Game Development: Indicator Thyme

Announcements about major changes in Haven & Hearth.

Re: Game Development: Indicator Thyme

Postby shubla » Thu Jul 18, 2019 12:25 am

Is it a mere coincidence that you added this fox hat now, or is it related to some somewhat recent events?
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http://i.imgur.com/CRrirds.png?1
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Re: Game Development: Indicator Thyme

Postby samogonwik » Thu Jul 18, 2019 12:30 am

OMG
now i cant login, allways #Haven error!#
this fucking new plant

someone have this problem too?
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Re: Game Development: Indicator Thyme

Postby loftar » Thu Jul 18, 2019 12:36 am

samogonwik wrote:OMG
now i cant login, allways #Haven error!#
this fucking new plant

someone have this problem too?

Should be fixed now.
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Re: Game Development: Indicator Thyme

Postby KitsuneG » Thu Jul 18, 2019 12:39 am

Damn, i need that hat..
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Re: Game Development: Indicator Thyme

Postby Dakkan » Thu Jul 18, 2019 12:48 am

loftar wrote:
Dakkan wrote:If you wanted to make foraging important again though, why make these new spices pottable? Not that foraging has any reason to be a real profession, unless you have blueberries in your eyes.

Mostly for realism reasons, to be honest. We have other ideas to try and make foraging more important, but we didn't get to that this time.


Why not just add new foragables that are really nice?
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Re: Game Development: Indicator Thyme

Postby springyb » Thu Jul 18, 2019 1:06 am

jorb wrote:[*] Itsy Bitsy Spider


Spiders are not bugs 0/10
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Re: Game Development: Indicator Thyme

Postby Dakkan » Thu Jul 18, 2019 1:50 am

springyb wrote:
jorb wrote:[*] Itsy Bitsy Spider


Spiders are not bugs 0/10


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If you want to be picky you should at least be picky about the fights you pick.
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Re: Game Development: Indicator Thyme

Postby KwonChiMin » Thu Jul 18, 2019 3:18 am

to boost forage relevance - why not make questgivers reward "+quality to nearby smth" (that is considered bullshit by everyone making quests) not a separate but an additional to character related rewards? It could be every time you receive a reward or a chance bonus (depending on your view on progression speed).

Thus you upgrade wildgrown forageables as world progresses and make quests more attractive not only to power-players but to everyone making quests. Also you get more people out of bases.


Oh, and yes, good patch.
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Re: Game Development: Indicator Thyme

Postby sabinati » Thu Jul 18, 2019 3:58 am

I CAN'T BELIEVE YOU HAVE CHANGED X, STUPID DEVS REEEEEEEEEEEEEE
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Re: Game Development: Indicator Thyme

Postby Dakkan » Thu Jul 18, 2019 4:08 am

sabinati wrote:I CAN'T BELIEVE YOU HAVE CHANGED X, STUPID DEVS REEEEEEEEEEEEEE


Oh yeah, REEEEEEEEEEE!!!!

I only have a single road to test the road weariness change, it is from the beginning of the world, and it's broken after 2 signposts. Costs 1%, which is still too high to bother. I'm usually at 100% because I hearth to my hearthfire regularly.

I really hated how polluted the world became with roads last world, but this world seems like the opposite extreme.
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