A major gameplay update for the Hermit Demo is coming in the next week or two!
Permanent Spellcrafting is on its way, with the first spells already implemented.
Summary from this week’s patch notes on Steam:
The next major update will include significant changes to spellcrafting, and many spells will no longer be consumed each time they are used (i.e., craft once, use forever)
These permanent spells will be powerful, one-off craftables with special magic abilities that can be re-used indefinitely without losing the item (with varying length of cooldown periods and/or some magic attribute pool cost, depending on the spell). Crafting them will require special drops from rare enemies.
Added support for magic ability cooldowns for spells that are reusable (not consumed each use, but have a cooldown timer between uses)
Added new 2D UI elements to the HUD for the cooldown functionality; active cooldowns will be displayed in the bottom right corner of the screen
Added a new spell type “Hand of Fate” that can be used to grab enemies from afar
The ‘Grotesque Hand’, required to craft the new spell, now drops from Pucas
The new spell shoots a projectile that, when hitting an enemy, will instantly grab them and move them close to the player (does not affect bosses / giants / trolls)
Made significant improvements to magic projectile spell targeting; spells will now be able to more accurately target enemies uphill/downhill and across much larger distances
Made changes to the demo map showing other cities that will be available in the full game when released
I’m working on the new June Newsletter, but for the moment some quick recent updates:
Added support for auto-detecting fullscreen resolution (in game settings)
The game now defaults to auto-detect resolution, which should resolve some issues for players that plug/unplug monitors between save games
The graphics settings menu is now restricted to showing only supported fullscreen resolutions, which should ensure that resolutions selected are always supported by players’ monitor
Take all now auto-closes inventories when the player successfully takes all items (inventory windows do not close if the backpack is too full for all items to be taken)
It’s been a while, so today I thought I’d do a quick post showcasing the latest game changes. There have been a number of major content updates released (some currently only on the Public Beta branch on Steam).
The July Newsletter for the game is also out! You can read about it on Steam below, but some quick highlights are in this post as well.
New Buildings & Architecture
The main objective of this month’s update was to significantly raise the bar for the quality of 3D art in the game, with a specific focus on improving the towns and villages.
This was a significant effort that has been underway behind the scenes for more than two months. Finally, late this month the 3D Production of the new building assets was completed and they were added to the game demo (replacing all of the old building structures in Gravenstaad, as the area has now been completely re-structured).
The result is a much more appealing look and feel for towns, with Gravenstaad in the Hermit Demo serving as the testing ground for the new look.
All houses have been rebuilt using a completely new set of modular housing static meshes, created in-house with Blender
Details were added to various other interior static meshes as well, including rugs and furniture
Other, older art assets have now been removed from the game
Gravenstaad has been re-built from the ground up with new buildings in every area
In addition to this, the new modular building components allowed for supporting much larger structures in towns and villages. Inns and Taverns are the main objective for these larger structures, and a new Inn appears in the Demo.
Finished work on 3D Production for building components of Inns, Taverns, and Distilleries
Added the Gravenstaad Inn to the Hermit Demo (already in today’s Beta build release)
On top of this, several other new buildings have been added. This includes new sizes and shapes of storefronts (some of which do not appear in the Demo).
Finished adding new abandoned building model templates
Using the new modular building materials, two new abandoned building prototypes were added to the Hermit Demo: One on the main road, and one near the river
Added new item spawns to support the two new abandoned house locations
Bear traps are heavy, expensive metal traps that deal damage and cause negative status effects
They can be purchased or found, and are deployed from the inventory by right clicking, or from the satchel by using the Tab quick-use wheel or hotkeys
Added a new scroll to the game: Recitation of Storage
The recitation of storage will summon a Donkey Totem to your location that allows you to access and put loot into the donkey while inside of dungeons or other restricted areas
The totem lasts for 120 seconds and then vanishes, and the scroll is consumed when used
For now, until a crafting recipe is available, it can be obtained from static dungeon spawns or loot chests/urns
The Gravenstaad city gates on the main road are now locked when a new game is started
Unlocking the city gate to access the city can be achieved in various ways
Other bug fixes/small changes in this update
Isolated the cause of the long-standing bug ‘clicking items drops them immediately’
To address this bug, alt+click to quick-drop items has been temporarily removed from the game until a permanent solution is implemented (it turns out this bug is caused by alt-tabbing, and is related to the interaction between this Windows functionality and the Game Engine)
In older builds of the Hermit Demo, the issue can be fixed immediately by just pressing L-Alt
Fixed more potential causes for the Donkey getting stuck in certain locations
Improved the functionality of skin tone selection in the character creator, with more options for hair colour, eye colour, etc. planned in the near future
Added a codex creature entry for Spectres
Spectres are now extremely resistant to physical damage
Renamed the game project files
SaveGames will now be saved in a new location (on windows, this will be in %appdata%\Local \HermitDemo)
One quest billboard poster has now been moved to the billboard at the Gravenstaad Inn
Finished work moving new building modules into streamed sublevels for performance optimization
Added a small Prison area beneath the Gravenstaad keep, to be expanded upon in a near-future update
Improved the load time of the Load Game menu by restricting the number of displayed savegames
A ‘show all saves’ button has been added in case players do want to view the full list of available save games
Added new obstacles, loot, and wind SFX on the ruined bridge
Supporting the Project
If you’ve been enjoying the Hermit Demo and want to help support the game, some things you can do to help support the project:
Consider leaving a positive review for the Demo Page if you enjoyed the game! It helps a lot, and allows me to focus more of my time on development rather than having to divert that time and energy toward marketing
Share the game Demo with friends, forums, Discord servers you know might enjoy it
Submit bug reports using the reporting tool: if you find an issue, let me know. I can’t reply to every report, but I do read them all and I make an effort to fix every issue that I can reproduce on my end
Thank you all for your continued support of the project!