Game Development: Exquisite Moodog

Announcements about major changes in Haven & Hearth.

Game Development: Exquisite Moodog

Postby jorb » Thu Sep 28, 2017 12:55 am

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

Image

New Implementations
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  • Added the ability to spitroast large animals. You may now carry an intact dead animal -- should be all except Trolls & Mammoths -- and put them on a roasting spit by right-clicking the spit. We also made it so that the quality of the spit influences the end product, and that goes for small animals as well.
  • Added "Exquisite Chest", container.
  • Added "Meat-in-Jelly", food.
  • Added "Moodog", sausage.

Credos
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  • Strider: You feel the vibrance of the seasons, and under the soles of your feet you can sense the tremor of a single leaf falling, or of your quarry, quaking in the undergrowth at your passing. You have long wandered the Woodland Hearth, and your trade has grown to become that of a frontiersman in it, making a living in forestry, fishing, and hunting, and thus you have become a part of the wilds -- and they of you -- to the point that you now move nigh effortlessly in them, over root and crag, flowing almost like a river. They say that the first Strider was the Moon itself, racing the Sun across the firmament. Taking the Strider's Stride promises...
    • +50% Swimming.
    • Traverse ridges faster.
    • Quality bonus on wild animals killed.
    • Reduced stamina drain from running in forests.
    • +15% damage with ranged weapons.
    • Image
  • Strider depends on Fisherman and Lumberjack.
  • Cave Hermit: The surface of the Hearth has grown but a distant memory, and the waves of history may wash whichever ways they please, far above in that raging, tumultous world of light and day. Your world has become another, calmer, darker, deeper, and more ancient one, of peace and meditation, far below in the cool and pitch of the deepest caverns, where Hearthling sight fades, and other senses grow instead to terrible powers. You spend your nights eternal far down, down near the roots of the Mountain, in the musk of cavebulbs, with a touch of slime, and the haunting symphonies of a thousand bats screeching in awful symphony. Your ways are those of stone, and of thought, and of communion, ultimately, with the dark of the cavernous Underworld. Staring into the Cave Hermit's Abyss promises...
    • Significantly increased risk of mining out trolls.
    • Ability to eat Stalagooms & Cave Slime.
    • +3% study speed per cave level you descend.
    • Deal 5% extra damage per cave level you descend.
    • Trolls no longer attack you.
    • Image
  • Cave Hermit depends on Miner and Mystic.

Key Fixes
-----------------------
  • Made it so that sleeping in Beds heals wounds faster, and more so the more quality the bed has. This works by effectively burning through the wounds and their effects faster, so infected sores may, for example, grow faster from this, as they simply check for growth or reduction more frequently.
  • Fixed a bug by which Adder bites could cause death in an uninteded way.

Small Fixes
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  • Fixed a bug by which branding irons would go cold if left in a fireplace.
  • You may now inspect a Charter Stone to see the name of it.
  • Reduced the spawnrate of Cave Slimes.
  • Batches of mined out Cave Slimes should no longer all attack at once and instantly.

In the Pipe
-----------------------
  • Small patch, as we have also been working on that something more significant hinted at in the last couple of patches, which might (still) be a few weeks in the making. Will (still) hopefully be cool, though!
  • The main dev focus is the client rendering rewrite.
  • I'm (still) considering following up on this suggestion, and make palisades bashable if the claim shield is down. Let me know what you think!
  • Time to... like us on Facebook?

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: Exquisite Moodog

Postby LostJustice » Thu Sep 28, 2017 12:56 am

In b4 everyone else
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Re: Game Development: Exquisite Moodog

Postby Vigilance » Thu Sep 28, 2017 12:57 am

wtf is this cave hermit bullshit
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http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
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Re: Game Development: Exquisite Moodog

Postby azrid » Thu Sep 28, 2017 12:58 am

nice art
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Re: Game Development: Exquisite Moodog

Postby nerdyaf » Thu Sep 28, 2017 12:59 am

So what happens for those that were killed by adders? :roll:
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Re: Game Development: Exquisite Moodog

Postby jorb » Thu Sep 28, 2017 1:00 am

nerdyaf wrote:So what happens for those that were killed by adders? :roll:


Not actually sure that anyone did.
"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: Exquisite Moodog

Postby loftar » Thu Sep 28, 2017 1:00 am

nerdyaf wrote:So what happens for those that were killed by adders? :roll:

The bug was not that they could cause death at all, but rather that under very specific circumstances, they resulted in more nerve damage than intended.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Exquisite Moodog

Postby Necrisha » Thu Sep 28, 2017 1:00 am

Heh, I figured there would be rage over mystic being the precursor for cave hermit. I guess theme wise your smoking a blunt with trolls to calm them into liking you...
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Re: Game Development: Exquisite Moodog

Postby nerdyaf » Thu Sep 28, 2017 1:01 am

jorb wrote:
nerdyaf wrote:So what happens for those that were killed by adders? :roll:


Not actually sure that anyone did.


I did last week. I went to bed with 1 bite woke up with 6 or 7 and my dead body :cry:
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Re: Game Development: Exquisite Moodog

Postby ven » Thu Sep 28, 2017 1:02 am

Dunedain intensifies
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