Game Development: Some fixes

Announcements about major changes in Haven & Hearth.

Re: Game Development: Some fixes

Postby Sarchi » Mon Nov 08, 2010 6:50 am

jorb wrote:
zoxistarius wrote:That's really sux, guys. I had a table with 1022 setting tidiness, there was 478% FEP bonus, now it's just a shitty table with 90% FEP bonus...


QQ


Well, it does appear that high level players can easily get around 100% FEP bonus with <10% hunger bonus. That is still decent enough, I suppose.

I'd sure as hell take it over tables being removed altogether. (And I'm pretty sure this has been suggested before...)
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Re: Game Development: Some fixes

Postby rye130 » Mon Nov 08, 2010 6:52 am

I honestly feel it was a bad idea to remove tidiness bonus. It hurts more then you realize (even though it was over powered before). It does really hurt the up and coming towns. Big towns have pallibashers which takes a set amount of strength, the difference between a 1000 str pallibuster and a 10000 strength pallibuster does not matter really, the fact that you can punch down walls is a huge thing. Now new players will never reach this fairly easily obtainable thing while older villages aleady have it and thus have a bigger advantage then they used to.
Stop it Sarchi.
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Re: Game Development: Some fixes

Postby jorb » Mon Nov 08, 2010 6:54 am

Neptjunoue wrote:
jorb wrote:
rye130 wrote:if I'm not mistaken


But you are. It used to be AW/BW, quite simply.


Actually it was suppose to be AW/BW /2 since if it was AW/BW someone with 101 UA can deplete full defense meter of a UA 100 but as it standed before it depleted 50%


It was not the attack value as such that was (AW/BW/2), but the defense bar which was decreased by OU*(AW/BW)/2, where OU is the amount of offense bar used.
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Re: Game Development: Some fixes

Postby zoxistarius » Mon Nov 08, 2010 6:54 am

How the golden tile looks: Image
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Re: Game Development: Some fixes

Postby Bl1tzX » Mon Nov 08, 2010 6:57 am

So I can leave my cupboards outside and not worry about a thing?

Sweet.
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Re: Game Development: Some fixes

Postby rye130 » Mon Nov 08, 2010 6:58 am

How does grassing and such of golden tiles work? Can I build on them and such? Anyway to get the nugget back?
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Re: Game Development: Some fixes

Postby SpidersEverywhere » Mon Nov 08, 2010 7:00 am

jorb wrote:Decay
Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example)


Oh, nice. This is just for personal claims, not village claims?
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Re: Game Development: Some fixes

Postby jorb » Mon Nov 08, 2010 7:01 am

Bl1tzX wrote:So I can leave my cupboards outside and not worry about a thing?


Ah, right. No, cupboards will still decay outside.
‎"There is no means of avoiding the final collapse of a boom brought about by credit expansion. The alternative is only whether the crisis should come sooner as the result of a voluntary abandonment of further credit expansion, or later as a final and total catastrophe of the currency system involved."

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Re: Game Development: Some fixes

Postby jorb » Mon Nov 08, 2010 7:02 am

rye130 wrote:How does grassing and such of golden tiles work? Can I build on them and such? Anyway to get the nugget back?


Same terraformation rules as for paved road. I suggest you protect your golden sanctum well.
‎"There is no means of avoiding the final collapse of a boom brought about by credit expansion. The alternative is only whether the crisis should come sooner as the result of a voluntary abandonment of further credit expansion, or later as a final and total catastrophe of the currency system involved."

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Re: Game Development: Some fixes

Postby Sarchi » Mon Nov 08, 2010 7:05 am

Does stomp to dirt produce Mudflats, and do they produce clay over time or something?
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