Game Development: Samhain

Announcements about major changes in Haven & Hearth.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Game Development: Samhain

Post by jorb »

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

Image

New Implementations
-----------------------
  • Added "Wheelbarrow". Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.
  • Added "Pumpkin Lantern". Build, light, enjoy.
  • Added "Painting". Wall item which can accept Custom Image Sketches.
  • Added optional support for Custom Image Sketches in the Round Shield.
  • Added "Linseed Loaf", bread
  • Added "Cottage Throne", furniture
  • Added "Cottage Table", furniture
Key Fixes
-----------------------
  • It is no longer possible to teleport along trails while in combat, as suggested here.
  • Fixed the damn cliff bug for the Nth time. Now stay dead.
Small Fixes
-----------------------
  • Moved Cake Knife from "Symbel- & Tableware" to "Forks, Knives & Cutlery" as suggested here.
  • Battle Standard is now a wall item.
  • Should now learn Linseed Oil properly when pressing.
  • Trees should now grow at accelerated pace on all forest terrains.
  • If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.
  • Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.
  • Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.
  • Updated descriptive text on "Parry" block to avoid this confusion.
  • Reduced the hitbox of chairs a bit.
  • Reduced the amount of water removed per thing boiled in the cauldron's inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.
  • Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.
  • Fixed a bug by which chickens did not drink water, as reported here.
  • Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.
  • Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.
  • Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.
  • Can now eat Beef raw as in Legacy Haven.
  • Fixed a bug with differing standards for raising and lowering soil, as reported here.
  • Fixed a bug with the Gold plate.
In the Pipe
-----------------------
  • We are more or less resolved to change quality tracking to floating-point to fix the issue of constant rounding down when mixing substances and whatnot. Hopefully we can get to this next week.
  • We are making progress with alternative payment methods via Xsolla, and hope to have the implementation up and running before too long. There's light at the end of the tunnel, at least. Thank you for your patience and support, &c.
Image
As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $10, is the "Witch Hat".
Store Description wrote:Image$10
Eye of newt, and toe of frog,
Wool of bat, and tongue of dog,
For a charm of powerful trouble,
Like a hell-broth boil and bubble.
All Silver & Gold subscribers have been awarded the Witch Hat free of charge.

Y'all have a sunny Samhain, aaaand...

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
User avatar
maze
Posts: 2819
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Game Development: Samhain

Post by maze »

quote of the week
jorb wrote:What the actual fuck. lol.

How did you manage that?
Administrator of CoS
game ideas
User avatar
jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Game Development: Samhain

Post by jordancoles »

Image
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
Image Image Image
User avatar
Strandmullen
Posts: 452
Joined: Sat Mar 31, 2012 11:37 pm
Location: Sweden

Re: Game Development: Samhain

Post by Strandmullen »

Woohooo!
Wheelbarrow confirmed op!
And expensive as shit. 4 hardened leather...
jorb wrote:Trees should now grow at accelerated pace on all forest terrains.
At the same speed as on wald, right?
jorb wrote:Reduced the amount of water removed per thing boiled in the cauldron's inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.
Thank you so very much. Now I won't have to do the trips to my high quality water as often.
Last edited by Strandmullen on Thu Oct 29, 2015 2:14 am, edited 1 time in total.
Shoeee
Posts: 2
Joined: Fri Sep 18, 2015 8:45 pm

Re: Game Development: Samhain

Post by Shoeee »

everybody gonna diee HERMIT MODE NOW!!!!!!!!!!!
venatorvenator
Posts: 1066
Joined: Fri Mar 07, 2014 5:59 pm

Re: Game Development: Samhain

Post by venatorvenator »

jorb wrote:It is no longer possible to teleport along trails while in combat, as suggested here.
Why would you do that?
Xcom wrote:Most good things last only a short time
User avatar
boshaw
Posts: 1612
Joined: Tue Jun 01, 2010 10:22 pm

Re: Game Development: Samhain

Post by boshaw »

venatorvenator wrote:
jorb wrote:It is no longer possible to teleport along trails while in combat, as suggested here.
Why would you do that?
To make it easier to camp ports 8-). Now he just needs to add back travel weariness and AGI modifier for distances.
User avatar
warrri
Posts: 1033
Joined: Fri Aug 28, 2009 5:55 pm

Re: Game Development: Samhain

Post by warrri »

no mining changes. Sad panda ;_;
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
User avatar
liamw1986
Posts: 60
Joined: Sun Apr 01, 2012 4:33 pm

Re: Game Development: Samhain

Post by liamw1986 »

Why can I no longer craft big bear bangers?
..Wilson..
User avatar
Tacheron
Posts: 837
Joined: Fri Apr 16, 2010 12:11 pm

Re: Game Development: Samhain

Post by Tacheron »

jorb wrote: [*] Trees should now grow at accelerated pace on all forest terrains.
[*] If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.
[*] Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.
Is wald still the fastest?
This is not a test of power
This is not a game to be lost or won
Let justice be done

Return to “Announcements”