Hammerwatch

Hammerwatch

Hexen: Beyond Hammerwatch
Quirks & Bugs. (Updating to v1.214)
Act 3-5 quirks/bugs are as of 1.213 (with the exclusion of the new Wolf Chapel map bug); the rest are as of 1.214 (with clarifications on fixes from previous patch).

LAST UPDATED: 09 January, 2018

The Act 1 Guardian of Ice anomaly has been fixed as of latest patch 1.214

Act 1: Guardian of Fire anomaly: There is a small section of wall in the path leading to the puzzle that gives you the second Act switch for Guardian of Fire that appears to have fire tile under it. Walking against the wall will force your character to act like he's walking on lava:
https://steamuserimages-a.akamaihd.net/ugc/863988952868364394/D33635D246B9CC41F03F71443C4E6EF0751F3424/

Here's my quirks for Act 2:

The Darkmere bug was fixed in 1.214, the swamp monsters now react normally.

The hypostyle bug was fixed in the patch that adds acts 4 and 5.

The Caves of Circe quirk was fixed: the 'match 3' is now at a fast enough pace so that with lesser reflexes (like me!) can solve it.

It appears the Krater of Might is a health pickup.

And the quirks for Act 3: CURRENTLY TESTING

Act 3: Wolf Chapel major bug: The front doors should be solid. https://steamuserimages-a.akamaihd.net/ugc/860611650825175858/2884FD6873E569DBDFF37446159B6664401A9441/

Act 3: Dragon Chapel bug: The fire moat that has the steel grating bridge is not checked for damage.

Act 3: Dragon Chapel major bug: The state of switches, if on, remain stuck as ON when leaving the map and save-quitting.

Act 3: Dragon Chapel major bug (via CanadianBaconXL): Using co-op to engage statue switches and dying after progressing past a wall that is removed by a statue switch forces a soft-lock for those caught past the wall (as there is no way to remove the wall anymore).

--END 1.214 UPDATES. POST IS 1.213 QUIRKS/BUGS--

Act 3: Heresiarch's Seminary quirk: After going through the puzzles and scenarios but not yet the boss, I seem to have a lot of unusable money. Maybe a buffer for act 4?

Act 3: Heresiarch's Seminary bug: The Dragon Chapel portal counter inaccurately shows "2/3" even when all three switches are pulled, maybe perhaps the third puzzle switch is THE last switch to pull? Also, the panel shows 2/3 dragons lit (reflects the Chapel Puzzle progress).

--ACT 4--

Gibbet bug: Able to activate Yorick's statue event without the skull?
Act 4 quirk: The interactions between puzzle levers and the portal "Progress completed" lights in Castle of Grief (hub) are not finished. Perhaps this is currently a TODO?

--ACT 5--

Vivarium quirk: The suggested hint to access the "true treasure" is kinda false. it's to the left of the slowest projectile, getting hit by this gives you insane speed!

--ENDGAME--

Major bug downgraded to minor but still worth checking out -- after crossing the bridge after the last upgrade vendors, certain mobs will refuse to follow you back down the bridge. However, if you manage to complete a certain mega-secret to turn the enemies into pigs, they'll cross the "no follow" barrier and Hammerwatch crashes. Workaround: make sure the pigs that are following you are dead before crossing the bridge back over.
Last edited by Blissful Winds; 9 Jan, 2018 @ 8:04am
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Showing 1-15 of 20 comments
Blissful Winds 28 Mar, 2015 @ 8:41am 
The mainpost was updated with quirks and bugs for Act 2.
Blissful Winds 9 Sep, 2016 @ 4:14am 
The mainpost was updated with removal of some bug information as they were patched, new quirks and anomalies for acts 1 and 2, and new quirks/bugs for act 3.
BigMekWurrzok 17 Dec, 2016 @ 2:16pm 
Found some minor bug in act 1 in the seven portals map: The progress counter (at the portal) of the upper guardian of steel seems not to work properly. When I completed the puzzle on seven portals it still showed the 'halfway done' status.
Another one could be a message that the ice is receeding after finishingthe final part of the puzzle on seven portals.
I'm also wondering if there are too many keys, or maybe I'm missing something. After completing the first act (inclusive the hidden part) I had 1 bronze and 3 golden keys left. Is that supposed to be possible?
Thanks for a great map.
Last edited by BigMekWurrzok; 17 Dec, 2016 @ 2:20pm
Blissful Winds 18 Dec, 2016 @ 8:29am 
Tussell does this project.

I can confirm the "excess keys" after completing Act 1, however I would imagine these keys are failsafes in case you aciddently open the wrong doors during the Guardian maps in Seven Portals. The only thing that remains correct are the three silver keys in the Guardian maps (Ice, Steel, Fire).

Where is the portal "switches thrown" error focused on? It could be an improper linkage.
BigMekWurrzok 27 Dec, 2016 @ 1:45pm 
Found two more bugs i guess.
The extra life reward behind the fire key door on seven portals keeps respawning everytime you restart the game.
And the firetraps in darkmere where you enter the building don't work anymore (they did in a previous version).
Blissful Winds 28 Dec, 2016 @ 5:51am 
Where, respectively in Darkmere is the firetrap issue? If it's the room that configures into a gauntlet to get one of the regular door keys, I believe the room was configured to be an intentional single-run.
BigMekWurrzok 28 Dec, 2016 @ 10:14am 
The room in Dakrmere is the long hallway to the right when you enter the level from Shadow Wood.
Blissful Winds 28 Dec, 2016 @ 11:42am 
aha, that one. It might either be a bug, or an intentional disable. I need to do some testing.
BigMekWurrzok 28 Dec, 2016 @ 12:37pm 
Found another strange thing in the secret area of act 2: At some point north of the area where you find the emerald key you are able to slip through the woods and go west until you 'fall off the map' and die.

The vendor coin in the caves of act 2 is for multiplayer only i guess?
Also, i got one silver key left at the end of act 2.
Last edited by BigMekWurrzok; 28 Dec, 2016 @ 12:38pm
Blissful Winds 1 Jan, 2017 @ 8:16am 
The vendor coin in Caves of Circe is available if you manage to nail 3-in-a-row single color on the first turn (which is nigh impossible).

Can confirm that in at least one play ever since all acts were in place that I did get one instance of extra silver key in Act 2, along with extra bronze keys (and 1 gold key) in Act 1. The extra keys are perhaps there to prevent players from being denied progress due to improper use.

The "OOB death" in act 2 secret is probably there to prevent individuals from straying too far away through the trees. That being said I think it's an intentional set designed to get the player back in bounds -- not a bug.
BigMekWurrzok 2 Jan, 2017 @ 8:26am 
Found some more...in the Heresiarch's Seminary: The progress counters on the doors to the Silent Refectory and the Orchard of Lamentations seem not to work.
In the Wolf's Chapel and Deathwind Chapel: You can slip through the lower edge of the horizontal 'iron bar' walls in some spots. And you can pass through the main gate in Wolf's Chapel even if it is closed.
Another thing that i found is that the 'pressure plate' buttons invert their behaviour if you place a statue on them, save and then restart the game.
Blissful Winds 3 Jan, 2017 @ 1:54pm 
I can also affirm that there's a glitchy floor value in one of the chapels involving the "grating" to prevent you from taking fire damage, if you move south of this, you are immune to invisible walls but not literal walls. Still trying to find exactly where the leak is. I believe it is Dragon Chapel, where I also encountered the "stuck value" of floor panels by saving while a statue is holding a pressure plate down -- it remains down.
Blissful Winds 22 Oct, 2017 @ 12:48pm 
Can confirm the pressure plate behaviour being stickied to "On" in the dragon chapel, especially if you leave the statues on the plates and exit the map. It could be an issue with map states saving when loading different maps.

EDIT: confirmed the fix in the Guardian of Ice; the wendigo spawns correctly. Added a quirk to Guardian of Fire as this was overlooked.
Last edited by Blissful Winds; 22 Oct, 2017 @ 2:31pm
The Meanie 7 Dec, 2017 @ 2:39pm 
In the very beginning of Act 4, I cannot find any way to enter the castle.

I have explored everything to the left of it, solved the firepuzzle, went down to murder all the blue firebirds and centaur mageknights, and... there's nothing. Castle still locked, nothing useful in the area.

Is there supposed to be a bronze key near the skewered corpse in there or something (haven't gotten into the bronze gate area in the bottom)?

Edit: There's a hidden entrance in the open area in the top where you might expect to find a bronze key, if you follow the path.

One of the math-locks in the right-most dungeon (the red 5 with money, a lock and 2 unarmored ettins) does not work - it is opened by the yellow lock, not the red one indicated.
Last edited by The Meanie; 8 Dec, 2017 @ 10:01pm
GAME BREAKING BUG: Act 3 of Dragon Chapel, after holding button to let co op partner through the left corridor from middle part of map, died after they activated checkpoint within the corridor. After defeating enemies within the section we discovered because we are both inside, we are locked in and there is no exit switch like on the right side. Pic related https://gyazo.com/eeba2dd0366edff325286264ace6388f
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