Game Development: Wolverine Instructions

Announcements about major changes in Haven & Hearth.
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sMartins
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Re: Game Development: Wolverine Instructions

Post by sMartins »

Yeah tooltip is awesome, thx :D
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twincannon
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Re: Game Development: Wolverine Instructions

Post by twincannon »

Got this discovery from dried hide. Wolverine boots: 2 wolverine hides, 2 string, 1 wolverine scent gland

Image

and yay for tooltips \o/
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ErdTod
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Re: Game Development: Wolverine Instructions

Post by ErdTod »

I think I got only 1 chop from an instruction of 4x chop... Is it a bug worth a thread or I misuderstood something?..
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Kaios
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Re: Game Development: Wolverine Instructions

Post by Kaios »

ErdTod wrote:I think I got only 1 chop from an instruction of 4x chop... Is it a bug worth a thread or I misuderstood something?..
My understanding of it is that when obtaining a move for the very first time, regardless of whether it's x1 or x5 will still only give you x1 when using it to get the first discovery from the animal.

After that you study another one and if it has x5 of a move you already have, completion should give you x5 as well.
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ErdTod
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Re: Game Development: Wolverine Instructions

Post by ErdTod »

It wasn't my first move, I already had 1 chop. And my friend made me instruction of 4x Chop. After I learned it, I got 1 chop and the perchment disappeared.
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Kaios
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Re: Game Development: Wolverine Instructions

Post by Kaios »

ErdTod wrote:It wasn't my first move, I already had 1 chop. And my friend made me instruction of 4x Chop. After I learned it, I got 1 chop and the perchment disappeared.
Oh that sucks, I guess it does work that way then but I haven't been able to check how the x5 parchment I was studying went. Probably you're right in how it worked though and you simply need a higher count than your current to increase, but still only increases by one each time so at x4 you need x5 to finish it off... I guess.
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Granger
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Re: Game Development: Wolverine Instructions

Post by Granger »

Kaios wrote:Probably you're right in how it worked though and you simply need a higher count than your current to increase, but still only increases by one each time so at x4 you need x5 to finish it off... I guess.
Which would be a good thing to combat instant-alts.

Nice tooltips, please more QoL stuff like that.
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MagicManICT
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Re: Game Development: Wolverine Instructions

Post by MagicManICT »

I'm still playing a (mostly) solo hermit, but do like the combat move addition. I know enough people in my area we might be able to trade some of this stuff.

I'm with Granger and a bit concerned with the quick combat alt building, but then again, this seems a bit more work than just buying skills for LP, so a good compromise, I think.
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linkfanpc
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Re: Game Development: Wolverine Instructions

Post by linkfanpc »

Plz add the Devz Rool sign you talked about.

Also, make it so mousing over something in the build menu tells you what's needed to build it.
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Lunarius_Haberdash
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Re: Game Development: Wolverine Instructions

Post by Lunarius_Haberdash »

That whole thing about "Quick Combat Alt Building" is a major concern of mine as well. They managed to limit it a bit by still requiring you to go hunting for it, but for every positive and logical addition there's going to be a counterpoint exploit.

It might be worth adding something where learning Combat Moves by being taught consumes Experience (A significant amount, on the same tier as Hearth magic) and perhaps is time gated. IE - Once you learn a move, it takes time before you can learn another level of that move. This should be the case anyway, but this additional barrier to quick combat alting would be ideal.
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