Game Development: Wandering Chevon

Announcements about major changes in Haven & Hearth.

Game Development: Wandering Chevon

Postby jorb » Wed Jul 31, 2019 7:03 pm

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

Image

New Implementations
-----------------------
  • Added "Meteoring", ring made from Falling Star materials.
  • Added "Chewy Chevon", food. Suggested here.

Credos
-----------------------
  • Wandering Sage: You have wandered the Hearth, deep in mystical contemplation on the signs and omens, and sought to commune with far flung Rowan trees, dark streams, and stands of Alder. Your learned wisdom exceeds most, and yet new depths of ignorance reveal themselves behind each new revelation of spirited nature. You can hear the spirits of things vast and faint whisper to you from the shadowy world beyond the veil of the Hearth, and they trace your footsteps wherever your wanderlust aching takes you. Meditation, and the journey as a goal in itself, are your lodestars. You have seen, in terrifying visions, how the Old Gods rode in chariots of Ash and Bronze, thundering over the ancient steppes in ages beyond reckoning, and your feet long always to trace those furrows. Embarking on the Wandering Sage's Pilgrimage promises...
    • Gain less Travel weariness.
    • +5% experience gain.
    • Reduced stamina drain from walking.
    • Frequent experience gain when seeing natural wonders.
    • Chance for additional increases to local qualities when completing quests.
    • Image
  • Wandering Sage depends on Mystic and Nomad.

Key Fixes
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  • Changed satiation scaling to something significantly milder. Drinks still retain the old scaling. Consider this a band-aid.
  • Activating a wilderness beacon is now a crime of vandalism.
  • You can now evict people on wagons and chairs.

Small Fixes
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  • Fixed a small issue with ant mobs in dungeons getting stuck behind pillars and such.
  • Curding Tubs should now always, in the presence of rennet, attempt to create a final curd out of any milk residue left in the tub. Point being that tubs should now always empty out fully if there is rennet still inside them, leaving no residue, which could avoid a problem of contaminated tubs.

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 "Elephat".

Store Description wrote:Image$10 Trumpets blast for the king of the savannah! You too can feel the call of the herd in this elefantastic headgear!


All Gold & Silver subscribers have been awarded the "Elephat", 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
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Re: Game Development: Wandering Chevon

Postby boreial » Wed Jul 31, 2019 7:04 pm

In before any Rage
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Re: Game Development: Wandering Chevon

Postby Ants » Wed Jul 31, 2019 7:06 pm

New hat is great. I can't wait to yiff in an elephant fursuit.
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Re: Game Development: Wandering Chevon

Postby flashshark » Wed Jul 31, 2019 7:06 pm

jorb wrote:Chance for additional increases to local qualities when completing quests.


As in, you will rather get the "Increased X quality by 1" more often, replacing other rewards?
Or as in increasing it by 2, 3, etc?
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Re: Game Development: Wandering Chevon

Postby kirion » Wed Jul 31, 2019 7:07 pm

What's that leafless tree that i am seeing?

And nice, satiation modification.
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Re: Game Development: Wandering Chevon

Postby WESKERBOY » Wed Jul 31, 2019 7:07 pm

cool, now we need Natulralist credo :P depend on forager and hunter that can make u increade bug q catch and other stuff haha
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Re: Game Development: Wandering Chevon

Postby jorb » Wed Jul 31, 2019 7:07 pm

flashshark wrote:
jorb wrote:Chance for additional increases to local qualities when completing quests.


As in, you will rather get the "Increased X quality by 1" more often, replacing other rewards?
Or as in increasing it by 2, 3, etc?


Additional chance, as in, in addition to other rewards.
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Re: Game Development: Wandering Chevon

Postby loftar » Wed Jul 31, 2019 7:10 pm

For the more mathematically inclined, the new satiation scaling is intended to make the cumulative FEPs gained by eating n pieces of food scale as O(√(n)), rather than scaling to an asymptotic maximum as has previously been the case.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Wandering Chevon

Postby Saxony4 » Wed Jul 31, 2019 7:10 pm

jorb wrote:[*] Reduced stamina drain from walking.

You mean running, right?
kirion wrote:What's that leafless tree that i am seeing?

Variation of a tree model for when seasons get added
Last edited by Saxony4 on Wed Jul 31, 2019 7:10 pm, edited 1 time in total.
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Re: Game Development: Wandering Chevon

Postby CaveHermit » Wed Jul 31, 2019 7:10 pm

WHY NOMAD BASE. Change it to mystic only :(
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