Game Development: Rotating Wolfdog

Announcements about major changes in Haven & Hearth.

Re: Game Development: Rotating Wolfdog

Postby noindyfikator » Sun Jan 16, 2022 10:23 pm

Great patch, thank you for your work
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Re: Game Development: Rotating Wolfdog

Postby MagicManICT » Sun Jan 16, 2022 10:58 pm

Love the attention to details and requested features.

Limitless0 wrote:
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.


Which resources exactly are these?

I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now. (Posting this just to get comments from anyone who is still stuck using one of the older clients.)
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Re: Game Development: Rotating Wolfdog

Postby SnuggleSnail » Sun Jan 16, 2022 10:59 pm

jorb wrote:[list]
[*] Knarrs, Snekkjas, Battering Rams and Catapults, should all now refuse movements which require them to rotate into "hard" objects (houses, palisades, war flags, other siege engines, &c), thereby hopefully preventing various shenanigans with overlapping bounding boxes.


This fucked siege btw and I didn't test yet but I suspect navel combat too
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Re: Game Development: Rotating Wolfdog

Postby loftar » Sun Jan 16, 2022 11:22 pm

MagicManICT wrote:I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now.

As far as I can tell, there are still around 1/5-1/3 or so of players using ArdClient.

SnuggleSnail wrote:This fucked siege btw

It would help if you were to describe in what way it "fucked siege".
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Re: Game Development: Rotating Wolfdog

Postby shubla » Sun Jan 16, 2022 11:33 pm

loftar wrote:
MagicManICT wrote:I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now.

As far as I can tell, there are still around 1/5-1/3 or so of players using ArdClient.

If you keep supporting this old legacy stuff, seatribe will become microsoft.
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Re: Game Development: Rotating Wolfdog

Postby SnuggleSnail » Mon Jan 17, 2022 12:14 am

loftar wrote:
SnuggleSnail wrote:This fucked siege btw

It would help if you were to describe in what way it "fucked siege".


Imagine a world where building 4 things that can only be broken with a ram around a ram, but you can't ram them with the ram because the ram can't rotate. Everybody in our discord called this being the case before the server was even back up. IDK how you guys don't see these things TBH
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Re: Game Development: Rotating Wolfdog

Postby Archiplex » Mon Jan 17, 2022 12:35 am

sounds like a case for making soak growth a universal mechanism and making sure you can't just build objects around another object that takes a long time to bash/tools to bash
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)

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Re: Game Development: Rotating Wolfdog

Postby loftar » Mon Jan 17, 2022 1:09 am

Archiplex wrote:sounds like a case for making soak growth a universal mechanism

That was the general idea. What did we miss? That being said, in this case, it could be that the better solution is to add a small building exclusion around siege engines.
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Re: Game Development: Rotating Wolfdog

Postby jordancoles » Mon Jan 17, 2022 1:25 am

loftar wrote:
Archiplex wrote:sounds like a case for making soak growth a universal mechanism

That was the general idea. What did we miss?

Kilns/tarkilns/smelters/crucibles/ovens?

Kilns and tarkilns would be the most spammable/common one you'd see. Probably mostly just as an early-world annoyance
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Re: Game Development: Rotating Wolfdog

Postby loftar » Mon Jan 17, 2022 2:54 am

Sure, but none of those can "only be broken with a ram".
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