Prelude: World 12

Announcements about major changes in Haven & Hearth.

Prelude: World 12

Postby jorb » Sun Feb 23, 2020 9:04 pm

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



WORLD 12

The Great Clock strikes, tolling a new beginning for all the Hearthlands. The present World 11 will thus, on the 6th of March 2020, be consigned to the bit-bucket of history, and the Hearth made anew.

For those of you who have never experienced a world reset before, the implication of this is that all variable data -- maps, characters, &c -- will be purged, and a new, clean, world generated in their steads. This post aims to inform you of the fact that we are going to make a world reset, and to provoke some discussion and feedback on some central topics relevant for the new world.

The primary reasons for a world reset are:
  • Several iterations on core systems over the course of the present world has caused imbalances that can only be corrected through a world reset.
  • We have built up a series of more or less invasive changes that we would like to make, but which do not lend themselves well to being done outside the context of a world reset.
  • Iteration on the map generator, especially as pertains to the early game conditions of the world.
  • World resets are fun.

Administrivia:
  • Effective now, all subscriptions are paused until the deployment of the new World 12.
  • Please remember to have any subtokens, custom sketches, and dev capes you wish to keep for the new world in your Hearth Fires when the world resets. Hats are of course unaffected.

PRELIMINARY CHANGELOG

MAP GENERATOR
----------------
  • Galena should no longer be everywhere on the lower cave levels.
  • Removed enclosed oceans, transformed to sweet water by the previous generator, and replaced them with proper terrain.
  • All continents have persistent IDs, which allows us to potentially, for example, issue quests better.
  • Caves placed in staircase ridges should now create space in front of them to allow them to be entered.

SIEGE
----------------
  • Village & Personal Claims now have a "Power Level". ranging from 0 to 1.
  • The "Power Level" of a newly established claim increases from 0 to 1 over the course of four RL weeks. (E.g: After one week the power level is 0.25, after two weeks the power level is 0.5, and so on.)
  • A Battering Ram requires 24h * the Claim's Power Level of drying time before it can destroy Palisades on the claim, and 32h * the Claim's Power Level of drying time before it can destroy Brick Walls on the claim.
  • The stronger claim always applies in case of overlapping claims.
  • Anyone can find out the "Power Level" of claim by inspecting it.
  • The idea behind this change is to provide a meaningful establishment time for new claims, during which they are easier to attack.

COMBAT
----------------
  • For Melee and Unarmed combat, fighters within a factor 2 of eachother in relevant stats are for all intents and purposes considered to be exact equals.
  • The gains from Melee and Unarmed combat beyond the factor 2 range increase more steeply than before to compensate somewhat, using a cube root instead of a fourth root as was historically the case.
  • The intention behind this change is to reduce the reliance on stats in combat significantly, while still maintaing a decent incentive to increase stats.

REALMS
----------------
  • Seamarks are now normal authority objects, spreading Realm authority in an area around them. They can be built even on deep ocean tiles.

LP & GAINS
----------------
  • "Scholarly Accounts" now factor in the size of the curiosity which they describe when determining their final LP. You may only study one scholarly account at a time.
  • "Ageless Ice" now halves the remaining study time of all curiosities being studied, rather than completing them.
  • Applied a gain curve to the gains from dungeon reward "Heart Containers". Effectively the final HP gain is now subjected to a square root.
  • Truffles are less potent.
  • Reworked Metorite qualities to something more reasonable.
  • Increased the potential recoup from a deceased ancestor's stats by 15% through ancestral worship, putting the total possible recoup at 60% of a dead character's stats. Full burial still gives 30%, and a state funeral still gives 45%, but any character can now reach up to a full 60% through ancestral worship.

QUALITY
----------------
  • Hammer and anvil quality no longer provide a positive influence on metal quality when pounding wrought iron. This effectively removes most of the metal spiraling.
  • All crops have a local quality field, which caps their quality growth. However, crops will not lower in quality by being planted in an area of quality lower than their own, meaning that you can still import better crops from elsewhere, grow them in your own lower quality surrounding, without experiencing quality loss. The caps are set high enough that they shouldn't matter at all for a good while.

CREDOS
----------------
  • Removed forest stamina bonus and ridge traversal bonus from Strider credo.

FIXES
----------------
  • Angling with fishing poles should now yield more consistent rewards, and locally rarer fish should be more of a prerogative of casting rod fishing or nets.
  • Buffed the base damage of both Hunter's and Ranger's bows.

There is plenty of time to discuss, comment, and have your input considered. The (suggested) changes are offered with the best of intentions, so feel free to the virtue of generosity in mind when interpreting and commenting on them.

This change log is not exhaustive, and there will, of course, be new things to discover as well.

TLDR: We will aim to launch the...

W12 server @ 20:00 UTC, Friday March 6th, 2020

Enjoy

EDIT:

2020-02-29: Updated with changes detailed here: viewtopic.php?f=39&t=67175&start=510#p848476
"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
jorb
 
Posts: 18263
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude: World 12

Postby Robertzon » Sun Feb 23, 2020 9:04 pm

nice
User avatar
Robertzon
 
Posts: 1319
Joined: Mon Jan 03, 2011 11:51 pm

Re: Prelude: World 12

Postby Sprymazi » Sun Feb 23, 2020 9:05 pm

POGGERS
Sprymazi
 
Posts: 45
Joined: Mon Jan 22, 2018 11:11 pm

Re: Prelude: World 12

Postby martenx » Sun Feb 23, 2020 9:05 pm

Chooo Chooo!
ImageBottleneck
User avatar
martenx
 
Posts: 772
Joined: Fri Jul 09, 2010 7:05 am
Location: Netherlands

Re: Prelude: World 12

Postby DDDsDD999 » Sun Feb 23, 2020 9:06 pm

You haven't fixed any of the broken shit.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5519
Joined: Fri Jul 02, 2010 12:31 am

Re: Prelude: World 12

Postby Zentetsuken » Sun Feb 23, 2020 9:07 pm

Image

over an hour ago btw
Image
Image
User avatar
Zentetsuken
 
Posts: 1855
Joined: Sun Jun 20, 2010 4:07 pm
Location: Flavor Town

Re: Prelude: World 12

Postby Sreig » Sun Feb 23, 2020 9:07 pm

Amazing!
Peace was never an option.
User avatar
Sreig
 
Posts: 5
Joined: Thu Dec 12, 2019 7:04 pm

Re: Prelude: World 12

Postby Vigilance » Sun Feb 23, 2020 9:08 pm

thank god
Image
"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
User avatar
Vigilance
 
Posts: 3561
Joined: Fri May 21, 2010 9:30 pm
Location: fog of irrelevancy

Re: Prelude: World 12

Postby Pate » Sun Feb 23, 2020 9:13 pm

Good stuff
Pate
 
Posts: 7
Joined: Tue Mar 26, 2013 8:09 pm

Re: Prelude: World 12

Postby julian12it » Sun Feb 23, 2020 9:17 pm

Can we make credos less cancerous maybe?
User avatar
julian12it
 
Posts: 785
Joined: Sat Sep 11, 2010 8:01 pm
Location: Topaz

Next

Return to Announcements

Who is online

Users browsing this forum: Naylok, Python-Requests [Bot], Yandex [Bot] and 16 guests