The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby bitza » Tue Dec 23, 2014 4:33 am

that's very exciting but please for the love of god, no tinder drills
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Re: The Ghost of Christmas Future, II

Postby Resture » Tue Dec 23, 2014 4:34 am

bitza wrote:that's very exciting but please for the love of god, no tinder drills


+1

Unless they have 100% success rate.
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Dec 23, 2014 4:36 am

RedRabbit wrote:Will darkness still be a huge limiting factor? seems like you can see fairly easily when in the mine, and at the closest look we get of night.

It is generally intended to be light enough to make people not require lighthacks. As long as the server can't strictly enforce it, darkness as limitation is pretty pointless anyway.

RedRabbit wrote:Also did you make those tunnels to get up the cliff or did you spawn them in?

For now they are just spawned, but as soon as we get the mapgen up, they are intended to be cave entrances, just like they currently work.

bitza wrote:that's very exciting but please for the love of god, no tinder drills

There are no tinderdrills. There are firebrands instead. They do have 100% success rate. Make what you will of that. ^^

Saxony4 wrote:also the spit-roast making metallic sounds when it's wood.. :?

I assure you wood can make those kinds of sound. :)

Saxony4 wrote:And of course the grueling combat system stays

I am slightly curious what you believe yourself to read into the combat system from that.
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Re: The Ghost of Christmas Future, II

Postby trezisc » Tue Dec 23, 2014 4:53 am

Looks peaceful what happened to the part where a raider jumps over the cliff, kills you, drops all your stuff onto the ground and then rides off on your horse, false advertising! :twisted:
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Dec 23, 2014 4:58 am

trezisc wrote:false advertising!

We've been specializing in that ever since the first trailer.
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Re: The Ghost of Christmas Future, II

Postby Sevenless » Tue Dec 23, 2014 5:03 am

Looks awesome :)
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Re: The Ghost of Christmas Future, II

Postby APXEOLOG » Tue Dec 23, 2014 5:16 am

Do you have new game client? How about performance? Will the client be open source? Do you make any changes in mechanics against bots?

Nice work anyway.
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Re: The Ghost of Christmas Future, II

Postby ninja_yodeler » Tue Dec 23, 2014 5:51 am

Had to watch it several times this is amazing :D
I have so many questions but no time to ask them all.

The one thing I will say is that the combat at the end seemed...confusing. But that's to be expected I suppose. Can't wait for this :o
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Re: The Ghost of Christmas Future, II

Postby ElGato » Tue Dec 23, 2014 6:05 am

Holy shit. Didn't expect that at all.
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Re: The Ghost of Christmas Future, II

Postby DeadlyPencil » Tue Dec 23, 2014 6:06 am

looks really cool.

Stuff i noticed:
bones in the mine (cave monsters?)
No mine supports (future addition or gone?)
no curios seen on ground (maybe just not visible)
crops stored in barrels
harvest all option
logs seem to be able to fall in different directions
no attack and defence meters shown, punches sounded like they were pretty rapid
looks like u might be able to make your own cave entrances (i wonder if different ridge hieghts will put you into a different cave level? or the same)
Last edited by DeadlyPencil on Tue Dec 23, 2014 6:31 am, edited 1 time in total.
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