Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Myrgard » Thu Jan 31, 2019 12:45 pm

ok, I'll ad my 2 pec to the ranting.

Partial return of permadeath and removal of shields fells like the return to the mechanics of legacy haven.

I can already see the legion of clues noobs who buy rage and get killed :)

The fuel bug is something that we're going to miss , as is creedo suicide, both mechanics had their place in the game and I don't see it a good thing that they are removed.

We are going to have a slower q growth which is neither here nor there but the food alterations will change nothing as the faction fighters will still be head and shoulders above everyone else and there will still be 5 or 10 best food's in the game, they just might be different from the ones in w10... and the old osc/mbc/pepper mix will still get a char to the high thousands in combat stats.

A few side effects of the changes I can see already:

- with no shield base claims will be as large as they can possibly get, I mean dozens to hundreds of minimaps.
- bases will now have around 5 walls for hermitages and 10 to infinity for faction capitals (give us half a year and the layer cake of shields that quite storm had will look like a test run for the new base).
- for a single wall there will be no point to use anything else than a wrecking ball.
- we'll have the old effect of ALL the land based localised resources being claimed.
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Re: Prelude, pt. II: World 11 Changelog

Postby popfor » Thu Jan 31, 2019 1:00 pm

honestly im really happy with more legacy geared changes, it makes everything feel much less safely uniform. I think the issue with the current idea of 24 hour cooldown on siege machines is that its coupled with an automatic notification on claims, i understand how this makes up for patrol bots, however there was a time when you could break into someones base just by exploiting their own laziness to examine their walls, and the time it takes them to notice such things should naturally be to the offensives favor. If youre seiging a perimiter wall (2nd wall being 1 rendering instance away from the main villiage) of a large villiage that isnt being patrolled, i think you should be able to take it out smoothly. In contrast, a hermit on a smaller plot of land would probably be very quick to notice the attack. To me it feels as if this change isnt favoring the balance of power, but is instead just a crutch for the lazy that nerfs obvious tactical flaws
Last edited by popfor on Thu Jan 31, 2019 1:02 pm, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby ErdTod » Thu Jan 31, 2019 1:00 pm

What's on the screenshot of W11?
There are some rock-like stumps, penile fruits on a tree, a flower of some kind and something really big in the back. We will find out tomorrow, but anyone up to some speculations? :)
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Re: Prelude, pt. II: World 11 Changelog

Postby Glorthan » Thu Jan 31, 2019 1:04 pm

The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.

Might be cool if crop growth, and maybe(?) tree growth modifiers were per continent. Also continents might be limited in other items, eg fish types available, some non-essential herbs used in recipes, even though garden pots kind of negate this.

Anything to get those larpy intercontinental merchant routes going ;)
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Re: Prelude, pt. II: World 11 Changelog

Postby ErdTod » Thu Jan 31, 2019 1:06 pm

I had a thought about siege:
- Historically, during sieges cities were closed behind their walls, and sometimes attackers would go for starving inhabitats to death. Because opening the gate for that city would mean letting in the attackers.

So what if every time a gate (of palisade wall and up) is opened on a besieged claim, drying time for siege machines is reduced? This would buff offenders, and make a siege feel more like a siege - i.e. the village would need to gather forces and counterattack at once.
(However, though, I've never participated in any siege, so IDK if that's any good)
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Re: Prelude, pt. II: World 11 Changelog

Postby Sollar » Thu Jan 31, 2019 1:08 pm

Jorb, will there be new hats in place for subscribers? I wanna renew my sub and I'd like to get something else than same ol' bycicle helmet. Thanks
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Re: Prelude, pt. II: World 11 Changelog

Postby rhzk » Thu Jan 31, 2019 1:14 pm

Lunarius_Haberdash wrote:We need to have Knarr teleportation removed when it has cargo. Otherwise, we are dealing with a situation where instead of waterborne raiding being possible, we're going to have empty Knarrs traveling to pick up goods from a friendly port, and hearthing home. Instead of really traveling to trade, people will send on Knarr one direction, one Knarr the other, and teleport home to their docks.

Please make it impossible for Knarrs to teleport home with a full cargo so we can have piracy be a thing.

This! We need pirates! :D
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Re: Prelude, pt. II: World 11 Changelog

Postby Hrenli » Thu Jan 31, 2019 1:23 pm

Sollar wrote:Jorb, will there be new hats in place for subscribers? I wanna renew my sub and I'd like to get something else than same ol' bycicle helmet. Thanks


Get a bobby helm instead.

What we really need is a special W11 launch patch hat (or several). Riot otherwise.
Too old to rock-n-roll, too young to die.
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Re: Prelude, pt. II: World 11 Changelog

Postby popfor » Thu Jan 31, 2019 1:31 pm

Sollar wrote:Jorb, will there be new hats in place for subscribers? I wanna renew my sub and I'd like to get something else than same ol' bycicle helmet. Thanks

wow check ur privilege, at least let jorb know that u think hes pretty or something to make him swoon
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my avatar is stolen without permission
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#badboysclub
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 1:38 pm

Sollar wrote:Jorb, will there be new hats in place for subscribers? I wanna renew my sub and I'd like to get something else than same ol' bycicle helmet. Thanks


There will be new hats for the launch of w11 probably
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