Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby KitsuneG » Thu Jan 31, 2019 6:45 pm

GamingRAM wrote:I like the idea of certain locations impacting the growth speeds of trees. One step closer to climates and regional benefits.

Perhaps a smaller effect can be applied to crops as well?


It is in game for the whole world 10. For crops i mean. They are just messed with farmer credo, hives and realm growth speed bonuses, but it is - 100%.
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Re: Prelude, pt. II: World 11 Changelog

Postby Tamalak » Thu Jan 31, 2019 6:49 pm

Somewhat minor change, but I would love it if the new world started with the hunger bar at 'satiated' rather than 0% ravenous so the early game wasn't dominated by bringing my character to the brink of starvation so I don't waste that precious one-time ridiculously huge FEP buff.

Later on it would have to be lowered to 0% ravenous for new characters, otherwise that would incentivize creating alts that you 'might' want weeks in advance.
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Re: Prelude, pt. II: World 11 Changelog

Postby gunterman9 » Thu Jan 31, 2019 6:53 pm

Take me in W11 My free time is ready.
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Re: Prelude, pt. II: World 11 Changelog

Postby csgirl504 » Thu Jan 31, 2019 6:58 pm

jorb wrote:[*] 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]


Great. So essentially people can camp outside of CF and assassinate newbs & hermits who will have no way of escaping? Ugh.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 6:59 pm

Ysh wrote:
GamingRAM wrote:I like the idea of certain locations impacting the growth speeds of trees. One step closer to climates and regional benefits.

Perhaps a smaller effect can be applied to crops as well?

I think if this kind of mechanism becomes pervasive then care must be taken that:
  • There is some way to tell which plant is grows well in each region that is not collecting every plant and recording how long it is taking.
  • Enough plant is useful that this decision of location is really tradeoff, and not just that some area is much worse than another.


Honestly, I want to see a whole scope of things added for farming.

Climate that affects growth speed (or even possibility)
Soil condition that each crop wants separately (maintain the soil or growth will slow to a crawl)
Pests and Pestilence.

But especially the first two. Give us climates to slow down/speed up certain crops, give us soil condition to help close the gap (without actually eliminating the difference)
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Re: Prelude, pt. II: World 11 Changelog

Postby Griffone » Thu Jan 31, 2019 7:04 pm

Vassteel wrote:you know they don't teach math like they useto in schools anymore. these days 2+2=3


1+1=10, dummy
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Re: Prelude, pt. II: World 11 Changelog

Postby klouyd » Thu Jan 31, 2019 7:40 pm

jorb wrote:[*] Mine supports, except for Tower caps, are damaged every cavein

So if i have 4 mine supports together will they all take damage? Or will one support take the brunt of it?
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Re: Prelude, pt. II: World 11 Changelog

Postby KwonChiMin » Thu Jan 31, 2019 7:44 pm

Lunarius_Haberdash wrote:Honestly, I want to see a whole scope of things added for farming.

Climate that affects growth speed (or even possibility)
Soil condition that each crop wants separately (maintain the soil or growth will slow to a crawl)
Pests and Pestilence.

But especially the first two. Give us climates to slow down/speed up certain crops, give us soil condition to help close the gap (without actually eliminating the difference)

Necessity to cycle different plants to recultivate soil. Oh yes. Realism.
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Re: Prelude, pt. II: World 11 Changelog

Postby Axucs » Thu Jan 31, 2019 7:44 pm

When you buy the "Rage"

and vandal and outlaw? vandal alt still actual...
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Re: Prelude, pt. II: World 11 Changelog

Postby Vassteel » Thu Jan 31, 2019 8:09 pm

I think were all missing the most important question.

Will there be new Subscriber hats for W11 start?
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