Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Sat Jan 16, 2016 8:07 pm

Astarisk wrote:
bitza wrote:... evil stuff

Haha, thats pretty great for villages and nabs that can't afford vandal alts (or anyone who doesn't have one premade).

An easy guide to ruining a nab's day:
1) Drop claim
2) Build a ram surrounded by layers and layers of fences(more fences = more vandal scents = higher spookiness level, ideally you want to max this)
3) ?????
4) Spookify your target.

Thought of the same thing, tbh
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Re: Game Development: A Touch of Vengeance

Postby bitza » Sat Jan 16, 2016 8:36 pm

i know it's been mentioned at least once or twice already, but i'd like to just touch on the thought that the nidbane should only be able to be attacked (or seen!) by the character that it's going after. otherwise it becomes a trivial matter for a village or a hardcore hermit to set up a combat alt/crime alt system for dealing with them.
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Re: Game Development: A Touch of Vengeance

Postby MagicManICT » Sat Jan 16, 2016 9:52 pm

Astarisk wrote:
bitza wrote:... evil stuff

Haha, thats pretty great for villages and nabs that can't afford vandal alts (or anyone who doesn't have one premade).

An easy guide to ruining a nab's day:
1) Drop claim
2) Build a ram surrounded by layers and layers of fences(more fences = more vandal scents = higher spookiness level, ideally you want to max this)
3) ?????
4) Spookify your target.


You get around this just like the freakin' villages get around it. Plan ahead and use only what you need to. Don't commit your big combat hunter to breaking it. Bring your high strength, low skill miner, break the ram, and then use your hunter to pick off the nidbanes.

As much as I like the concepts behind this update, it really does need playtesting to get the kinks in design worked out, which is why this is an ALPHA level game. This IS the test server. Get over it. your life here is nothing but an experiment for your overlords.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: A Touch of Vengeance

Postby strpk0 » Sat Jan 16, 2016 10:31 pm

MagicManICT wrote:your life here is nothing but an experiment for your overlords.


...an experiment some people are paying $10-15 monthly for, heh.
But fair enough, it is an alpha game.
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Re: Game Development: A Touch of Vengeance

Postby MagicManICT » Sun Jan 17, 2016 5:14 am

Hope I didn't sound too harsh with that. Updates like these always leave me feeling a little... perturbed, I think is a good word.

Yeah, the fact that many are paying a sub on it does give a sense of more finality. I, at least, try to look at it more as continued positive support for good updates. I can always choose to stop paying if I don't like direction things are going. (Discloser: I haven't been paying a sub for various reasons, but the reasons do not include dissatisfaction with the direction of development.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: A Touch of Vengeance

Postby vatas » Sun Jan 17, 2016 11:07 am

Astarisk wrote:
bitza wrote:... evil stuff

Haha, thats pretty great for villages and nabs that can't afford vandal alts (or anyone who doesn't have one premade).

An easy guide to ruining a nab's day:
1) Drop claim
2) Build a ram surrounded by layers and layers of fences(more fences = more vandal scents = higher spookiness level, ideally you want to max this)
3) ?????
4) Spookify your target.


There is pre-emptive defensive solution to this. It's extending your claim more than 25 tiles outside your walls so that the ram breaks at your claim, giving you 8 hour window to destroy it while glue dries from repairing it.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

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Re: Game Development: A Touch of Vengeance

Postby CSPAN » Tue Jan 19, 2016 12:31 am

update with rare gems for new jewelry, single person kayak for swamp traversing, geode curiosity from digging in shallow water, wounds like broken bones and casts made of linen and boneglue or somethin and hinders movement speed for like a few days and if not healed becomes permanent, and turtles for turtle soup, when?
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Re: Game Development: A Touch of Vengeance

Postby dafels » Tue Jan 19, 2016 12:34 am

CSPAN wrote: wounds like broken bones and casts made of linen and boneglue or somethin and hinders movement speed for like a few days and if not healed becomes permanent

oh god more annoying 'features'
pls no

btw, how da patch is coming jorbeY?
Last edited by dafels on Wed Jan 20, 2016 1:36 am, edited 1 time in total.
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Re: Game Development: A Touch of Vengeance

Postby jorb » Tue Jan 19, 2016 1:11 am

dafels wrote:btw, how da patch is coming jorbeY?


Give it an hour or two.
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Re: Game Development: A Touch of Vengeance

Postby bojackson » Mon Feb 15, 2016 1:58 am

Dafels mentioned having animals give useful curios, and I remember thinking that a few times while playing.
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