Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 12:35 am

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

Test server combat changes
-------------------------------
  • Attacks and maneuvers no longer have color dimensions.
  • Combat buffs no longer have their own defense bars, and no longer block attacks. Instead they have effects, quite simply.
  • Queued attacks are (again) interrupted by moving.
  • Several/most attacks and maneuvers have been changed in one way or another. Notably steal thunder, parry, and shield up should all be less OP. Flex and jump are both faster. Quick Dodge regenerates less and has more cooldown.
  • There is now a stat cap of 300 in Valhalla, and all characters there start at that level. You can lower your stats by eating if you so desire. General item quality in Valhalla should be higher.
  • The combat hotbelt now uses the hotkeys 1-5 and QWERT, instead of 1-0.

The .jnlp for the test server is here: http://sh.seatribe.se/hafen/java/ftest.jnlp

Changes pushed to the real server
-------------------------------
  • Natural resources now inform you, upon inspection, of the time left until their next resource spawn.

Enjoy!
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Re: Game Development: Approaches to Combat pt. II

Postby Onep » Wed Jun 15, 2016 12:36 am

jorb wrote:
  • Natural resources now inform you, upon inspection, of the time left until their next resource spawn.

Enjoy!


Oh neato
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We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Game Development: Approaches to Combat pt. II

Postby roboboy33 » Wed Jun 15, 2016 12:37 am

jorb wrote:
Natural resources now inform you, upon inspection, of the time left until their next resource spawn.


Bloodbaths incoming
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Re: Game Development: Approaches to Combat pt. II

Postby Venseer » Wed Jun 15, 2016 12:38 am

jorb wrote:
  • Natural resources now inform you, upon inspection, of the time left until their next resource spawn.

Thank you!
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Re: Game Development: Approaches to Combat pt. II

Postby stya » Wed Jun 15, 2016 12:39 am

  • Natural resources now inform you, upon inspection, of the time left until their next resource spawn.

Ok I'm drunk but I hope this is real. :D
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Re: Game Development: Approaches to Combat pt. II

Postby blank » Wed Jun 15, 2016 12:40 am

so where is this "Valhalla" place at? somewhere random in the world? sorry im just now starting to play from a long break.
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Re: Game Development: Approaches to Combat pt. II

Postby Venseer » Wed Jun 15, 2016 12:40 am

blank wrote:so where is this "Valhalla" place at? somewhere random in the world? sorry im just now starting to play from a long break.

You download the test server client from Part I thread. It's the first post.
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Re: Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 12:42 am

blank wrote:so where is this "Valhalla" place at? somewhere random in the world? sorry im just now starting to play from a long break.


Updated OP.
"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."

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Re: Game Development: Approaches to Combat pt. II

Postby Astarisk » Wed Jun 15, 2016 12:43 am

I feel like I'm missing something on the test server....
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Re: Game Development: Approaches to Combat pt. II

Postby loftar » Wed Jun 15, 2016 12:48 am

Sorry, I have seem to have overwritten the proper test client at some point. Should be fixed now.
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