Game Development: Alchemical Adventures

Announcements about major changes in Haven & Hearth.

Game Development: Alchemical Adventures

Postby jorb » Fri Jul 31, 2020 10:05 pm

We've been developing, and here's what's new.

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New Implementations
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  • Added Alchemy.
    • You can now create Elixirs, consumable potions, using alchemy. Beneficial Elixirs can give stat buffs for a duration, or heal wounds.
    • Elixirs are created by combining ingredients with alchemical properties. Presently, Herbs and Minerals generally have alchemical properties, but the list should be expanded.
    • Raw materials, i.e. items with alchemical properties acquired from nature, have four deterministically randomized potential effects, that (for now) are perfectly constant for that particular item, and always the same. (E.g. potential effects can be: Heal a particular wound, buff a particular stat, &c).
    • Elixir Recipes, and there are several, combine various Alchemical Ingredients to produce consumable Elixirs.
    • All potential effects present in at least two of the ingredients will be present in the final Elixir.
    • If a potential effect is present in more than two of the ingredients, the effect will become increasingly more powerful.
    • All unmatched potential effects, present in only one of the ingredients, will serve to increase the harmfulness of the elixir. Elixirs generally cause some type of wound in addition to their positive effect, unless all potential effects in the ingredients are perfectly matched.
    • There are also Alchemical Processes, which consume alchemical ingredients to produce new, processed ingredients, combining, and often removing, the potential effects present in the materials used to produce them, to create cleaner ingredients, with fewer potential effects, and thus with less risk of harm.
    • A raw material -- base ingredient acquired from nature -- can only be used once in an alchemical elixir or process, meaning that you can't, for example, use both Blueberries and an Herbal Grind made from two blueberries, to create a perfectly matched elixir.
    • Most processes require the use of some combination of Alchemical tools, such as the Alchemist's Table, Retort, Burette, Testtube Rack, Fine Scales, Mortar & Pestle, or Tripod Burner.
    • Alchemy is unlocked using the Alchemy Skill, unlocked with Hearth Magic and Plant Lore.
    • EDIT: Elixirs cannot be consumed while in combat, or when you have another Elixir already active.
  • There is a lot that can be discussed, changed, added or thrown out here, but I think I'll defer further commentary until you've had a chance to toy around with this. It is by some necessity a tentative implementation.

Key Fixes
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  • Animals no longer destroy Siege Engines.
  • Siege Engine Drying times for destroying Village Authority Objects (Idol, Flags, &c) now scales with the power level of the village claim, meaning that a young Village can be sieged with a shorter drying time on the battering ram.

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As always, if you liked what we did here: Support the patch.

Today's Patch Items, for the fair price of $9 is the "Hat House"

Store Description wrote:Image$9 What manner of strange mice have taken up refuge in ye olde attic lately? A rustic but worthy cabin!


All Gold subscribers have been awarded the "Hat House". free of charge.

In the Pipe
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  • Loftar has finished GPU processing of both bone and mesh animations, allowing, among other things, for instanced rendering of animated meshes (beehives, &c), which could imply some nice performance gainz. This has however not been pushed yet, as a thereby introduced technical limitation (a maximum of four bone influences per vertex) necessitates me to rework some art resources to not cause various dumb mesh bleeds. Will try to push before the end of August at least.
  • This concludes, after some ado, the present work on the client, and the client rendering rewrite is thus... finished. Much rejoicing! Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • An update to the server-client protocol is the next project in the pipe. It is a relatively limited scope project to allow for better definitions of objects in relation to other objects (E.g. bubbling retort standing on lit tripod burner with variable materials, standing on an Alchemist's table. That kind of stuff). One upside is that it could allow us to add variable materials to tools and equipment. This is necessary for the next project after, namely Object Controlled Objects, which we consider the next major milestone in development.
  • There will be no update next week as we take some RnR, but we should be back the week after that. We're always very grateful for all support, we thank you all for all the generous support you have already given us, and we're excited to keep developing!
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

Enjoy!
"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."

-- Hieromonk Seraphim Rose
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Re: Game Development: Alchemical Adventures

Postby Zentetsuken » Fri Jul 31, 2020 10:05 pm

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Re: Game Development: Alchemical Adventures

Postby kitty629 » Fri Jul 31, 2020 10:07 pm

Thank you!
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Re: Game Development: Alchemical Adventures

Postby klouyd » Fri Jul 31, 2020 10:08 pm

AWESOME!
༼ つ ◕_◕ ༽つ
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Re: Game Development: Alchemical Adventures

Postby KingfishCid » Fri Jul 31, 2020 10:12 pm

Nice. Can't wait to cook up iron age crystal meth to play Norse Florida man! Looking forward to how this new system expands.
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Re: Game Development: Alchemical Adventures

Postby stya » Fri Jul 31, 2020 10:13 pm

sounds and looks great :P
big hype, hope it does not backfire :D
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Re: Game Development: Alchemical Adventures

Postby Apocoreo » Fri Jul 31, 2020 10:13 pm

Hello potion seller, I am going into battle, and I want your strongest potions.
i like game grumps


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Re: Game Development: Alchemical Adventures

Postby jorb » Fri Jul 31, 2020 10:15 pm

Apocoreo wrote:Hello potion seller, I am going into battle, and I want your strongest potions.


Ah, indeed. You cannot consume Elixirs while in combat. Adding to OP.
"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."

-- Hieromonk Seraphim Rose
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Re: Game Development: Alchemical Adventures

Postby Stoneface » Fri Jul 31, 2020 10:23 pm

We're in danger! Yay! :D Great update, always happy to fiddle around with new substances in the name of science!!
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Re: Game Development: Alchemical Adventures

Postby Enjoyment_2 » Fri Jul 31, 2020 10:35 pm

15 lye for 1 operation isn't too much?
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