Game Development: Polar Crocus

Announcements about major changes in Haven & Hearth.

Re: Game Development: Polar Crocus

Postby nokona » Fri Feb 13, 2026 12:11 am

Great what a way of adding a siege mechanic with no notice and no time for players to prepare.

Mechanics like this fundamentally change how to defend, and dropping it without advance communication or a transition period puts players at a disadvantage.
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Re: Game Development: Polar Crocus

Postby xTrainx » Fri Feb 13, 2026 12:45 am

"Smithy's Hammer"s can now be placed on "Anvil"s, by simply holding the hammer, and right-clicking the anvil. They will not be automagically equipped when using the anvil (yet), but being able to leave them on the anvil is perhaps an improvement? Suggested various places.


holy shit!
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Re: Game Development: Polar Crocus

Postby Miss_Min » Fri Feb 13, 2026 1:29 am

Significantly reduced the bounding footprint of "Soil" stockpile. It now fits neatly on a tile.


THANK YOU <3 <3 <3 (also ty for stacks in creels etc)

Next on the list: make shovel default equip when destroying tree stumps :)
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Re: Game Development: Polar Crocus

Postby 22nd_ChuckNorris » Fri Feb 13, 2026 6:33 am

jorb wrote:We've been developing, and here's what's new.
[*] Fixed stacking of items inside container items (e.g. "Creel", "Poacher's Pouch", "Seedbag"s). Some caveats apply, as auto-stacking will not (yet) be able to detect existing stacks/items inside container items, but it seemed like a significant improvement that they are able to hold stacks at all that we decided to push it in a slightly unfinished state. There is a plan for the fuller fix.


Awesome!
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Re: Game Development: Polar Crocus

Postby FaithfulToadd » Fri Feb 13, 2026 7:40 am

Love the frequency of updates, and huge support for more Winter content! Stacks fitting in sub-inventories is also very nice. Amazing job!
Bought the hat, and genuinely will continue to support more feminine apparel options. Craftable dresses, long-skirts, floral blouses, sandals etc. would be lovely.

With tongue in cheek, please consider adding a big, fluffy, oversized bathrobe as well? Think: bathhouse energy! :)

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Re: Game Development: Polar Crocus

Postby Regulus2424 » Fri Feb 13, 2026 9:01 am

thank you for supporting pro PVP update with your wallet :)
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Re: Game Development: Polar Crocus

Postby FaithfulToadd » Fri Feb 13, 2026 9:55 am

@Regulus2424 Alas, we take the good with the bad.

To be honest, I don't entirely understand the objections to the PvP change(s) this patch. I suspect hyperbole from the 'remove PvP' camp.

I've passionately argued elsewhere in favor of making it harder to grief nubs, but to put that in its proper perspective, the game has never been more forgiving to casuals than it is now.
Is the perception that requiring Rage to destroy Challenge objects will make life harder for hermits? Because it seems to me that most hermit and casual villages weren't playing at the Global or even Local Politics levels anyway.

nokona wrote:Mechanics like this fundamentally change how to defend, and dropping it without advance communication or a transition period puts players at a disadvantage.

Surely if everyone has the same disadvantage, that's not a disadvantage?

stickman wrote:So the only way to defend is to build your own catapults because your a farmer with no combat stats.... but whats that? you need seigecraft to build catapults now... so then you need rage anyway

So forced PVP once again...

To play devil's advocate for a minute, I'm not sure the devs ever intended to make the game world as safe as it has been in recent years. Given that defense of territory can be used in an offensive capacity (see 'Forward Operating Bases', a concept that real-time strategy players will be very familiar with), perhaps holding a territory for ever and ever shouldn't be as easy as throwing up a claim and a wall overnight?
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Re: Game Development: Polar Crocus

Postby FaithfulToadd » Fri Feb 13, 2026 10:09 am

mulamishne wrote:The change to thingwall challenges and rage is fine, if people are that mad about it, just make it so a character needs to have some amount of development for it.

But also, it's only an issue because the gate thing because there's no consequence to rage beyond that. I hope that there still are plans to remove that change because we've already seen quite a few bad actors with that.

Could you possibly elaborate Re: Bad Actors and Gate Changes, or link me to a relevant thread?
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Re: Game Development: Polar Crocus

Postby ItsFunToLose » Sat Feb 14, 2026 2:05 am

Please look into house orientation and camera facing. Only east facing houses are okay. All other orientations introduce a rotation. Stop this. Align the expected internal floor print with the previous camera angle. This is exactly how it works for east facing houses.
I like to air dribble.
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Re: Game Development: Polar Crocus

Postby nokona » Sat Feb 14, 2026 4:26 am

FaithfulToadd wrote:Surely if everyone has the same disadvantage, that's not a disadvantage?


[

Saying “everyone has the same disadvantage” doesn’t really hold up.
Not everyone is affected equally.

What percentage of the player base even has Rage?
And of that group, how many actually play PvP?

From day one, some players built their characters specifically for fighting outside walls. Others didn’t. So when a major mechanic like this drops with no warning or transition period, who really benefits?

PvP-focused builds, and people already optimized for combat gain an immediate edge. Casual players, villagers, and people who built their characters around village or defense are at a disadvantage.

Changes like this don’t affect “everyone” equally — they advantage one group more than others, and it’s definitely not the whole population.
Last edited by nokona on Sat Feb 14, 2026 4:55 am, edited 2 times in total.
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