Darklings

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Darklings

Postby ErdTod » Sat Sep 19, 2026 3:16 pm

Corrupted hearthlings that spawn like any wildlife, very aggressive and have some randomized stats and randomized equipment (with randomized gildings) which can be looted upon defeating them. They wander around like dryads, but sometimes can start doing some "human" actions like chopping trees, setting up a fire, fishing, sleeping on the ground, gathering fruits and berries. If the random equipment roll made them have weapons - they are as aggresive as snakes/scorpions. If not, then they are as aggressive as badgers. Corpse decays into something similar as player corpse, and can be buried in a dolmen which with each corpse buried accumulates dark power that can be used in rituals to get temporary buffs but inflict permanent wounds that can be healed only with alchemy or roots.

If they are to defeat the player, they loot 1-5 random equipment slots from KO'd player, and have a chance to finish off & murder as boars.
Last edited by ErdTod on Sat Sep 19, 2026 3:21 pm, edited 1 time in total.
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Re: Darklings

Postby Halbertz » Sat Sep 19, 2026 3:20 pm

Can't wait to cheese them to farm for free b12s.
Bad!
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Re: Darklings

Postby ErdTod » Sat Sep 19, 2026 3:22 pm

Halbertz wrote:Can't wait to cheese them to farm for free b12s.
Bad!


Why would a free b12 be bad?
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Re: Darklings

Postby Halbertz » Sat Sep 19, 2026 3:28 pm

ErdTod wrote:
Halbertz wrote:Can't wait to cheese them to farm for free b12s.
Bad!


Why would a free b12 be bad?

You suggest to replace gameplay loop of [mining, smelting, making steel, collecting wax and leather, crafting b12] to [cheese retarded mobs].
Things acquire meaning when they are backed by time and effort. If you want to get free B12 pick up one from the floor in Valhalla.
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Re: Darklings

Postby ErdTod » Sat Sep 19, 2026 3:31 pm

Halbertz wrote:
ErdTod wrote:
Halbertz wrote:Can't wait to cheese them to farm for free b12s.
Bad!


Why would a free b12 be bad?

You suggest to replace gameplay loop of [mining, smelting, making steel, collecting wax and leather, crafting b12] to [cheese retarded mobs].
Things acquire meaning when they are backed by time and effort. If you want to get free B12 pick up one from the floor in Valhalla.


Certainly a b12 shouldn't be a common spawn, but when you find such a 1 in 10 000 spawn - it can feel like great luck, without adding much disbalance to the progression loop.
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Re: Darklings

Postby Halbertz » Sat Sep 19, 2026 3:38 pm

The random loot drop system is a step toward turning the entire game into an endless loot-box grind. The next step will likely be the introduction of keys for them in the store.
Implementing random loot in a game where the only element of true randomness is item quality is a bad idea. I wouldn't mind seeing opponents that act like real players in Valhalla, but that’s too complex a task for the developers—we’ve already seen how they "fixed" the animal AI.
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Re: Darklings

Postby ErdTod » Sat Sep 19, 2026 4:27 pm

Dungeons already have random loots. They sure require a little more effort than a random mob, but still. I don't see anything bad in a random loot box kind of thing. If it wasn't an enjoyable mechanic, it wouldn't plague the game industry like it does.
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Re: Darklings

Postby r0ck4ev3r » Sat Sep 19, 2026 7:10 pm

-1;

No. We already have lootbag spruces that buy items on the market, run around get ko'd and looted.
"Don't just have an idea- have all of them." ~ Niv-Mizzet
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