Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Newbie53 » Thu Nov 06, 2025 4:16 am

jorb wrote:&c
  • The choice on which world to play will be made with the Wizard during character creation.
  • Do note that the significant changes mentioned here, made for World 16.1, will NOT take effect in World 16. Uncontroversial content changes may/will take effect in World 16 as well, but the ones mentioned above will specifically apply to World 16.1
  • We consider World 16.1 — as World 16 can remain a stable main version of the game — to be somewhat experimental. If you have any cool experiments you would like us to try for great science in World 16.1, feel free to share ideas!


*Silk Backpacks for a third Column
*Cookbook item or recipe pages for preserving recipies
*Give Wells soak values
*Add a "Clean Out" Option for compost bins
*Since you're removing non visitor gates, remove the restriction of visitor gates preventing you from passing if in combat
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Re: Prelude: World 16.1

Postby bmjclark » Thu Nov 06, 2025 4:32 am

Removing speed boosts would be a good experiment tbh. If its terrible, you can always just bring them back
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Re: Prelude: World 16.1

Postby rye130 » Thu Nov 06, 2025 4:35 am

Remove PvP permadeath. Good players rarely die from it, bad/weak players more frequently do.
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Re: Prelude: World 16.1

Postby pitchkor » Thu Nov 06, 2025 5:08 am

add desert boimes
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Re: Prelude: World 16.1

Postby MrM » Thu Nov 06, 2025 5:09 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.


Can someone explain it to me like I am 5 - how is this good?

I intended to come back and play Haven again after a break, but this change is rather discouraging? Am I missing any context? I've been away for 2 worlds now and surely I forgot a lot of mechanics so I would be very grateful if someone laid it out for me.

I have always preferred non-PVP roles (I suck at PVP),and going out foraging and fishing was always a risk but this makes it even worse? Why am I forced to do some weird gymnastics instead of just running back HOME?
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Re: Prelude: World 16.1

Postby Brojnos » Thu Nov 06, 2025 5:11 am

so it begins
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Re: Prelude: World 16.1

Postby WorldCast » Thu Nov 06, 2025 5:12 am

Rework speed buffs, and the PvP in this world could be way better.
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Re: Prelude: World 16.1

Postby loftar » Thu Nov 06, 2025 5:17 am

Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Prelude: World 16.1

Postby Nightdawg » Thu Nov 06, 2025 5:18 am

jorb wrote:If you have any cool experiments you would like us to try for great science in World 16.1, feel free to share ideas!


Give us access to the resource tools/scripts, to make custom content (that we can post in suggestion threads and you could also add to the game later on), so the community can compensate for the radio silence periods that have been significantly increasing in the past 2 years.
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Re: Prelude: World 16.1

Postby loftar » Thu Nov 06, 2025 5:22 am

Nightdawg wrote:Give us access to the resource tools/scripts, to make custom content

What do you mean by this, more precisely? I'm sure I don't need to tell you that just because you can make resources, doesn't mean you can add mechanics to the server. Are you talking about custom "resource packs"?

All that being said though, I've said it before, but even if I could "extract" the resource scripts from the rest of the infrastructure (which would be quite a task), I really don't think they would be useful to any external parties anyway, since they're much more of a "compiler" than an "archiver", operating on our quite specially-formatted source files. I don't actually have scripts or tools to decompile resources.
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