Game Development: Orange Alchemy

Announcements about major changes in Haven & Hearth.

Game Development: Orange Alchemy

Postby jorb » Sun May 17, 2026 9:43 pm

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

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New Implementations
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  • Added "Alchemy Book", helpful user interface. The "Alchemy Book" collects and remembers the recipes of all (effectful) elixirs you have discovered. Note that processed alchemical ingredients, e.g. "Herbal Grind"s, crafted before the patch won't be properly represented in the alchemy book. Additional feature requests and UI feedback welcome!
  • "Crane Fly", insect, curiosity.
  • "Duck à l'Orange", dish. Suggested here.

Key Fixes
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  • Reworked the internal wound healing definitions to make it so that time-to-heal is a function of wound and treatment, rather than just being a property of the treatment itself. This is mostly a technicality of specification, but the main idea is that a treatment should increase the native healing speed of a wound, rather than dictate the healing pace. Most wound treatment timers have changed on account of the change, some gaining and some losing, but we hope that the net effect is neutral. Let us know if something seems way off.
  • Fixed a problem in the rendering code which caused crashes among other times when being attacked by multiple enemies. Reported e.g. here. Some speculation that this may have been the old "nVidia bug" which we organized a whole dev stream to try to reproduce a few years back. Big thanks to github user onefuncman for a strong lead.

Small Fixes
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  • Added support for high-resolution scrolling (on supported platforms) for such things as scrollbars, camera zoom and placement rotation, so that supporting devices (eg. touchpads) can scroll with pixel granularity.
  • Fixed a bug by which "Willow Weep" and "Opium" would be listed as known wound treatments before being discovered.
  • Fixed a missing whitespace in the tooltip for "Spherical Parchment Lantern".

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

Today's Patch Item, for the fair price of $7, is the "Rocket Booster Cap".

Store Description wrote:Image$7 Envisioning itself a starship, flying across the universe divide, this hat zaps and zooms around like few others!


All Gold subscribers have been awarded the "Rocket Booster Cap", free of charge.

In the Pipe
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UPDATE YOUR CLIENTS... for cool new Alchemy Book.

Enjoy!
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Re: Game Development: Orange Alchemy

Postby Dawidio123 » Sun May 17, 2026 9:46 pm

Cool
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Re: Game Development: Orange Alchemy

Postby fatfunnyvalentine » Sun May 17, 2026 9:50 pm

Honestly I've been avoiding alchemy for a while because of trying to keep up with discoveries. This is actually very helpful. Is there any plan to include a cookbook in a similar function? Perhaps have it set up per recipe, to show you each FEP combo you've discovered thus far?
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Re: Game Development: Orange Alchemy

Postby Kinglazy » Sun May 17, 2026 9:51 pm

Sweet. Can we have a similar book for cooking?

Fingers crossed for reset announcement next week
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Re: Game Development: Orange Alchemy

Postby serVar161 » Sun May 17, 2026 9:52 pm

Thanks for fixing the bug.
I saw a herd of deer and thought they were meat. I woke up at home with a headache from the concussion—it was a shame.

An alchemy recipe book sounds interesting. I have a feeling they'll be asking for a recipe book of cooked dishes.
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Re: Game Development: Orange Alchemy

Postby _Scipio » Sun May 17, 2026 9:53 pm

Duck à l'orange is a classic French dish from cuisine bourgeoise consisting of roasted duck served with a bitter orange (bigarade) sauce.

The dish was later formally codified by Auguste Escoffier in Le Guide Culinaire. Modern variations typically feature:

Roasted duck with crispy skin, often achieved by pricking the skin and rendering fat.
A sweet and savory sauce made from orange juice, zest, stock, sugar, vinegar, and often Grand Marnier or other orange liqueurs.
Garnishes such as supremed orange segments and blanched orange zest strips.

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Re: Game Development: Orange Alchemy

Postby loftar » Sun May 17, 2026 10:01 pm

For anyone curious, the concrete recent change that suddenly made the render bug so reproducible was adding outlines to avatars. This specifically, when the combat relation list expanded to need scrolling (so that at least one avatar view didn't actually render to the screen) made the VAO tracking mismatch cause an indexed drawcall to ba called without an index buffer set, which caused the crash. This usually wouldn't happen since there are usually many drawcalls in between that accidentally resynchronized the VAO tracking.

When we tried to debug the previous so-called "nVidia bug" (so called since I only got it reported from nVidia owners, making me think it was a driver bug), the combat-relation list didn't switch to scrolling mode at all, and avatars didn't have outlines, so my suspicion is that it only happened in fights that were large enough that the list overflowed the bottom of the screen, and where at least two consecutive characters in the list had hats with "lens flare" effects on them (which also render index-lessly), explaining why it was almost impossible to find how to reproduce the problem.
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Re: Game Development: Orange Alchemy

Postby fatfunnyvalentine » Sun May 17, 2026 10:14 pm

also when are we getting variable palisades? right now the model appears to be pine logs, and I want my base to match and I'm tired of using pine wood in everything :( that and it would be cool to see what color logs people end up choosing for their bases as I explore
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Re: Game Development: Orange Alchemy

Postby serVar161 » Sun May 17, 2026 10:16 pm

Duck in orange sauce sounds like trolling. They could have just added Peking duck.
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Re: Game Development: Orange Alchemy

Postby Marisius » Sun May 17, 2026 10:29 pm

Antcid Burns + Yarrow is healing way faster than it used to. Almost immediate effect. Although that may just be a product of actually seeing stacks removed after application.
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