Heroes of Hammerwatch II

Heroes of Hammerwatch II

Captain's Commander Class
11 Comments
Zdustin 16 Jul @ 12:29pm 
I see, thank you!
Captain Vortex  [author] 16 Jul @ 10:59am 
Most non-weapon abilities and passives scale with spell power. These abilities should as well.
Zdustin 16 Jul @ 10:57am 
Do the pets scale with Spell or Weapon power? The tooltip just says Physical, Passive.
Captain Vortex  [author] 12 Jul @ 6:03pm 
I slowed them down a bit, but I still want them to move like their butt is on fire
Captain Vortex  [author] 12 Jul @ 5:04pm 
normally most summon classes are nonviable. I accounted for that by making them drink triple shot expresso and made them scale better
Captain Vortex  [author] 12 Jul @ 5:00pm 
They are that fast because I made them like that
Kefkah 12 Jul @ 4:21pm 
Howdy! Quick question, do you happen to know why they're so fast? Not sure if a recent update added crack to their drinking water because they're like little guard-shaped ballistic missiles. The Warlock's summons, as well as the roaming guards, still move at a speed you'd expect.

Love the concept of this mod but that speed is a bit too much.
Daniel_Zabojca 5 Jun @ 1:35pm 
Makes sense. Thanks for answering. I don't mind it.
Captain Vortex  [author] 5 Jun @ 10:11am 
I want people to be able to pick and choose the classes they want, which is something that can't be done in an all inclusive mod. Also means i have to update 2 mods every time I make changes.
Daniel_Zabojca 5 Jun @ 9:04am 
Question, will you make a 'all- class' one workshop item, like was done with the subclasses? I do love them a lot! Also thanks for your hard work and please do have a nice day!
Bastion 4 Jun @ 10:50am 
i posted something like this as a concept in the discord. not quite the same as my suggestion had archers with he base class and a special summon with each specialisation. but i love the look of this.