Game Development: Parka Blewit

Announcements about major changes in Haven & Hearth.

Game Development: Parka Blewit

Postby jorb » Mon Apr 23, 2018 11:20 pm

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

Image

New Implementations
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  • Added "Field Blewits", mushroom.
  • Added "Reindeer Parka", jacket.
  • Added "Fulgurite", curiosity. Found when digging sand. Suggested here.

Key Fixes
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  • Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu. Suggested here and here. Also added a range display to the initial placement milestone.
  • Logs and stumps should now, if off-claim, decay to mirkwood equivalents. This means you can produce quality mirkwood. Suggested here.
  • Chances to catch fish with casting rods and lures are now more exhaustively presented, with chance to bite, chance to land, and effective final chance, instead of only chance to bite as it used to be. A bit spreadsheet-ish, but more accurate. Feel free to suggest something better.

Small Fixes
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  • Fixed a generation bug by which Bat Dungeons would sometimes be large enough to cross their world borders.
  • Added back and forth hotlinks to the screenshot pages when browsing the screenshot feeds.
  • Differentiated the speed of dungeon bats a bit.

Image
As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $10, is the "Strawberry Hat".

Store Description wrote:Image $10 Don't let anyone pick you up and turn you into a fruitcake while wearing this sweet hat in celebration of spring!


All Gold subscribers have been awarded the Strawberry Hat, free of charge.

In the Pipe
-----------------------

Enjoy!
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Re: Game Development: Parka Blewit

Postby Onep » Mon Apr 23, 2018 11:22 pm

Oh that parka looks swanky.
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Re: Game Development: Parka Blewit

Postby sinko » Mon Apr 23, 2018 11:22 pm

damn you guys are getting lazy lol
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Re: Game Development: Parka Blewit

Postby ElGato » Mon Apr 23, 2018 11:23 pm

sinko wrote:damn you guys are getting lazy lol

Guessing you didn't read the last update thread? They're doing exactly what they said.
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Re: Game Development: Parka Blewit

Postby Onep » Mon Apr 23, 2018 11:26 pm

sinko wrote:damn you guys are getting lazy lol

We got a new road UI which has been a long time coming. Not to mention a method of mirkwood production. And, literally what ElGato said.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
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Re: Game Development: Parka Blewit

Postby Amanda44 » Mon Apr 23, 2018 11:27 pm

Nice! Parka looks cute. :D
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Re: Game Development: Parka Blewit

Postby MrBunzy » Mon Apr 23, 2018 11:28 pm

jorb wrote:Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.

Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
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Re: Game Development: Parka Blewit

Postby kris_hole » Mon Apr 23, 2018 11:31 pm

MrBunzy wrote:
jorb wrote:Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.

Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.


Yeah i agree, for the initial milestone its pretty neat but finding your way after being waylaid sucks even more
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Re: Game Development: Parka Blewit

Postby waga » Mon Apr 23, 2018 11:32 pm

MrBunzy wrote:
jorb wrote:Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.

Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.


indeed , I hate it , and I usually love most of the changes
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Re: Game Development: Parka Blewit

Postby Redseas » Mon Apr 23, 2018 11:33 pm

MrBunzy wrote:
jorb wrote:Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.

Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.


This. Connecting roads along existing paths, and just building roads in general has just gotten much harder.
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