Oh well, whatever. It is not Dark Souls
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Game Development: Colorful Crucible
Cool update, just don't see why the Moose change so suddenly. It was one of fewer "big" animals to it was cool to be around, do one or two screenshots or have "temporary" companion (like Mammoths in old days) being around, making scenery prettier and more lovely, lively.
Oh well, whatever. It is not Dark Souls
Oh well, whatever. It is not Dark Souls
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trinh
- Posts: 197
- Joined: Sun Feb 26, 2012 11:34 am
- Location: Wroclaw [Poland]
Re: Game Development: Colorful Crucible
just make everything being agressive to toons with learned rage skill
leave poor casuals alone
leave poor casuals alone
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: Game Development: Colorful Crucible
Solid update.
Wishbones made recycling beast rings very easy and getting multiple gildings didn't take too much effort so I understand the idea behind it, I don't know if it was a big deal though. It does make wishbones a bit useless.
It's good to hear of your success. Ya'll really deserve it.
Wishbones made recycling beast rings very easy and getting multiple gildings didn't take too much effort so I understand the idea behind it, I don't know if it was a big deal though. It does make wishbones a bit useless.
It's good to hear of your success. Ya'll really deserve it.
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zeeder3
- Posts: 69
- Joined: Sat Jul 04, 2015 6:29 am
Re: Game Development: Colorful Crucible
banger update jorbThe "Pitbaked Goods" recipes now take significantly longer to turn to ash, because they always did
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mvgulik
- Posts: 4101
- Joined: Fri May 21, 2010 2:29 am
Re: Game Development: Colorful Crucible
Ctrl-F5 not working, please add/fix.jorb wrote:
- Charred Tree, Blood Stain, and Cave Rat should now have proper names in the icon settings list, rather than ???.
Ignored(29): "Would you like to know more"
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kirion
- Posts: 378
- Joined: Sat Jul 31, 2010 11:45 pm
Re: Game Development: Colorful Crucible
Gotta say, not a fan of mooses being aggressive. It's nice to have some wildlife not be out to get you.
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Necrisha
- Posts: 211
- Joined: Sat May 27, 2017 7:40 am
Re: Game Development: Colorful Crucible
While I understand the mechanics behind moose aggressiveness being linked to seasons needing more time to implement, I would hope the only other not-universal circumstance where moose regularly become aggressive is easier to implement: moving toward a moose at high speeds- It is why moose tend to attack cars after all. It would also add a more interesting mechanic for whether an animal gets aggressive towards you, since you already have things that charge after you when you try to run...
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ricky
- Posts: 1475
- Joined: Fri Apr 02, 2010 5:00 am
Re: Game Development: Colorful Crucible
A Møøse once bit my sisterjorb wrote:There was a case in Sweden a few years back with a dead woman. Husband was investigated for murder seven ways 'til sunday until they ran DNA on some saliva they found on her, and found out that she'd been mauled by a moose.
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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widelec_szatana
- Posts: 152
- Joined: Thu Jan 13, 2011 4:53 pm
Re: Game Development: Colorful Crucible
Could we get bowls required for stews?
Reuseable, boosts feps depending on bowl type like clay, metal and porcelain?
Reuseable, boosts feps depending on bowl type like clay, metal and porcelain?
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Barbamaus
- Posts: 279
- Joined: Tue Aug 30, 2016 10:24 pm
Re: Game Development: Colorful Crucible
Ok let's make things clear about the Moose thingy.
Large wild animals usually have two "options" when it comes to human interaction: either attack them (or at least try to intimidate them), or flee.
In Haven, probably to make hunting a bit easier, we don't have the flee option for large animals.
Most wild animals are not naturally aggressive towards human, mostly because they see humans as an unknown -possibly dangerous- encounter. Unless they are protecting something (or in the case of carnivores, very hungry), wild animals don't usually attack people (with a few exceptions, like boars).
A Moose go-to reaction is fleeing. They only become aggressive in specific circumstances, like for example when they are with their calfs (like most other animals, they tend to protect their babies).
The same could be said for wild horses, aurochs, deers, and so on.
Another similar inaccuracy in Haven are Walruses. Except during their mating season, walruses are usually not that aggressive towards people. They are much more likely to capsize your boat than they are to attack you directly. Again, unless they are protecting their youngs.
If Haven wants to be more realistic when it comes to animals, they should introduce three things:
- Mating season (turning non aggressive animals into dangers)
- Young animals (if present, the adults might get aggressive)
- Fleeing mechanics (already implemented in combat, but usually they flee as they see you. To make it less challenging for hunter, they could "walk away" instead of run maybe?)
Large wild animals usually have two "options" when it comes to human interaction: either attack them (or at least try to intimidate them), or flee.
In Haven, probably to make hunting a bit easier, we don't have the flee option for large animals.
Most wild animals are not naturally aggressive towards human, mostly because they see humans as an unknown -possibly dangerous- encounter. Unless they are protecting something (or in the case of carnivores, very hungry), wild animals don't usually attack people (with a few exceptions, like boars).
A Moose go-to reaction is fleeing. They only become aggressive in specific circumstances, like for example when they are with their calfs (like most other animals, they tend to protect their babies).
The same could be said for wild horses, aurochs, deers, and so on.
Another similar inaccuracy in Haven are Walruses. Except during their mating season, walruses are usually not that aggressive towards people. They are much more likely to capsize your boat than they are to attack you directly. Again, unless they are protecting their youngs.
If Haven wants to be more realistic when it comes to animals, they should introduce three things:
- Mating season (turning non aggressive animals into dangers)
- Young animals (if present, the adults might get aggressive)
- Fleeing mechanics (already implemented in combat, but usually they flee as they see you. To make it less challenging for hunter, they could "walk away" instead of run maybe?)
