Heroes of Hammerwatch II

Heroes of Hammerwatch II

Captain's Artificer Class
11 Comments
Crazed Wallace 2 Aug @ 10:53pm 
unalived... god that was a flash bang,
Daniel_Zabojca 2 Aug @ 10:36am 
Noted and thanks!
Captain Vortex  [author] 2 Aug @ 10:31am 
The subclasses compilation is only subclasses for vanilla classes. All non-vanilla classes I design are seperate mods (so people can pick and choose which ones they want)
Daniel_Zabojca 2 Aug @ 4:28am 
Quick question; Can I use this alongside the subclasses? Or is this part of the subclasses compilation pack?
Captain Vortex  [author] 19 May @ 11:13am 
the "auto beetle" skill orb trait is a timed trigger effect passive. That is not affected by CD.
active skills like the turret and manual beetle bomb cast should be.
Nightcodex✅ 19 May @ 11:05am 
It just randomly fixed itself, Question though. Does spell cooldown scale with the auto cast?
Captain Vortex  [author] 18 May @ 3:40pm 
Renamed Base Folder to Artificer_Class. I Hope that resolves the naming incompatability.
Friendacle 18 May @ 2:41pm 
Class plays great, everything feels balanced.
Ran into a naming incompatibility with the mod linked below which was the only issue I've found
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3452539046&searchtext=
Captain Vortex  [author] 18 May @ 12:20pm 
I need more details. It works fine on my end as well as in multiplayer when my buddy has it as well. Also Turrets and beetles are activated abilities. (unless auto beetle skill orb is selected, then beetle will spawn on timer)
Captain Vortex  [author] 18 May @ 12:16pm 
Are you in multiplayer? Both players must have mod for spawns to work properly.
Nightcodex✅ 18 May @ 11:54am 
bugged beetles dont spawn same for turrets