DevStream 2025-12-21, 21:00 UTC

Announcements about major changes in Haven & Hearth.

Re: DevStream 2025-12-21, 21:00 UTC

Postby axus » Fri Dec 19, 2025 3:34 am

When are you selling cosmetics besides hats?

What video games are you playing?

Oh and new top gameplay request: make tool switching smart again. Destroying stump should always use best shovel, sawing logs should pick best quality, splitting sticks use best Q tool (usually stone axe), chopping tree should pick best tree chopping speed regardless of quality, chopping logs would be woodsman axe for more blocks returned
Last edited by axus on Fri Dec 19, 2025 4:06 am, edited 3 times in total.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby Brojnos » Fri Dec 19, 2025 3:45 am

Give us hope for the future, so far this new world has been great:) Keep going with the good work
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Re: DevStream 2025-12-21, 21:00 UTC

Postby Luno » Fri Dec 19, 2025 4:22 am

Will you ever rework character customization?
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Re: DevStream 2025-12-21, 21:00 UTC

Postby KwonChiMin » Fri Dec 19, 2025 6:53 am

Robben_DuMarsch wrote:Specifically do what you can to infuse some hope and optimism towards future development, doesn't matter how.

Let us finally know what the "primary development direction" is?
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Re: DevStream 2025-12-21, 21:00 UTC

Postby terechgracz » Fri Dec 19, 2025 8:32 am

Loftar, show off your emacs workflow.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby noindyfikator » Fri Dec 19, 2025 9:01 am

jorb wrote:Post them here? :)


Controversial Question

Would you consider removing Take Aim and Think from the game?
Please give us other ways to generate combat points in melee, not only through QB.
Melee combat should feel like actual melee combat. Right now it feels like two parties staring at each other, pressing Take Aim for a minute to stack 20 coins. Running around to drink and stack coins is not fun, and honestly never was.

Questions
  • Is there any chance to reconsider how credos work and make them more balanced?
    It’s no secret that they are very frustrating and often not rewarding if you are unlucky. Quest difficulty is far too RNG-based.
  • Is there any chance to reconsider how combat moves are obtained?
    This is another heavily RNG-based system, yet it is one of the most important factors, especially in the early game.
  • If you plan to keep the current game speed as the default (it has some downsides, but overall it’s better — animal and forageable spawn rates were a very good change; I can actually play the game instead of running around like a headless chicken), could you reconsider curio/lp system to be less autism? It doesn't feel rewarding to fill study desk when it's going to be half empty the next day.
    Hunger too, but that’s a smaller issue.
  • Is it possible to completely remove hunger reduction from salt and questing?
  • Do you have any ETA for World 17?
  • Would you consider doing a one-time forum poll with a few ideas you plan to implement in W17, just to see how players like or dislike the direction?

Topics
Power and Visibility
The game is largely about showing numbers and progress to others, and this also affects PvP.
What do you think about improving ways to show who actually holds power in the world? At least very minimal version of leaderboard.

Realms are a nice concept, but in practice they don’t feel very meaningful. Why should anyone care about a realm on the other side of the map? There is no leaderboard, no clear information about realm size or influence, nothing to really show off.
You create a realm, put in a lot of effort, produce steel, log in at specific times just to conquer thingwalls — all of that so a hermit village can get a buff. It doesn’t feel worth the effort. There’s nothing to flex with, nothing visible.

Meteorites are also almost irrelevant. There is little reason to fight over them or spend time searching for them (another autism thing)

Hunger System
Hunger is your mechanic. It works — but it could be better.
There is still a very large discrepancy between characters in a stat-based game, and there are countless discussions about stat-based progression instead.

Early Game Balance
  • Early-game obsidian weapons being the best option until bronze swords is bad. Rushing to find a volcano in the first hour of a new world feels at least questionable.
Rage Changes
  • Rage changes (not being able to pass gates after buying rage). Can we talk about this? It doesn't solve the problem it was intended to fix.
World Spawn & Player Density
  • Information about how crowded an area is during character creation. Players who want an MMO experience could spawn near others who want the same.
    “Farmville” players could choose less crowded continents and do their own thing.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby 524u » Fri Dec 19, 2025 9:38 am

noindyfikator wrote:
  • Rage changes (not being able to pass gates after buying rage). Can we talk about this? It doesn't solve the problem it was intended to fix.


It has saved me and my neighbors several times, a very good change for hermits IMO
B)
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Re: DevStream 2025-12-21, 21:00 UTC

Postby NazuBlah » Fri Dec 19, 2025 10:01 am

noindyfikator wrote:Rage Changes
  • Rage changes (not being able to pass gates after buying rage). Can we talk about this? It doesn't solve the problem it was intended to fix.

What problem do you think it was supposed to fix? It's solved the newb-unfriendly confusion and potential for meta exploitation that gates have always posed.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby Halbertz » Fri Dec 19, 2025 10:03 am

NazuBlah wrote:
noindyfikator wrote:Rage Changes
  • Rage changes (not being able to pass gates after buying rage). Can we talk about this? It doesn't solve the problem it was intended to fix.

It's solved the newb-unfriendly confusion and potential for meta exploitation that gates have always posed.


It didn't lol. You just haven't seen new funny exploits
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Re: DevStream 2025-12-21, 21:00 UTC

Postby bopke » Fri Dec 19, 2025 10:33 am

KwonChiMin wrote:Let us finally know what the "primary development direction" is?

Object-Controlled-Objects, duh
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