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Hammerwatch > General Discussions > Topic Details
Doc Dec 18, 2013 @ 10:18pm
When playing multiplayer, cant keep upgrades after defeat.
When me and a friend were playing multiplayer over the internet and we were defeated at the first boss on hard, I reloaded the game as host, since I hosted the first time, and when he got in , All the gold I had spent on upgrades I still had. But he was stuck with just the amount of gold we'd collected throughtout act 1, and only a potion vendor to buy from, we are now stuck on the first boss because he is essentially level 1 everytime we load. Is there a way to avoid this so we can load with both of our upgrades in tow? Thanks!
Last edited by Doc; Dec 19, 2013 @ 3:06pm
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Art History Major Dec 19, 2013 @ 8:18pm 
first boss is easy. which class are u?
Doc Dec 19, 2013 @ 8:23pm 
It was our first run through the game so we didn't know his pattern, so naturally we got wrecked and we were warlock and paladin. But we were unable to beat it when one of us was level 1. we are also playing on hard.
MMMiguel Dec 20, 2013 @ 2:10pm 
I have the exact same problem here! I have the suspicion it is related to the latest patch (1.2), because beforehand we didn't have this problem.
AWE300 Dec 20, 2013 @ 4:41pm 
Same here! This is extremely annoying and makes the game completely unplayable!!

Why not just make the game keep multiple save files if the game keeps destroying them?

Or have a "vendor room" right in front of the boss of all the vendors to date...

Edit: This happens at boss #2 for us, btw. We start in the boss room, with 20k money and no upgrades whatsoever. Really annoying
Last edited by AWE300; Dec 20, 2013 @ 4:45pm
Mr.Myhre Dec 22, 2013 @ 1:12pm 
Exactly the same issue here. Annoying.
Doc Dec 22, 2013 @ 1:17pm 
Me and my buddy are shelving the game for now, its just not playable for us. Hopefully it'll get patched.
AWE300 Dec 22, 2013 @ 2:45pm 
Any news?
Mr.Myhre Dec 30, 2013 @ 4:47pm 
I don't think the Hammerwatch devs are any kind of handtool watching this thread.

I posted a link on their forums back to here.

Make a post on this thread aswell if you're so inclined: http://Hammerwatch Thread
Last edited by Mr.Myhre; Dec 30, 2013 @ 4:49pm
Randomsteve Jan 12, 2014 @ 10:19pm 
its really to bad this bug exists. Such an amazingly fun game to play, especially with friends. We've found that loading the game up and then saving, or pretty much doing anything but sitting still until every else joins can wipe their saves (I believe it pretty much just overwrites the save file completely). This isn't to big of a deal because as long as you just sit still wait for everyone to join in completely (I.E. not just the message but actually being able to see their Character) it loads up fine. However, we did have 1 wipe happen where my friend logged in but it never really logged him in 100%. It showed the join message and it showed his health but I couldnt see him and he couldnt see me, he relogged and when he joined back in again it had wiped his stats which sucked.

If any of the Devs happen to see this I have a few suggestions:

First off, make sure that when your calling the save parameters you don't completely overwrite the entire save file. Make a variable have it save the amount of money made, the pickups the players have picked up and all that, then when you make a save overwrite everything but the player data unless the player is currently logged in. This way if the host loads up the save and does some stuff it saves the overall progress and then when the other characters jump in it loads up their last save exactly the way it was accept for the checkpoint they spawn at. On log in have the game check the "pickups/money" variable of the character against what the main file is and have it update that characters balance correctly. This would mean that if a player jumped in after the host having played some with out him he would have all his previous skills and money, and he would be given his fair share of the money/pickups that had been obtained with out him.

Second, This is a more hackish solution but I think it would be far easier to implement and would solve the problem for the time being until a more elegant solution can be coded in. Add another crutch to the game that allows you to access any previously visited vendors from a menu screen where ever/ when ever you want. Make it so the crutch can be turned on and off by the admin of the game whenever needed that way if a wipe happens you can turn that on allow your friend to "respec" and then turn it back off. This would allow wiped characters to fix themselves and continue playing without breaking the balance of the game which I love so much, but it would still allow the people who have had the miss fortune of this character wipe to continue playing and enjoy the game.

Ultimately I think that the saving system needs to be entirely redone. I think that a master save file should be kept on the host that holds pickups and such in a constant variable while holding individual character saves in separate files across both the host and the client who actually uses that character. I think a master key should be assigned to each save file when it is hosted for the first time (Maybe a variation of the hosts IP would be easiest). When a client goes to log in the client game checks through their saves for that key, if it finds a save with the same key it grabs that starts logging in to the host and then checks the hosts pickup/money variable to make sure if it is the same, if its not it would do a simple math calculation deducting what the client has from the host and then adding the remainder to the client.

Overall this is an amazing game with great potential. It has a really good base engine in my opinion, snappy load times, sharp game mechanics, tight controls, and very satisfying game play.

in the long run I would like to see the few bugs the game has fixed, or at least patched to some extent. The priority of which is the saves and the current possibility of character wipes. But I would love to see more Acts designed, more levels, more bad guys, another boss or 2, and then maybe even the introduction of a new class or 2 once there is enough content to justify spending time balancing out new classes.

Tl:Dr If you don't have the time or care enough to read this entire post, don't bother. Mainly my ideas on the game and its future improvement. :)
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Hammerwatch > General Discussions > Topic Details
Date Posted: Dec 18, 2013 @ 10:18pm
Posts: 9