Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby dafels » Thu Nov 06, 2025 5:57 pm

Great ideas
User avatar
dafels
 
Posts: 3044
Joined: Sun Nov 14, 2010 7:49 pm

Re: Prelude: World 16.1

Postby mvgulik » Thu Nov 06, 2025 6:01 pm

derkami wrote:Until now, that wasn't a problem since only 1 world existed and grid ids should be unique for each world.

Each world is already given it own (preceding the grid-ids) unique id inside the cached (map) resource files. So 16.1 world data can already exist separately from any other world version.

(But how the clients actually handles that world-id part I don't know.)
mvgulik
 
Posts: 3786
Joined: Fri May 21, 2010 2:29 am

Re: Prelude: World 16.1

Postby dafels » Thu Nov 06, 2025 6:09 pm

jorb wrote: If you have any cool experiments you would like us to try for great science in World 16.1, feel free to share ideas!

Remove oceans, remove winter, remove KO protection so the game is permadeath again, etc etc
User avatar
dafels
 
Posts: 3044
Joined: Sun Nov 14, 2010 7:49 pm

Re: Prelude: World 16.1

Postby MightySheep » Thu Nov 06, 2025 6:20 pm

Robben_DuMarsch wrote:I already know what I'm *not* doing next world (insofar as developing new players PvP potential), and I'll just enjoy the other parts of the game I appreciate.
I'm not going to throw a bunch of new players out into PvP and tell them to taking a fucking rowboat.

dont you think you already burned that bridge? I would be honestly amazed if anybody who played the previous few worlds would trust to join a village run by you again
you should do it just as an experiment to see if people are actually that dumb

I supposed the good thing about new players is they are pretty disposable you can burn that bridge with fresh batch each world

yodasw wrote:long list

I only skimmed this but I agree with making credos easier in general. Credos are very unfun right now :( :( :(
User avatar
MightySheep
 
Posts: 2192
Joined: Fri Jul 22, 2011 1:18 pm

Re: Prelude: World 16.1

Postby nikitron » Thu Nov 06, 2025 6:59 pm

Please, bring back the advanced quality for plants (and maybe for everything else, like tree, metals, ores, etc.).
And, as an experiment, more quality parameters instead of just 4 (or 3?).
And, these parameters can be influence the gilding, for example, the "density" of flax can increase the survival of "Extra Stitches" or give better percentages on the success chance for gilding with the Sewing skill.

More complexity please!
nikitron
 
Posts: 11
Joined: Sun Dec 05, 2010 10:15 am

Re: Prelude: World 16.1

Postby magnet » Thu Nov 06, 2025 7:00 pm

All normal gates instead of all Vgates sounds like the Wild West

Market stalls become impossible (maybe fitting for a short world), but at least you can slam the door on the guy chasing you if you have enough gap...

Screw it, if we're making the game more dangerous for hermits, make it more dangerous for everybody else too
User avatar
magnet
 
Posts: 117
Joined: Sat Jun 12, 2021 2:35 am

Re: Prelude: World 16.1

Postby Lao_Bao » Thu Nov 06, 2025 7:15 pm

Lao_Bao wrote:1.
What about crafting weapons, armor, etc. from various materials (parts)?
One example is in the game Mount and Blade Bunnerlord where by assembling various parts, you can create various weapon combinations with different appearances and characteristics.
https://moddocs.bannerlord.com/asset-management/weapon_smithing/
2.
We need territorial resources. By mid-game, absolutely everything we can get our hands on will grow in our gardens and beds.
For example, we could make heat-loving trees and their fruits, when planted in another region, always have a quality of 10, or significantly reduce their growth while increasing their quality to +-1-2.
3.
Add carry weight. You can't run with heavy armor and a large load.
4.
Kobolds and their settlements. Bears can swim.
5.
The great influence of teleports does not give life to large caravans and bandits

6.
Regions with specific climate zones + Temperatures + new wounds

7.
longer winters and food spoilage
Lao_Bao
 
Posts: 13
Joined: Thu Jan 16, 2025 11:54 pm

Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 7:17 pm

magnet wrote:All normal gates instead of all Vgates sounds like the Wild West

Market stalls become impossible (maybe fitting for a short world), but at least you can slam the door on the guy chasing you if you have enough gap...

Screw it, if we're making the game more dangerous for hermits, make it more dangerous for everybody else too


We had this in W8. All it takes is one villager/spy to open the door and your entire village will vanish overnight.

Unless you live in Brodgar and have your own plots, you can only play with people you trust entirely.
User avatar
Robben_DuMarsch
 
Posts: 2439
Joined: Wed Sep 28, 2011 2:58 am

Re: Prelude: World 16.1

Postby magnet » Thu Nov 06, 2025 7:28 pm

Robben_DuMarsch wrote:We had this in W8. All it takes is one villager/spy to open the door and your entire village will vanish overnight.

Unless you live in Brodgar and have your own plots, you can only play with people you trust entirely.


More possibility for in-fighting between the warlords that typically run this game sounds like a good thing to me
User avatar
magnet
 
Posts: 117
Joined: Sat Jun 12, 2021 2:35 am

Re: Prelude: World 16.1

Postby Audiosmurf » Thu Nov 06, 2025 7:32 pm

Putting insiding back into the game would be retarded
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
User avatar
Audiosmurf
 
Posts: 2416
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 7 guests