Game Development: Beating Chest Totem

Announcements about major changes in Haven & Hearth.

Game Development: Beating Chest Totem

Postby jorb » Fri May 31, 2019 4:01 pm

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

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New Implementations
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  • Added "Beat Chest", emote.
  • Added "Pumpkin Stew", food.

Key Fixes
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  • Catapults & Battering Rams now take about four hours to destroy by hand.
  • Made it so that soak starts building up when you complete a building, rather than when you place the construction sign. This is a reversion of a change we made way back in 2015, that we couldn't find an argument for in 2019. Let us know if you have one.
  • The warning message for siege engines now informs you as to all types of siege engines which have been activated near your claim.
  • Made it so that only the captain of a Knarr can travel home with it.
  • Adjusted the wonder gathering timer. You now have a two minute inital timer for the first item you gather, but subsequent items are gathered as before.

Small Fixes
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  • Rabbits should now breed more like rabbits. Suggested here and here.
  • Adjusted the scaling of pepper a bit in light of this. Should now be less harsh.
  • Made it so that you can't drive a Knarr if you give away the key after having manned the helm.
  • Fixed a bug by which you could use ever glowing embers to fuel things indefinitely.
  • Fixed a bug by which you didn't get kills for animals bleeding to death when fleeing from you. Reported here.
  • Fixed a bug with the death camera sometimes not working.
  • Fixed a bug by which boreworms would spawn exclusively in water, or when mining. You should now be able to encounter them normally.
  • Reduced the difficulty modifier for steel locks.
  • Removed some items not actually placed in the world from quest lists.
  • Fixed a bug with ancestors requesting roasting spits.
  • Green and black tea leaves are now leaves, primarily for stockpiling purposes. Kind of suggested here.
  • Fixed a bug by which a (dead/KOed) character dropped from a Knarr would block entrance to the Knarr.
  • Fixed a bug by which wild animals would sometimes hang around forever tethered, even if untamed.
  • Fixed a bug by which animals would sometimes get stuck without being able to fight back in combat.
  • Fixed a bug by which animals would not break corpses if their soul hadn't "moved on" from the death screen.

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As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $10, is the "Totem Hat".

Store Description wrote:Image$10 Please the Great Manitou, and climb higher on the social totem pole, with this exhibition of creative idolatry!


All Gold & Silver subscribers have been awarded the "Totem Hat", free of charge.

In the Pipe
-----------------------
  • Small patch, as we're working on something bigger. Might be a while.
  • We were held off from patching for the past two weeks due to RL things, and unfortunately there may be more downtime over the summer, as we both have various and somewhat unsynched family commitments and such. We will aim to be diligent, keep you posted on a week-to-week basis, and as always, the great work usually continues in some capacity at all times.
  • Considering: PvP as a key driver of long-term interest and events in the game.
  • The main dev focus is the client rendering rewrite.
  • 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: Beating Chest Totem

Postby azrid » Fri May 31, 2019 4:01 pm

wow
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Image
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Re: Game Development: Beating Chest Totem

Postby Bozdogan123 » Fri May 31, 2019 4:05 pm

key fixes are all good
id like if you could grind black tea leaves and store them in a jar like rustroot tho, rather than stockpiling, but thats fine too
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Re: Game Development: Beating Chest Totem

Postby Ardennesss » Fri May 31, 2019 4:07 pm

Gz I'm pretty sure you killed pvp.
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Re: Game Development: Beating Chest Totem

Postby Joshk80k » Fri May 31, 2019 4:07 pm

jorb wrote:[*] Intentionally reintroduced movement combat. Your defences are quartered while moving.


Does this apply to running beasts? I'd love to have an easier time hunting down Cave Anglers...
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Re: Game Development: Beating Chest Totem

Postby jorb » Fri May 31, 2019 4:07 pm

Ardennesss wrote:Gz I'm pretty sure you killed pvp.


Don't post trash without explanation. Don't ever let your first reaction be omgzloldedgaem. So many don'ts.
"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: Beating Chest Totem

Postby SnowWiggles » Fri May 31, 2019 4:07 pm

The hat is not in the store. Can I get a devs cloak please.
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Re: Game Development: Beating Chest Totem

Postby Redlaw » Fri May 31, 2019 4:08 pm

Looks like a great update over all. Sounds like from what i have been hearing people are enjoying what it offers.
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Re: Game Development: Beating Chest Totem

Postby Hrenli » Fri May 31, 2019 4:08 pm

jorb wrote:[*] Made it so that only the captain of a Knarr can travel home with it.


And what happens to the passengers? Are they left swimming in the ocean?
Too old to rock-n-roll, too young to die.
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Re: Game Development: Beating Chest Totem

Postby Artemiswhb » Fri May 31, 2019 4:08 pm

Ardennesss wrote:Gz I'm pretty sure you killed pvp.

Doesn't this give you a chance to kill those bug-statted characters people have been bitching about? also this makes skill a part of combat, worked great in legacy.
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