Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby MightySheep » Thu Feb 18, 2016 4:11 pm

jorb wrote:Added Wilderness Beacon. Build it. Give it a name and it starts burning. It lasts for an hour before it is destroyed. If someone spawns by it it is destroyed. Updated OP.

If alt chaos ensues I'm nuking random bases. j/k

wtf some of us enjoy walking for 10 hours, why are u ruining my immersion
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Re: Game Development: Prelude pt. II

Postby strpk0 » Thu Feb 18, 2016 4:12 pm

jorb wrote:Added Wilderness Beacon. Build it. Give it a name and it starts burning. It lasts for an hour before it is destroyed. If someone spawns by it it is destroyed. Updated OP.

If alt chaos ensues I'm nuking random bases. j/k


You are awesome.
inb4 beacon requires fukken sprucecaps in the recipe
Last edited by strpk0 on Thu Feb 18, 2016 4:16 pm, edited 1 time in total.
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Re: Game Development: Prelude pt. II

Postby sabinati » Thu Feb 18, 2016 4:12 pm

jorb wrote:I forgot to mention, btw: We halved the stamina costs for digging soil. Updating OP.


now do the same for chopping trees, thanks in advance
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Re: Game Development: Prelude pt. II

Postby ven » Thu Feb 18, 2016 4:12 pm

jorb wrote:We just figured that since it takes, what, 20 odd minutes as the crow flies to cross the map, it wouldn't be that big of a deal.

Haven confirmed moba.
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Re: Game Development: Prelude pt. II

Postby linkfanpc » Thu Feb 18, 2016 4:13 pm

So...no optimizations?..no..It cant be!..NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

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Re: Game Development: Prelude pt. II

Postby DamJNeT » Thu Feb 18, 2016 4:13 pm

THANK YOU JORB !!!

I'll be able to hook my mate to this game again now xD
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Re: Game Development: Prelude pt. II

Postby sabinati » Thu Feb 18, 2016 4:14 pm

jorb wrote:
lachlaan wrote:I believe his first concern was with spawning all over the place, then having to walk to meet up for ages.


Ok. That has nothing to do with alts. We just figured that since it takes, what, 20 odd minutes as the crow flies to cross the map, it wouldn't be that big of a deal. Will consider hacking in a temporary charter stone for the purpose. We went with global spawning to distribute players better and avoid a wasted center.


20 minutes to walk 25k tiles? what
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Re: Game Development: Prelude pt. II

Postby Robben_DuMarsch » Thu Feb 18, 2016 4:16 pm

Good changes Jorb.
An individual shield for every claim will likely need to be revisited though.
Last edited by Robben_DuMarsch on Thu Feb 18, 2016 4:17 pm, edited 2 times in total.
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Re: Game Development: Prelude pt. II

Postby Granger » Thu Feb 18, 2016 4:16 pm

jorb wrote:Additional soak/HP values for relevant objects. Updating OP.

Milestone and other road objects, please?

jorb wrote:If the private claim is broken then the village shield will not protect that underlying plot instead.

Declaiming the privat plot fixes that?
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Re: Game Development: Prelude pt. II

Postby Sevenless » Thu Feb 18, 2016 4:16 pm

jorb wrote:Added Wilderness Beacon. Build it. Give it a name and it starts burning. It lasts for an hour before it is destroyed. If someone spawns by it it is destroyed. Updated OP.

If alt chaos ensues I'm nuking random bases. j/k


Thank you jorb. This is really appreciated.

Edit: Unless it requires something ridiculous of course. We'll see XD
Last edited by Sevenless on Thu Feb 18, 2016 4:18 pm, edited 1 time in total.
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