Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 9:53 am

Any way we could get drying times for claims the first 24-48 hours of a new world decreased or removed? We're all going to be actively playing, anyway, but 8 RL hours on top of the couple it's going to take for some to get Yeomanry seems like a bit much to ask. It's not like anyone is going to be forcibly removing anyone else's claim, anyway, due to lack of STR after the totem starts drying more than an hour or two. It's just a convenience request.

An aside, the actual time could just be lowered in general to 4 hours. Maybe that's not enough time to remove troll claims (without vandalizing)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Prelude, pt. II: World 11 Changelog

Postby RickyRio » Thu Jan 31, 2019 9:56 am

300% fep bonus seems like it might just be too strong for food

I dont really see how metal spiraling is nerfed here? could someone explain what changes here nerf it.
Edit: I say this because you still have the % increase "crit" which will eventually get out of control regardless of anything else, although I guess the fuel bug fix helps reduce the speed by massively increasing highQ fuel costs.

I am not sure if the wall changes mean palisades are hand bashable again or not, though what little math I have run you would need thousands of str to be able to even start out pacing the repair speed.
Edit:
jorb wrote:[*] Brick walls have 10000 health, 50 soak, and can be repaired for 500 health every two hours.
[*] Palisades have 2500 health, 30 soak, and can be repaired for 250 health every two hours.

Do you have to actively repair walls under seige? or is it regeneration. If its not regeneration, if not you only need about 2200 str to start being able to hand damage brick walls with a sledgehammer... That is if im understanding this right and not just a stupid noob.

I have to agree that Credo scaling should be addressed somehow, as it gets absolutely ridiculous even after just a few credos.
RickyRio
 
Posts: 93
Joined: Sun Apr 18, 2010 6:43 pm

Re: Prelude, pt. II: World 11 Changelog

Postby replikant8 » Thu Jan 31, 2019 10:09 am

I appreciate changes to archers but yeah, can't say much about it when you can't see the %'s for it.

Credo change is just awful, you like people's suffering, right? Well it sure won't make more people stay and the people who are the most affected are noobs.

Travel weariness having will instead of charisma? Just why? Nothing needed changing here.

Making cheeseracks softcap cheese quality... I don't think making it more tedious is the right direction in nerfing food.

As for the changes regarding quality of stuff, everyone will be in the same boat so I think it's not as bad but I do see quality raising being more unrewarding now...

I'm not particularly optimistic for the changes as a whole, like unnecessary addition of the tedium factor... I don't think you took into consideration how boring doing all this stuff is, if anything it will make even more people quit. But we'll see.
Last edited by replikant8 on Thu Jan 31, 2019 12:19 pm, edited 1 time in total.
Discord: Niklot#3126
User avatar
replikant8
 
Posts: 90
Joined: Fri Jul 08, 2016 8:36 pm

Re: Prelude, pt. II: World 11 Changelog

Postby Uriel » Thu Jan 31, 2019 10:16 am

I like all changes, great job.
User avatar
Uriel
 
Posts: 735
Joined: Fri May 28, 2010 5:00 pm

Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 10:16 am

RickyRio wrote:Do you have to actively repair walls under seige? or is it regeneration. If its not regeneration, if not you only need about 2200 str to start being able to hand damage brick walls with a sledgehammer... That is if im understanding this right and not just a stupid noob.

I'm pretty sure that I'm 100% right that you have to manually repair with materials. there hasn't been any regeneration of anything other than magic shields in the past.

And there was no mention of hand breaking walls. It's been discussed over the last six to twelve months, but so far nothing has come of it. If this is one of jorb's stealth updates, there's going to be a lot of upset players that they weren't informed. Brick walls haven't been bashable since w3. They thought that was a silly concept, I guess, and removed it when w4 started.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Prelude, pt. II: World 11 Changelog

Postby RickyRio » Thu Jan 31, 2019 10:26 am

MagicManICT wrote:I'm pretty sure that I'm 100% right that you have to manually repair with materials. there hasn't been any regeneration of anything other than magic shields in the past.

And there was no mention of hand breaking walls. It's been discussed over the last six to twelve months, but so far nothing has come of it. If this is one of jorb's stealth updates, there's going to be a lot of upset players that they weren't informed. Brick walls haven't been bashable since w3. They thought that was a silly concept, I guess, and removed it when w4 started.


Taking a look at the wiki, the HP/soak are the same as they used to be the only change here is that the walls can only be repaired so much per two hours. Assuming that nothing else has changed from last world, palisades would not be made newly bashable I think. So that answers my other question unless otherwise stated. Thanks for the reply.
RickyRio
 
Posts: 93
Joined: Sun Apr 18, 2010 6:43 pm

Re: Prelude, pt. II: World 11 Changelog

Postby wonder-ass » Thu Jan 31, 2019 10:30 am

oh god you nerfed water in belts but didnt do anything about how ridiculous sprint drain on stamina is... pls jorb balance sprinting and running
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

Re: Prelude, pt. II: World 11 Changelog

Postby aemaru08 » Thu Jan 31, 2019 10:31 am

So, how will decay affect cave-hermit life?
There's any way to prevent the decay of an underground settlement and/or cupboards outside homes?
Looking for hermits to join my w10 Hermit Team
User avatar
aemaru08
 
Posts: 108
Joined: Tue Mar 29, 2011 7:09 pm
Location: Spain

Re: Prelude, pt. II: World 11 Changelog

Postby Saxony4 » Thu Jan 31, 2019 10:34 am

aemaru08 wrote:There's any way to prevent the decay of an underground settlement and/or cupboards outside homes?

A personal claim?
loftar wrote:git da mony
User avatar
Saxony4
 
Posts: 1800
Joined: Mon Mar 12, 2012 2:38 am
Location: Saxonia

Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 10:34 am

I've been thinking several hours about the siege changes, and though I'm not experienced, I have the basic strategies of what should be done. I think there's a lot of fuss over it. This really does look just like w7 raiding: build a ram, protect it or leave it. The difference is the defenders get notification of it. Going to have to agree that there should be a "protected" period where someone can't just sneak out and get rid of the drying ram while the attackers are offline, mostly because I want to see the conflict, not hearing about how it was 3-4 days of players offline harassing the other side. I understand the complaints of time zones and such, but that's the nature of a global game. Everyone else is on a different time zone than you.

We will be seeing multiple wall layers again. That's a shame at some levels, as it's more wasted space. The world might be big enough to accommodate for it, though.

@jordancoles: don't think I saw anyone answer your question about the notification. The way I read it, it's anywhere within 100 tiles of the claim, so the claim doesn't have to be extended, but an extended claim would give an even bigger notification area. If you and a neighbor are close enough, I suppose you both will get notification.

For those complaining about the camping process.... well, if I, the noob, can see through this, then what's the problem? Give a bit more foresight to your work rather than just deciding "hey, I want to raid that spot tomorrow!" And put a little more thought into responses to changes other than knee-jerk reactions.

As for the "visitor gate," I really dont' see anyone using these other than markets or people that set up open to the public areas in a village. If anyone can come up with a way to abuse these, then it should be reported immediately.

But maybe I'm just too much of a combat noob to comment on siege changes. /shrug

wonder-ass wrote:oh god you nerfed water in belts but didnt do anything about how ridiculous sprint drain on stamina is... pls jorb balance sprinting and running

Well, everyone will have the same amount of water available... unless you want to carry a bucket with your sword? While I appreciate the stamina and running bit, I've found the drinking on the fly a bit... retarded. Ever see a marathon actually drink while running? Nope. Why? they just puke it up.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Meta [Bot], Python-Requests [Bot], Yandex [Bot] and 2 guests