Game Development: Bandy Rudolf

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bandy Rudolf

Postby Dakkan » Thu Apr 05, 2018 3:28 am

I didn't have lantern stand discovered previously, and crafting an irrlantern didn't unlock it. Then I crafted the regular lantern and that unlocked it. Might be an oversight?
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Re: Game Development: Bandy Rudolf

Postby loftar » Thu Apr 05, 2018 5:19 am

jordancoles wrote:Cool that we can trade but, this sounds like a good way to scam.

> trade with someone on your claimed land
> they put up their item for trade and you walk away
> pick up the item from the ground and evict them

To begin with, the ability to scam others in trade is of course intended. That being said, though, I don't see what the scammer would have to gain from closing the window and letting it scatter, rathen than simply just snagging everything in it without closing it. Doesn't seem to be any obvious difference to me, except he now has to pick the stuff off the ground.
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Re: Game Development: Bandy Rudolf

Postby DDDsDD999 » Thu Apr 05, 2018 5:25 am

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Quality patch.
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Re: Game Development: Bandy Rudolf

Postby jordancoles » Thu Apr 05, 2018 5:37 am

loftar wrote:
jordancoles wrote:Cool that we can trade but, this sounds like a good way to scam.

> trade with someone on your claimed land
> they put up their item for trade and you walk away
> pick up the item from the ground and evict them

To begin with, the ability to scam others in trade is of course intended. That being said, though, I don't see what the scammer would have to gain from closing the window and letting it scatter, rathen than simply just snagging everything in it without closing it. Doesn't seem to be any obvious difference to me, except he now has to pick the stuff off the ground.

True. I had visualized it as more of a formal trade screen
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Re: Game Development: Bandy Rudolf

Postby shubla » Thu Apr 05, 2018 8:22 am

[*] Added "Reindeer", creature. Will make these possible to domesticate at some point.

Hopefully soon, so it will be possible to larp a true finn.
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Re: Game Development: Bandy Rudolf

Postby ctopolon3 » Thu Apr 05, 2018 11:10 am

new mounts should be awesome... (make horse analog from Rudolf)
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looks like someone starts to hear "playerbase pain" in his head :lol:
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Re: Game Development: Bandy Rudolf

Postby Mary_CZ » Thu Apr 05, 2018 1:45 pm

rendeers tame to red rudolf nose :D :D :D
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Re: Game Development: Bandy Rudolf

Postby Arbor » Thu Apr 05, 2018 1:58 pm

i found it on mountin toda i cath 10 her meat givs per and dex same statts ther fithing licke deers but ther lower hp
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Re: Game Development: Bandy Rudolf

Postby MrPunchers » Thu Apr 05, 2018 2:08 pm

Give the Reindeers group healing like the old deers and buff their hp like rly they some weak.
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Re: Game Development: Bandy Rudolf

Postby wonder-ass » Thu Apr 05, 2018 3:28 pm

Changed the mine support removal rules so that, whenever a mine support is removed, all tiles under it are checked for unstable mine tiles. If there are unstable tiles within range, which are now, with the removal of the mine support, unsupported, the removal will cause a cave in. This means that you can now tear down mine supports without cave ins, if you still have proper support around it. Suggested here.


is this working correctly? mine support was clearly in multiple other mine support radius yet it still caved in?
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