Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby themommawolf » Wed May 04, 2016 3:17 am

pietin2 wrote:Lofter and Jorb keep making it harder and harder for the farmers and crafters.


imo I feel this patch has a lot of potential.
Just playing around with simple items, have made a decent pair of linen pants.
No need to keep switching between chef hat and farmer hat now.

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Re: Game Development: My Kind of Patch

Postby Kaios » Wed May 04, 2016 3:17 am

well at least I can mine in appropriate clothing now

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Re: Game Development: My Kind of Patch

Postby DaniAngione » Wed May 04, 2016 3:17 am

Ok, questions about torchposts:

1. Is there a fixed value to how long does a torch lasts? Is it the same as a torch being held in my hand (for example) or more?

2. If the torch on the post runs out, it disappears (like candles) or can I just add more tar (like regular torches)

3. If I can just add more tar - can I do it directly to the post? Like right clicking the post with a tar barrel? Or do I have to remove torch, add tar, place torch back on?
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Re: Game Development: My Kind of Patch

Postby ravenguard19 » Wed May 04, 2016 3:18 am

Karede wrote:
roboboy33 wrote:
waga wrote:it seems obvious they should add a multiplier for the rarity of the item.
The patch is far from being perfect (druidic being useless , straw hat+bat cape > bear cape , etc )
but I like the overall idea.


They should make it so that gildings that add a certain bonus get a multiplier if the item has the affinity of that bonus, strawhats get a multiplier for farming gilding bonuses, bear capes get a multiplier for strength gilding bonuses, etc.

Or even just increasing the chance of being able to add another slot by more than like 6%

The chances aren't that low, it depends on your character stats.
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Re: Game Development: My Kind of Patch

Postby waga » Wed May 04, 2016 3:20 am

Karede wrote:
roboboy33 wrote:
waga wrote:it seems obvious they should add a multiplier for the rarity of the item.
The patch is far from being perfect (druidic being useless , straw hat+bat cape > bear cape , etc )
but I like the overall idea.


They should make it so that gildings that add a certain bonus get a multiplier if the item has the affinity of that bonus, strawhats get a multiplier for farming gilding bonuses, bear capes get a multiplier for strength gilding bonuses, etc.

Or even just increasing the chance of being able to add another slot by more than like 6%



that would only work if we have more gilding items.
right now if you get 5 slots on your bear cape it will still be a worse choice than straw hat + bat cape both 1 slot gilded with bear tooth.
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Re: Game Development: My Kind of Patch

Postby jason1982 » Wed May 04, 2016 3:27 am

I wonder if jorbs plans on replying to any of this I mean did he really want a straw hat to be as good as a bear cape for str
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Re: Game Development: My Kind of Patch

Postby Onep » Wed May 04, 2016 3:27 am

I guess this turned out alright

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I was going to rage if it locked up after the first gild.

Luckily, straw hats are easy to bulk produce vs the failed gilds.

Image

I'll probably try to make a 3 gild one soon.
Last edited by Onep on Wed May 04, 2016 3:30 am, edited 1 time in total.
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Re: Game Development: My Kind of Patch

Postby Glorthan » Wed May 04, 2016 3:29 am

Kaios wrote:well at least I can mine in appropriate clothing now
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It's a fuckken sprucecap.
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Re: Game Development: My Kind of Patch

Postby sabinati » Wed May 04, 2016 3:30 am

can you clarify the math?

feather trinket with 50-100% chance (farming) + strawhat with 10 to 25% chance (farming) = 16% chance?
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Re: Game Development: My Kind of Patch

Postby themommawolf » Wed May 04, 2016 3:33 am

Kaios wrote:well at least I can mine in appropriate clothing now

hehehehe, guess judging a book by its cover is not so easy anymore
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