Game Development: Crystal Patch

Announcements about major changes in Haven & Hearth.
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widelec_szatana
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Joined: Thu Jan 13, 2011 4:53 pm

Re: Game Development: Crystal Patch

Post by widelec_szatana »

jorb wrote:We've been developing, and here's what's new.
[*] You can now set lock items to be in an explicitly unlocked state. This allows you to create objects (containers, doors, &c) which do have a lock for purposes of e.g. not being able to recieve a lock, but which are perpetually unlocked, i.e. can be opened by anyone and such. You can remove/reapply the lock to change this setting. Useful when e.g. wanting to leave a gate open, but not wanting some bandit to apply a lock to it.[/list]
You cannot put locks on gates that are not "yours" even with vandalism n shiet. Superb example of usefulness
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Regulus2424
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Re: Game Development: Crystal Patch

Post by Regulus2424 »

more like superb example of them not playing their own game
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Fostik
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Re: Game Development: Crystal Patch

Post by Fostik »

widelec_szatana wrote: You cannot put locks on gates that are not "yours" even with vandalism n shiet. Superb example of usefulness
The example was bad, but basically any non-locked container or gate shared between multiple players with vandal permission could've been set with lock any time, causing you troubles.
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My experience of market building in W13
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widelec_szatana
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Re: Game Development: Crystal Patch

Post by widelec_szatana »

Fostik wrote:
widelec_szatana wrote: You cannot put locks on gates that are not "yours" even with vandalism n shiet. Superb example of usefulness
The example was bad, but basically any non-locked container or gate shared between multiple players with vandal permission could've been set with lock any time, causing you troubles.
Why would you ever share vandal perms with "bandits", seems like people you play with issue.
and if i already have vandal perms, what prevents me from bashing the chest or teleporting with it, why bother with locks?
jetharius
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Re: Game Development: Crystal Patch

Post by jetharius »

widelec_szatana wrote:
Fostik wrote:
widelec_szatana wrote: You cannot put locks on gates that are not "yours" even with vandalism n shiet. Superb example of usefulness
The example was bad, but basically any non-locked container or gate shared between multiple players with vandal permission could've been set with lock any time, causing you troubles.
Why would you ever share vandal perms with "bandits", seems like people you play with issue.
and if i already have vandal perms, what prevents me from bashing the chest or teleporting with it, why bother with locks?
Yea this always seemed odd to me, like being able to lift or bash a locked chest defeats the entire purpose of a lock on it other than to keep out your own villagers? A locked chest shouldn't be liftable at least, I'm okay with the bash, but nail that fucker to the ground if you dont have a key.
Vladichka
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Re: Game Development: Crystal Patch

Post by Vladichka »

vatas wrote:Positive spin: now that the hunger reset works as intended, it will fundamentally start "correcting" the situation (people who abused themselves a lead will get way less lenient resets.)

Unfortunate reality: competitive integrity for w16.2 is in tatters because if people abused "gaming the reset" it means they have higher stats than the intended "baseline" and that means they most likely had an advantage in PvP fights which mean any benefits from winning such fights are ill-gotten gains that are likely to persist.
Unfortunate reality is that people who were actively reducing their hunger bar by questing and other means (the same people who have a lead on stats) are barely affected by this system, while people it's meant to help recover less hunger than they used to before this system was implemented.
It increases the stat gap even further rather than closing it. The idea was good, the implementation is lame as usual.
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kilakan
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Re: Game Development: Crystal Patch

Post by kilakan »

appreciate the changes guys <3
-Distant clown noises.
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RenatusCartesius
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Re: Game Development: Crystal Patch

Post by RenatusCartesius »

Ice bear cape still not fixed
Image
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Zachary09
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Re: Game Development: Crystal Patch

Post by Zachary09 »

lordgrunt wrote:A quick check across all my mine levels resulted in 25-29 ropes per well.
There is no minimum
Vladichka
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Joined: Tue Jul 18, 2023 8:26 pm

Re: Game Development: Crystal Patch

Post by Vladichka »

Symbel repair is useless.
It recovers current durability (that is recovered by "polish the silver" spell) and not max durability.

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