Game Development: Cuck-Hombre

Announcements about major changes in Haven & Hearth.

Game Development: Cuck-Hombre

Postby jorb » Thu Nov 05, 2015 2:23 am

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

OOOOOPS
-----------------------
So, when pushing this patch we had a major ooops moment, in that we pushed this change

  • Mineral qualities were calculated suboptimally. They should now be improved, which means you should probably be finding more of them.
So, yeah, they did, and it was a bit OTT. So we shut the server down and ninja-nerf'd it. But the damage was already done, so we again changed it back to what it first was.

So, basically, for the remainder of this world, we will be rocking some pretty high baseline quality minerals, which shall certainly prove to be most interesting.

Also we will be doing backups before pushing patches from now on. Sorry about that!

New Implementations
-----------------------
  • Added Cucumber to your local Wild Windsown Weed

Key Fixes
-----------------------
  • Claims only begin accumulating authority eight hours after construction. Claims no longer start at negative authority, but instead at zero. Perhaps doing something do alleviate this.
  • You may now build authority objects on the lower cave/world levels, provided you have already claimed the corresponding tile in the level immediately above, fixing this.
  • Fixed a problem with the battering ram causing it to ignore soak when determining damage.
  • Had a look at livestock eating patterns and realized complete fuckup. Domesticated animals ate 0.2 litres of swill/RL-day, 2 litres/day when pregnant, chickens 0.5 and chicks 0.2. We have now instead made it so that livestock eat 0.45 litres of swill each day, and 2.25/day when pregnant. Chickens eat 0.15liters/day, and chicks 0.05 liters/day. Fixing this and this, and maybe some other reports as well. Sorry about that. Hope this seems reasonable.

Small Fixes
-----------------------
  • Significantly reduced the RNG to crop timers, hopefully alleviating this.
  • You can now aggro through open gates, and you should receive an error message when attempting to aggro over walls, fixing this
  • Aggroing is no longer strictly tied to movement, meaning you can aggro, for example, from a passenger seat of a boat, or other mount. Fixing this
  • You can no longer use an existing wall to build a new cornerpost through a minehole.
  • Dragonflies, Silk Moths, Bats & Ladybugs should now be able to fly over deep water. Bats can cross objects. Cape awarded to jorb.
  • Fixed an old annoying bug by which freshly mined out cave tiles were not updated to proper mineral tiles if they were on map borders.
  • Fixed a very old map update bug that has been with us since Salem, by which the map failed to update sometimes when teleporting, causing data from the place you ported from to linger.
  • Inventory should now fill up properly when cleaning bats, fixing this.
  • Fixed a bug by which you could raise acre clay fields with any landfill under some circumstances.
  • Animal paths no longer count as acre clay. Sorry about that.
  • Boats can no longer be rowed out from land, fixing a bug by which the character would be lost entirely from its boat offset.
  • Urns and Pots can be placed in wagons.
  • Can put seeds in buckets again. You're welcome.
  • Minimap now updates when terrain changes. Update your clients to get this
  • Pickaxes count 2x their qualities when determining ease of mining.
  • Changed hardness levels for mines in that levels one and two are easier to mine, but levels below are somewhat harder.
  • Mineral qualities were calculated suboptimally. They should now be improved, which means you should probably be finding more of them.
  • You can now burn boards in Tar Kilns. Draw your own conclusions.
  • Forging Wrought Iron now has a slight chance of reducing or increasing the qualities of the end product, as it was in Legacy.
  • Should now be possible to dig for stone on mountains and rock. Work in progress, but you should be able to get stone this way, at least.
  • Livestock properties should now generally have significantly higher chances of increasing over breeding cycles. A fair amount of the quality fixes suggested, and fixing, this.
  • Made it easier to exit timber houses and stonemansions, thereby fixing this.

In the Pipe
-----------------------
We'll be dedicating monday to combat fixes. Our goals will be threefold
  • Reduce the effectiveness of swarm strategies somewhat, but not entirely.
  • Make damage outcomes less boolean, most likely by introducing some form of armor penetration or the like.
  • Increase structure and differentiation in attacks & blocks, and how they interact with eachother. Make sure they build interesting scenarios.
"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: Cuck-Hombre

Postby maze » Thu Nov 05, 2015 2:23 am

#DevCapesForDays
WARNING! MY ENGISH SUCKS.
game ideas
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Re: Game Development: Cuck-Hombre

Postby DDDsDD999 » Thu Nov 05, 2015 2:23 am

4 out of 4 trees stunted, fuck this game
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Re: Game Development: Cuck-Hombre

Postby NeoBasilisk » Thu Nov 05, 2015 2:26 am

cucked
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Re: Game Development: Cuck-Hombre

Postby barra » Thu Nov 05, 2015 2:27 am

jorb wrote:[*] Pickaxes count 2x their qualities when determining ease of mining.
[*] Changed hardness levels for mines in that levels one and two are easier to mine, but levels below are somewhat harder.
[*] Mineral qualities were calculated suboptimally. They should now be improved, which means you should probably be finding more of them.
[*] You can now burn boards in Tar Kilns. Draw your own conclusions.
[*] Forging Wrought Iron now has a slight chance of reducing or increasing the qualities of the end product, as it was in Legacy.
[*] Should now be possible to dig for stone on mountains and rock. Work in progress, but you should be able to get stone this way, at least.


Best update ever
loftar wrote:You do appear to need a good trolling.
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Re: Game Development: Cuck-Hombre

Postby sabinati » Thu Nov 05, 2015 2:28 am

Cucked again
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Re: Game Development: Cuck-Hombre

Postby insanechef » Thu Nov 05, 2015 2:30 am

PRAISE BE AT THE FIXES
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Re: Game Development: Cuck-Hombre

Postby DarkHPG » Thu Nov 05, 2015 2:30 am

So that means 150 fodder for pregnant animals daily?
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Re: Game Development: Cuck-Hombre

Postby Oddity » Thu Nov 05, 2015 2:31 am

jorb wrote:Should now be possible to dig for stone on mountains and rock. Work in progress, but you should be able to get stone this way, at least.

Do natural stone QL nodes in mountains exist?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Game Development: Cuck-Hombre

Postby loftar » Thu Nov 05, 2015 2:32 am

DarkHPG wrote:So that means 150 fodder for pregnant animals daily?

Indeed. This is in fact still more lenient than in Legacy by leaps and bounds.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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