Game Development: Magnifying Cook

Announcements about major changes in Haven & Hearth.
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Fostik
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Re: Game Development: Magnifying Cook

Post by Fostik »

Agree with Enjoyment.
Low level mines in their current implementation is not worth so mutch risk.
Anyway, you can add even more levels with more unique goods, more danger. 5 level system is pretty old.
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Jalpha
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Re: Game Development: Magnifying Cook

Post by Jalpha »

>Jorb asks for furniture ideas in livestream
>Jorb ignores the C&I post about barrel racks
>???
>Profit
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jorb
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Re: Game Development: Magnifying Cook

Post by jorb »

Jalpha wrote:>Jorb ignores the C&I post about barrel racks
I have a long standing note for barrel racks, but that's not an entirely trivial implementation.
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Aceb
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Re: Game Development: Magnifying Cook

Post by Aceb »

loftar wrote:
Dakkan wrote:That's a good idea for eventual cave decay, the deeper you are the slower the decay.
While that does seem kind of reasonable, I also think that caves should be less and less hospitable the deeper they go. I've generally considered such things as 1) not being able to Travel to Hearth from lower cave levels, 2) not being able to log out from even lower cave levels and/or 3) turning off permadeath protection from lower cave levels (possibly having Cave Hermit restore some of these). It has mostly been Jorb holding me back from it.
In the past that would be cool idea but:
Since the slime, worms addition, if someone goes minning deeper, that would be very bad. Very un-fun and un-friendly. Before that, I would give You my cent for that. People would exit the game normal way anyway. While from the "adventurer" point of view all of your ideas make sense, then again from point of view of miner and such, that's not right.

But maybe travel weariness from hearthing back from deeper caves... but only that.
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fallout
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Re: Game Development: Magnifying Cook

Post by fallout »

  • May have fixed a bug by which livestock would sometimes become unlikely to reproduce.
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shubla
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Re: Game Development: Magnifying Cook

Post by shubla »

fallout wrote:
  • May have fixed a bug by which livestock would sometimes become unlikely to reproduce.
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That's one happy bull right ther, bedded 8 females after a month long hiatus
There should be chance for bulls to be impotent, causing inability to do such things.
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Fostik
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Re: Game Development: Magnifying Cook

Post by Fostik »

shubla wrote: There should be chance for bulls to be impotent, causing inability to do such things.
There could be a chance to wipe forum post if it contain any idea of Shubla :roll:
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DatSheep
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Re: Game Development: Magnifying Cook

Post by DatSheep »

shubla wrote:
fallout wrote:
  • May have fixed a bug by which livestock would sometimes become unlikely to reproduce.
Image
That's one happy bull right ther, bedded 8 females after a month long hiatus
There should be chance for bulls to be impotent, causing inability to do such things.
I agree, actually. Jorb please give us a way to either neuter our livestock or make some impotent, because I don't want to pen up or leash all the animals that I want to keep from breeding, nor do I want Laggy, crowded areas of sheep because they keep breeding beyond a normal amount.
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DatSheep
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Re: Game Development: Magnifying Cook

Post by DatSheep »

I know they'll stop breeding after a certain volume of animals fill up the space they're in, but having such crowded pens seems unrealistic and inconvenient to deal with, plus that's not something I'd expect as a haven player, makes livestock feel broken kinda. Also uh I let my sheep roam my plot, does this mean they'll fill the whole thing up to the brim?
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fallout
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Re: Game Development: Magnifying Cook

Post by fallout »

  • Added a slight drift to anchored Knarrs. They will stay near the spot they were parked at, but may drift slightly.
Exploits fixin nice and all but you've managed to park my new knarr on some pig corpses that cant be removed from shallow water thus combining two bugs and beaching my knarr leaving me quite miffed
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