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sarkum
- Posts: 77
- Joined: Wed Jan 05, 2011 6:39 am
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mlg_no-Scoper
- Posts: 54
- Joined: Sat May 06, 2017 1:35 am
- Location: the haven and hearth forum
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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Game Development: Flagging Butcher
Dabbing should leave a "degeneracy" scent whenever used, lasting for 3 months. Summonable of course and giving any nidbanes summoned with it a 3x multiplier.mlg_no-Scoper wrote:https://www.change.org/p/everyone-remove-dab-emote-from-haven-and-hearth-by-popular-request
1-800-273-8255
Granger wrote:Fuck off, please go grow yourself some decency.
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mlg_no-Scoper
- Posts: 54
- Joined: Sat May 06, 2017 1:35 am
- Location: the haven and hearth forum
Re: Game Development: Flagging Butcher
also make it so that regardless of stats you dont go to valhalla if you ever dab in your lifetime
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ctopolon3
- Posts: 488
- Joined: Mon Nov 23, 2015 10:22 am
Re: Game Development: Flagging Butcher
mb speedup "slaughter" sometimejorb wrote: [*] Added "Butcher's Cleaver", axe which butchers fast.
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Chebermech
- Posts: 268
- Joined: Mon Apr 23, 2012 2:23 am
Re: Game Development: Flagging Butcher
nice patch, tho im not into dabing. could you guys add Squat for next emote, and balaclava for a next hat please?
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thesourceofsadness
- Posts: 109
- Joined: Mon May 25, 2015 10:13 pm
Re: Game Development: Flagging Butcher
Thank you for patch, but i still suggest to limit the number of spawning creatures in dungeons instead of removing loot from 'em. It should make beaver dungeons more friendly to small or n00bish groups. For real challenge may bears or wolves dungeons be made.jorb wrote:Beavers spawned in dungeons -- i.e. those which appear while clearing a room, as opposed to those already in the room when you enter it -- decay very quickly, and yield no loot. Perhaps too harsh?
Have a nice holydays. It would be nice if you will share with community "the bigger things" you're aiming to.
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Enjoyment
- Under curfew
- Posts: 932
- Joined: Mon Oct 12, 2015 6:32 pm
- Location: Kyiv, Ukraine
Re: Game Development: Flagging Butcher
Thx for the cleaver.
Hope you'll implement Map Expansion before your vacation, so we can have a lot of "things-to-discover" instead of just waiting a month.
And nice new "small fix" will be the last farming stockpile - the pepper one.
Hope you'll implement Map Expansion before your vacation, so we can have a lot of "things-to-discover" instead of just waiting a month.
And nice new "small fix" will be the last farming stockpile - the pepper one.
Last edited by Enjoyment on Thu Dec 14, 2017 9:18 am, edited 1 time in total.
English is neither my native lang, nor my best side...
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Flagging Butcher
I think the goal of dungeons is end-game content, not things that need to be accessible by "n00bs." While some dungeon resources should be useful to "n00bs," not everything needs to be accessible by everyone. Maybe n00bs could access the first couple levels, while faction members clear the end-dungeon content.
Maybe dungeons cause dynamics scenarios in environments? The scenario of a beaver dam being protected by a faction, so high quality beavers around the area continue to spawn in high quantity sounds...interesting. Though preventing random griefers from clearing dungeon clusters would be difficult.
Maybe dungeons cause dynamics scenarios in environments? The scenario of a beaver dam being protected by a faction, so high quality beavers around the area continue to spawn in high quantity sounds...interesting. Though preventing random griefers from clearing dungeon clusters would be difficult.





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thesourceofsadness
- Posts: 109
- Joined: Mon May 25, 2015 10:13 pm
Re: Game Development: Flagging Butcher
My point is that dungeon's difficulty level should be variable to be accessiable for everyone: "easy" dungeons with beavers, foxes and snakes, "hard" dungeons with wolves, bears and (trolls?).DDDsDD999 wrote:I think the goal of dungeons is end-game content, not things that need to be accessible by "n00bs." While some dungeon resources should be useful to "n00bs," not everything needs to be accessible by everyone. Maybe n00bs could access the first couple levels, while faction members clear the end-dungeon content.
When you declare something to be "endgame content only" it makes newcommers dissapointed a bit - like in old EvE Online, where it took months to get to even mid-game content. N00bs should have some nice things too, i guess.