Game Development: Polar Crocus

Announcements about major changes in Haven & Hearth.

Re: Game Development: Polar Crocus

Postby AliExpressMerchant » Mon Feb 16, 2026 7:47 am

jorb wrote:
AliExpressMerchant wrote:More QoL changes plx


Wishlist?


  • Bigger stockpiles (with addition of stacking, stockpiles lost a lot of power. Not only more FPS in village because of fewer stockpiles but as well some improvements to space organization)
  • Barter stands shows 0 amount of items even if there are available items (issue with barter areas, stacked items in cupboards etc.)
  • QoL to butchering. Right now it looks like you place let's say 20 corpses of animals on the ground and click them one by one 3 times each. Gameplay is click -> wait -> click -> wait. This is not fun.. It takes lots of time and gives 0 enjoyment.
    From FAQ page: "should focus on building a better game with fewer incentives to bot."
  • Wine Press - a few more slots (winemakers will be grateful) viewtopic.php?f=48&t=80318&p=969604#p969604
  • Dropped items - for example farming goods should drop more in the center of tile - viewtopic.php?f=48&t=80311&p=969512#p969511
  • Timers - Just make it rl or in game hours + minutes for everything.. Right now it's a mix
  • Gelatin takes insane amount of water
  • Straw stockpile to "fit neatly onto 1 tile"
Last edited by AliExpressMerchant on Mon Feb 16, 2026 6:07 pm, edited 2 times in total.
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Re: Game Development: Polar Crocus

Postby Regulus2424 » Mon Feb 16, 2026 10:18 am

jorb wrote: Hearthlings have no conception of poles.

tfw I have no conception of my village leader :shock:
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Game Development: Polar Crocus

Postby Jorg » Mon Feb 16, 2026 5:49 pm

AliExpressMerchant wrote:
jorb wrote:
AliExpressMerchant wrote:More QoL changes plx


Wishlist?



  • Barter stands shows 0 amount of items even if there are available items (issue with barter areas, stacked items in cupboards etc.)
    [[/list]


You could even just cache the value from the last transaction, if cell/world boundaries are an issue. COuld make issue if people pull from cabinet before another transaction, but would be preferrable to a 0 at all times for me
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Re: Game Development: Polar Crocus

Postby Luno » Mon Feb 16, 2026 11:55 pm

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Re: Game Development: Polar Crocus

Postby melissa23211 » Mon Feb 23, 2026 12:50 pm

nokona wrote:
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.

The Polar Bears sound like a great seasonal threat, and the addition of the Crocus is a nice atmospheric touch that brings spring to life. It actually reminds me of how comparison centers organize complex systems into readable levels, like this one https://magyarkaszinooldalak.com/casino/top-10-kaszino-alacsony-koltsegvetesu-jatekosoknak-magyarorszagon/ ranking of forint betting platforms for Hungarian players. A clear structure really helps users. Overall, these updates add both depth and sophistication; it’s exciting to see how the winter gameplay develops in the next cycle!

Exactly! This isn’t about equal disadvantage. PvP-optimised players gain instantly, while casuals or village-focused builds get hit hard. Balance feels skewed!
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