Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby viznew » Thu Apr 27, 2017 12:01 am

loftar wrote:
viznew wrote:wish was like in set postion not pick up

Isn't that exactly how it is?


when i run over it thay dissapper, id like say theres a never dissappering patch of grass never know if someone hiding waiting to ambush whould be a caution zone but now no warning its not bad now just saying, and yes plz a limit the curios im seeing are scary
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Re: Game Development: Runs Like Wind

Postby neoblackheart » Thu Apr 27, 2017 12:01 am

"Red-handed" now instantly becomes "Outlaw" if you are knocked out, allowing you to hearth home, and the like.


So i can get red handed and go get knocked out by a boar and not have red handed anymore? neat.
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Re: Game Development: Runs Like Wind

Postby FictionRyu » Thu Apr 27, 2017 12:01 am

Seems like the curio melding has quite a few issues that weren't thought of...

DaniAngione wrote:Uh-oh... Curio thing seems like a Pandora box :|

+1
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Re: Game Development: Runs Like Wind

Postby azrid » Thu Apr 27, 2017 12:02 am

Quick everyone make OP curios before jorb changes it!
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Re: Game Development: Runs Like Wind

Postby Longshanks87 » Thu Apr 27, 2017 12:02 am

LoooooooooooooooL
please leave it alone for just one day hahahahahahaha
reset upon crash for us but please leave it be for just one day hahahahahaha
Shanked..
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 12:03 am

Jebus that's broken. I kinda figured it would be something like 50% increased LP gain of the difference between the current meld and 150% or something.

100>125>132.5>141.25... etc
Last edited by Sevenless on Thu Apr 27, 2017 12:04 am, edited 1 time in total.
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Re: Game Development: Runs Like Wind

Postby bamump2k9 » Thu Apr 27, 2017 12:03 am

the biggest crab claw to ever exist- it must be done
The sum of my experience is comprised up of more skeletons on my own claim then alot of you guys have wood blocks invested in your wall. But even though these skeles show i am a bad player- i still strive to continue through this vile territory in the hopes that one day i will have an army big enough to find you and murder all you know
xoxo ~bamump
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Re: Game Development: Runs Like Wind

Postby Redlaw » Thu Apr 27, 2017 12:03 am

I love the melding idea, but it should have a limit like 10 divided by the melders will (so 10 will means no melding. 20 will means you can meld two curos ect...)
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Re: Game Development: Runs Like Wind

Postby Kaios » Thu Apr 27, 2017 12:04 am

loftar wrote:
viznew wrote:wish was like in set postion not pick up

Isn't that exactly how it is?


Is it? I think he means that they should re-appear in the same spots you found them at originally or stay in those spots and don't disappear idk which. The few minutes I had of trying them out makes it seem like they randomly appear which is fine to me though.

Also I too think these mega curios plus icicle combination will be way overpowered and no the experience cost isn't that large of a concern for kingdoms.
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Re: Game Development: Runs Like Wind

Postby Muffet » Thu Apr 27, 2017 12:05 am

jorb wrote:
Thedrah wrote:can there be a limit to melding like sqrt(will/10) or lore? this seems too much


Not a bad idea!


No! Very bad idea!
Though i can make use of my 100 Lore besides 2 or so things haha
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