Author Topic: A few questions  (Read 10846 times)

Nicholas Steel

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A few questions
« on: February 18, 2014, 05:37:07 PM »
1) Can you save in multiplayer co-op and if yes, how? If not, will such support ever get added?
2) Is there a New Game+ mode?
3) Will there eventually be support to chat while looking at vendor screen as well as the Stats screen?
4) Will there eventually be support to scroll the map around? Would be handy for keeping track of branches in the path relative to where you are and where vendors you've previously discovered are relative to your current position etc.
5) Is there a reason the game runs as an Administrator (I don't install games to Program Files)? It means I have to run Steam as an Administrator as well in order to get the Steam Overlay working... which is annoying.

Anyways, we reached level 4 and we're enjoying the game quite a bit. Eventually we'll likely be waiting for that new campaign in the works!
« Last Edit: February 18, 2014, 05:39:56 PM by Nicholas Steel »
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Flygar Stenen

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Re: A few questions
« Reply #1 on: February 18, 2014, 08:41:03 PM »
You can save in multiplayer, it is the same as in singleplayer, the host gets the savefile and then the others join host throught steam or IP!

Nicholas Steel

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Re: A few questions
« Reply #2 on: February 18, 2014, 09:33:16 PM »
Well we played to the 4th floor, quit the game and then returned to the game and it started us at the start on floor 1... There was no Save Game option anywhere that I or the host could see.
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Flygar Stenen

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Re: A few questions
« Reply #3 on: February 18, 2014, 10:39:13 PM »
The checkpoints are saves, also saves between floors!

Nicholas Steel

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Re: A few questions
« Reply #4 on: February 19, 2014, 12:07:15 AM »
Those are just checkpoints, I have a feeling there's something you think I know but in actuality, I don't know (Or you don't have a great understanding of english). How do you start a multiplayer game and resume from where you both last reached a checkpoint?


Edit 1: I think I've figured it out.
Edit 2: Nevermind. I figured out that it does save for Single Player but doesn't seem to offer any way to continue from a save game in multiplayer?

Edit 3: All I want is a way to choose/load a save game, continue it in a Private Multiplayer game and have my friend join me. Please provide a step-by-step process in achieving this.
« Last Edit: February 19, 2014, 12:29:14 AM by Nicholas Steel »
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Enjay

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Re: A few questions
« Reply #5 on: February 19, 2014, 03:21:11 AM »
You click the load button and load your multiplayer file just like any other save, and then you have your friends join you through the multiplayer "join" option.
Every time I post I get nervous because I feel like the devs are judging me.

Nicholas Steel

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Re: A few questions
« Reply #6 on: February 19, 2014, 12:27:51 PM »
Hmm, so the Load Game screen actually lists save games for both game modes and We just need to choose a Save Game that was made during a multiplayer session?

Question: Will it remember whether the game was a private multiplayer game or a public multiplayer game? Will it remember the Clients and their upgrades or will it simply give them the total cash collected so that they can then purchase the upgrades (Kinda annoying as I'll need to backtrack to vendors... but better then no save game at all)?
« Last Edit: February 20, 2014, 09:46:14 AM by Nicholas Steel »
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Nicholas Steel

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Re: A few questions
« Reply #7 on: February 20, 2014, 10:34:54 AM »
Finally got around to testing it out and indeed the Host is the only player that creates a Save Game and when the Host loads that Save Game they can press Escape to access the Admin Panel that will enable them to advertise the game online (Can make it private within this menu if you desire). Annoyingly it doesn't save the Clients money or vendor upgrade choices.

A solution to that would be to allow the Client to also create a Save Game at the same moments that the Host would create a Save Game, then when the Client joins an online game they can specify in the game lobby a Save Game to obtain information of their characters from! You can also somehow lock the Clients instance of the Save Game to only load when connecting to the Host running the same Save Game to avoid high level players invading low level games etc. (While retaining the existing option of entering a game with no upgrades and instead having lots of cash)

Anyways, any thoughts on the other items I mentioned in my original post?

Also, a request to have walls on the minimap to appear Translucent (Not Transparent) instead of completely opaque would be awesome.
« Last Edit: February 20, 2014, 10:40:16 AM by Nicholas Steel »
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Flygar Stenen

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Re: A few questions
« Reply #8 on: February 20, 2014, 12:11:16 PM »
I don't know if they have removed that bug, but if the host loads a savefile, and then saves, all players that was not online during that save, gets taken away from the savefile (stats, shop stuffs, deaths and so on), but as long as you just join instantly I think there should be no problem.

Btw, I might have some information wrong as of that it is my friend that hosts due to that my router for some reason wont allow hammerwatch (might be the same as with hosting minecraft servers).

Edit: Also, if the savefile thing happens, due to that the entire playerfile is removed you pick a new class with the basic color, wich can result in two players having the same color (kinda fun imo).
« Last Edit: February 20, 2014, 03:52:16 PM by Flygar Stenen »

Nicholas Steel

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Re: A few questions
« Reply #9 on: February 20, 2014, 02:40:02 PM »
A solution to that would be to allow the Client to also create a Save Game at the same moments that the Host would create a Save Game, then when the Client joins an online game they can specify in the game lobby a Save Game to obtain information of their characters from! You can also somehow lock the Clients instance of the Save Game to only load when connecting to the Host running the same Save Game to avoid high level players invading low level games etc. (While retaining the existing option of entering a game with no upgrades and instead having lots of cash)
Alternatively give each player a Unique ID and assign it to their choices/expenses. When a player with a character using the same Unique ID joins the hosted game, it uses the stored information.

Edit: Thanks for the warning Flygar, I'll keep it in mind.
« Last Edit: February 20, 2014, 02:52:45 PM by Nicholas Steel »
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Myran

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Re: A few questions
« Reply #10 on: February 20, 2014, 05:57:56 PM »
Finally got around to testing it out and indeed the Host is the only player that creates a Save Game and when the Host loads that Save Game they can press Escape to access the Admin Panel that will enable them to advertise the game online (Can make it private within this menu if you desire). Annoyingly it doesn't save the Clients money or vendor upgrade choices.

A solution to that would be to allow the Client to also create a Save Game at the same moments that the Host would create a Save Game, then when the Client joins an online game they can specify in the game lobby a Save Game to obtain information of their characters from! You can also somehow lock the Clients instance of the Save Game to only load when connecting to the Host running the same Save Game to avoid high level players invading low level games etc. (While retaining the existing option of entering a game with no upgrades and instead having lots of cash)

Anyways, any thoughts on the other items I mentioned in my original post?

Also, a request to have walls on the minimap to appear Translucent (Not Transparent) instead of completely opaque would be awesome.
It should save the state of the clients as well and assign players back to their old characters based on their name in the game, did you try this with a player who changed their steam name?

You can change the translucency of the minimap in Options->Game->Minimap opacity, or did you mean just the walls?

Nicholas Steel

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Re: A few questions
« Reply #11 on: February 23, 2014, 09:05:52 AM »
Finally got around to testing it out and indeed the Host is the only player that creates a Save Game and when the Host loads that Save Game they can press Escape to access the Admin Panel that will enable them to advertise the game online (Can make it private within this menu if you desire). Annoyingly it doesn't save the Clients money or vendor upgrade choices.

A solution to that would be to allow the Client to also create a Save Game at the same moments that the Host would create a Save Game, then when the Client joins an online game they can specify in the game lobby a Save Game to obtain information of their characters from! You can also somehow lock the Clients instance of the Save Game to only load when connecting to the Host running the same Save Game to avoid high level players invading low level games etc. (While retaining the existing option of entering a game with no upgrades and instead having lots of cash)

Anyways, any thoughts on the other items I mentioned in my original post?

Also, a request to have walls on the minimap to appear Translucent (Not Transparent) instead of completely opaque would be awesome.
It should save the state of the clients as well and assign players back to their old characters based on their name in the game, did you try this with a player who changed their steam name?
I was the client and when my friend (Host) started the game from the Saved Game he went in to the admin panel and I believe he tweaked some settings in there, when I (Client) connected to the game it started me off with just a bunch of cash and no upgrades. Perhaps my friend did something wrong when setting the game up? We hadn't changed Steam names or aliases and our character names were the same as when we had previously played together.

Perhaps you misunderstood when I said that it "Annoyingly it doesn't save the Clients money or vendor upgrade choices"? What I meant was it didn't save how much I had spent on upgrades (And by extension, that I had bought upgrades).


You can change the translucency of the minimap in Options->Game->Minimap opacity, or did you mean just the walls?
I do indeed mean the walls.
« Last Edit: February 23, 2014, 09:09:26 AM by Nicholas Steel »
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Flygar Stenen

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Re: A few questions
« Reply #12 on: February 23, 2014, 01:54:48 PM »
Did he possibly step on a checkpoint or go up/down a floor? For me and my friends that have been the cause of that "tons of money but no upgrades" thing.

Nicholas Steel

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Re: A few questions
« Reply #13 on: February 24, 2014, 06:38:57 AM »
Dunno Flygar, we'll test it out later today. Also forget what I said about the minimap, the translucency functionality I desire already exists so I am sorry for wasting your time with that. I'd still like to be able to move the map around without moving my character so that I can quickly get an overview of everything previously explored (Don't make it so this behaviour is always enforced when looking at the map, for gamepad users you could have them hold a button down or press the button to toggle to a mode where the DPad scrolls the map without moving the player for example).
« Last Edit: February 24, 2014, 06:41:45 AM by Nicholas Steel »
Windows 7 x64
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ASUS P6T Motherboard
Nvidia Geforce 560Ti Video Card
Auzentech Forte Soundcard