Game Development: Mulch Embankment

Announcements about major changes in Haven & Hearth.

Game Development: Mulch Embankment

Postby jorb » Sun Jul 10, 2022 9:51 pm

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

Image

New Implementations
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  • Added "Embankment Scaffold". Ground in front of an Embankment Scaffold can be raised higher than would otherwise be allowed, to form a ridge. Once one scaffold has been built, it can then be extended much like walls. Pretty excited to add this, and have been wanting to do so for some time. Let's see the crazy exploits you can come up with!

Small Fixes
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  • "Mulch" can now be used as landfill.

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

Today's Patch Item, for the fair price of $9 is the "Wasteland Cowboy Hat".

Store Description wrote:Image$9 Has seen enough roentgens to power a small house, and smelling of buckshot.


All Gold & Silver subscribers have been awarded the "Wasteland Cowboy Hat", free of charge.

In the Pipe
-----------------------
  • We are very interested in fixing the nVidia driver crash bug. Go see if you can help!
  • We are working on a conversation system for quest givers, which is currently our bigger project (tm). Making progress, but patches may not be weekly.
  • 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?

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: Mulch Embankment

Postby magnet » Sun Jul 10, 2022 9:53 pm

nice
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Re: Game Development: Mulch Embankment

Postby Apocoreo » Sun Jul 10, 2022 9:53 pm

fart with reverb
i like game grumps


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Re: Game Development: Mulch Embankment

Postby Oddity » Sun Jul 10, 2022 9:54 pm

announce world reset please
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Game Development: Mulch Embankment

Postby jock » Sun Jul 10, 2022 9:54 pm

Kinda cool but it'll make hunting anything of high quality much easier. mammoth traps just got a whole new high.
Last edited by jock on Sun Jul 10, 2022 9:58 pm, edited 1 time in total.
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Re: Game Development: Mulch Embankment

Postby bumfrog » Sun Jul 10, 2022 9:54 pm

so excited for a sneak peak at the tree conversation progress
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Re: Game Development: Mulch Embankment

Postby SnuggleSnail » Sun Jul 10, 2022 9:56 pm

Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make
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Re: Game Development: Mulch Embankment

Postby Fostik » Sun Jul 10, 2022 9:56 pm

Fortifications good
Dead siege good
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Re: Game Development: Mulch Embankment

Postby noindyfikator » Sun Jul 10, 2022 9:57 pm

Pog update
W3 - W10 - Hermit / small plots with spruces
W11 - The Friend Zone
W12 - KoA aka Kingdom of Ashes
W13 - Monke
W14 - Alpaca Farm aka Animal Planet
W15 - Whatever Bay - The Greatest Siege Defense Victory in Haven History - https://www.youtube.com/watch?v=KhyUveSeZ0Q
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Re: Game Development: Mulch Embankment

Postby Kittenykat » Sun Jul 10, 2022 9:57 pm

Oddity wrote:announce world reset please

I'm fine with the world as it is. xD
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