Game Development: Mushroom Circle

Announcements about major changes in Haven & Hearth.

Game Development: Mushroom Circle

Postby jorb » Sun Feb 21, 2021 9:46 pm

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

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New Implementations
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  • Wild Windsown Weeds now have a chance of being given a quality actually grown by someone, somewhere. The intention being that they should function as a catch-up mechanic for crop quality, by disseminating various higher quality crops more broadly. WWWs are now quality capped by Farming, rather than Survival.
  • Reworked/extended the plot representation. Field Cairns, used for setting local permission exceptions in villages, should now properly indicate their plots.
  • Added "Mushroom Kingdom", realm buff. Increases quality and quantity of mushrooms in Realms with the buff active.
  • Added "A Prayer for Opulence", ancestral worship prayer. Gives you one random item from the global pool of items sacrificed to the ancestors.
  • Added "Splint", a treatment for the "Something Broken" wound. Occupies one hand slot while active. Camomille Compress no longer heals "Something Broken".
  • Grave Cairns now indicate a full burial of a skeleton (including head) with a little skull on top. Grave Cairns built before this patch will all display as full burials.
  • Added "Clay Cuckoo", curiosity. Instrument.

Key Fixes
-----------------------
  • Reworked Crop Circles. Rather than build a million of them, you can charge your one Crop Circle by right-clicking more Heartwood Leaves into it. They still work on an additative basis if you do want to build more of them. Inspecting the Crop Circle should give you an idea of its effect on local crops. Crop Circle effect is halved each winter, rather than the circles being removed entirely.
  • Cellar bounding boxes should now be symmetrical. You can now apply locks to cellars. The original "key fix".
  • Added variable wood materials to Churn.

Small Fixes
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  • Ancestors should now only ask for items discovered by someone, somewhere.
  • Lanterns should now equip better to walls.
  • Fixed a problem with a few vertices in the Loom model acting up when using bad cam.
  • Reduced cost of Clay Cauldron from 25 to 15 clay.
  • Reduced cost of Study Desk from 10 to 6 boards, and from 16 to 8 wood blocks.
  • Reduced cost of Thatched Bed from 10 to 6 thatching material.
  • The Creel can now hold lures, hooks, oysters, mussels, razor clams, crabs, and lobsters.

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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 "Spring Vagabond's Cap".

Store Description wrote:Image$9 To wander with the seasons, to go where the feet are willing, and to chase a horizon more distant.


All Gold & Silver subscribers have been awarded the "Spring Vagabond's Cap", free of charge.

In the Pipe
-----------------------
  • We are working on a bigger implementation. Might be a few weeks.
  • 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.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

UPDATE YOUR CLIENTS. The map protocol is new, and not much will work without it.

Enjoy!
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Re: Game Development: Mushroom Circle

Postby shubla » Sun Feb 21, 2021 9:47 pm

Nice, but I cannot see the image that you've posted!

When will you add https to your web server, jorb?
https://www.havenandhearth.com/forum/viewtopic.php?f=47&t=69675
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Re: Game Development: Mushroom Circle

Postby DDDsDD999 » Sun Feb 21, 2021 9:50 pm

Pretty good update.
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Re: Game Development: Mushroom Circle

Postby Redlaw » Sun Feb 21, 2021 9:51 pm

Looks like an update that is a lead in to something. Also looks good over all.
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Re: Game Development: Mushroom Circle

Postby shubla » Sun Feb 21, 2021 9:54 pm

Fixed a problem with a few vertices in the Loom model acting up when using bad cam.

Best update 2021.
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Re: Game Development: Mushroom Circle

Postby ctopolon4 » Sun Feb 21, 2021 9:55 pm

CRABS TOO STRONG!
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Re: Game Development: Mushroom Circle

Postby Fostik » Sun Feb 21, 2021 9:57 pm

Known as zunzon. Contact discord: zunzon#6946.
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Re: Game Development: Mushroom Circle

Postby Ag_Revol » Sun Feb 21, 2021 10:01 pm

Oh nice, balancing update
It ain't much but that's something the game needs.

Question about WWW catchup mechanic: as I understand it - it's fairly random, so instead of getting "local" quality you can get the quality that is being grown somewhere in the world, which can be ANY quality. Does it mean it can actually be lower than "local" quality? If so, it'd be a problem at the world start where first ones to pick up good q WWWs are getting decent quality, while people who came late are getting q of around 10, because most people would just plant crops for the sake of planting. I mean it's not that big of a deal, but can be quite annoying as I see it
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Re: Game Development: Mushroom Circle

Postby Reyajh » Sun Feb 21, 2021 10:02 pm

Sweet... www's, Crop Circles rework and Splints O.O
Might we get hopeful to see some hobbling animations to come...??
Awesome updates!
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Re: Game Development: Mushroom Circle

Postby shubla » Sun Feb 21, 2021 10:02 pm

Ag_Revol wrote:Oh nice, balancing update
It ain't much but that's something the game needs.

Question about WWW catchup mechanic: as I understand it - it's fairly random, so instead of getting "local" quality you can get the quality that is being grown somewhere in the world, which can be ANY quality. Does it mean it can actually be lower than "local" quality? If so, it'd be a problem at the world start where first ones to pick up good q WWWs are getting decent quality, while people who came late are getting q of around 10, because most people would just plant crops for the sake of planting. I mean it's not that big of a deal, but can be quite annoying as I see it

Yeah somebody could also plant 1000x1000 field of shit q crops to reduce chances of somebody getting his high q stuff.
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http://i.imgur.com/CRrirds.png?1
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