Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.
Agame
Posts: 244
Joined: Wed Jan 16, 2019 8:10 am

Re: Prelude, pt. II: World 11 Changelog

Post by Agame »

Redlaw wrote:So there is a new world baby in the oven, hope it comes out well (cause ill be playing in it).
I had to reread this. I'm not sure if your reply is screwed up or my mind is. Probably me.
Vigilance wrote:just remove midgets, they suck ass and serve no function besides annoying people.
As a rule of thumb, everything that makes life easyer and less boring/grinding for players is a great idea. Everything that makes the game harder is crap coming from sadistic tendencies of Jorbtar helped by the few players with the same kind of disorders.
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CSPAN
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Re: Prelude, pt. II: World 11 Changelog

Post by CSPAN »

jorb wrote:We're baking the map, boys and girls.
How long does your map generator take to create a map?
LS of Twin Lakes BIG TRUCKS
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jorb
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Re: Prelude, pt. II: World 11 Changelog

Post by jorb »

CSPAN wrote:
jorb wrote:We're baking the map, boys and girls.
How long does your map generator take to create a map?
You'd have to ask l-dawg for precision in the answer. A couple of hours.
"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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Dakkan
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Re: Prelude, pt. II: World 11 Changelog

Post by Dakkan »

I don't think I'm ready to lose W10 yet
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CSPAN
Posts: 885
Joined: Mon Apr 04, 2011 12:10 am

Re: Prelude, pt. II: World 11 Changelog

Post by CSPAN »

Gotcha. I'm so excited for tomorrow. This is the only game I have persistently kept tabs on since for what seems like a lifetime ago. Looking forward to trying out ~2 years worth of content. And I have been absolutely harassing people to join in.

Hope you have your champagne ready for another record breaking launch!
LS of Twin Lakes BIG TRUCKS
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Ag_Revol
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Re: Prelude, pt. II: World 11 Changelog

Post by Ag_Revol »

Jorb-senpai, why you keep ignoring the Bee-question, it's BEEyond comprehension :x
Make Kebabs Great Again!
W6-8 - Hermit
W9 - Amish Paradise
W10 - Amish Paradise then Hermit
W11 - A.D.
W12 - Lawspeaker of Avalon
W13 - Konung of Norsca
W14 - Konung of Norsca
Zappulon
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Re: Prelude, pt. II: World 11 Changelog

Post by Zappulon »

Hopefully the new map gen wont have unreachable cave entrances on cascading cliffs. Or perhaps the game logic will allow you to enter them now?

Any chance for a last minute chance to rabbit breeding to make it relevant at any stage? Perhaps an increase to growth time, but a smaller range on quality? Perhaps a new curio made from dried rabbit furs and a couple of late game rabbit meat recipes? At the very least perhaps a buff to rabbits feet to make them worth breeding long term.
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Chebermech
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Re: Prelude, pt. II: World 11 Changelog

Post by Chebermech »

jorb wrote:We're baking the map, boys and girls.
do you guys spawn statues manually or have a map gen place them in random locations?
stickman
Posts: 660
Joined: Sat Nov 21, 2009 12:40 am

Re: Prelude, pt. II: World 11 Changelog

Post by stickman »

has there been any talk about bee hives using wild bee hives to get started?
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Granger
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Re: Prelude, pt. II: World 11 Changelog

Post by Granger »

shubla wrote:Rage-thing has one problem though.
You dont know who has rage and who doesnt. So it is always a huge risk to aggro anyone, because they may not have rage so its impossible to kill them. While they could kill you.
There should be some indicator to tell whether one has bought rage or not, or then you should not be able to kill others if you are attacked if you dont have rage.
That was one aspect that made me come up with this, to deter people a bit from attacking everything that moves without further thought.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020

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