Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby Astarisk » Thu Dec 29, 2016 1:52 am

Granger wrote:Localised resources: please adjust respawn times to something reasonable and let them start empty. Also nerf ageless ice, maybe let it only work on one curio instead of the whole study. Claimed resource nodes could simply not refill.

While at it, break the ability to endless feed at max FEP using salt, eating should have limits so one can't instant-alt by feasting through a cupboard filled great hall.


On that topic, I feel that the act of taking a resource (even if unclaimed) should generate a red-handed debuff. Would combat all the people logging alts at resources (and even those who bot log-in). They should be a lot more risky to take.
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Re: Prelude: Happy New World!

Postby Beezer12Washingbeard » Thu Dec 29, 2016 1:54 am

on the one hand, awesome! I've been looking forward to this.

On the other hand, dammit! I just tamed my first horse and am 14 rope away from my first knarr. Oh well.

Love everything in the announcement except for the bit about the inventory space (haven't read the thread, it blew up, but I'm sure I'm not alone). Soon as I get a job I'm getting a sub and verifying anyway, but still. It'd be one thing if it had never been 5x5, but making it 5x5 and then taking it away and making folks pay for the extra row/column rubs me the wrong way. Would keeping it at 5x5 base inventory but still giving an extra row/column for sub/verify be OP?
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Re: Prelude: Happy New World!

Postby MadNomad » Thu Dec 29, 2016 1:57 am

MadNomad wrote:
loftar wrote:
infectedking wrote:lets go 8 village idols and unsiegable, gogogogo

You are quite free to suggest countermeasures. :)


set a minimal distance between idols to around 500 maybe?
it would still be possible to do such thing then but it would be more expensive and first step to get rid of it, if it doesnt work increase the distance even more.
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Re: Prelude: Happy New World!

Postby Granger » Thu Dec 29, 2016 2:02 am

MadNomad wrote:
loftar wrote:
infectedking wrote:lets go 8 village idols and unsiegable, gogogogo

You are quite free to suggest countermeasures. :)


set a minimal distance between idols to around 500 maybe?


Allow building claims over other claims only with permission, attacking a claim shield spreads unlimited through overlaps. Disallow building village claims with holes in them, disallow destruction of banners if that would create holes. Disallow personal claims crossing village borders (when build or extended), disallow personal claims to be overlapped by two villages and treat them as village claim when checking holes on banner building, disallow declaim if that would create a hole in the village (would need banners to be created to fill three gaps first).

Banners disconnected from the idol should cease to function immediately, with the ability to reconnect them to an idol (not necessarily the original one) or be destroyed by hand.
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Re: Prelude: Happy New World!

Postby DaniAngione » Thu Dec 29, 2016 2:05 am

If there is only one thing I can ask before a new world, can I please, please ask some form of encouragement/incentive for Realms to not be vaults but rather capital cities and kings to not be alts but rather actual, active characters?

I have my own silly ideas (like the realm could allow a new type of wall - stronger than any other - around it, encouraging it to be in the center of a capital/main village and not a hidden vault - and the king could provide a combat bonus to nearby subjects, encouraging people to actually have their king around in battle)
But I'm sure that you guys can come up with your own... but anyway, that's all I have to say about realms. Would love to see actual capitals and actual kings/queens for a change :)
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Re: Prelude: Happy New World!

Postby LadyV » Thu Dec 29, 2016 2:06 am

Sounds good. We have progressed enough to have a new world. Im excited to see what new things are coming next. :D
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Re: Prelude: Happy New World!

Postby Colin500 » Thu Dec 29, 2016 2:09 am

For the idol shields you could add a system like this:

If two village idols are too close to each other make them both enter into a "tribal war state" so that they lose their shield power everyday until:
1.Both lawspeakers get an option to "consume/connect" their territories to stop the war and start regaining shields which also makes one of the village idols disappear and all the villagers will join the second idol automatically, while lawspeakers get to choose which one of them lose their special privilege and become a villager.
2.Give an option for villages to fight for territory, part of it or whole. There could be a thing also for villages to surrender their claim which either (chosen by won side) exiles all of them and gives copies of keys to every gate to the winners or makes them all part of their conqueror. Also to reduce abusing that either make it so that the villages which are too far from your idol are harder to conquer (give bonus to stats while near enemy villager on your idol claim for example) or just allow us to create invisible for non-villagers traps that work only on our enemies.
3.In case of draining the whole shield, give lawspeakers ability to instantly consume the other village and regain small part of your shield so that the others can't do same to you.

There are endless possibilities to make that happen and make that happen even better (yay upgraded version of an idea!)
Last edited by Colin500 on Thu Dec 29, 2016 2:10 am, edited 1 time in total.
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Re: Prelude: Happy New World!

Postby mdsanta » Thu Dec 29, 2016 2:10 am

As we're talking, idealy, about somthing that can be done IN TIME before the reset...

Can we get Cisterns models BIGGER?
Like at least twice?

It is pathetic to see such a small thing to contain 20 barels of liquid
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Re: Prelude: Happy New World!

Postby whitepoint7 » Thu Dec 29, 2016 2:12 am

loftar wrote:I know I've written about this on multiple occasions, but I can't find it. It may have gotten lost in the Great Forum Deluge, so I guess I'll type it up again.

I would love to be able to make it possible to build canals and moats and stuff, but just basically being able to "place water tiles" would be far too simplistic (and quite retarded, too, in 3D terrain). That being so, I can't really think of a system that would be good but also not require a fairly complex system of fluid mechanics, which I am a bit loathe to implement, for various reasons (not least performance).



well we dont need a massive bridges , makeshift one build on water tiles suffice . it will be easily destoyable and only go for 10 tiles or something like that so raft still has its use in larger water body . this will help the use of cart and wagon or less river please . we dont need a ship or boat pass under the bridge right now , just saving the day enough .
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Re: Prelude: Happy New World!

Postby Adder1234 » Thu Dec 29, 2016 2:19 am

whitepoint7 wrote:well we dont need a massive bridges , makeshift one build on water tiles suffice . it will be easily destoyable and only go for 10 tiles or something like that so raft still has its use in larger water body . this will help the use of cart and wagon or less river please . we dont need a ship or boat pass under the bridge right now , just saving the day enough .
Image

I thought that ferrys could be added; basically two poles on either side of river, with a rope between them with a raft like craft attached to the rope. It could have a system where two platforms are attached to the rope, and as one ferry moves to the other side, the other goes to the opposite side. Like a well, it would use rope in amounts relative to the distance being crossed, like one rope per tile. And of course, other water craft can cross the rope without issue, which doesn't make much sense but it would work better than bridges. The ferry could move at walking or running speed. I couldn't find any pictures detailing what I have in mind, so I hope someone understands it.
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