Game Development: Crystal Patch

Announcements about major changes in Haven & Hearth.
Nerolist1
Posts: 4
Joined: Tue Aug 16, 2011 7:34 pm

Re: Game Development: Crystal Patch

Post by Nerolist1 »

very hoping they repair bug with new system agro, very bad vs troll :/
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Ardennesss
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Re: Game Development: Crystal Patch

Post by Ardennesss »

VDZ wrote:Great patch.
AliExpressMerchant 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.
holy fuck, you can't be serious
Aritain wrote:Nice bunch of untested features
Truly an experimental world
As a programmer: this is a very understandable bug that would most likely pass through pair programming, code review, manual testing and possibly unit testing. Why would you stop eating before gaining a stat increase? I only ever do that (very rarely) when I'm out of food to complete the stat but still want the Sizzling buff on a food item.

If there's anything to blame, it would probably the dev's internal variable (or getter) naming. Obviously I can't see the server-side code, but one was likely named something like 'fepMax' while the other was likely named something like 'fepTotal'. Bugs like that are hard to catch when it does behave as intended 99% of the time.
You ate glue as a kid and it shows.
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jordancoles
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Re: Game Development: Crystal Patch

Post by jordancoles »

[*] All Thingwalls are now surrounded by a Thingwall Claim. Thingwall Claims prevent building siege relevant objects (walls, houses, &c), and other claims from being expanded over it.
Fucking over base designs with no notice on already established villages mid world, nice
[*] It is now possible to build "Well"s in caves.
This essentially adds an additional 9 game-sized maps to test water qualities on through brute-force well building. Pair this with variable food and alchemy testing and it's just an insane ask to stay on top of in a "temporary 6-month game world"
[*] Fixed a bug by which tame horses could be led through ridges in thickets.
This was actually a bug jump that I reported, glad to see you saw the PMs I guess
[*] Fixed a problem with the "Ice Bear Cape" not having as many slots as the normal "Bear Cape"
This was not fixed. New and old capes still only have 1 slot. Also as a side note, ice bear doesn't count as bear meat for bear bangers

Also claim expansions appear to be broken now.

Also also, animals AI had some shadow changes where bows seem to do less damage to animals/animals have bow defenses and run away from claims/walls. You removed boat cheese and made us adapt with bows and have now nerfed bows so what do you actually want to accomplish here?
[*] Hunger was not inherited properly. It now is. *FEP variety abuses*
Big if true but certain players have clearly benefitted from this since world start. We will see but something tells me based on the other patch notes this one might not be fixed either

Also also also, unbanning banned individuals days after their divine intervention was pretty cool as well.

It seems like a lot of this patch was value changes, turning of knobs behind the scenes and fucking people who are still playing in specific ways
Enjoy!
No.
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Regulus2424
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Re: Game Development: Crystal Patch

Post by Regulus2424 »

Jorb has been real quiet since that one dropped
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demetharkey
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Re: Game Development: Crystal Patch

Post by demetharkey »

things we actually need:

material colored wood chips.
Detharon
Posts: 113
Joined: Sat Mar 26, 2011 2:16 pm

Re: Game Development: Crystal Patch

Post by Detharon »

jordancoles wrote:
[*] Hunger was not inherited properly. It now is. *FEP variety abuses*
Big if true but certain players have clearly benefitted from this since world start. We will see but something tells me based on the other patch notes this one might not be fixed either

Also also also, unbanning banned individuals days after their divine intervention was pretty cool as well.
Of course that certain players benefited from it. It's hard to believe that such a game breaking bug existed for so long and literally nobody took advantage of that.

I mean, it was already pretty fishy that world with changes that were supposed to level the playing field... somehow caused an opposite effect, and there's a surprising number of players with very high stats, that would normally require tons of salt or questing. Or maybe cheating paid off again?
Blackbearrd
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Joined: Sun Apr 10, 2022 10:20 am

Re: Game Development: Crystal Patch

Post by Blackbearrd »

lordgrunt wrote:
Blackbearrd wrote:what's the deal with all those (retarded) ninja changes to animals?
elaborate pls? cause atm it sounds just like "i dont like mondays"
arriving at a conclusion yourself is much more rewarding than having it explained to you
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maze
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Re: Game Development: Crystal Patch

Post by maze »

Thank you for the patches and the lock changes, now I can make doors without trolls locking em on me :D
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Zephroze
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Re: Game Development: Crystal Patch

Post by Zephroze »

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 didn't know about this bug, but didn't finish my FEP meter last night. I'd prefer not to get banned.
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fallout
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Joined: Sun Apr 18, 2010 3:17 am

Re: Game Development: Crystal Patch

Post by fallout »

jordancoles wrote:
[*] All Thingwalls are now surrounded by a Thingwall Claim. Thingwall Claims prevent building siege relevant objects (walls, houses, &c), and other claims from being expanded over it.
Fucking over base designs with no notice on already established villages mid world, nice
You idiot, when you built that shit you knew deep down, theres a chance it gets wiped. Thats on you

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