Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby Kirche » Sat Feb 29, 2020 9:01 pm

Lame, siege system was looking promising.
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Re: Prelude: World 12

Postby loftar » Sat Feb 29, 2020 9:03 pm

Kirche wrote:Lame, siege system was looking promising.

Lame indeed, but if claim shenanigans are the only real outcome of it, it will make noone any happier, unfortunately.
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Re: Prelude: World 12

Postby Teilur » Sat Feb 29, 2020 9:04 pm

jorb wrote:No. The old activation timer was always unchanged.


Several quick questions:

1. Will local resources begin depleted, as in w11?
2. What season and what day of the season is the starting day of w12?
3. Does the iron q still get an increase with 10% chance during hammering the bloom? If not, how will be blacksmth's credo modified?
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Re: Prelude: World 12

Postby vatas » Sat Feb 29, 2020 9:05 pm

jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.

So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Prelude: World 12

Postby Ysh » Sat Feb 29, 2020 9:08 pm

vatas wrote:
jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.

So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?

Yes.
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Re: Prelude: World 12

Postby jorb » Sat Feb 29, 2020 9:08 pm

vatas wrote:
jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.

So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?


Indeed.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Prelude: World 12

Postby MrBunzy » Sat Feb 29, 2020 9:14 pm

Make personal claims not have power levels. If people want to be safe from siege they gotta make a village. p-claims can be left in as early game theft deterrents. Overlapping claims no longer an issue, problem solved!
(once and futue king btw)
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Re: Prelude: World 12

Postby ghandhikus » Sat Feb 29, 2020 9:15 pm

jorb wrote:
vatas wrote:
jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.

So does this mean claim can have, for example, a power level of 0.5 and require 12h ram dry time for palisade?


Indeed.



Could use integers instead of visible floats for that one. Or just make it visible as a percentage of 0%-100% without a comma.
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Re: Prelude: World 12

Postby jorb » Sat Feb 29, 2020 9:16 pm

ghandhikus wrote:Could use integers instead of visible floats for that one. Or just make it visible as a percentage of 0%-100% without a comma.


It will, indeed, be displayed as a percentage in game.
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Re: Prelude: World 12

Postby MarcusXDead » Sat Feb 29, 2020 9:17 pm

jorb wrote:No it increases linearly from 0 to 1 over the course of 4 weeks, passing an infinity of possible decimals on its way there.

Please write a full description in a patchnote then, it's not obvious as 24*0 in that context seems to be 0 indeed. And yes, some people are too dumb to get what does linearly mean.
Hey, glad that you neither backed up with your plan, nor made people uncomfortable, by taking a hold on things to think it through!

Any changes to credos tree/cost?
Wanna try implementing this suggestion
MarcusXDead wrote:I'd like to suggest a solution here - give a village totem an aoe buff (that'll affect members of the village that are within n tiles from the totem) that reduces the amount of stamina spent on actions like digging/leveling, cutting trees and building, ect. for a limited period of time after the village is founded. As far as I remember the most stamina-draining actions were scouting, mining (should remain such, as it's not bound to 1 place, and can't be abused with such buff) and clearing space, paving and building a pali for the future base.

to reduce the amount of poor labor alts at the start of the world, who'll be disposed after building a village?
Did you look into archery ballance? I'm very, very happy with the changes you've made, but I must admit that in some aspects it can become more powerfull that I suppose you've wanted it to be. We've ran a few tests, and there're few observations and suggestions right here viewtopic.php?f=48&t=67243.
TLDR power scaling (comparing to MC power progression) is a bit harsh, maybe adding cheap "Primitive Bow" with lesser stats (primary "cast time") instead of current hunters bow to soften a curve, ajusting shooting speed down a bit, and making it less profitable to shoot while moving will help? Might as well leave things just as they are and look how it'll go.
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