Game Development: Pushing Arrangements

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pushing Arrangements

Postby jorb » Wed May 17, 2017 11:43 pm

linkfanpc wrote:SUUUUUUUPER hyped for optimizations!


Glad to hear it!

No patch tonight, I'm afraid. Aiming for next week.
"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
User avatar
jorb
 
Posts: 18264
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Pushing Arrangements

Postby Kaios » Thu May 18, 2017 1:46 am

jorb wrote:We have considered getting rid of the entire concept of claim shields, and instead replace it with the inverted concept of a siege bubble, constructed by the attacker. Loosely speaking the attacker would designate an area of effect in one way or another, and after some condition completes -- the passing of time, attacks against the target, or both -- the area under the siege bubble would then become available to attacks and destruction. This has the potential upside of removing the various game-arounds and exploits associated with varying layers of overlapping claim and village shields, use of multiple villages and/or claims to acquire more shields, &c. There are plenty of moving parts here which make the exact formulation an open question, but feel free to opine on the general direction.


when are you gonna try that one, it would be cool to be able to expand village claims beyond the walls a little more and not get punished so harshly for it
User avatar
Kaios
 
Posts: 8703
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Pushing Arrangements

Postby linkfanpc » Thu May 18, 2017 1:55 am

jorb wrote:
linkfanpc wrote:SUUUUUUUPER hyped for optimizations!


Glad to hear it!

No patch tonight, I'm afraid. Aiming for next week.


Gosh dangit!

I guess i'm stuck at 2 FPS for another week. :cry:
Waiting for something to happen? Everything is going to be okay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

W7: Semi-Hermit
W8: Semi-Hermit
W9-13: Lawspeaker of villages of myself-4 people.

There's SOMETHING behind you.
User avatar
linkfanpc
 
Posts: 2054
Joined: Wed Aug 05, 2015 7:07 pm
Location: Black Space

Re: Game Development: Pushing Arrangements

Postby Sevenless » Thu May 18, 2017 2:52 am

Kaios wrote:
jorb wrote:We have considered getting rid of the entire concept of claim shields, and instead replace it with the inverted concept of a siege bubble, constructed by the attacker. Loosely speaking the attacker would designate an area of effect in one way or another, and after some condition completes -- the passing of time, attacks against the target, or both -- the area under the siege bubble would then become available to attacks and destruction. This has the potential upside of removing the various game-arounds and exploits associated with varying layers of overlapping claim and village shields, use of multiple villages and/or claims to acquire more shields, &c. There are plenty of moving parts here which make the exact formulation an open question, but feel free to opine on the general direction.


when are you gonna try that one, it would be cool to be able to expand village claims beyond the walls a little more and not get punished so harshly for it


^^^^^^^^^^^^^^^^^^^^^^^^^

Base design right now is heavily based off the current shield system. Any sudden change to this is going to screw a lot of people (couple happy raiders though). It's one of those "should be outlined on the forums X weeks in advance" to give everyone time to adjust their walling.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W15 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7292
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Game Development: Pushing Arrangements

Postby Uriel » Thu May 18, 2017 5:33 am

And please make walls great again.

In curent system palisade is all that people really need.
User avatar
Uriel
 
Posts: 665
Joined: Fri May 28, 2010 5:00 pm

Re: Game Development: Pushing Arrangements

Postby jorb » Thu May 18, 2017 6:54 am

linkfanpc wrote:I guess i'm stuck at 2 FPS for another week. :cry:


The client rewrites are a bigger project. I expect it to take a few months.
"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
User avatar
jorb
 
Posts: 18264
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Pushing Arrangements

Postby linkfanpc » Thu May 18, 2017 11:26 am

jorb wrote:
linkfanpc wrote:I guess i'm stuck at 2 FPS for another week. :cry:


The client rewrites are a bigger project. I expect it to take a few months.


You just love to crush my dreams more and more, don't you?
Waiting for something to happen? Everything is going to be okay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

W7: Semi-Hermit
W8: Semi-Hermit
W9-13: Lawspeaker of villages of myself-4 people.

There's SOMETHING behind you.
User avatar
linkfanpc
 
Posts: 2054
Joined: Wed Aug 05, 2015 7:07 pm
Location: Black Space

Re: Game Development: Pushing Arrangements

Postby dunno6988 » Fri May 19, 2017 1:45 am

Is stag beetle found in any forest biomes? Since in the patch it wasn't specified in which forest, so I assume it is any forest right?
dunno6988
 
Posts: 154
Joined: Wed Sep 28, 2016 11:51 am

Re: Game Development: Pushing Arrangements

Postby qoonpooka » Fri May 19, 2017 2:03 am

dunno6988 wrote:Is stag beetle found in any forest biomes? Since in the patch it wasn't specified in which forest, so I assume it is any forest right?


I haven't noticed any particularity in the forests I've found them on, but I also haven't been looking closely.
qoonpooka
 
Posts: 387
Joined: Tue Jun 04, 2013 11:28 pm

Re: Game Development: Pushing Arrangements

Postby iamahh » Fri May 19, 2017 4:58 pm

it's easier now to have a compact garden pot field, 1 per tile, walking diagonally between pots
iamahh
 
Posts: 1810
Joined: Sat Dec 12, 2015 8:23 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Python-Requests [Bot] and 3 guests