Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby BigCountry » Thu Nov 06, 2025 4:29 pm

No faster progression on 16.1? 2x, 3x?

Why run 2 worlds then? Seems rather like you are just punting the same football to your playerbase..
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Re: Prelude: World 16.1

Postby Lurux » Thu Nov 06, 2025 4:33 pm

Great to see you guys are alive and kicking !

This looks like a lot of other RPG games at this moment :

a ladder (16.1) and a non ladder (16) environment
Why not add a competitive aspect to it ? Something like a ladder for example based on total exp points whatever (or total kills god knows)
Also why not transfer the ladder accounts to non ladder accounts at the end of this 16.1 world?
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Re: Prelude: World 16.1

Postby Dawidio123 » Thu Nov 06, 2025 4:41 pm

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Re: Prelude: World 16.1

Postby magnet » Thu Nov 06, 2025 4:57 pm

DEAR JORB,

If 16.1 is going to be experimental, please do not be afraid to change more than just Vgates. Right now this thread is reminding me of when you guys tried to rework HP but then had to pull the plug right before world start. I'm still sad we never got to try such a wild change!!!
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Re: Prelude: World 16.1

Postby Dawidio123 » Thu Nov 06, 2025 4:59 pm

Snekkjas untouched, still buildable from inventory and ready to go without drying functioning as safepalis. Steel locks on houses still work as safepalis. Speedboosts untouched, you can just run away. Fast travel still basically free so there is no asymetric combat scenarios, just full group vs full group. Pickles still horrendous please go and read my post about it. Hunger still reducable by questing. What's even the point.

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Re: Prelude: World 16.1

Postby sleepyhun » Thu Nov 06, 2025 5:16 pm

Do something similar to Cooking like what alchemy is. Have to experiment with combos discover what falvors work well together, and unlock other cooking utensils to unlock more effects/feps if ingridients.
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Re: Prelude: World 16.1

Postby Luno » Thu Nov 06, 2025 5:22 pm

Just remove mrage lol.

Also, maybe make belts gildable? No? Okay...
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Re: Prelude: World 16.1

Postby Vanko » Thu Nov 06, 2025 5:24 pm

I'd love to see plugin system instead of having multiple clients. But that's not really a change in gameplay.

Ideas:
  • more types of buildings or customizable (outside) layouts - or maybe it would be possible to merge two buildings in something more interesting (at the very minimum, there is lack of buildings that look similar but have different sizes). Also would be nice to have possibility to hang stuff outside of the building for larping purposes - I would like to be able to create something that could look like a temple, bar, smith etc.
  • more dungeons that you can do with friends
  • maybe thingwall chat, so you can talk with your neighbors?
  • world resources that you could only gather in group of, let's say 3 people
  • some stat requirements for gathering world resources (to eliminate creating naked alts)
  • windmill machines ideas - for making cloths, blocks, ropes, glue, nuggets, coins - make them nicely stackable in wheelbarrows
  • cheese from reindeers (they feel quite useless to breed)
  • additional credos - leatherworker, alchemist
  • make breeding animals less random and tedious, requiring big amount of animals to improve qualities efficiently (and I bet many ppl drop the game because of that). I would also throw away breeding quality, just leave quality - there are too many of these stats to follow.
  • some kind of temples/obelisks around the world, giving subtle temporary bonuses upon visiting - criminals cannot use, on the other hand making people more eager to walk outside the plot
  • can we have windows in our buildings? I think that stone tower has a window, not sure if anything more.
  • workstations - adding bonus to stats of the player using it or simply making a type of items being crated faster (by hand) + something to add for larping
  • village buffs - something that a smaller group of people could work on (maybe temporary by doing quests, using exp or rarer resources)
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Re: Prelude: World 16.1

Postby yodasw » Thu Nov 06, 2025 5:36 pm

1) Remove limonite and bloodstone discovery requirement for wrought iron and steel production. We have enough limiter for mining as mining strenght block and mine pyre. Just make mine pyre burning longer if you want to delay metal progression. Mining still worst content in game.
2) Add more content to underground levels. How about make some levels are special? For example underground ocean with cave orcas, cave valruses, cave seals at level 3, underground mushroom jungles with baby trolls, cave bears, cave wolfs at level 6 and infernal magma level 9 with hell mammoths and flying mooses. That's should make a bit fun to late game and give alter content for players instead killing noobs.
3) High level forageables. Something useful, like edelweis, but much stronger, that required 100k+per*exp. May be something rare, like "sword in stone", that's give ultra rare very strong weapon. For reason to leaving village at late game.
4) Toggle, that block trowing for tinker's axe, boar spear and needle.
5) Hearth magic, that increase mining force to 1000k, but reduce masonry to 1. Or spell, that cause "pulverize tile". For situation, when you just need to make path. Imagine - you dig new mine hole, but can't dig to any direction. Or when you need to clean area for building.
6) Remove potter's brick from mine hole reciept. That's make this credo "must have" option. That's is not good for small villages and solo players.
7) Remove quest's with long timing from credo. Just change "study" quests on "craft" quests, "tame" on "feed clever" or "milk"
8) Make farmer's credo quests easer. Plant/harvest any onion (include wild), plant/harvest any tuber (include wild), milk any creature (include aurochs) etc.
9) Remove rare ore from quarryman and miner credo. Mine/bring iron orche, bloodstone, heavy earth must be removed.
10) Make long range quests are shorter for nomad and herder credo. That's not funny - sailing 6 hours for 1 quest.
11) Make first use "Dig deeper" is set quality of water to 50, if it lower, than 45. That's make a choising place for village much easer. And prevent water slavery. At least for begining.
12) Make less grind. Like that realize with bone saw/metal saw/sawmill - add tech 2 drying frame, tanning tube, steel crucible, oven with larger inventory. Remove trellis from game. (Convert trellis crop to casual crop).
13) Make garden shed cheaper and add it's larger version warehouse.
14) Some visual improvement: more 1 color paving like marble, make brickwall cheaper and equal palisade. And addition - stonewall. (For logic - palisade easy to build in forest, brickwall in meadows, stonewall in mountains and underground)
15) Prevent stole from ships and wagons. For example locked by key, like chests/privilegies like claim/red-handed status for thief at least.
16) Small mining cart/mining backpack for long range mining. (it's looking mad, when we riding on horse with cart/wagon to our mine).
17) Increase timing for silkworms, taming and steel furnance fuel limit. Let people sleep.
18) Buff a bit or rework weak food and curio.
19) Increase speed of drying fish. 4 days is too long for 10q frame. I think that should have fixed timing same smoking.
20) Fishing are useless in late game. How about add "special" or high quality fish at deeper ocean or deep levels of mine, that required high stats.
21) Reduce mining force requirements and quality of resourses at first 5 levels of mine. Much people got a problem with mining. Let it more casual for they at begining. Also make first mine hole cheaper. At least first 2 levels should not required wax. It's pain in ass for small villages and solo players. Bronze should be easy to get.
22) Increase crafting speed for metal arrows. And make "soft metal arrows", that's equal bone arrows and crafting on crucible and "hard metal arrows".
23) Make bow between hunter and ranger bow. Something, that maked from hardener leather and bronze may be.
24) Twohanded weapon are too weak in pve compare shield and very expensive, how about buff it a little?
25) Tech 2 shield. Just for cool view.
26) Increase size of better food tables. Just for cool view.
27) Brick houses.
28) Passable dock for deep water.
29) Lesser ship. 1/2 of snekkja.
30) Warhorse. Immune to raw hide, but can't run at speed faster than 2. How about make steel spear and make it 25% stronger, if you riding? This game about vikings, barbarians and knights. Right?
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Re: Prelude: World 16.1

Postby _Scipio » Thu Nov 06, 2025 5:40 pm

pitchkor wrote:request for a few changes for the solo players:

- increase steel crucible burn time from 12 to 16 hours pls (I can't make steel as I work 12 hour shifts IRL and then my steel crucible keep on resetting)



Good QOL. Making steel without bots is like; wake up for work -> make sure to refuel all the crucibles, get home from work -> hurry and refuel all the crucibles, before you go to sleep -> better remember to fuel the crucibles. Pain in my ass, your ass, everyone's ass.


pitchkor wrote:- please don't remove non-visitor gates. remove the visitor gates instead.


I didn't and don't like the idea of visitor gates. They give super overpowered magical visitor debuff that protects your base with no extra or special resources used or needed in the construction. I KO someone, grab their keys-- maybe even master keys, but I can't do anything to their base because they have visitor gates, lame. Yet I must concede they do make the game and building villages easier and more convenient. Competent players will design airlocks anyway, and removing v-gates would mean we all include building and using airlocks.

pitchkor wrote:- increase duration and speed of speedbuffs

No
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