Game Development: Oozing Hot Wings

Announcements about major changes in Haven & Hearth.

Re: Game Development: Oozing Hot Wings

Postby Zachary09 » Thu Sep 21, 2017 9:26 am

Were Nomad traveling quest requirements slightly edited? My recent new Nomad credo quest told me to go to an npc I actually knew and visited this time around ;)
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Re: Game Development: Oozing Hot Wings

Postby svino » Thu Sep 21, 2017 9:38 am

jorb wrote:
  • Added "Cave Slimes". In an ongoing project we like to think of as the militarization of the Underworld, we've added Cave slimes: Amorphous blobs of cave jelly which, mildly aggressive, move around in caves. They get more common and dangerous the lower you go, but should be very rare on the first cave level. They sometimes appear when mining. Fun times!
  • Your level of Charisma now increases your rewards when questing. Hey, look, an actual use for it!


Amazing additions!

Would be really cool with more "endless features" of some other stats like dex/psy/will
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Re: Game Development: Oozing Hot Wings

Postby Zomad » Thu Sep 21, 2017 10:26 am

What if you also make it so quest rewards are scaled with both Charisma/Lore kind of like how the game already has a Perception/Exploration for foraging, would make Lore a Much more desired Stat and kind of makes sense.

Alternatively Lore could increase the frequency of those Lore Bonuses like lighting a fire at night but this could get out of hand at really high levels possibly.
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Re: Game Development: Oozing Hot Wings

Postby nezhit » Thu Sep 21, 2017 11:51 am

Image

You must be fucking kidding me..
@Jorb Okay, it's not a problem now, but how do you suggest a hermit deal with it at the world start?

Sheer amount of them is staggering.
Why bats are more or less spread out but we are knee deep in that shit?
Last edited by nezhit on Thu Sep 21, 2017 12:13 pm, edited 1 time in total.
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Re: Game Development: Oozing Hot Wings

Postby KwonChiMin » Thu Sep 21, 2017 11:57 am

Image It's a fukken slime cap
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Re: Game Development: Oozing Hot Wings

Postby AAlex » Thu Sep 21, 2017 3:08 pm

KwonChiMin wrote:slime cap


Or a slime cape! The item we need to remain undetected versus our new slimy overlords.
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Re: Game Development: Oozing Hot Wings

Postby Ants » Thu Sep 21, 2017 7:51 pm

Still no mushroom stockpile? I am disappointed. The slimes are really dope though.

nezhit wrote:Image

You must be fucking kidding me..
@Jorb Okay, it's not a problem now, but how do you suggest a hermit deal with it at the world start?

Sheer amount of them is staggering.
Why bats are more or less spread out but we are knee deep in that shit?

I'm not finding any in my caves, but for some reason it's still super laggy.
Haven's most kawaii retarded ethot karen
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Re: Game Development: Oozing Hot Wings

Postby Safou » Thu Sep 21, 2017 10:11 pm

Slimes are the most , remove them , they cause serious wounds so easily
Image
Now I know his goal :
Lord_of_War wrote:
Safou wrote:what do you want ?

The world. And do more experimenting try to replicate the bug.
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Re: Game Development: Oozing Hot Wings

Postby loftar » Fri Sep 22, 2017 1:27 am

nezhit wrote:@Jorb Okay, it's not a problem now, but how do you suggest a hermit deal with it at the world start?

I wouldn't expect a hermit at world start to be at level 5.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Oozing Hot Wings

Postby blank » Fri Sep 22, 2017 1:31 am

i have a request. can we somehow combine the slimes or atleast put them in a stockpile?
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