Game Development: Parka Blewit

Announcements about major changes in Haven & Hearth.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Game Development: Parka Blewit

Post by jorb »

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

Image

New Implementations
-----------------------
  • Added "Field Blewits", mushroom.
  • Added "Reindeer Parka", jacket.
  • Added "Fulgurite", curiosity. Found when digging sand. Suggested here.
Key Fixes
-----------------------
  • Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu. Suggested here and here. Also added a range display to the initial placement milestone.
  • Logs and stumps should now, if off-claim, decay to mirkwood equivalents. This means you can produce quality mirkwood. Suggested here.
  • Chances to catch fish with casting rods and lures are now more exhaustively presented, with chance to bite, chance to land, and effective final chance, instead of only chance to bite as it used to be. A bit spreadsheet-ish, but more accurate. Feel free to suggest something better.
Small Fixes
-----------------------
  • Fixed a generation bug by which Bat Dungeons would sometimes be large enough to cross their world borders.
  • Added back and forth hotlinks to the screenshot pages when browsing the screenshot feeds.
  • Differentiated the speed of dungeon bats a bit.
Image
As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $10, is the "Strawberry Hat".
Store Description wrote:Image $10 Don't let anyone pick you up and turn you into a fruitcake while wearing this sweet hat in celebration of spring!
All Gold subscribers have been awarded the Strawberry Hat, free of charge.

In the Pipe
----------------------- 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
User avatar
Onep
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Game Development: Parka Blewit

Post by Onep »

Oh that parka looks swanky.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
sinko
Posts: 80
Joined: Sat Dec 09, 2017 10:18 pm

Re: Game Development: Parka Blewit

Post by sinko »

damn you guys are getting lazy lol
User avatar
ElGato
Posts: 1945
Joined: Tue Nov 10, 2009 2:10 am

Re: Game Development: Parka Blewit

Post by ElGato »

sinko wrote:damn you guys are getting lazy lol
Guessing you didn't read the last update thread? They're doing exactly what they said.
burgingham wrote:We are all Gato, and Gato is Delamore of course. Goons blablabla...
Caradon wrote:Gato, the anti-ghandi
Sabinati wrote:yeah we're gonna kill you gato!!!
User avatar
Onep
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Game Development: Parka Blewit

Post by Onep »

sinko wrote:damn you guys are getting lazy lol
We got a new road UI which has been a long time coming. Not to mention a method of mirkwood production. And, literally what ElGato said.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Amanda44
Posts: 6485
Joined: Wed Sep 28, 2011 12:13 pm

Re: Game Development: Parka Blewit

Post by Amanda44 »

Nice! Parka looks cute. :D
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
MrBunzy
Posts: 363
Joined: Tue Nov 30, 2010 11:48 pm

Re: Game Development: Parka Blewit

Post by MrBunzy »

jorb wrote: Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
(once and futue king btw)
User avatar
kris_hole
Posts: 283
Joined: Sat Jul 03, 2010 4:09 pm

Re: Game Development: Parka Blewit

Post by kris_hole »

MrBunzy wrote:
jorb wrote: Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
Yeah i agree, for the initial milestone its pretty neat but finding your way after being waylaid sucks even more
waga
Posts: 620
Joined: Fri Apr 20, 2012 10:07 pm

Re: Game Development: Parka Blewit

Post by waga »

MrBunzy wrote:
jorb wrote: Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
indeed , I hate it , and I usually love most of the changes
Redseas
Posts: 3
Joined: Sat Oct 21, 2017 2:38 am

Re: Game Development: Parka Blewit

Post by Redseas »

MrBunzy wrote:
jorb wrote: Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
This. Connecting roads along existing paths, and just building roads in general has just gotten much harder.

Return to “Announcements”