Game Development: A Touch of Death

Announcements about major changes in Haven & Hearth.

Game Development: A Touch of Death

Postby jorb » Thu Jan 07, 2016 2:20 am

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

New Implementations
-----------------------
  • Added a Death Screen.
  • Added Grape stockpile.

Key Fixes
-----------------------
  • You can now allow or disallow spawning by Charter Stones.
  • You can now carry an object while traveling by Charter Stones.

Small Fixes
-----------------------
  • Added an error message to Charter Stones when interacting with them while they are inactive (Village is low on authority, village is destroyed, charter stone is not under village claim, &c).
  • Shift+Right-Clicking a stockpile now draws items from the stockpile until the player inventory is full, rather than just drawing one unit.
  • Fixed the bad table manners bug.
  • Should now dismount when knocked out while on horseback, as reported here.

In the Pipe
-----------------------
  • We've mostly been talking tonight as well, generally speaking broadly and widely on the topics of player interactions, politics, warfare, trade, &c. One general conclusion is perhaps that we want the game to support more dynamic player interactions. [insert small essay on the topic of H&H]
  • Siege, warfare, and death, remain our top priorities.

Enjoy!
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Re: Game Development: A Touch of Death

Postby Longshanks87 » Thu Jan 07, 2016 2:22 am

jorb wrote:[*] Added Grape stockpile.[/list]

Key Fixes
-----------------------
  • You can now allow or disallow spawning by Charter Stones.
  • You can now carry an object while traveling by Charter Stones.



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Re: Game Development: A Touch of Death

Postby Ethan » Thu Jan 07, 2016 2:24 am

jorb wrote:We've been developing, and here's what's new.
You can now carry an object while traveling by Charter Stones.


I was worried this wouldn't happen. Thanks Jorb! :D
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Re: Game Development: A Touch of Death

Postby donatas » Thu Jan 07, 2016 2:33 am

What's death screen? Like when I die, I would get "you are dead" text or something.
Also where do you get grapes from bushes since I haven't got a single grape seed while drying WWW.
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Re: Game Development: A Touch of Death

Postby sabinati » Thu Jan 07, 2016 2:35 am

That's cool I guess but when are you bringing back the curio thing
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Re: Game Development: A Touch of Death

Postby loftar » Thu Jan 07, 2016 2:42 am

sabinati wrote:That's cool I guess but when are you bringing back the curio thing

We are, rather, considering curiosities from... several angles. ^^
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Re: Game Development: A Touch of Death

Postby Eemerald » Thu Jan 07, 2016 2:51 am

loftar wrote:
sabinati wrote:That's cool I guess but when are you bringing back the curio thing

We are, rather, considering curiosities from... several angles. ^^


is there any way to change the number of people who can work on a land survey flag for terraforming? (I know it's unconnected to this but since it's active...)
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Re: Game Development: A Touch of Death

Postby Jalpha » Thu Jan 07, 2016 3:04 am

jorb wrote:Siege, warfare, and death, remain our top priorities.


Please keep permadeath. I remember reading something which indicated you were perhaps reconsidering it because of new players raging out after being murdered.

If this is not the case then feel free to read no further.

Rather than removing permadeath though a one or two month window of opportunity within which a character may respawn after death with full stats would soften the blow for new players. You could also bring back death by cave-ins and mobs. I'm kind of intrigued to hear how developed a character an established town could produce in this timeframe. I wouldn't want to suggest a mechanic which could be used for griefing. If anything I think it could give towns a way of making throwaway characters to participate in PvP events without risking their main combat characters.

I am a PvP noob at this point though so I encourage people to trash my idea.

Edit: Should have emphasised this would be a one use ticket, not a deathless character for two months.
Last edited by Jalpha on Thu Jan 07, 2016 3:13 am, edited 1 time in total.
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Re: Game Development: A Touch of Death

Postby venatorvenator » Thu Jan 07, 2016 3:10 am

jorb wrote:We've mostly been talking tonight as well, generally speaking broadly and widely on the topics of player interactions, politics, warfare, trade, &c. One general conclusion is perhaps that we want the game to support more dynamic player interactions.

Will there be a rework of crime debuffs?
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Re: Game Development: A Touch of Death

Postby sabinati » Thu Jan 07, 2016 3:38 am

loftar wrote:
sabinati wrote:That's cool I guess but when are you bringing back the curio thing

We are, rather, considering curiosities from... several angles. ^^


ok, i'll be interested to see what you come up with. current system has many flaws.
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