Game Development: Locked Bollock

Announcements about major changes in Haven & Hearth.

Re: Game Development: Locked Bollock

Postby Aceb » Thu Aug 09, 2018 10:13 pm

edit: being herp derp not noticing stuff
Last edited by Aceb on Thu Aug 09, 2018 11:00 pm, edited 1 time in total.
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Re: Game Development: Locked Bollock

Postby vruhildal » Thu Aug 09, 2018 10:42 pm

do u know that when u inspect baby animals there is what gender it is?
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Re: Game Development: Locked Bollock

Postby Dakkan » Thu Aug 09, 2018 10:48 pm

Aceb wrote:
jorb wrote:We've been developing, and here's what's new.

[*] Introduced animal castration. Male domestic animals can now be castrated. When you castrate animals you receive a "Bollock" of the relevant type, which can be roasted or used in meat recipes. Suggested here.

Enjoy!


I'm not sure if this was planned or not but, castrate option appears on baby animals too (if male), letting us known which gender it is before it matures.

Was this on purpouse or (very nice) oversight?


The game already tells you their gender when born?

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Re: Game Development: Locked Bollock

Postby Aceb » Thu Aug 09, 2018 11:00 pm

Dakkan wrote:
Aceb wrote:
jorb wrote:[...]


Oh... right. I had to be blind the entire time...
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Re: Game Development: Locked Bollock

Postby Reyajh » Fri Aug 10, 2018 5:11 am

jordancoles wrote:
Reyajh wrote:The placement of the castration option is horrible... I personally feel it would be much better served below the inspect option... I mean, likely one would like to inspect what one was about to wack-off beforehand :roll:

I always run up to my horses and start cutting the balls off instead of getting on, it's a little funny though when you think about it. "haha just kidding! k let's go"

roflmao, ikr.
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Re: Game Development: Locked Bollock

Postby awsomkid373 » Fri Aug 10, 2018 5:26 am

I know it's off topic but why do the eyes of the male and female characters look bad?
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Re: Game Development: Locked Bollock

Postby Jalpha » Fri Aug 10, 2018 9:41 am

Because they aren't real people and so they have no souls.
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Re: Game Development: Locked Bollock

Postby Reyajh » Fri Aug 10, 2018 6:45 pm

1.., 3, 2 lock-box.. 1,3, 2 lock-box...
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Re: Game Development: Locked Bollock

Postby painhertz » Thu Aug 16, 2018 9:36 pm

"Added locks for houses. You may now install locks on houses. Suggested here, here, and here.
Added two/three new lock types: Wooden Lock, and Steel Lock, and transitioned previous lock resources to the new type Metal Lock.
Added Lockpicking. Locks on houses and containers, but not on Knarrs or gates, can now be picked. If you encounter a locked door or container, you may attempt to pick it with a new action icon "Pick Lock", under the Adventure Menu, available with "Locks & Bolts". When you pick a lock, the geometric mean of your Dex, Int, and Stealth values are compared against the installed lock's quality, modified by a unique factor per lock type, to determine a picking time. The time required to pick a lock ranges from a low of more or less zero time, to a high of 24 RL hours. Beyond that you can't pick the lock at all. Once the timer expires, the lock is picked, and you may enter/open. The lock remains picked until someone with a proper key uses the door or container in question again."

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And here....like 6 years ago. About time! :P
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