Game Development: Loving Lobster

Announcements about major changes in Haven & Hearth.

Re: Game Development: Loving Lobster

Postby Sollar » Wed Mar 27, 2019 11:06 pm

Made it so that traveling home by Knarr costs travel weariness.


Please calibrate a little on the amount of weariness. It seems too harsh. I get 10% just by crossing a lake ... Let's not forget the point that knarrs are supposed to be the solution for covering big distances. Male it more like the travel to hearthfire weariness amount of debuff please
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Re: Game Development: Loving Lobster

Postby Tarzan » Wed Mar 27, 2019 11:08 pm

I wonder who is complaining about the knarr changes. :roll:

Sorry you can't endlessly port your giant boat and 10 people across the planet anymore.

Sollar wrote:Please calibrate a little on the amount of weariness. It seems too harsh. I get 10% just by crossing a lake ...

And why should you be able to just teleport a gigantic boat across land for no cost? 10% seems a little too low of a cost to me.

Knarrs shouldn't even be able to travel along a signpost.
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Re: Game Development: Loving Lobster

Postby Jazcash » Wed Mar 27, 2019 11:10 pm

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Re: Game Development: Loving Lobster

Postby DatSheep » Wed Mar 27, 2019 11:30 pm

Interesting hat, nice additions.
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Re: Game Development: Loving Lobster

Postby Amanda44 » Thu Mar 28, 2019 12:10 am

If the bandana was black and red say, I may have bought one. :P

+1 for lobsters though. :)
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Re: Game Development: Loving Lobster

Postby Ryoki » Thu Mar 28, 2019 2:34 am

Key Fixes
-----------------------
Hopefully fixed a bug by which some areas could sometimes spawn inordinate amounts of foragable stuff.


I just walked through a swamp that was roughly 5 grids big and didn't find a single thing in it. No dragonflies, waterstrider, royal toadstool, nor even midges. Is this suppose to be normal?
Below should be 4 pictures of different parts of the swamp with nothing in them.

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Disregard, it seems that I was just lucky enough to walk into a swamp that didn't spawn anything during that time.
Last edited by Ryoki on Thu Mar 28, 2019 5:43 am, edited 1 time in total.
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Re: Game Development: Loving Lobster

Postby nytro » Thu Mar 28, 2019 5:02 am

jorb wrote:Made it so that traveling home by Knarr costs travel weariness.


This will just cause problems for smaller villages tbh. Bigger villages will just create a bunch of will-alts and have them travel with their knarr at all times. It's gonna be weird.
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Re: Game Development: Loving Lobster

Postby ChildhoodObesity » Thu Mar 28, 2019 5:03 am

makes docks pretty shit TBH
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Re: Game Development: Loving Lobster

Postby jordancoles » Thu Mar 28, 2019 6:12 am

Can you not hearth at 100% like a hearth fire?
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Re: Game Development: Loving Lobster

Postby Astarisk » Thu Mar 28, 2019 6:16 am

jordancoles wrote:Can you not hearth at 100% like a hearth fire?

No, this travel weariness change is complete shit for knarrs. It behaves like crossroads and charter stones, if you don't have enough will you cant port back. The will scaling isn't even generous I just went to the next continent over and am unable to port back. It's stupid af, not even wurm online makes you sail a boat this long. I'm even told you can't port the knarr if anyone on the ship lacks the TW for it. They completely killed knarr traveling. It's time to just raise up pure will alts so you can make it a bearable experience.

Let's hope you guys remember to carry plenty of tar sticks with you are you are gonna lose your knarr.
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