Game Development: Coq au Arch

Announcements about major changes in Haven & Hearth.

Re: Game Development: Coq au Arch

Postby Girth » Sat Apr 25, 2026 3:00 pm

another tunnel!
will we get monumental tunnel? only time will tell (4 weeks)

let me paint the animals with pigment. i get told that cattle roster is the key but when the herdsman goes on unannounced vacation and leaves me with a pile of animals to sort thru i want to blow my brains out.
another stupid day of my worthless hermit life
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Re: Game Development: Coq au Arch

Postby _Scipio » Sun Apr 26, 2026 2:24 am

Perhaps the wound HENPECKED could have another early-game treatment option, like stinging poultice?
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Otherwise it will be a pain in the ass for people living in biomes without access to Waybroad.

Also, reduce the corndolly nerf by at least 50% otherwise it's another useless curio.
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Re: Game Development: Coq au Arch

Postby losexd » Sun Apr 26, 2026 3:15 am

fix crash from slimes spawning from loose rocks, even for us that usually block them to not have the necessity to kill slimes all the time, crashing is very annoying and make me lose all the hype to start mining again...

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Re: Game Development: Coq au Arch

Postby kalkkar » Sun Apr 26, 2026 4:20 am

stone archs sound neat,but when is next world gonna be? would be nice to see some balancing tho if its possible with things like rawhide? and will there be cake, cuse every time its a lie
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Re: Game Development: Coq au Arch

Postby kalkkar » Sun Apr 26, 2026 5:34 am

think its also wise to ask for a massive buff to the green house at some point, its practically useless other then a glorified small farm spot where mound beds are just not only cost effecient but also lets you grow alot more crops vs the green house
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Re: Game Development: Coq au Arch

Postby SirPasko » Sun Apr 26, 2026 10:14 am

Nerfed "Corndolly Lantern"

May I ask the rationale behind this change? Was it seen as too powerful before?
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Re: Game Development: Coq au Arch

Postby lordgrunt » Sun Apr 26, 2026 10:45 am

this isn't bad food at all. though a bit hunger heavy.
(open the image in new tab for clearer res)
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Re: Game Development: Coq au Arch

Postby Mateusz_Zboj » Sun Apr 26, 2026 7:32 pm

SirPasko wrote:Nerfed "Corndolly Lantern"

May I ask the rationale behind this change? Was it seen as too powerful before?


At 250ql it was 4200LP at 20EXP, that's 210LP per EXP which is rather mediocre. Sure LP/H and mental weight were impressive, but lategame EXP is the limiting factor, so the decision to nerf it is baffling.
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Re: Game Development: Coq au Arch

Postby Brojnos » Mon Apr 27, 2026 4:27 am

Nice update as always guys ! now, as per usual, I will suggest the same thing: New combat animations for all combat moves :mrgreen:
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Re: Game Development: Coq au Arch

Postby gravesmerch » Mon Apr 27, 2026 4:07 pm

jorb wrote:Refined some interactions for the "Produce Sack"s;


Ctrl+shift r-click lifted sack could bring up stockpile itself to be gob-placed
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