Game Development: Crystal Patch

Announcements about major changes in Haven & Hearth.
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lordgrunt
Posts: 441
Joined: Sat Nov 05, 2011 11:49 pm

Re: Game Development: Crystal Patch

Post by lordgrunt »

About them wells again. On surface its understandable that amount of ropes/stones vary depending on terrain height.
but in the caves there is no such differences in height.
A quick check across all my mine levels resulted in 25-29 ropes per well.
1) why the variance?
2) why 25 ropes as minimum?
3) why no changes with cave depth level?
Last edited by lordgrunt on Fri Sep 25, 2026 2:09 pm, edited 1 time in total.
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HasseKebab
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Re: Game Development: Crystal Patch

Post by HasseKebab »

Regulus2424 wrote:consider nuking preexisting Thingwall palisades and claims ;)
yeah +1
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iSuicidy
Posts: 2
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Re: Game Development: Crystal Patch

Post by iSuicidy »

jorb wrote: A character's "distance" to the server lead was incorrectly calculated using the current FEP-meter max, rather than the highest attribute, causing a reduced FEP-meter (e.g. from food variance bonus) to effectively count your stats as that much lower.
where are bans for bug abusers? Or do we act like nothing happened?
iSuicidy
Posts: 2
Joined: Tue Dec 16, 2025 7:54 am

Re: Game Development: Crystal Patch

Post by iSuicidy »

ackshually just go with w16.3 at this point
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Zentetsuken
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Joined: Sun Jun 20, 2010 4:07 pm
Location: Flavor Town

Re: Game Development: Crystal Patch

Post by Zentetsuken »

jorb wrote: [*] Fixed a bug by which tame horses could be led through ridges in thickets.
This feels like a bad "bugfix". If you can't even walk a tamed hrose on a leash through thicket it makes them deeply and objectively less useful. The leashing is annoying enough to have been kept in, I think.
Last edited by Zentetsuken on Fri Sep 25, 2026 2:21 pm, edited 1 time in total.
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MightySheep
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Joined: Fri Jul 22, 2011 1:18 pm

Re: Game Development: Crystal Patch

Post by MightySheep »

Ban every player
UzU123
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Joined: Mon Dec 31, 2012 7:00 pm

Re: Game Development: Crystal Patch

Post by UzU123 »

jorb wrote:A character's "distance" to the server lead was incorrectly calculated using the current FEP-meter max, rather than the highest attribute, causing a reduced FEP-meter (e.g. from food variance bonus) to effectively count your stats as that much lower.!
I bet someone has been exploiting this bug by now. Surely you have some logs or data on characters whose FEP bar was, for some suspicious reason, 90–95% full before EVERY hunger reset, right?
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azrid
Posts: 3647
Joined: Mon Oct 17, 2011 11:33 pm

Re: Game Development: Crystal Patch

Post by azrid »

iSuicidy wrote:
jorb wrote: A character's "distance" to the server lead was incorrectly calculated using the current FEP-meter max, rather than the highest attribute, causing a reduced FEP-meter (e.g. from food variance bonus) to effectively count your stats as that much lower.
where are bans for bug abusers? Or do we act like nothing happened?
I say we let this one slide this one time.
Lets move on with our lives!
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_RU_ZVP
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Re: Game Development: Crystal Patch

Post by _RU_ZVP »

nice world, free travel, no safe pali, pvp fractions boosted by broken hunger mechanics for first 1.5 months, keep it up guys
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lordgrunt
Posts: 441
Joined: Sat Nov 05, 2011 11:49 pm

Re: Game Development: Crystal Patch

Post by lordgrunt »

lordgrunt wrote:About them wells again. On surface its understandable that amount of ropes/stones vary depending on terrain height.
but in the caves there is no such differences in height.
A quick check across all my mine levels resulted in 25-29 ropes per well.
1) why the variance?
2) why 25 ropes as minimum?
3) why no changes with cave depth level?
Actually, minimum can vary as well, went down to 18 in one spot. still, no rhyme or reason behind this variance.

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