Prelude: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.2

Postby pagsiu » Sun Jul 19, 2026 11:44 pm

They enabled the doomsday cam btw.
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Re: Prelude: World 16.2

Postby magnet » Mon Jul 20, 2026 1:02 am

DOES THE RAGEHIDE WORK BY JUST A RIGHT CLICK OR LINE OF SIGHT OR AOE HEARTH MAGIC OR WHAT ?????
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Re: Prelude: World 16.2

Postby IsThisRad » Mon Jul 20, 2026 1:20 am

It may be good to consider embedding the doomsday cam on the site, or stream from a "Haven & Hearth" or similar Twitch account that's linked. There wasn't really any indication that "dolda2000" was official, not even on the account/stream itself.
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Re: Prelude: World 16.2

Postby jordancoles » Mon Jul 20, 2026 5:49 am

Nightdawg wrote:
jordancoles wrote:
jorb wrote:[*] Changes to disempower characters without "Rage" in combat. The current line of thinking is to make it possible to "evict" characters without "Rage" from more or less anywhere.

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how are rageless body blockers not the first thing that came to your mind when you wrote this though?

I don't participate in 30v30 clusterfuck combat enough to worry about that
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Re: Prelude: World 16.2

Postby _Scipio » Mon Jul 20, 2026 5:59 am

I would like to request that Jorb add in the Ball Slapping emote:

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This emote encapsulates the quintessential Haven and Hearth experience for us hearthlings.

Also consider this for the 'pvp' world generation:

  • Smaller Map (population will suffer due to 'short world', bad launch date, etc.)
  • Central Continent as planned
  • World's Edge = Land of Always winter
  • Consider disallowing claims on Land of Always winter
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As we know the world is on the back of a giant turtle:

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Another Idea:
Character's skill softcap contributes beneficially to hand crafted items. This would raise the quality of crafted items by skilled crafters. Harvested items, like rocks from mining or hide from butchering remain unaffected. Hardcap all hand crafted items at 500q.
  • Minimal effect on early game progress as player will have low crafting stats.
  • Helps to ease the slaving tedium of quality grind (bone clay etc) once crafters have higher skills.
  • Real world historical precedent. Skilled blacksmiths can take low quality iron and work the impurities out to make higher quality weapons and tools because of their skill.
  • Encourage PVP as it will be easier to make 'good' gear; less gear fear; and less cope about gear quality.
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Re: Prelude: World 16.2

Postby Nightdawg » Mon Jul 20, 2026 7:20 am

jordancoles wrote:I don't participate in 30v30 clusterfuck combat enough to worry about that


I mean sure, but even in a 3v3 you can have one guy doing that lol
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: Prelude: World 16.2

Postby vatas » Mon Jul 20, 2026 8:11 am

While I didn't PvP in World 16.1, it's obvious that the Rage changes created a massive "free-rider problem" where a "rageless fighter" could rely on enemy having to aggo them anyway, having effectively no downside from lacking Rage. Then the game treats them like a poor innocent sprucecap by letting them run inside a safepali. (While the real innocent sprucecaps are likely to be completely unaware of this un-intuitive interaction.)

Players that have Rage unlocked, having a visual indicator would be an improvement for sure, but if w16.1 had had that... I think people would've still brought Rageless characters to a fight. Reasons: just to annoy the opponents (who know have to be more careful when choosing who to aggro*), punish miss-clicks, use the Rageless as bodyblocks etc.

(*)I guess realistically people would just use a custom client that auto-aggros only characters with the Rage icon, but is it good game design that players would have to rely on something like that?
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Re: Prelude: World 16.2

Postby Halbertz » Mon Jul 20, 2026 9:37 am

_Scipio wrote:I would like to request that Jorb add in the Ball Slapping emote

I've got you mate. https://drive.google.com/file/d/1_ZLWz0WpQm5pPPpmW-5C7TXAvlh9S4Qp/view?usp=sharing
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Re: Prelude: World 16.2

Postby pagsiu » Mon Jul 20, 2026 9:41 am

Lmao. Gotta add the balls first.
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Re: Prelude: World 16.2

Postby Nightdawg » Mon Jul 20, 2026 9:49 am

pagsiu wrote:Lmao. Gotta add the balls first.


an inevitable byproduct of modding tools
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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