Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Wed Jan 30, 2019 11:47 pm

Nerf hunting more pls
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Wed Jan 30, 2019 11:47 pm

jacksonblu wrote:
jorb wrote: Catapults and battering rams dry, initially in 24 hours, and then in 8 hours after repairs.

I don't know if this is the best option. It feels like this just favors defenders too much. Patrol bots that destroy catapults and rams will be rampant, and no attacker can be reasonably expected to have to defend a catapult for 24 straight hours.


Ah, your claim will warn you on log in if it has seen a siege machine. You shouldn't need patrol bots. Updating OP.

I think it would be more fair if you could only destroy a catapult or ram if it was dried, meaning that defenders would still have 24 hours of warning, while attackers would have a much more reasonable period for which they have to protect the siege weapons.


Perhaps a good idea! Could at least consider making it indestructible for the first 12, 14, x, hours, or something. Will consider.
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Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Wed Jan 30, 2019 11:48 pm

Also the tree-growth randomizing thing does not seem like a good idea.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Wed Jan 30, 2019 11:51 pm

also post a MS paint sketch or something of the rough shape of the world map.
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Re: Prelude, pt. II: World 11 Changelog

Postby Aceb » Wed Jan 30, 2019 11:51 pm

jorb wrote:
jacksonblu wrote:
jorb wrote: Catapults and battering rams dry, initially in 24 hours, and then in 8 hours after repairs.

I don't know if this is the best option. It feels like this just favors defenders too much. Patrol bots that destroy catapults and rams will be rampant, and no attacker can be reasonably expected to have to defend a catapult for 24 straight hours.


Ah, your claim will warn you on log in if it has seen a siege machine. You shouldn't need patrol bots. Updating OP.

I think it would be more fair if you could only destroy a catapult or ram if it was dried, meaning that defenders would still have 24 hours of warning, while attackers would have a much more reasonable period for which they have to protect the siege weapons.


Perhaps a good idea! Could at least consider making it indestructible for the first 12, 14, x, hours, or something. Will consider.


I would be afraid of people spamming rams / catas since those are indestructible for first hours. I would rather push the "12 hours" period onto second half, where You actually to be prepared and both sides must put some effort into this.

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Re: Prelude, pt. II: World 11 Changelog

Postby jordancoles » Wed Jan 30, 2019 11:52 pm

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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Wed Jan 30, 2019 11:54 pm

jorb wrote:
I think it would be more fair if you could only destroy a catapult or ram if it was dried, meaning that defenders would still have 24 hours of warning, while attackers would have a much more reasonable period for which they have to protect the siege weapons.


Perhaps a good idea! Could at least consider making it indestructible for the first 12, 14, x, hours, or something. Will consider.


That HAS to be a thing actually, with these changes sieging would be literally impossible. Catapults will deal what, 1800dmg per hour? Imagine sieging a village with 4 layers of brickwall that has 10000HP when you can't even protect your catapult in any way.
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Re: Prelude, pt. II: World 11 Changelog

Postby DauntlessGolem » Wed Jan 30, 2019 11:56 pm

Is the death bonus from credos the quest minimum being set back to 10, or is it the fact that you can keep completed credos after death?
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jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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Re: Prelude, pt. II: World 11 Changelog

Postby maze » Wed Jan 30, 2019 11:56 pm

With the changed to rage.
is it still possible to defend your base? activate/attack people on your claim even if you don't have rage.


jacksonblu wrote:
jorb wrote: Catapults and battering rams dry, initially in 24 hours, and then in 8 hours after repairs.

I don't know if this is the best option. It feels like this just favors defenders too much. Patrol bots that destroy catapults and rams will be rampant, and no attacker can be reasonably expected to have to defend a catapult for 24 straight hours. I think it would be more fair if you could only destroy a catapult or ram if it was dried, meaning that defenders would still have 24 hours of warning, while attackers would have a much more reasonable period for which they have to protect the siege weapons.


No thanks.
1)if some gaint alliance attacks a mini nub. you're fked. that would be 30-50 people at some nub house. zerg faction would have 1000x the power
2)attacks getting to choose the time to attack? fk that. i don't want to be defending my base at 4am becuase some no life wanted to drop a catapult at 4am to attack.
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Re: Prelude, pt. II: World 11 Changelog

Postby waga » Thu Jan 31, 2019 12:00 am

My first thought were "seems good , lot of stuff have been improved".
Trees speed determined by location and no potter wheel for potter clay seems super sketchy though.
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