Game Development: Bring out yer Dead

Announcements about major changes in Haven & Hearth.

Game Development: Bring out yer Dead

Postby jorb » Thu Mar 02, 2017 1:01 am

Image

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

Death Mechanic Rework
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  • Remade inheritance of dead characters so that you now inherit Attributes & Abilities based on total FEPs and LP spent to acquire current values, rather than on the basis of percentages of current values quite simply.
  • It used to be that you, baseline, inherited 30% of your values, another 10% if your skull was buried, another 20% if your skeleton was buried, and another 30% if you received a State Funeral.
  • You now, baseline, inherit 15% of your total FEPs and LPs spent, another 10% if your skull is buried, and another 20% if your skeleton is buried. State funeral has been reworked (see below). All in all you can, thus, receive a grand total of 45% of your total FEPs and LPs spent in inheritance from a deceased ancestor.
  • The new regime is more lenient than the old regime. Conversion between the two isn't entirely exact, but, for comparison: under the previous system, the baseline inheritance was -- in terms of FEPs and LPs spent -- about 6.5%, with the inheritance from a full burial clocking in at around 40% of total FEPs and LPs spent. Old system thus (sans State Funeral) ranged from 6.5 to 40% inheritance, with the new system instead ranging from 15 to 45%.
  • You will only inherit directly from your immediately preceding ancestor. Do note, however, that your ancestors can themselves still inherit from their own ancestors if those are buried at a latter date, which may in turn affect your own future inheritances. Edge case, so I would perhaps not worry too much about that.
  • Re-implemented Ancestral Worship from Legacy. Ancestral Worship can be used to acquire boons from your deceased ancestors, based on their stats and abilities in life. Characters without actual ancestors can still use the system, and all count as stemming from a long and distinguished line of sprucecap noobs/freshly spawned alts, with 10 in every Attribute, and 1 in every Ability. Ancestral Worship Rites all carry a cost in Numen points, which are acquired by performing quests for your ancestors.
  • Construct an Ancestral Shrine. As soon as you construct a shrine you will receive a quest -- For the Ancestors! -- asking you to sacrifice either one of three items. Sacrificing the primary item -- marked with a gold frame -- will net you one point of Numen, provided that the item sacrificed is of equal or higher quality to the number of Numen points you already have, and sacrificing either of the secondary items -- marked with a silver frame -- will give you a new set of sacrificial requests at no penalty, provided, again, that the item sacrificed is of equal or higher quality than the number of Numen points you already have. If you sacrifice any item of lower qualiy than the number of Numen points you already have, you will lose one Numen point, but receive a new set of sacrificial requests.
  • For example: Nisse has 7 Numen points, and is asked by his ancestors to sacrifice, primarily, a Branch, or, secondarily, Roast Salmon or Quartz. If Nisse sacrifices a Q8 Branch he will receive one Numen point, and a new set of requests. If Nisse sacrifices a piece of Q85 Quartz, or a piece of Q7 Roast Salmon, he will receive a new set of requests at no penalty in Numen points. If Nisse sacrifices either of the three, at a quality lower than 7, he will lose one numen point, but receive a new set of requests.
  • If any of your Ancestral Shrines (you can build as many as you like) are destroyed, or if you abandon the quest, you will lose half of your current Numen points.
  • "State Funeral": The Kingdom ability State Funeral now functions as s substitute for proper burials of deceased ancestors. If you use the ability, click on a character who has inherited an unburied or only partially buried character, and then click on a grave, you will give the deceased character a full state burial, immeditately awarding the first clicked upon character the full inheritance as if his ancestor had been properly buried. You may also use State Funeral directly on partially buried graves (containing either skull or skeleton) to complete them.
  • "Lament the Departed": Lamenting the Departed is another substitute for proper burials of deceased ancestors. Every time you Lament your departed ancestor, until the maximum inheritance (45%) has been reached, you inherit a percentage (6% per use) of his Attributes & Abilities. The Numen cost of lamenting increases by two every time you use this ability.
  • "A Prayer for Strength"/"Einherjer Aspect": At a cost of 40 Numen points your character will, for one full ingame day (~8RL hours) receive 50% of his Ancestral value in Strength, Agility, Perception, Marksmanship, Melee Combat and Unarmed Combat, as a personal buff to those same values. The Ancestral value is calculated as 100% of the nearest ancestor's value, plus 50% of the second nearest ancestor's value, plus 25% of the third nearest ancestor's value.
  • For example: Nisse has three ancestors behind him. Their strengths were 120, 60, and 20 respectively. Nisse's Ancestral value in Strength is thus 120 + 30 + 5 = 155, and his Einherjer bonus is 50% of that, i.e. 77. If Nisse uses Einherjer Aspect he will, temporarily, enjoy a Strength bonus of 77. Do note that the usual limitation of not being able to buff oneself beyond twice the base value in an ability or attribute still applies. If Nisse's own strength is, say, 60, he will, thus, in his Einherjer Aspect, have an effective Strength of 120.
  • Presently the Ancestors only ask for items as described above, which is simply the Ancestral Worship mechanic from Legacy re-implemented in quest form, but we intend to weave them more into the quest system generally down the road, and hopefully have them ask for other things as well.

New Implementations
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  • Added "Cloth Armchair", chair.
  • Added "Thane's Helm", helm.
  • Added "Crabshell Sunfeather", curiosity.
  • Added "Oak Spire", curiosity.

Key Fixes
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  • Soil stockpiling is now automatic when digging from surveys. If there are stockpiles on the area of the survey -- do note that you do have to actually place them yourself -- any excess dirt excavated will be placed in them, and soil will equally automatically be drawn from them if the terrain needs raising. Do note that this goes for earthworms as well presently. Suggested plenty of places.

In the Pipe
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  • I realize that there are a couple of key fixes to common exploits and nonsense lacking from this update. Will try to focus on bug-fixing, hunting, and polish again for next week.

UPDATE YOUR CLIENTS... ... or crash on Ancestral Quests, and...

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
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Re: Game Development: Bring out yer Dead

Postby NotJimmy97 » Thu Mar 02, 2017 1:01 am

It's a fukken spruce cap Image
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Re: Game Development: Bring out yer Dead

Postby Jacobian123 » Thu Mar 02, 2017 1:04 am

Noice.

Ancestor worship is back? Double noice.
Last edited by Jacobian123 on Thu Mar 02, 2017 1:06 am, edited 1 time in total.
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Re: Game Development: Bring out yer Dead

Postby MightySheep » Thu Mar 02, 2017 1:04 am

state fnerals definitely needed rework, good patch
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Re: Game Development: Bring out yer Dead

Postby Gugudugu » Thu Mar 02, 2017 1:06 am

n i c e
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Re: Game Development: Bring out yer Dead

Postby RedKGB » Thu Mar 02, 2017 1:06 am

sweet, long live the dead
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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Re: Game Development: Bring out yer Dead

Postby razfen » Thu Mar 02, 2017 1:07 am

EINHER
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Re: Game Development: Bring out yer Dead

Postby Morrighan » Thu Mar 02, 2017 1:07 am

Whoot!! Very pleased :D :D :mrgreen:
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Re: Game Development: Bring out yer Dead

Postby Colin500 » Thu Mar 02, 2017 1:09 am

jorb wrote:Soil stockpiling is now automatic when digging from surveys. If there are stockpiles on the area of the survey -- do note that you do have to actually place them yourself -- any excess dirt excavated will be placed in them, and soil will equally automatically be drawn from them if the terrain needs raising. Do note that this goes for earthworms as well presently. Suggested plenty of places.


Thank god finally you actually did something with terraforming, even if it's just one thing it's still a step forward. Much appreciated.

Also it doesn't work for stone stockpiles, right?
Last edited by Colin500 on Thu Mar 02, 2017 1:10 am, edited 1 time in total.
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Re: Game Development: Bring out yer Dead

Postby Oreyeon » Thu Mar 02, 2017 1:09 am

I will make my ancestors proud!
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