Game Development: Swinish Alchemy

Announcements about major changes in Haven & Hearth.

Game Development: Swinish Alchemy

Postby jorb » Sun Nov 24, 2024 10:39 pm

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

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New Implementations
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  • (Re-)Added "Boar Tusk Snuff" from Legacy! Yoohoo!
    • "Boar Tusk Snuff" is a craftable substance.
    • When sniffed, player recieves a wound, corresponding in size to the snuff's quality, called "Tuskalooza!". "Tuskalooza!" buffs your Strength attribute by its wound size, but diminishes rather quickly.
    • If sniffing more while already "Tuskalooza!"'d, you will, additionally, recieve a wound "Nose Bleed", which heals relatively quickly.
    • When "Tuskalooza!" disappears entirely, you will recieve a "Sore Snout" wound, lasting for some time. The size of the "Sore Snout" is a function of the maximum size the expiring "Tuskalooza!"-wound ever had.
    • You are mechanically prevented from committing the most obvious "Boar Tusk Snuff"-suicides, but do tread with caution.
    • The intent has been to make the snuff somewhat useless in combat, but useful when e.g. mining.
  • Added "Snuff Box", a container for substances which can be used to carry a nice amount of snuff/pipestuff around. You can hotkey them for that instant sniff-snuff glory.
  • Added "Elegant Table", a nice, new table.
  • Added "Salt Roulade", food.

Key Fixes
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  • Implemented Alchemy Discoveries
    • Whenever you craft an elixir with a benign effect, the ingredients which carried those effects will thereafter always display them in their tooltip. You will be awarded a normal discovery LP amount for the discovery.
    • Elixirs and alchemical process-materials (E.g. "Lye Ablution"s) will now always present, in their tooltips, the recipe which made them. The recipe is only visible to the creator of the material/elixir.
  • Tables now come with increasing inventory sizes, with the "Rustic Table" remaining at present 6x6, the "Stone Table" granting 8x8, the "Cottage Table" 10x10, and the new "Elegant Table" clocking in at a whooping 12x12.

Small Fixes
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  • Added light sources and/or polished up Casting Molds, Stack Furnace, Alchemy Table/Tripod Burner, Crucible and Firebrands. Also added some fire/pumping bellows sound.
  • Casting Molds should no longer decay while still cooling.
  • Mine Hole Ladders should now properly indicate the mine support radius they extend around them.
  • Added proper error message when attempting to plant above/below ground plants in the wrong place.
  • You can now switch out fishing rod pieces without interrupting the fishing action. E.g. change line/lure/bait/hook without having to re-initiate the fishing action.
  • Foodbuffs now say "Made with", rather than "Made from", as we felt it made more sense.
  • "Cold Cut" may now be applied to "Black Eye" wound.
  • Buffed the baseline effect added from eating "Liberty Caps". The amount of effect added now increases with quality on the mushroom.
  • "Tick"s are now only bait while bloated, much like Leeches.
  • Character uses the "blow-start-fire"-animation when lighting "Bough Pyre"s.
  • Snakes now lean visually with the ground they are on, which should make them look slightly better when crawling up a hillside.
  • Added proper "You find nothing" error message when "Raid!":ing empty Wild Beehives.
  • The following now stack: "Silkmoth Egg", "Cloth", "Disgusting Tapeworm", "Forest Lizard", "Adder Fang".
  • "Rough Polish" now uses the Masonry attribute for its quality, rather than Carpentry, and is discovered by the "Stoneworking" skill, rather than the "Carpentry" skill.
  • Added a "Rough Polish" to the "Stone Table" and "Stone Throne" recipes.

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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 $7, is the "Alchemist's Hat".

Store Description wrote:Image$7This hat gets mixed up in all sorts of shenanigans, and is never not cooking up a brew.


All Gold subscribers have been awarded the "Alchemist's Hat", free of charge.

In the Pipe
-----------------------
  • 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: Swinish Alchemy

Postby Robertzon » Sun Nov 24, 2024 10:40 pm

wowza, new hatma
also rip ticks
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Re: Game Development: Swinish Alchemy

Postby TheServant » Sun Nov 24, 2024 10:43 pm

good!
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Re: Game Development: Swinish Alchemy

Postby Lalaxx » Sun Nov 24, 2024 10:43 pm

Where sage change? Do i just skip this credo then?
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Re: Game Development: Swinish Alchemy

Postby Halbertz » Sun Nov 24, 2024 10:43 pm

Okay patch.
Last edited by Halbertz on Sun Nov 24, 2024 10:45 pm, edited 1 time in total.
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Re: Game Development: Swinish Alchemy

Postby KGery » Sun Nov 24, 2024 10:44 pm

Long overdue, but alchemy QoL is very welcome, thank you.
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Re: Game Development: Swinish Alchemy

Postby Saxony4 » Sun Nov 24, 2024 10:44 pm

Snuff it up
loftar wrote:git da mony
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Re: Game Development: Swinish Alchemy

Postby SexyBigBoobaDakkan » Sun Nov 24, 2024 10:44 pm

Let us bash wellsprings! The voice of the people cannot be silenced!
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Re: Game Development: Swinish Alchemy

Postby Sephiron » Sun Nov 24, 2024 10:44 pm

DUDE I DIDNT EVEN READ THE WHOLE POST JUST BOAR TUSK SNUFF IS BACK FFFFFFFFFFFFFFFFFFFFFFFFFFF
My favorite item from legacy. Literally the only one other than seed pouch that I missed. Fuck yes W W W W
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Re: Game Development: Swinish Alchemy

Postby Troll_Shroom » Sun Nov 24, 2024 10:45 pm

Snuff, snuff box, and a new table? Good patch. Stackable rats when?
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