Game Development: Color Wheel

Announcements about major changes in Haven & Hearth.

Game Development: Color Wheel

Postby jorb » Mon May 27, 2024 11:23 pm

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

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New Implementations
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  • Added variable building materials to "Cupboard" and "Spinning Wheel".
  • Opening and closing UI windows are now gently animated.

Key Fixes
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  • Reworked the death camera such that it will, after some, short time, freeze and leave you with a still image of your final moment. Less spy-cammy that way.
  • Boreworm Holes should now be significantly likelier to spawn.
  • Pursuit mode is not engaged if we are already within range when executing a combat move/attack. (Assuming this is controversial, so feel free to present counter-arguments)

Small Fixes
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  • Redrew several icons, primarily under the "Workstations & Utilities" submenu, in 4x resolution, thereby completing the redrawing of the entire "Build" submenu. Yay!
  • Reeds now stack.
  • Reduced building cost of Rabbit Hutch, Chicken Coop, Dovecote, Log Cabin, and Timber House.
  • Planting Trees by hand now requires "Plant Lore".
  • Halved stamina and time costs of planting trees by hand.
  • Tree or bush seeds dropped to the ground should have a non-zero chance of sprouting when decaying away.
  • Fixed a problem with mechanical power sometimes being incorrectly tracked in Wind- and Watermills.
  • Minimap icons for dead Green Slimes and Cave Rats should now be properly greyed out.

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

Today's Patch Items, for the fair price of $9, is the "Toadstool Hat".

Store Description wrote:Image$9This hat sprouted after heavy rain, wafting scents of spores and damp.


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

In the Pipe
-----------------------
  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

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: Color Wheel

Postby Faravidus » Mon May 27, 2024 11:26 pm

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Re: Game Development: Color Wheel

Postby DonVelD » Mon May 27, 2024 11:28 pm

you changed pursuing (literally nobody asked) yet you didnt change what people have been asking for (sos nerf)
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Re: Game Development: Color Wheel

Postby Dawidio123 » Mon May 27, 2024 11:29 pm

jorb wrote:[*] Pursuit mode is not engaged if we are already within range when executing a combat move/attack. (Assuming this is controversial, so feel free to present counter-arguments)[/list]

I take that back, it's actually good. You worded it weirdly.
Last edited by Dawidio123 on Mon May 27, 2024 11:32 pm, edited 2 times in total.
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Re: Game Development: Color Wheel

Postby Clemins » Mon May 27, 2024 11:29 pm

Wow, gnomes woke up from their 75+day nap lmao

Nice
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Re: Game Development: Color Wheel

Postby caz » Mon May 27, 2024 11:30 pm

please allow a 'default' colour for anything variable :(

e: thanks for update, would be nice to have some kind of 'in production' comments every now and then if you have the time/energy
Last edited by caz on Tue May 28, 2024 10:26 am, edited 1 time in total.
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Re: Game Development: Color Wheel

Postby loftar » Mon May 27, 2024 11:31 pm

Dawidio123 wrote:Why would you do that?

The reason is so that you don't turn around when doing it while running away. Primarily meant for Take Aim, but no obvious reason why it shouldn't work for other attacks as well, no?

DonVelD wrote:you changed pursuing (literally nobody asked) yet you didnt change what people have been asking for (sos nerf)

For the record, the reason we changed it was (literally) because someone asked. For SoS, however, I've heard opinions from both ends of the spectrum. But I can only assume that those from the other end than yours are people who aren't playing the game, correct? :)
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Re: Game Development: Color Wheel

Postby Dawidio123 » Mon May 27, 2024 11:33 pm

loftar wrote:
Dawidio123 wrote:Why would you do that?

The reason is so that you don't turn around when doing it while running away. Primarily meant for Take Aim, but no obvious reason why it shouldn't work for other attacks as well, no?

My bad chief, you worded it so it made it sound like you'd stop. Good change, love you :D The fact you can now run alongside someone and hit them without having to click super fast to not go at them is amazing.
Last edited by Dawidio123 on Mon May 27, 2024 11:35 pm, edited 1 time in total.
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Re: Game Development: Color Wheel

Postby Clemins » Mon May 27, 2024 11:33 pm

loftar wrote:
Dawidio123 wrote:Why would you do that?

The reason is so that you don't turn around when doing it while running away. Primarily meant for Take Aim, but no obvious reason why it shouldn't work for other attacks as well, no?


Hey that's actually pretty cool not gunna lie
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Re: Game Development: Color Wheel

Postby DonVelD » Mon May 27, 2024 11:35 pm

loftar wrote:
Dawidio123 wrote:Why would you do that?

The reason is so that you don't turn around when doing it while running away. Primarily meant for Take Aim, but no obvious reason why it shouldn't work for other attacks as well, no?

DonVelD wrote:you changed pursuing (literally nobody asked) yet you didnt change what people have been asking for (sos nerf)

For the record, the reason we changed it was (literally) because someone asked. For SoS, however, I've heard opinions from both ends of the spectrum. But I can only assume that those from the other end of yours have no idea what they're talking about, correct? :)

No, I used SoS and its basically the same as with prenerf jugular - too op so pvp becomes brainless. Misunderstood what the pursuit change was about tho, good change then, but still SoS needs to be nerfed lol.
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