Game Development: Coq au Arch

Announcements about major changes in Haven & Hearth.

Re: Game Development: Coq au Arch

Postby Halbertz » Fri Apr 24, 2026 2:13 pm

Added "Henpecked", wound given by birds when you attempt to raid their nests.

So playing russian roulette every time you click on nest wasn't enough? Like being annihilated by BGC (Big Grouse Cock) isn't a sufficient amount of humiliation?
Why am I even asking though.
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Re: Game Development: Coq au Arch

Postby lordgrunt » Fri Apr 24, 2026 2:16 pm

jorb wrote:Added "Coq au Vin", food.

yess... this game can always use more coqs :D

are none of these new features applicable to world 16? grape planting change seems nice, though in reality you'd end up with a bunch of rotten seeds.
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Re: Game Development: Coq au Arch

Postby Regulus2424 » Fri Apr 24, 2026 2:48 pm

Halbertz wrote:
Added "Henpecked", wound given by birds when you attempt to raid their nests.

So playing russian roulette every time you click on nest wasn't enough? Like being annihilated by BGC (Big Grouse Cock) isn't a sufficient amount of humiliation?
Why am I even asking though.

got "KO'ed" ;) by BGC twice on day one of W16.1, 10/10 would raid nests again
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Game Development: Coq au Arch

Postby gravesmerch » Fri Apr 24, 2026 2:49 pm

pls limit loose rock slimes to 6, to avoid crashing (edit lmao)
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Re: Game Development: Coq au Arch

Postby ksillema » Fri Apr 24, 2026 3:59 pm

I enjoy.

Thanks!
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Re: Game Development: Coq au Arch

Postby Barbiz » Fri Apr 24, 2026 6:08 pm

Nice food update :)

Please Jorb rebalance elixirs, make them +% based of person who drinks them and last 2-4x longer. They cost a lot of time and material to learn/make, and as of right now they are very much not worth making as the buff is far far to small. *Also if you added a 4th elixir type, with different properties, from the types of alcohol that would be neat!
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Re: Game Development: Coq au Arch

Postby Kinglazy » Fri Apr 24, 2026 6:24 pm

Audiosmurf wrote:Okay now make it so stacking only works in containers and not in player inventory


+1

I rarely ask for removal of quality of life mechanics but this makes sense to me.

Buffing back packs slightly to compensate maybe.

Also add a Creel equivalent for stones and logs, Mining pack and a Log pack that goes on the back and allows log and stone stacking respectively.

Also one for foraging to stack herbs and insects.
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Re: Game Development: Coq au Arch

Postby mvgulik » Fri Apr 24, 2026 7:26 pm

jorb wrote:Refined some interactions for the "Produce Sack"s; When carrying and emptying a "Produce Sack", it moves to a held item on your cursor if able. The held cursor item should now more generally also support operations previously only available to the carried sack, e.g. drawing from "Tar Kiln"s or "Sawmill"s, drawing from other sacks, &c.

Bugger ... So now you have to dismount your horse to create an empty sack-object on the ground.
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Re: Game Development: Coq au Arch

Postby mvgulik » Fri Apr 24, 2026 8:39 pm

On an other Sack matter.
Its really nice that soil stockpiles are now just one tile wide.
But when it comes to dumping soil stockpiles from a sack... it 'will' dump them against the North & West side of walls/fences (centered in target tile) ... but 'not' against the South & East sides.
(Erm ... No room? ... Bugger, I can do it manually, so why can't the sack do it. :( ).
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Re: Game Development: Coq au Arch

Postby Troll_Shroom » Sat Apr 25, 2026 6:16 am

Well shit you two are sticking with updates. Good work! Even if it's small having something is better than radio silence. Got a little disheartened there after the steam release hoping it gave you two a kick in the rear to be more active after all this time. Keep at it!
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