Game Development: World 10

Announcements about major changes in Haven & Hearth.

Game Development: World 10

Postby jorb » Sat Jan 07, 2017 6:32 pm

Image

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

WORLD 10

World Reset

-----------------------
  • Tonight we reset all variable game data -- maps & characters -- as first announced here, and generate a new, hopefully improved, world: World 10.
  • Fall of this year will be Haven's tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!
  • The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.
  • There is more than one new thing to discover, and the change list presented here is not exhaustive.

Payment Model
-----------------------
  • A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.
  • A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.
  • The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.
  • All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.
  • All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.
  • Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.

Map Generator
-----------------------
  • Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.
  • The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.
  • There should generally be slightly less ore, of lower qualities, more distributed across the map.
  • Precious metals should be rarer still.
  • Ore boulders in the surface world have been removed, and are no more.
  • Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.
  • Natural Wonders -- Salt Basins, &c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.
  • Several other changes that you may or may not notice, and which I shall leave for you to discover.

Quality
-----------------------
  • The Tri-Quality system -- Essence, Substance & Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.
  • All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.
  • Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)

New Implementations
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  • There is one new base Attribute -- "Will" -- and two new Abilities -- "Masonry", and "Lore". Will is intended as a measure of the character's ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks. All values play roles in various crafting recipes.
  • Mining now softcaps quality of stone/ore by tool quality, and hardcaps by "Masonry" value.
  • "Masonry" -- rather than "Survival" -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.
  • Several others.

Combat Changes
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  • Restored the aiming speed of spears to what it was before the recent nerf.
  • Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.
  • If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.
  • Switching Maneuvers has a significantly lower cooldown.
  • Buffs from Combat meditation and Bloodlust should now decay over time.
  • Reduced "Sting" IP cost from 3 to 2.
  • Increased "Chop" IP cost from 0 to 1.
  • Changed the damage calculation formula for bows. Bows now compare the shooter's perception against the target's agility. If the target's agility is higher than the shooter's perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.
  • Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.
  • Reduced "Opportunity Knocks" efficiency from 50% * μ to 40% * μ.
  • Most of the changes suggested here. Big thanks for that post.

Siege & Kingdoms
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  • There is now a minimum safety distance of 100 tiles between Villages.
  • There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.
  • Kingdom Challenge cost reduced from 10k to 2.5K.

Key Fixes
-----------------------
  • Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.
  • LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week's time.
  • Quest-giving stones now die if you chop them down to carryable size.
  • Fixed a bug by which successful Nidbanes would not return the skull of their targets.
  • Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.
  • Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.

Food
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Nerf'd: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves.
Buff'd: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun's Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.

Curiosities
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Buffed: Auroch's Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.

Small Fixes
-----------------------
  • Tarkiln should now take ~3.5 RL days to finish burning coal.
  • Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.
  • Hopefully fixed an orientation problem with the minehole resource.
  • Fixed a small text issue.
  • Porcelain plate uses potter's wheel. Reported here.
  • Hunter's belt no longer requires anvil and smithy's hammer to make. Reported here.

We Didn't Change
-----------------------
  • There is no level cap yet. It'll be a while before anyone hits it, and we didn't want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.
  • We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it'll be a while before anyone has a Kingdom, and perhaps that can be enough.
  • For that same reason we have not yet changed State funerals, but they are due for a major change.
  • Generally speaking there should probably be some more thought given to the Death Mechanics.

In the Pipe
-----------------------
  • A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I'd like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&H great!
  • We'll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.
  • Finishing the push-out mechanic is an immediate priority.
  • I may update this post with answers to question that may come up, and edits for clarity, or whatever.

Best of Luck in...

WORLD 10

Enjoy!
"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."

-- Hieromonk Seraphim Rose
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Re: Game Development: World 10

Postby APXEOLOG » Sat Jan 07, 2017 6:33 pm

Sup!
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
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Re: Game Development: World 10

Postby dafels » Sat Jan 07, 2017 6:33 pm

YES
PvP is toxic
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Re: Game Development: World 10

Postby shubla » Sat Jan 07, 2017 6:34 pm

WOOW
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Image
I got my own cool HnH custom client check it out.
Purus Pasta
http://i.imgur.com/CRrirds.png?1
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Re: Game Development: World 10

Postby dafels » Sat Jan 07, 2017 6:39 pm

so... any changes on the map size?
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Re: Game Development: World 10

Postby lacucaracha » Sat Jan 07, 2017 6:41 pm

already ded
W10: nothing
W9: something
W8: something
W7: something
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Re: Game Development: World 10

Postby slipper » Sat Jan 07, 2017 6:42 pm

Let's go boys.
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Re: Game Development: World 10

Postby Twardowski » Sat Jan 07, 2017 6:42 pm

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Re: Game Development: World 10

Postby jorb » Sat Jan 07, 2017 6:42 pm

Some AI nonsense holding us up. Looking at it.
"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."

-- Hieromonk Seraphim Rose
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Re: Game Development: World 10

Postby seisorith » Sat Jan 07, 2017 6:43 pm

aaaaand CRASH
wolf1000wolf wrote:There are Chinese ppl playing this game!?!?!
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