Game Development: Stop. It's Hammertime.

Announcements about major changes in Haven & Hearth.

Game Development: Stop. It's Hammertime.

Postby jorb » Mon Dec 27, 2010 7:23 am

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

Random Fixes
  • Foxes, Boars, Mouflon, Aurochsen, Bears and Deers should now yield approximately double the amount of meat
  • BBBs now give 10 Str FEPs base rather than 8
  • Roasting meat is now slightly faster
  • Poppy flowers should now drop to the ground when a poppy field is harvested

Siegeing
  • Battering ram health increased from 100 to 125 (which, consequently, increases its range by 25%)
  • Battering ram repair cooldown reduced from 24h to 8h
  • Palisade soak reduced from 30 to 25
  • Brick wall corner posts can now be sealed properly
  • Brickwalls can no longer be damaged at all without a Battering Ram
  • Newly built initial cornerposts should now have a 12h cooldown before they can be extended from
  • Village Idols should now have a 24h cooldown after being built until they can be activated.
  • It should no longer be possible to wall-jump by (ab)using crossroads
  • Destroying a wall section should now seriously damage or destroy adjacent wall sections
  • Strongboxes are now immobile constructions. We are aware that this sucks for the wagon-dwellers of the world, but mobile strongboxes cause way too many problems. We will try to consider alternatives for the gypsies out there.

Combat
  • All attacks now interrupt ranged weapons' aiming except other ranged attacks that miss.
  • Shots fired with the aim-o-meter at less than 10% accuracy always miss.
  • Ranger's Bow base damage reduced from 400 to 300.
  • Wood Bow base damage increased from 75 to 110.
  • Slings' damage is no longer affected by quality. Consider this a stop-gap measure until we have time to implement a more convincing fix.
  • Agility now matters in close combat. If you have twice the agility of your opponent, your attack cooldowns will be ~20% shorter, while his will be ~20% longer. The bonus scales continously within that range of agility difference, but not beyond it. More precisely, the cooldown bonus is (AGI / AGI)^¼, where the agility quotient itself is clipped to [0.5, 2.0].
  • Most armor will now debuff your agility to one extent or another

Building
It should now be possible to build essentially anything in both caves and mines. A couple of restrictions apply:
Caves: You can only build on paved ground. Tiles cannot be paved if there are (black) nil-tiles or water tiles anywhere within a 5x5 area around the tile you are trying to pave.
Mines: An area 6x6 tiles in size surrounds the mine ladder entrance. No constructions can be built on these tiles.

Christmas
Cutthroat Knuckles -- Add an extra 15 damage to "Knock His Teeth Out!" and "Punch", scaled as usual for weapons (by square root of the geometric mean of the quality and the wielder's strength)
Soldier's Gauntlets -- Have a bit of armor and add an extra 10 damage to "Knock His Teeth Out!" and "Punch", scaled as usual for weapons
Sledgehammer -- Adds four damage when destroying stuff. Please Hammer, Don't Hurt 'Em.

Ho, ho, ho(pe this doesn't have any unforeseen consequences)!
"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: Stop. It's Hammertime.

Postby DatOneGuy » Mon Dec 27, 2010 7:24 am

* Village Idols should now have a 24h cooldown after being built until they can be activated. - SUCKS DONKEY BALLS
* It should no longer be possible to wall-jump by (ab)using crossroads - How? What was changed to make this happen?
* Destroying a wall section should now seriously damage or destroy adjacent wall sections - Cool
* Strongboxes are now immobile constructions. We are aware that this sucks for the wagon-dwellers of the world, but mobile strongboxes cause way too many problems. We will try to consider alternatives for the gypsies out there. - Worst possible change ever.


# All attacks now interrupt ranged weapons' aiming except other ranged attacks that miss. - I hope this means that hit, as in bypass def bar
# Shots fired with the aim-o-meter at less than 10% accuracy always miss. - Sucks balls, you know how hard it is to pull off 15%? :v
Ranger's Bow base damage reduced from 400 to 300. - Doesn't resolve the issue at all.
Agility now matters in close combat. If you have twice the agility of your opponent, your attack cooldowns will be ~20% shorter, while his will be ~20% longer. The bonus scales continously within that range of agility difference, but not beyond it. More precisely, the cooldown bonus is (AGI / AGI)^¼ - Very nice that agiliy matters overall. Why the limit at 20%?

Mines: An area 6x6 tiles in size surrounds the mine ladder entrance. No constructions can be built on these tiles. - FUCK YES, sANTA CAME EARLY


Sledgehammer -- Adds four damage when destroying stuff. Please Hammer, Don't Hurt 'Em. - Awwwwwwwww yEAH

Slings' damage is no longer affected by quality. Consider this a stop-gap measure until we have time to implement a more convincing fix. - THIS TAKES THE CAKE AS WORST CHRISTMAS PRESENT >:( Hunting with a sling was the ONLY thing keeping farming as NOT king. Great job, now we all need to get 500 farming to be effective at harvesting LP, bringing more lag to ourselves and making everyone bitch about huge wheat fields. and it WILL happen, because UA will still take a ways to get stronger.
Last edited by DatOneGuy on Mon Dec 27, 2010 7:33 am, edited 2 times in total.
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Re: Game Development: Stop. It's Hammertime.

Postby Sarchi » Mon Dec 27, 2010 7:24 am

Bye bye, Brickbashers. :(
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Re: Game Development: Stop. It's Hammertime.

Postby Monkeytofu » Mon Dec 27, 2010 7:26 am

hnnnnnnnnnnnggggggggggggg.
[13:09:52] <shadowchris> u seduce to name calling?

Flame wrote:Do you want show me another proof of you're QI with another nonsense post or you'll choose to stay silent if you don't have nothing of value to say?
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Re: Game Development: Stop. It's Hammertime.

Postby rye130 » Mon Dec 27, 2010 7:26 am

Poppy flowers should now drop to the ground when a poppy field is harvested

I love you.
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Re: Game Development: Stop. It's Hammertime.

Postby Repercussionist » Mon Dec 27, 2010 7:28 am

I LOVE YOU.
Zen always wins.
~K~
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Re: Game Development: Stop. It's Hammertime.

Postby barracuda546 » Mon Dec 27, 2010 7:28 am

12h cool down on corner posts? Rage
"If you want to go quickly, go alone. If you want to go far, go together."
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Re: Game Development: Stop. It's Hammertime.

Postby Peripheral » Mon Dec 27, 2010 7:28 am

Yeessss. Thank you!
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Re: Game Development: Stop. It's Hammertime.

Postby Vigilance » Mon Dec 27, 2010 7:28 am

i really hope the changes to ranged combat don't make it nearly useless.. :/

edit:

looks like slings are now useless, damage wise.
Last edited by Vigilance on Mon Dec 27, 2010 7:39 am, edited 1 time in total.
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Re: Game Development: Stop. It's Hammertime.

Postby DDDsDD999 » Mon Dec 27, 2010 7:29 am

inb4 Avu raeg.
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