Game Development: Picking a Fight

Announcements about major changes in Haven & Hearth.

Game Development: Picking a Fight

Postby jorb » Wed Apr 05, 2017 12:12 am

New Implementations
-----------------------
  • Added one new attack

Combat Changes
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  • Fixed an inverted condition. Attack line of sight is now blocked by houses and walls, but not by player bodies and carryables. You're welcome.
  • Yield ground now reduces Green & Red openings by 30% each, rather than 25%.
  • Dash now has a cooldown of 60, rather than 100.
  • Sting now gives 20% Blue Opening, and 10% Yellow opening, instead of 25% Blue opening.
  • Watch Its Moves now reduces 30% blue Opening, instead of 15%, but also gives the opponent an IP.
  • Artful Evasion now has a cooldown of 40 instead of 50.
  • Regain Composure now reduces Green and Yellow openings by 20% instead of 15%, but has a cooldown of 35, instead of 30.
  • Rip Apart now gives 7.5% openings to all colors, rather than 5%, and has a cooldown of 60, rather than 80.
  • Storm of Swords now has a cooldown of 50, rather than 70, and gives 30% Yellow opening, rather than 20%.
  • Raven's Bite now has a cooldown of 40, rather than 55.
  • Take Aim's cooldown now increases the more IP you already have when using it. The cost is now (30 + IP * 2) * μ.
  • Quick Barrage now has a cooldown of 20, rather than 35.
  • Low Blow now deals 20 damage, instead of 10.
  • Kick now deals 25 damage, instead of 15, and 20% Yellow opening, instead of 17.5%, but also costs one IP.
  • Go for the Jugular now costs 2+2 IP, instead of 3+3.
  • Steal Thunder can now be used at a little bit of range.
  • Bloodlust and Death or Glory now have block weights of 75%, rather than 50%.
  • Aggro range is now 17.5 tiles, rather than 12.5
  • Jump, Quick Dodge, and Sidestep all have cooldowns of 25, rather than 30.

Key Fixes
-----------------------
  • Made it so that you fall off your horse if you take combat damage while stunned due to the "Raw Hide" effect.
  • The bug by which variable materials sometimes drop to defaults should, for realz this time, be fixed.
  • Looked at why the trolls cause crazy caveins, and hopefully they should be a bit more reasonable now.
  • You may now walk onto empty construction areas. That should mean that sign posts are now less useful in combat. Discussion here.
  • You may now use Shift + Ctrl + Left-Click to transfer all items of a particular type from one inventory to another. Default client best client. Update your clients for this-

Small Fixes
-----------------------
  • Fixed a a problem by which you could not log into your account if you had it set to a blank password. Also now requiring three letter minimum passwords.
  • Fixed a small display issue related to the stat presentation when raising or buffing stats and whatnot.
  • Added a a timer to drying village idols.
  • The Fishing buff (Request for a catch) should now persist over logouts.
  • Mammoths should no longer attack one-another.

In the Pipe
-----------------------
  • Small patch, but at least we're back to work. Sorry for the hiatus.

Enjoy!
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Re: Game Development: Picking a Fight

Postby Jacobian123 » Wed Apr 05, 2017 12:12 am

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Re: Game Development: Picking a Fight

Postby Redlaw » Wed Apr 05, 2017 12:16 am

Yay your back
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Re: Game Development: Picking a Fight

Postby DaniAngione » Wed Apr 05, 2017 12:16 am

jorb wrote:
  • The bug by which variable materials sometimes drop to defaults should, for realz this time, be fixed.


WILL YOU MARRY ME?

:lol:
Welcome back and thanks for the update :3
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Re: Game Development: Picking a Fight

Postby Direkled » Wed Apr 05, 2017 12:17 am

So RIP kick + sideswipe hunting? I guess we can always spam punch or hope quick barrage makes up for it.
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Re: Game Development: Picking a Fight

Postby spawningmink » Wed Apr 05, 2017 12:17 am

you didnt fix anything....are you guys fucking stupid?
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Re: Game Development: Picking a Fight

Postby Gacrux » Wed Apr 05, 2017 12:17 am

Well Done. :)
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Re: Game Development: Picking a Fight

Postby Kearn » Wed Apr 05, 2017 12:18 am

jorb wrote:[*] You may now walk onto empty construction areas. That should mean that sign posts are now less useful in combat. Discussion here


yes
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Re: Game Development: Picking a Fight

Postby Ozzy123 » Wed Apr 05, 2017 12:18 am

Direkled wrote:So RIP kick + sideswipe hunting? I guess we can always spam punch or hope quick barrage makes up for it.


uppercut?



Also, wonder if these changes are gonna fix the combat, looks like you guys actually tested is this time since there is a lot of changes. Can't really judge by looking at patchnotes but hopefully it will be better now.

jorb wrote:[*] You may now walk onto empty construction areas. That should mean that sign posts are now less useful in combat. Discussion here.


I dislike this :/


Also, if you don't make the same change for Think as for Take aim then its pretty pointless.
Last edited by Ozzy123 on Wed Apr 05, 2017 12:20 am, edited 1 time in total.
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Re: Game Development: Picking a Fight

Postby KwonChiMin » Wed Apr 05, 2017 12:20 am

Take Aim's cooldown now increases the more IP you already have when using it. The cost is now (30 + IP * 2) * μ.

I guess (30 + IP * 2) */μ?
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