Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Prelude: World 16.1

Postby jorb » Thu Nov 06, 2025 1:38 am

We've been developing, and here's what's new...

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"Winter kept us warm, covering
Earth in forgetful snow, feeding
A little life with dried tubers.
Summer surprised us, coming over the Starnbergersee
With a shower of rain; we stopped in the colonnade,
And went on in sunlight, into the Hofgarten,
And drank coffee, and talked for an hour."

— T.S. Eliot, The Waste Land


World 16.1
  • As was announced at the start of World 16, we intend to launch the next new world — World 16.1 — without resetting World 16.
  • This post is to inform you that that, indeed, remains the plan, and that we intend to launch World 16.1 on Friday, December 5th, 2025 @ 20:00 UTC.
  • Worlds 16 and 16.1 will, then, run concurrently until the threads of their fates again unravel.

Notable Changes in W16.1
  • Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.
  • The Gilding system for equipment has been reworked to put a greater emphasis on the clothes, as opposed to the gildings, seeking, effectively, to buff the cooler/rarer/more expensive clothes, and hopefully reduce the meta of churning the most inexpensive clothes possible.
  • A series of other changes, big and small, will, as usual, be left to the joy of discovery.

&c
  • The choice on which world to play will be made with the Wizard during character creation.
  • Do note that the significant changes mentioned here, made for World 16.1, will NOT take effect in World 16. Uncontroversial content changes may/will take effect in World 16 as well, but the ones mentioned above will specifically apply to World 16.1
  • We consider World 16.1 — as World 16 can remain a stable main version of the game — to be somewhat experimental. If you have any cool experiments you would like us to try for great science in World 16.1, feel free to share ideas!

Development Radio Silence
  • Radio silence is easy for us to choose for a variety of reasons: Personal comfort, certain technical dislikes of the communication platforms, lack of meaningful development to communicate. It compounds negatively over time, as the mountain of owed replies and missed upd00ts accrue. Some things can and should be changed and improved, some may belong inexorably to our personal equations.
  • If we ever do decide to truly throw in the towel, you will be notified. Our course, however shaky, has never really changed, and we have continued to meet, talk, and build, on our regular schedule, and have no intention or reason to do otherwise!
  • The traditional Christmas dev-stream is, for our part, on like Donkey Kong! I look forward to engaging face-to-the-black-void-of-the-interwebz with you all, should you care to be there, and we can perhaps speak more of these and other matters!
  • I am fundamentally happy, and there is, for my part, no terrible tragedy to excuse or explain. A wizard is never late! :)
  • <3

Our Gift to You
  • We removed the Verification requirements for playing Legacy. Play away! Free!

TL;DR: We will aim to launch the...

W16.1 server @ 20:00 UTC, Friday December 5th, 2025
"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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Re: Prelude: World 16.1

Postby DDDsDD999 » Thu Nov 06, 2025 1:38 am

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Re: Prelude: World 16.1

Postby HasseKebab » Thu Nov 06, 2025 1:40 am

wtf huge
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Re: Prelude: World 16.1

Postby losexd » Thu Nov 06, 2025 1:42 am

pog

Some ideas (:

Remove speedbuffs

- Remove speedbuffs
- Silk backpack
- Metal Shield
- Remove speedbuffs
- Small version of meteor that doesnt notify everyone and falls randomly and with a higher frequency than the bigger one in the world giving idk 5-8 meteor pieces and a small change to get starshard of any size.
- Meteor armor/weapon
- Make certain cloths dyable (merchant robe, linen gear, others) or add new dyable cloths.
- Bring back palisade handbash as in legacy so we have a reason to build bwalls, not only for aesthetic purposes
- Remove speedbuffs
- rework ore/rock ql in deeper lvls (it sucks to go dig on -9 and hit q40 quartz spot or some other random rock/ore)
- rework some buffs from credos (like for example extra inventory for kilns when complete potter credo or a new type of kiln that has bigger inventory and burns stuff faster)
- Remove speedbuffs
Last edited by losexd on Thu Nov 06, 2025 2:04 am, edited 2 times in total.

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, LS Sakhalin, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - Balls Bay and ???


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Re: Prelude: World 16.1

Postby pawnchito » Thu Nov 06, 2025 1:42 am

noway... nice


are you suspending the subs and all that siz?
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 1:47 am

My initial reaction is that removing Non-visitor gates, and thereby removing safe palis, will be very bad for easing newer players into PVP. They functionally acted as safe harbors which allowed people to more safely engage and disengage on friendly terrain, and let less technically (and frankly PvP oriented) players participate in PvP.

I see very little benefit here other than not confusing newbs with the two types. I would have strongly preferred simply renaming non-visitor gates to "PvP Gates", "Sally Gates," or something else. Danger bad guy gates even.

I am not sure if Jorb and Loftar fully understand the implications of this change.
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Re: Prelude: World 16.1

Postby caz » Thu Nov 06, 2025 1:52 am

Did u fix the problem of people being able to open gates on claim if they're sat on a horse


Also remove speed buffs
Last edited by caz on Thu Nov 06, 2025 1:54 am, edited 1 time in total.
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 1:53 am

jorb wrote:[*] We consider World 16.1 — as World 16 can remain a stable main version of the game — to be somewhat experimental. If you have any cool experiments you would like us to try for great science in World 16.1, feel free to share ideas![/list]


Since you asked, here's my suggestion:

Small Tribal Proto-Kingdoms that develop into full Kingdoms.

Because:
1. Kingdoms take too long to "come online."
2. Kingdoms *are* beneficial in that they create local communities in their area chats, and in theory drive some conflict between factions instead of vs newbs.
3. Kingdoms could do a better job at incentivizing interacting with randos instead of just playing with your buddies and ignoring newbs.

Therefore:
1. A "proto-kingdom" called a tribe should be formable in the first week at any given thingwall.
2. They do not have specific owners, and instead are collectively and publicly owned (Jorb: Reeee), and they can be made at any given thingwall which receives an offering of an appropriate number of early game resources.
3. They can be expanded through similar means to Kingdoms, only anyone who has a hearthfire in the Kingdom has the ability to expand, making them somewhat cooperative and inclusive.
4. They offer random buffs instead of ones decided upon by a king, they have random names, and they have chat channels like current kingdoms.
5. The first kingdom to win a challenge in the tribal land inherits the entire tribal land, making them somewhat competitive. (Jorb: Proper bourgeoisie establishing property rights by enslaving the work output of the masses). However, a Kingdom may only inherit a single tribal land. All other tribal lands must be conquered as normal. (Monopoly bad.)
6. Expanding a tribal territory should provide an abyssal insight to provide personal incentive to those who spend time expanding them, rather than purely a communal bonus. Drop rates of these should be increased in bat caves to make them less rare of a commodity. This should have the secondary effect of making credos less burdensome in shorter worlds.

Additionally:
1. Anything else that you think would work well with this system should be liberally implemented.
2. Oh yeah, clay precursor to a coinpress which stamps out clay tablets, so that clay currency can be used for early game trading would be nice.

Also, for real, fuck that removal of non-visitor gates. It's going to be counter productive to getting more people to participate in PVP and it's going to consolidate far too much in favor of the established PvP players who already participate in PVP and have their running/escape skills well polished. I'd highly suggest an alternative to incentivize PvP which is slightly more egalitarian. It'd be pretty funny if you could force a fight somehow. Literally anything other than spending hours tracking someone for the likelihood they can just skedaddle away unless they are a newb, then it's a free kill.
Last edited by Robben_DuMarsch on Thu Nov 06, 2025 1:56 am, edited 1 time in total.
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Re: Prelude: World 16.1

Postby boshaw » Thu Nov 06, 2025 1:55 am

can everyone please spam to remove speed buffs - Sir Ozziwald
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Re: Prelude: World 16.1

Postby Ozzy123 » Thu Nov 06, 2025 1:55 am

please remove speedbuffs on 16.1 i promise it will be good
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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