Game Development: Dust & Mud

Announcements about major changes in Haven & Hearth.

Game Development: Dust & Mud

Postby jorb » Wed Sep 28, 2016 12:25 am

Image

We've been developing, and here's what's new.

New Implementations
-----------------------
  • Leashed animals now follow along if you travel, hearth home, enter houses, caves, &c. Could be all sorts of terrifying/fun!
  • Animals now leave a trail of blood when they are wounded and flee. You roll to see bloodspatter in much the same way as you would herbs. Animals take some damage when they bleed, so they may die from their wounds.
  • You may now shift-click things from your inventory to stockpiles.
  • Added a "Sublime Portico". A village may construct this Authority object, and use it to travel to Charter stones.
  • Added "Cavedust". Appears whenever you mine out a tile next to a collapse tile. Curiosity.
  • Added Rope stockpile.
  • Added Leather, Hemp, and Wool tablecloths.
  • Added "Box of Matches", lights things.
  • Added "Mud Ointment", heals Scrapes & Cuts, Unfaced, and Punch-Sore.

Combat Changes
-----------------------
  • Weapon quality no longer affects effective agility or attack weight when using melee weapons, but rather only the damage. We're considering how this should work in a more ideal world, but for now it should at least be possible to create openings using a melee weapon. Tri-quality again becomes less meaningful.
  • Fyrd Sword now buffs your effective agility by 20%.
  • There is now a 5% speed bonus when pursuing (When on foot. The bonus does not apply when mounted).
  • Combat actions now conflict with normal/main actions again. I.e. you can't use combat actions while drinking and whatnot.
  • Combat weight deltas now scale with the fourth root, rather than the square root. Bottom line being that stats matter less. Since fights in the new system are bound to last longer, it seems reasonable to scale down the stat advantage per action.
  • Openings do not decrease of themselves while you are in movement and have open fighting relations.
  • Bloodlust and Combat Meditation now only consume half of their meters when activating.
  • Death or Glory should now give more IP.
  • All maneuver cooldowns have been reduced from 50 to 25.
  • You can now drag already set combat effects in the Combat School UI, and already set effects can also be clicked to select them in the list. You may also rename combat schools. Suggested here.

Key Fixes
-----------------------
  • Fixed a bug by which it was possible to spy through a road without it displaying an eye (boat passengers).

Small Fixes
-----------------------
  • Fixed a bug by which ranged attacks would give a huge Opening when firing upon someone using parry.
  • Fixed a bug by which Combat Meditation was unavailable.
  • You may now name barter stand hands, as suggested here.
  • Leeches now always add Leech Burns, irrespective of whether they also transform other wounds or not.
  • Scrapes & Cuts can now split off to Deep Cuts if they grow large enough.
  • Added tooltips to "Smoke & Fire" and "In the fog" effects.
  • Increased burn time on candelabrum and torches. Torches burn for ~15 RL hours, and candelabrum for ~48 RL hours.
  • Added a small amount (3/1) of armor to Wooden Shield.
  • Reduced "By Weeping Willows" event from 500 to 75 XP. You are welcome.
  • Antcid Burns now heal faster.

In the Pipe
-----------------------
  • Hope the combat changes are decent. We're open minded about them, so feel free to shout out if they seem off.
  • Long-term ambitions are the same as always, but for next week we are probably going to aim for another, perhaps somewhat larger, nice things(tm) patch.

Enjoy!
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Re: Game Development: Dust & Mud

Postby CinderHeart » Wed Sep 28, 2016 12:25 am

“Art for art's sake is an empty phrase. Art for the sake of truth, art for the sake of the good and the beautiful, that is the faith I am searching for.”


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Re: Game Development: Dust & Mud

Postby viznew » Wed Sep 28, 2016 12:26 am

omg idk why im soo happy for rope stockpile ty lol
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Re: Game Development: Dust & Mud

Postby loftar » Wed Sep 28, 2016 12:29 am

Oh, and just for the record, I'm also testing some fairly large changes to fundamental systems that shouldn't be visible in any way whatsoever, but please look out for random data corruptions or whatever, just in case.
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Re: Game Development: Dust & Mud

Postby DDDsDD999 » Wed Sep 28, 2016 12:30 am

jorb wrote:
  • Leashed animals now follow along if you travel, hearth home, enter houses, caves, &c. Could be all sorts of terrifying/fun!
  • Added Rope stockpile.
  • Added "Box of Matches", lights things.

Image
Image
Image
Image
Image
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Re: Game Development: Dust & Mud

Postby linkfanpc » Wed Sep 28, 2016 12:31 am

Ooh, lots of nice things here! But what is an Antcid Burn? And what do matches take to craft?
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Re: Game Development: Dust & Mud

Postby LadyGoo » Wed Sep 28, 2016 12:32 am

Amazing, really happy with the portal thing :D
The other changes look nice too.

P.S. where is my pink cape?
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Re: Game Development: Dust & Mud

Postby InvaderDoom » Wed Sep 28, 2016 12:32 am

jorb wrote:
  • Leashed animals now follow along if you travel, hearth home, enter houses, caves, &c. Could be all sorts of terrifying/fun!
  • Animals now leave a trail of blood when they are wounded and flee. You roll to see bloodspatter in much the same way as you would herbs. Animals take some damage when they bleed, so they may die from their wounds.
  • You may now shift-click things from your inventory to stockpiles.
  • Added a "Sublime Portico". A village may construct this Authority object, and use it to travel to Charter stones.
  • Added "Cavedust". Appears whenever you mine out a tile next to a collapse tile. Curiosity.
  • Added Rope stockpile.
  • Added Leather, Hemp, and Wool tablecloths.
  • Added "Box of Matches", lights things.
  • Added "Mud Ointment", heals Scrapes & Cuts, Unfaced, and Punch-Sore.


All of this! PRAS! Especially the Mud Ointment! Thank the gods!
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Re: Game Development: Dust & Mud

Postby Kirche » Wed Sep 28, 2016 12:34 am

Last edited by Kirche on Wed Sep 28, 2016 12:35 am, edited 1 time in total.
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Re: Game Development: Dust & Mud

Postby CinderHeart » Wed Sep 28, 2016 12:34 am

Oh Jorb you forgot to mention in the bullet point with Shields being armor: Shields have wear now by the way.
But I understand that should it be the case it goes without saying the item should have wear upon being converted to armor.
Last edited by CinderHeart on Wed Sep 28, 2016 12:36 am, edited 1 time in total.
CinderHeart wrote:"Pedo mellon a minno" – "The Doors of Durin, Lord of Moria. Speak, friend, and enter."

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─────▄█░░▀▀▀▀▀░░█▄
─▄▄──█░░░░░░░░░░░█──▄▄
█▄▄█─█░░▀░░┬░░▀░░█─█▄▄█
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