the architect forcing you to start a new save to get it Added spell tags to Wolf Companion, Summon Fiends, Gargoyle Servant, Conjure Hydras, Animated Sword, Demon's Tail, and Soul Vortex Armor Armor and resistance has been reworked a bit in order to increase the difference between having high and low armor/res, in general this is a buff to armor/res bonuses and a buff to the armor/res penetration mechanics. Negative armor and resistance is no longer half as "powerful" as positive armor (it used to be that negative 100 armor only gave half the debuff as positive 100 armor gave as a buff) Armor and resistance penalties from New Game+ now lowered to -120 and -65 to match negative armor efficiency change Armor and resistance penetration remade to be percentage based instead of just a constant offset, penetration can no longer push armor below 0 Adjusted enemy and boss armor/resistance values and scaling to match changes in armor and resistance Lowered curse armor/resistance penalty from 4 + 1*NG+ to 3 + 0.66*NG+ Enemies Introducing new Bannermen enemies to Dark Citadel in New Game+ Ranger enemies in Dark Citadel now scale up their attacks in New Game+ Made Avatar phase 3 deal slightly less damage and phase 1 slightly more Lowered damage for crossbowmen in Barracks Increased damage for archers in Courts Slightly increased how fast lightning wizards in Courts build up their damage Weapons All weapons above tier 1 now also do damage based on character attributes, so for example swords now do a bit more damage depending on your Strength Weapon masteries increased to 5% bonus damage per point instead of 3% Dexterity bows secondary attack changed from Power Shot to Arrow Volley Strength bow Power Shot now shoots 3 arrows instead of 1 and goes a little bit longer Added 10% armor penetration to crossbow bolts Increased Crossbow - Explosive Shot explosion size a little Wizard Barrier - Frost Shell armor bonus lowered from 25%/50%/100% to 20%/40%/60% Lowered Incanters Flow mana cost reduction and cast speed increase from 2%/3%/4%/5%/6% to 2%/2.5%/3%/3.5%/4% Enhanced Physique no longer gives Intelligence Ranger Fixed bug where Entangle - Healing Wisps and Entangle - Poison Ivy weren't mutually exclusive Lowered Wind Weaver cooldown from.25s to.15s Increased Wolf Companion attack speed Sped up Rain of Arrows a little Lowered Archery - Fast Shot skill speed bonus from 10%/20%/40% to 10%/20%/30% Paladin Lawbringer - Punish the Wicked no longer does a damage increase against silenced/disarmed enemies and instead drop Judgement hammers on them Changed paladins Inner Flames - Flames of Devotion to add damage per character level instead of flat damage Lowered paladins Inner Flames max amount of stacks from 7 to 5 Sorcerer Ice Mastery - Ice Block now shoots 3 shards of Ice Nova when blocking an attack

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Seventh patch!

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Trinket material rewards (Crystal and Dust) after a mission now go up by 10% per New Game+ Fixed issue with resuming runs spawning the player out of bounds from the level Fixed broken healing on Entangle and Dark Ritual for clients in multiplayer Added some more high tiers of certain accomplishments: Damagers, Heavy Hitters, Critical Hitters, Potion Gulpers, Spellcasters, Blockers, Combo Streakers, Hunter, Murderer, Exorcist, Demolisher, Sanctifier Adjusted high tiers of accomplishments so Murderer and Demolisher are a bit quicker to get and Exorcist a bit slower to get, to make them more even Shadow Rifts minimap icon now shows when it's been used Character screen now defaults to equipment inventory when opened in town Fix for Apothecary removing potion charge upgrades when talking to her in intro mission with a higher level character in multiplayer Icon/keyword legend in bottom left of UI now shows keyword descriptions for equipment Fixed lesser shades showing hp bars while in spawn animation Blueprints in levels are now a bit more consistent in how often they show up Added info about current ilvl to blacksmith equipment upgrading Fixed issue with getting Builders accomplishment incorrectly as client in multiplayer Fixed Conviction - Shield of Faith level up bonus of block amount being reversed More string and UI adjustments for game translatability in different languages, "unicode" font now works better for non-chinese languages, "chinese" font-set added for previous behavior if preferred We've been working on a number of balance changes with a focus on improving the scaling of certain mechanics, especially weapon attacks and strength builds. It's not quite ready yet, but it will be the focus of the next patch.

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