Game Development: World 16.2

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16.2

Postby pagsiu » Fri Aug 14, 2026 7:40 pm

Make sure you spawn the statues (treaty, rubberband and so on) this time.
Marking forum read since World 2.
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Re: Game Development: World 16.2

Postby benisalt1 » Fri Aug 14, 2026 7:41 pm

jorb wrote:Single spawn continent
...
[*] PvP
  • Removed the rule, active in World 16.1, by which it was possible for a character to pass through gates while in combat if not having bought the "Rage" skill. It is, in 16.2, quite simply, not possible to pass through gates while in combat.
  • It is no longer possible to enter locked houses while in combat.
  • Entering a house/pocket world will no longer initiate the timed dropping of combat relations with people outside of the house/pocket world. Combat relations are maintained over world boundries as per normal, provided you remain close enough to maintain them. Note that animals will still drop combat relations as per usual.
  • Reduced the cost of "Rage" from 50k LP to 10k. Suggested here


lol
skip world
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Re: Game Development: World 16.2

Postby QueueSS » Fri Aug 14, 2026 7:43 pm

benisalt1 wrote:
jorb wrote:Single spawn continent
...
[*] PvP
  • Removed the rule, active in World 16.1, by which it was possible for a character to pass through gates while in combat if not having bought the "Rage" skill. It is, in 16.2, quite simply, not possible to pass through gates while in combat.
  • It is no longer possible to enter locked houses while in combat.
  • Entering a house/pocket world will no longer initiate the timed dropping of combat relations with people outside of the house/pocket world. Combat relations are maintained over world boundries as per normal, provided you remain close enough to maintain them. Note that animals will still drop combat relations as per usual.
  • Reduced the cost of "Rage" from 50k LP to 10k. Suggested here


lol
skip world

byebye
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Re: Game Development: World 16.2

Postby Halbertz » Fri Aug 14, 2026 7:43 pm

I like how after reading month of hermits cry, Jorb decided to dab on them. Imho he went too far, but it is what it is.
Last edited by Halbertz on Fri Aug 14, 2026 7:43 pm, edited 1 time in total.
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Re: Game Development: World 16.2

Postby 524u » Fri Aug 14, 2026 7:43 pm

Jorb and Loftar, I hope you will play W16.2 to experience these changes, REALLY
B)
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Re: Game Development: World 16.2

Postby Audiosmurf » Fri Aug 14, 2026 7:45 pm

524u wrote:Jorb and Loftar, I hope you will play W16.2 to experience these changes, REALLY

This is the biggest thing really, you can tell when they're actually playing and feeling the game and making changes based on that vs. just plucking stuff from the ether / player suggestions
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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Re: Game Development: World 16.2

Postby vankoska » Fri Aug 14, 2026 7:48 pm

Wowie, Jorb and Loftar never experienced pvp and decided to make it so pvp is even more obnoxious!
Im so glad i didn't waste money on a subscribtion this time!
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Re: Game Development: World 16.2

Postby wolf1000wolf » Fri Aug 14, 2026 7:48 pm

As a mostly PvE player I don't even mind the Rage and combat changes.

The no cost TW is a bit too much though but I'll give the world a go just to see what its like.
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Re: Game Development: World 16.2

Postby Chacer » Fri Aug 14, 2026 7:48 pm

Since day one, this game has always been about permadeath, open PvP, and full loot. I really don't get all the whining from people trying to change it.

Like I said, there are tons of games out there that fit your taste. Bye bye!!
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Re: Game Development: World 16.2

Postby rye130 » Fri Aug 14, 2026 7:49 pm

jorb wrote:
  • Hunger is reduced once weekly, on Fridays, 19:00 UTC.
  • The amount reduced is now, additionally, determined as a function of your distance to the highest character attribute server lead. Your reduction is highest on a new character, and lowest on the server lead.
  • All hunger reductions, including those from Questing and Salt, are affected by the distance-to-server lead modifier.


Care to explain more how this works? Is "highest character attribute server lead" the character with the single attribute the highest? So likely someone's miner with 10k stats will be the leader and everyone will get reductions based on how close their highest stat is to 10k?

Or is it the character with the highest sum of all their attributes and your reduction is based on how close the sum of your attributes are to theirs? In which case you get punished when you accidentally get a stat you don't care about since it'll decrease the amount of hunger reduction you get.
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