The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Repercussionist » Tue Dec 23, 2014 7:45 pm

Wow! Can't wait to break my ankles falling from the third story! Hope the blood spray effect is nice as I crawl into town helplessly.

but4srsly, I can't wait
Zen always wins.
~K~
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Re: The Ghost of Christmas Future, II

Postby Strandmullen » Tue Dec 23, 2014 8:17 pm

I am so glad you've gotten this far in development of Hafen/Haven 2/Whatever you call it!
Please keep us updated and I'm definetly looking forward to playing this!
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Re: The Ghost of Christmas Future, II

Postby Oddity » Tue Dec 23, 2014 9:53 pm

300Stalker wrote:I am all HYPED for this game now.But i can also see by that preview that combat is going to be more complicated and there will be horses.Is that true or not?

I don't know about "more complicated". Hopefully it will be more balanced (I hope they will consider putting a cap on attack deltas or something), and maybe slightly less complicated. But we can only wait and see...
loftar wrote:
  • For one thing, I'm not sure the necessary server-side calculations can be done cheaply enough. I haven't yet found a way to do so, at least.
    ...
  • Even if you ignore those things, light-hacks would still be far too useful simply for being able to see the tiles, regardless of any objects.

I could live with tiles always being visible.
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Re: The Ghost of Christmas Future, II

Postby RubyRed » Tue Dec 23, 2014 10:15 pm

The fact we will have horses is cool. Next to get back into the game is wagons ect... hell I can see hourse charites now added to the game... ride in style and store some stuff lol.
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Dec 23, 2014 10:33 pm

Oddity wrote:I could live with tiles always being visible.

But then you have light-hacks anyway and the whole point was moot. :)

Kaios wrote:It is actually called "fog of war" and I've always enjoyed games that utilize it

Sure, I wouldn't necessarily mind that as a mechanic, but it would require rather ominous core changes to support it. Don't expect the game to be ready next year if you really want that. ^^
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Tue Dec 23, 2014 10:52 pm

But seriously, what's up with grapes still being annual crops?
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Dec 23, 2014 11:12 pm

Potjeh wrote:But seriously, what's up with grapes still being unimplemented placeholders?


Ftfy. They will probably grow on trellises along with other vine-ish plants, but we haven't quite decided on the exact implementation of that yet.
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Tue Dec 23, 2014 11:15 pm

Ceterum censeo that you should put in plum trees ;)
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Dec 23, 2014 11:18 pm

Potjeh wrote:Ceterum censeo that you should put in plum trees ;)


Way ahead of you. Plum was one of the first trees I made. :)
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Tue Dec 23, 2014 11:19 pm

Yay :D While you're in a good mood, consider implementing grappa to use leftovers from winemaking.
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