Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:01 am

DauntlessGolem wrote: you can keep completed credos after death?


Yes. They only do not get cheaper from dying.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:01 am

If you wanted to siege a village with 4 layers of brickwall you would need to siege it and guard your siege engines for 120 hours. I think everyone will agree that it makes sieging literally impossible, noone will play non stop for 120 hours. And you can't really guard the catapult aswell because someone can just rush at it with 10 alts with pickaxes and bash it.
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 12:04 am

Some interesting changes.

Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.
So they're still 'have all drinks = satiations off' or do they have gotten downsides discouraging endless consumption?

Adjusted the multipliers from the hunger level, and they are now, from Ravenous to Overstuffed: 3, 2, 1.5, 1, 0.9, 0.75, and 0.5. You will, thus, never eat at worse than a 50% penalty due to hunger level.

Reduced the effect of salt crystals from 20% to 5%.
As long as salt isn't a spice but stays being an active stomach pump the ususal suspects will still eat at 3x only. Not really progress in this area.

jorb wrote:Chance to get wrought when pounding bloom is now always 50%, unaffected by skills. The skills Metallurgy, Steelmaking and Deep Artifice instead increase the chance of getting a positive critical hit when forging wrought iron, up to a maximum of what the effect has been historically.
Basically boils down to metal spiraling still being possible without an upper bound. Dislike from me for this as it keeps the 'best before' (getting irrelevant) sticker on many parts of the natural world.

You can no longer pick any fruits or nuts from trees or bushes when they aren't fully grown, as it were in Legacy.
Stunting still in? If yes them please think about turning it into a growth speed debuff.
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Re: Prelude, pt. II: World 11 Changelog

Postby Chiprel » Thu Jan 31, 2019 12:05 am

jorb wrote:Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.


That's a huge change. I'm thinking it'll do good but hardcap is a bit harsh :p
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:05 am

Granger wrote:Some interesting changes.

Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.
So they're still 'have all drinks = satiations off' or do they have gotten downsides discouraging endless consumption?


They satiate themselves still.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Thu Jan 31, 2019 12:06 am

jorb will it be posibble to tunnel under oceans?
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Prelude, pt. II: World 11 Changelog

Postby loftar » Thu Jan 31, 2019 12:06 am

Granger wrote:As long as salt isn't a spice but stays being an active stomach pump the ususal suspects will still eat at 3x only. Not really progress in this area.

Perhaps, but at least it's just a quantitative issue. If it turns out to be true, all we have to do is decrease the amount of salt that spawns.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:07 am

Mafious wrote:jorb will it be posibble to tunnel under oceans?


You'll have to tunnel to find out!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Prelude, pt. II: World 11 Changelog

Postby NoBizd » Thu Jan 31, 2019 12:08 am

Ozzy123 wrote:If you wanted to siege a village with 4 layers of brickwall you would need to siege it and guard your siege engines for 120 hours. I think everyone will agree that it makes sieging literally impossible, noone will play non stop for 120 hours. And you can't really guard the catapult aswell because someone can just rush at it with 10 alts with pickaxes and bash it.

It will take less if you will move your best catas to next brickwall and repair them, so only waiting 8 hours per layer, not 24 every wall.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Thu Jan 31, 2019 12:09 am

jorb wrote:
Mafious wrote:jorb will it be posibble to tunnel under oceans?


You'll have to tunnel to find out!


well i hope it can't be done, im hoping for port-cities and stuff like that.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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