Update log
Full Heroes of Hammerwatch II update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- UI and audio
- Fixes
- Store
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
- CosmeticFix for warriors Killing SpreeDauntless 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
Source
