Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Avu » Thu Jan 31, 2019 4:57 pm

jorb wrote:We've been developing, and here's what's new...


I will ignore nice things because I'm only human and that's what we do. I will bitch about the shit things and try to offer alternatives, I will praise the great things maybe, the things I'm unsure about I will approach as the whim leads me.

[*] Claim shields have been removed entirely, quite simply.
[*] Catapults and battering rams dry, initially in 24 hours, and then in 8 hours after repairs.
[*] 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.

Haven't experienced claim shield siege so fuck if I know if this is good or bad.
[*] Your claim will warn you on login if a siege machine has been set to dry within a hundred tiles of any point on it.

Does it work for village claim too?
[*] Added Visitor Gates. Normal gates no longer give the visitor debuff when entered. A player may, for Palisades and Brick Walls, choose to build a Visitor Gate instead of a normal gate. A visitor gate is indicated by two red flags, fluttering in the wind, ontop of it. Players entering through a Visitor Gate will receive a Visitor debuff, exactly as they normally would now. You cannot enter through Visitor Gates if you have an open combat relation.[/list]

Airlocks the village.


[*] When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out. Suggested here. The intention being that you opt in to both the abilities to attack and die at the same time.

I love this one. I will probably regret my love later when someone figures how to really break this but for now I love it.

[*] All Natural wonders will initiate as depleted, as will the Mandrake pool.

Good

[*] There is now decay in caves, albeit only about 1/10th of what it is in the overworld.

I don't mind this too much as long as you give us a replacement for cupboards, same size same fooprint.
If it affects mine supports it will be interesting I guess we'll plant mushrooms for the stuff we really care about.

[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.

Can still drink to remove the weariness? Slows down early game but potentially stops combat alts travelling, either that or will be completely useless will see.

[*] Charter stones do not work over deep ocean.

Interesting experiment we'll see how it pans out. Lots more water travel for sure.
[*] Moved travel weariness from trait Charisma to trait Will. You can travel further with increased Will.

Give more Will foods, also any extra stats needed for combat chars is good, makes them be more on par with crafters and and hermits in their need of balanced stats.

[*] Roads block themselves, and can't be built in a weird line that can't be followed by foot.

Fucking roads man. Does that mean no more roads that cross any kind of water? Or what does it mean?
[*] Belts can't be held and used while in an inventory, but are significantly more generous in what they hold.

No idea what this means (probably pvp abuse) but the more tools I can hold the better.

[*] Mine supports, except for Tower caps, are damaged every time they prevent a cavein.[/list]

Domino cave-ins? Guess mushrooms are a must now to keep your dwarven empire safe.

[*] If your highest base attribute is lower than, or equal to, the quality of a symbel item, you get the full effect of that symbel item, and otherwise the effect of the item diminishes the higher your highest base attribute is above the quality of the symbel item.

how much?

[*] The effect of the symbel fire has been significantly reduced.

how much?

[*] Most foods only satiate one food category
[*] Food items generally only satiate food categories to which that food item itself belongs..

good
[*] Satiations heal naturally in about one ingame day, this instead of the old effect of healing the lowest satiation whenever you had four satiations below 50%.

Should slow down fep intake a bit but it depends on how much nerf is on the symbel

[*] A food item affected by several satiation categories only counts the most satiated one among those categories, this instead of using the product of all such categories.
[*] Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.

Better late than never

[*] Adjusted the multipliers from the hunger level, and they are now, from Ravenous to Overstuffed: 3, 2, 1.5, 1, 0.9, 0.75, and 0.5. You will, thus, never eat at worse than a 50% penalty due to hunger level.

300%.........
[*] Looked over all food items in the game (you're welcome) and buffed all foods that have not been used (we checked), or have seemed undercosted relative their complexity. No clue if good, but at least different.

You guys rarely have a correct apreciation on how hard or easy ingredients are to mass produce so you fuck up recipes due to that. Let's hope this is a step in the right direction.

[*] Base effect of pepper lowered from 50% to 25%.
[*] Peppered foods now have a chance to give you a Bum Burn wound.

Hated pepper since it was introduced, I hear people botted it anyway, they'll still bot it. Maye if their ass burns enough from the new wound it might temper the enthusiasm.

[*] Removed the death bonus from Credos.

While a good idea you need to implement methods to lower the reqyuirments when stacking many.

[*] Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.

I don't mind the cap I mind that again we're having even more nodes being obscured. Instead of allowing harthlings to discover nodes without having pure and simple dumb luck. Been asking for making node quality visible for years and you do the oposite...

[*] Natural quality fields cover larger areas.

Should be a good thing I guess.

[*] Cheese racks soft cap quality of cheese.

Fuuuuck, you never made cheese have you jorb, not like real people have, making trays every couple of weeks was cancer , now it's terminal and worse they won't even match colors, this is horror

[*] The base growth speed of crops has been lowered.

Ugh, even longer early game

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

No just no. Especially without a way to tell how long it would take, give us 100% accuracy estimate tool and I'll consider it though it will still be shit for silk and other important trees that you can't replace.

[*] You can no longer pick any fruits or nuts from trees or bushes when they aren't fully grown, as it were in Legacy.

This is probably good, should give some flexibility. Still needs looking at some trees that have too few seeds.

[*] All tree/bush produce is now quality modified with the growth stage of the tree/bush.[/list]

A hassle to keep the shit mulberry leaves from the good but we'll manage.
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Re: Prelude, pt. II: World 11 Changelog

Postby azrid » Thu Jan 31, 2019 5:00 pm

NOOBY93 wrote:Local markets won't redeem the fact that people won't interact with each other almost at all.

I will sail to your island and harass your hermit friends.
Don't worry about player interaction.
You looking for any other kind of interaction? I can offer what you seek for the right price.
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Re: Prelude, pt. II: World 11 Changelog

Postby discospaceman » Thu Jan 31, 2019 5:03 pm

tetradigem wrote:
jorb wrote:
tetradigem wrote:whats so damn hard about saying that instead of assuming i remember the specific name for something almost nobody actually uses at any point in their lives?


What's so hard about using google? Or about not cursing like a sailor when you're new on the forum?

except that im not new, this is just a new account. oh snap. on a forum where half the users do in fact "curse like sailors". why dont you seem to have any issue with the last few posts being literally just people shit talking me, but you have some issue with my "attitude" which here you equate to my choice of words? get your shit together son. you wanna cater to pussies then do it correctly.


Post on your old account or gtfo. Nobody on either side of any of these changes likes or agrees with you
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 5:10 pm

@jorb: looking at and buffing some foods or curiosities is futile, please do an approach that would actually work:

Curiosities and Delicacies

As we all want well rested turn the math of boredom and sane satiationsaround by nerfing all food and curios by a division by four, that's the new normal. Then track all consumed curiosities and food items in two FIFO queues, length scaled by total LP and FEP of the character, let the mechanic give a x3 buff when an item is not in the queue when being consumed (it being a rare curiosity or delicacy), scaling down with the more of them in the FIFOs to x1.

There, done:
All characters would be highly motivated to have an as diverse as possible diet to get the multiplier as high as possible.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 5:11 pm

Avu wrote:
[*] There is now decay in caves, albeit only about 1/10th of what it is in the overworld.

I don't mind this too much as long as you give us a replacement for cupboards, same size same fooprint.
If it affects mine supports it will be interesting I guess we'll plant mushrooms for the stuff we really care about.

Aren't you kind of missing the point here?

Avu wrote:
[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.

Can still drink to remove the weariness? Slows down early game but potentially stops combat alts travelling, either that or will be completely useless will see.

God I hope not, travel weariness was utterly pointless when you could just drink it away with a glass of wine.

Avu wrote:
[*] Charter stones do not work over deep ocean.


Interesting experiment we'll see how it pans out. Lots more water travel for sure.

Agreed, especially if they make tunneling under the ocean impossible.

Avu wrote:
[*] Roads block themselves, and can't be built in a weird line that can't be followed by foot.

Fucking roads man. Does that mean no more roads that cross any kind of water? Or what does it mean?

I didn't think of that, but I certainly hope so.


Avu wrote:
[*] Mine supports, except for Tower caps, are damaged every time they prevent a cavein.[/list]

Domino cave-ins? Guess mushrooms are a must now to keep your dwarven empire safe.

Kinda wish it applied to tower caps too, personally.

Avu wrote:
[*] If your highest base attribute is lower than, or equal to, the quality of a symbel item, you get the full effect of that symbel item, and otherwise the effect of the item diminishes the higher your highest base attribute is above the quality of the symbel item.

how much?

[*] The effect of the symbel fire has been significantly reduced.

how much?

Trial and error, figure it out. I figure that's the point.

Avu wrote:
[*] Adjusted the multipliers from the hunger level, and they are now, from Ravenous to Overstuffed: 3, 2, 1.5, 1, 0.9, 0.75, and 0.5. You will, thus, never eat at worse than a 50% penalty due to hunger level.

300%.........

Not sure how I feel about this, but it isn't entirely positive.

Avu wrote:
[*] Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.

I don't mind the cap I mind that again we're having even more nodes being obscured. Instead of allowing harthlings to discover nodes without having pure and simple dumb luck. Been asking for making node quality visible for years and you do the oposite...

Anything that makes foraging a specialized skill, including obfuscating quality nodes so that those who know where the good stuff is know it through trial, error, and effort, is good by me. Same with hunting.

Avu wrote:
[*] The base growth speed of crops has been lowered.

Ugh, even longer early game

Thank goodness for that.

Avu wrote:
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.

No just no. Especially without a way to tell how long it would take, give us 100% accuracy estimate tool and I'll consider it though it will still be shit for silk and other important trees that you can't replace.

Yes... Just yes... Now do it to crops.

Also? There's this thing called trade. This just incentivizes it. Find areas of the world where silk is produced because mulberry trees grow quickly and trade with them.

Avu wrote:
[*] You can no longer pick any fruits or nuts from trees or bushes when they aren't fully grown, as it were in Legacy.

This is probably good, should give some flexibility. Still needs looking at some trees that have too few seeds.

Given the abundance of mulberries you can get from a tree, I can't think of a single reason trees shouldn't all give an abundance of seeds. Any thoughts?



Granger wrote:@jorb: looking at and buffing some foods or curiosities is futile, please do an approach that would actually work:

Curiosities and Delicacies

As we all want well rested turn the math of boredom and sane satiations around by nerfing all food and curios by a division by four, that's the new normal. Then track all consumed curiosities and food items in two FIFO queues, length scaled by total LP and FEP of the character, let the mechanic give a x3 buff when an item is not in the queue when being consumed (it being a rare curiosity or delicacy), scaling down with the more of them in the FIFOs to x1.

There, done:
All characters would be highly motivated to have an as diverse as possible diet to get the multiplier as high as possible.


This is sanity, this is genius, this is a good plan. Do it.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Thu Jan 31, 2019 5:14 pm

jorb wrote:
Mafious wrote:jorb pls confirm, destroying supports can trigger cave ins that destroy other supports?


Theoretically, yes.


you are aware that this means you can destroy an entire mining system or underground base at the cost of triggering just 1 cave in?

damage enough supports bring down 1 support and watch as everything around you gets rekt ¦]
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Prelude, pt. II: World 11 Changelog

Postby Nizuto » Thu Jan 31, 2019 5:17 pm

Interesting changes but some of them don't really fix anything on the long run. For example the food and crop changes, all it does is slow down the growth of characters, but it doesn't stop people from attaining godly stats given enough time. Seems like a duct-tape kind of fix for worlds that last less than a year. Is that the plan?
In my opinion the formulas that affect a character's overall power should be tinkered with. I don't know exactly what can be done but I have a feeling that the way the current formula and its current milestones of power (10,40,90,160,250 etc.) need some change. Well, this along with the combat.

If you're a fan of duct-tape type of fixes I have one more to add to the pile: certain stats if they are too high compared to others give you some penalty. So for example if your constitution is way lower than your strength, your body cannot handle all that muscle mass properly and it starts to affect your agility and intelligence negatively. Things that make players equalize their stats to a certain degree instead of focusing purely on one thing and mass produce alts that have one single purpose.

The Rage change seems to favor hermits that just want to play in peace, however there seems to be elements that don't connect to Rage such as Theft. So this means I can be the greatest thief and destroy someone's base without the fear of losing my character in the process? Is this intended?
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Re: Prelude, pt. II: World 11 Changelog

Postby wonder-ass » Thu Jan 31, 2019 5:20 pm

Granger wrote:@jorb: looking at and buffing some foods or curiosities is futile, please do an approach that would actually work:

Curiosities and Delicacies

As we all want well rested turn the math of boredom and sane satiations around by nerfing all food and curios by a division by four, that's the new normal. Then track all consumed curiosities and food items in two FIFO queues, length scaled by total LP and FEP of the character, let the mechanic give a x3 buff when an item is not in the queue when being consumed (it being a rare curiosity or delicacy), scaling down with the more of them in the FIFOs to x1.

There, done:
All characters would be highly motivated to have an as diverse as possible diet to get the multiplier as high as possible.


this idea is actually pretty nice. this way even shit curios become good curios.
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Re: Prelude, pt. II: World 11 Changelog

Postby linkfanpc » Thu Jan 31, 2019 5:28 pm

Mafious wrote:
jorb wrote:
Mafious wrote:jorb pls confirm, destroying supports can trigger cave ins that destroy other supports?


Theoretically, yes.


you are aware that this means you can destroy an entire mining system or underground base at the cost of triggering just 1 cave in?

damage enough supports bring down 1 support and watch as everything around you gets rekt ¦]


I'd say we need a way to counter that, but some far part of my brain says it would be really awesome. :twisted:
Total misplay.
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Re: Prelude, pt. II: World 11 Changelog

Postby Hrenli » Thu Jan 31, 2019 5:30 pm

linkfanpc wrote:I'd say we need a way to counter that


Towercap.

but some far part of my brain says it would be really awesome. :twisted:


Yep. :)
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