Game Development: Samhain

Announcements about major changes in Haven & Hearth.

Re: Game Development: Samhain

Postby Turtlesir » Fri Oct 30, 2015 9:47 am

jorb wrote:
eolind wrote:but honestly, I expected that each tree will distribute their favorite biome


Yeah. That's probably how it should be down the road.

are all trees supposed to have the same grow time (on wald at least)? because every type i've tested so far has (normally fast growing trees like spruce as well as slow ones like pine and king's oak).
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Re: Game Development: Samhain

Postby eolind » Fri Oct 30, 2015 11:37 am

i have the same results
all the trees at the same biome had the same growth rate, if not taking into account small randomness
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Re: Game Development: Samhain

Postby Potjeh » Fri Oct 30, 2015 3:12 pm

Please don't make us do a dozen differently terraformed areas just so we can larp trees.
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Re: Game Development: Samhain

Postby Robben_DuMarsch » Fri Oct 30, 2015 4:49 pm

I'd love to see some more geographic specific biomes with valuable goods that need to go long distances to be traded.

Like if we can get a desert biome that only appears in the bottom 15% of the South, which has high value cactus curios and a unique lion mob that gives a valuable component in a high end gauntlet...

Glaciers in far north that also give curios, and spawn polar bears.

"Unique biomes" with special map gen restrictions that makes valuable long distance trade. It would be fun if this were the norm to get high end curios, rather than ubiquitous glimmermoss collection every day or two.
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Re: Game Development: Samhain

Postby banok » Fri Oct 30, 2015 5:01 pm

thinking about paying for this, but what if they add stats to shields later? dont make me waste my pennies pls

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Re: Game Development: Samhain

Postby Asgaroth22 » Fri Oct 30, 2015 5:02 pm

Robben_DuMarsch wrote:I'd love to see some more geographic specific biomes with valuable goods that need to go long distances to be traded.

Like if we can get a desert biome that only appears in the bottom 15% of the South, which has high value cactus curios and a unique lion mob that gives a valuable component in a high end gauntlet...

Glaciers in far north that also give curios, and spawn polar bears.

"Unique biomes" with special map gen restrictions that makes valuable long distance trade. It would be fun if this were the norm to get high end curios, rather than ubiquitous glimmermoss collection every day or two.



+1 to the idea, but with the current trade system I wouldn't care anyway. Walking in one direction for 5 hours straight is no fun to me.
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Re: Game Development: Samhain

Postby Hervarth » Fri Oct 30, 2015 6:20 pm

banok wrote:thinking about paying for this, but what if they add stats to shields later? dont make me waste my pennies pls

http://i.imgur.com/u8Qf31G.png


That looks great, do it!
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Re: Game Development: Samhain

Postby borka » Sat Oct 31, 2015 3:33 am

Cthulhu Celtic Knot ... friend had it as back case for his smartphone - we never managed to find out who the artist is ... but i guess it suits your village well
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Re: Game Development: Samhain

Postby Cadeus » Sat Oct 31, 2015 5:24 am

Hi maggots
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Re: Game Development: Samhain

Postby shubla » Sat Oct 31, 2015 10:26 pm

Cadeus wrote:Hi maggots

it looks almost like you
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