Game Development: Yule Rat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Yule Rat

Postby jock » Wed Jan 01, 2025 3:24 am

Kearn wrote:if having them spawn early world is going to be an issue maybe they should just spawn in houses that have populated cheese racks in them

It needs to be locked behind a layer in the mine like 3 anything that is not behind at least bronze is just forcing you to do this for the weapon and ignoring the cheese.
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Re: Game Development: Yule Rat

Postby Uriel » Fri Jan 03, 2025 10:38 pm

ok, after so much time, building farm of houses... stil nothing. This sux - like boreworm dungeon that I never did see. JLo think about despawn mechanics and some balancing. There were many good ideas in this thread.
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Re: Game Development: Yule Rat

Postby Sephiron » Sat Jan 04, 2025 4:02 am

Uriel wrote:ok, after so much time, building farm of houses... stil nothing. This sux - like boreworm dungeon that I never did see. JLo think about despawn mechanics and some balancing. There were many good ideas in this thread.

We have only 4 buildings- it's not for farming it's just all we need to play right now- managed to get one dungeon on the ground floor of one of our stone mansions. The loot was alright, good even. if not abused, and shared, the cheese is fairly balanced actually. I think if it was tied more to "the frequency of appearance on an individual basis" rather than "random chance to spawn in any house" it would be fair. If a character spawned a rat dungeon, make it so that character can't spawn another one for a few days minimum. It would be annoying to bot, because you would have to switch characters, and in a village of multiple people, everyone would have their own individual chances to make it spawn at least once
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Re: Game Development: Yule Rat

Postby Audiosmurf » Sat Jan 04, 2025 7:40 pm

We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.
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Re: Game Development: Yule Rat

Postby The_Lich_King » Sat Jan 04, 2025 9:35 pm

Audiosmurf wrote:We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.


i think they may have hot nerfed it without announcing so
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Re: Game Development: Yule Rat

Postby Audiosmurf » Sat Jan 04, 2025 10:17 pm

The_Lich_King wrote:
Audiosmurf wrote:We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.


i think they may have hot nerfed it without announcing so

I 1000% think they nerfed spawn rate within 24 hours but are too cowardly to mention it.
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

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Re: Game Development: Yule Rat

Postby Robertzon » Tue Jan 07, 2025 7:54 am

Vacation over?
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Re: Game Development: Yule Rat

Postby noindyfikator » Tue Jan 07, 2025 9:58 am

Robertzon wrote:Vacation over?


¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦]
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Re: Game Development: Yule Rat

Postby Sevenless » Thu Jan 09, 2025 1:22 am

Audiosmurf wrote:
The_Lich_King wrote:
Audiosmurf wrote:We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.


i think they may have hot nerfed it without announcing so

I 1000% think they nerfed spawn rate within 24 hours but are too cowardly to mention it.


Default dungeon spawn mechanics work exactly like this. There's a spawn cap, and eventually the dungeons spawned inside hermit bases who aren't clearing them. Over time less and less dungeon slots are open to spawn new ones.

This is why bat dungeons are stupid annoying to find if you don't get one early. Lot of them spawn inside mines and get forgotten.
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Re: Game Development: Yule Rat

Postby Audiosmurf » Thu Jan 09, 2025 1:25 am

I get what you're saying, but I'm pretty sure I'm either 100% correct, or there's something specific to rat dungeon spawn mechanics, the latter due to their mention somewhere of not thinking there was any benefit to mass building houses, which would be a purely absurd thing to say if they worked like other dungeons.
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