Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby jordancoles » Thu Nov 06, 2025 3:00 am

Our Gift to You
We removed the Verification requirements for playing Legacy. Play away! Free!


Unironically the best change in w16.1
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Prelude: World 16.1

Postby SnuggleSnail » Thu Nov 06, 2025 3:06 am

jorb wrote:
  • Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.

  • We removed the Verification requirements for playing Legacy. Play away! Free!



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Re: Prelude: World 16.1

Postby SnuggleSnail » Thu Nov 06, 2025 3:09 am

Ozzy123 wrote:you still have safe palis, they’re called snekkjas, rowboats, it just requires atleast a bit more effort and planning than running in an out of a safe pali


Everybody agrees with this in spirit, but it's a bit hyperbolic to say rowboats/snekkjas == safepalis. In most cases having a snekkja is the same as having a safepali, but at least you can theoretically counterplay by having your own, even if that's unfun autistic effort. PVP would be much better with no vehicles ever, but I'm still thankful things are better, even if not everything is solved right away.

Steel locks need to be severely nerfed, tho. Those are actually 1:1 just safepalis. Possibly worse.

Ozzy123 wrote:removing speedbuffs completely would be too harsh but they need a hardcore nerf to duration, speed gain and increased cooldown


+1, but speedbuffs are a rly important cog in making sure you don't have to play like a huge pussy all the time, as well as letting smaller groups survive or possibly beat larger groups/ganks.

I would be rly hesitant to touch these if you're not willing to put a lot of effort into figuring out if it's working or not, and do like 10 iterations over the next 6 months. Everybody being able to see all speedbuffs is a freebie tho, nobody likes the way that is rn
Last edited by SnuggleSnail on Thu Nov 06, 2025 4:18 am, edited 1 time in total.
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Re: Prelude: World 16.1

Postby Rebs » Thu Nov 06, 2025 3:21 am

This is poor timing for my sorry arse, ggwp enjoy W16.1. I'll see ya in Week 3.
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Re: Prelude: World 16.1

Postby Soukuw » Thu Nov 06, 2025 3:25 am

Whew, I legit was starting to get a bit worried.
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Re: Prelude: World 16.1

Postby MightySheep » Thu Nov 06, 2025 3:33 am

i want to hearth magic to visually turn into a tree
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Re: Prelude: World 16.1

Postby stickman » Thu Nov 06, 2025 3:49 am

i dont understand the change to visitor gates. is this supposed to be a pro pker change?

imagine... you wake up before work... you gotta leave in 10 min... you go to the swamp or go check some hq resource spot to get some stuff to fill your study... someone attacks you...
normally you would just run back to your base... but now you cannot run back to base because you cannot go through you own gate.... the pker is probably better then you at running, your probably not getting away in 10 min... so you have no where to go... so i guess you just close the client and die if you need to go to work?

If i have no where to run I will probably litter claim and boats around everywhere.... but you guys still haven't fixed the ability to log out alts in other peoples boats... so the pker will probably already have an alt logged out in your snekja to prevent you from getting away. or they will have blockaded your boat in ahead of time anyway.

I think what will happen is instead of hermits going out on their mains they will only go out on throw away alts.

if i am interpreting this correctly his seems like a very anti hermit change.
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 3:58 am

MightySheep wrote:i want to hearth magic to visually turn into a tree


Unironically credo that lets you possess a random animal in combat.
Also let all animals swim, not just walrii and seals and shit. Bears and mooses are terrifying in water.
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Re: Prelude: World 16.1

Postby maze » Thu Nov 06, 2025 3:59 am

Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.

Is the world also going to be a 3x3 map, so that we're forced to pvp ever moment like a fortnight match?

The removeable of non-visitor gates removes a critical protection for mid-low tier pvper. This means that all pvp will now be 0 to 100, no stops, no way to get away.
I don't like this change, it's not helpful for low level pvpers and entry to pvp. We don't all want to pvp running for hours with water buckets like some people.
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Re: Prelude: World 16.1

Postby axus » Thu Nov 06, 2025 4:05 am

Safe palisades will work on World 16, also less PvP there probably
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