Game Development: Leeching Dry

Announcements about major changes in Haven & Hearth.

Game Development: Leeching Dry

Postby jorb » Tue Sep 08, 2015 1:50 am

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

New Implementations
----------------------
Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced & Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.

Added Bat Wing (cape)
Added Badger Hide Vest
Added Cavedog (sausage)
Added Still Life (decorative curiosity)
Added Torch (carry fire around, look cool)
Added Wooden Sign (write on)
Added Bough stockpile

Fixes
----------------------
Can no longer pull aurochs hair from dead animals, this to prevent infinite gains
May now rotate/zoom camera with arrow keys. Home key resets to default view.
Clay cauldron now repairs with clay
Clay cauldron easier to destroy
Ropewalk no longer liftable
Feathers go in the trash stockpile
Chieftain's Hat has stat buff
Solved a wonky interaction with ash stack qualities.
Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container
Fixed this bug with timers.
All hearthfires are now traversable by everyone
Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or lower soak than themselves.
Bronze recipe now correctly yields three bars
You should no longer be able to "Study" curiosities out of a knocked-out person's study report without theft.
Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills
Should now be able to withdraw store items only from your own Hearth Fire
Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same
Herbalist Tables (at least those built after tonight) should now have proper qualities set.
Animals should no longer be lethal when engaged by several people, as per this bugreport.
Fixed a bug which caused some inventory windows to be possible to interact with after they were closed
You can now always drop objects where you stand, (except if blocked by other objects).
Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.
Character should no longer rise to point out direction home if attempting to hearth when knocked out.
Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.
Fixed text refering to hearth secrets as homestead secrets
Made it so that walls cannot be built within three tiles of water
Lock installation should now abort if lock is dropped to ground or inventory
Lock installation is now somewhat slower to prevent volatility
Skills are now red in skill list when unable to afford them
There is now a reset button next to the buy button in the abilities screen
Should be able to read runestones on claims
Should no longer be able to use land survey on undiggable terrain.
Claims override leantos if the claim is older than the leanto's latest ownership change. Leantos claimed before this update count their ownership from this update.
Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.
Bats should now seek trees to idle in when outside
There should now be fewer bats in smaller clusters
Bats should now be less aggressive
Fixed a bug which made tarkilns slow to the point of never finishing.
Nicks & Knacks now heals 4 times as fast
Bruises now heal naturally

We Didn't Fix
----------------------
I received a bug report telling me that the last piece of food you eat before triggering a levelup can create a particular satiation for the next levelup bar. Looking at the timing, and testing, this seems impossible. We suspect that the reporter has confused a preexisting satiation jumping to top of list post levelup with a new one, or somesuch.

We've mostly been fixing bugs, so we didn't quite deem this patch worthy of a patch item.

Enjoy!
"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: Leeching Dry

Postby DDDsDD999 » Tue Sep 08, 2015 1:50 am

Image It's a fukken spruce cap
Image
Image
Image
Image
Image
Jorb, you're literally hitler.
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Re: Game Development: Leeching Dry

Postby Op » Tue Sep 08, 2015 1:51 am

DDDsDD999 wrote:Image It's a fukken spruce cap


I commend your consistent speed.
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Re: Game Development: Leeching Dry

Postby kzeroffthree » Tue Sep 08, 2015 1:51 am

Any ETA on how long til its up again?
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Re: Game Development: Leeching Dry

Postby maze » Tue Sep 08, 2015 1:52 am

Op wrote:
DDDsDD999 wrote:Image It's a fukken spruce cap


I commend your consistent speed.
WARNING! MY ENGISH SUCKS.
game ideas
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Re: Game Development: Leeching Dry

Postby Shrapnelx » Tue Sep 08, 2015 1:52 am

Nice! Thanks Jorbtar!

Edit: First Leech! Image
Last edited by Shrapnelx on Tue Sep 08, 2015 1:55 am, edited 1 time in total.
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Re: Game Development: Leeching Dry

Postby alagar » Tue Sep 08, 2015 1:52 am

Finally glorious leeches. Come here, little ones, there is some wounds who won't suck themselfs.
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Re: Game Development: Leeching Dry

Postby Op » Tue Sep 08, 2015 1:53 am

jorb wrote:We've been developing, and here's what's new...

New Implementations
----------------------

Added Bough stockpile



Thank you Santa.
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Re: Game Development: Leeching Dry

Postby Maldazar123 » Tue Sep 08, 2015 1:53 am

jorb wrote:We've been developing, and here's what's new...
Added Bat Wing (cape)


HOLY CRAP IM BATMAAAAAN.
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Re: Game Development: Leeching Dry

Postby Redlaw » Tue Sep 08, 2015 1:54 am

Waiting for the first person to die to leeches now or use them to kill some pour unpaid player or newbie. Tiss the life of H&H.
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