Game Development: Duckwall

Announcements about major changes in Haven & Hearth.

Re: Game Development: Duckwall

Postby sMartins » Sun May 03, 2026 8:16 am

jorb wrote:Will add "Ugly Duckling"s at some point.


And black swan?
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Re: Game Development: Duckwall

Postby kreload » Sun May 03, 2026 8:39 am

BigCountry wrote:
Code: Select all
haven.Resource$BadVersionException: Obsolete version 1 of ui/provinces requested, loaded version is 2, from cache source backed by HashDirCache(http://game.havenandhearth.com/render/)
   at haven.Resource$Pool.load(Resource.java:683)
   at haven.Resource$Spec.get(Resource.java:118)
   at haven.Resource$Spec.get(Resource.java:122)
   at haven.Resource$Spec.get(Resource.java:105)
   at haven.PType.lambda$static$1(PType.java:43)
   at haven.Resource$CodeEntry.loader(Resource.java:1750)
   at haven.Resource$CodeEntry.getentry(Resource.java:1777)
   at haven.Resource$CodeEntry.get(Resource.java:1810)
   at haven.Resource.getcode(Resource.java:1869)
   at haven.GobIcon.getfac(GobIcon.java:208)
   at haven.GobIcon$Settings$Loader.run(GobIcon.java:442)
   at haven.Loader.lambda$defer$0(Loader.java:240)
   at haven.Loader$Future.run(Loader.java:71)
   at haven.Loader$Future.access$400(Loader.java:42)
   at haven.Loader.loop(Loader.java:202)
   at java.base/java.lang.Thread.run(Unknown Source)



I'm getting this too, as soon as I log in I get this same Java error.

same +1


I logged in using the default client, moved my character a bit and i can login with Hurricane after.
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Re: Game Development: Duckwall

Postby vatas » Sun May 03, 2026 8:40 am

jorb wrote:
fatfunnyvalentine wrote:I see the ducks are wearing hats - are tamed ducks able to be kept in a safe fence in the way of sheep, cattle, etc? Or would they fly away like doves, or despawn like chickens?


Believe they would despawn rn. Should perhaps look at that. It'd arguably nice for all coop kritters if they could walk around outside the coop, at least visually or w/e.

At one point, there was an idea thread about this and I think it was me who suggested that coops could simply have a toggle that doesn't change any "raw mechanical functionality" but visually causes the inhabitants to appear around the coop.

Zephroze wrote:We gonna do anything about the ability to cause so much injury in one hit that it bypasses death protection and kills people? It's the reason I cannot recommend the game to less hardcore players.

Losing your gear, not fun but recoverable.

Losing your character because the opt-in permadeath mechanics malfunction? Can't sell that to anybody.


There is no "death protection" - only "KO protection" which can be bypassed. You could argue that this is too easy (especially how it can be hard countered by drowning someone) but please don't post what is effectively disinformation.

inevitable wrote:I only was able to replicate it by breaking loose rocks for 6+ slimes, if you can give a bit more detail on how you reproduce it with grasshoppers or toads that'd be swell. You drop 7 grasshoppers/toads and then...?


If the bug can be re-created by simply aggroing 7 targets at once (combined with the reports that you can only log in without crash after KO) it would actually imply that the problem is specifically the number of combat relations. Each "combat relation" does have a small 3D portrait that needs to be rendered. If someone can figure out a creature with a 2D portrait or a placeholder, and aggro 7 of them (or include at least one of them alongside toads/grasshoppers) that could be very helpful.
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Re: Game Development: Duckwall

Postby Soukuw » Sun May 03, 2026 8:54 am

vatas wrote:
jorb wrote:
fatfunnyvalentine wrote:I see the ducks are wearing hats - are tamed ducks able to be kept in a safe fence in the way of sheep, cattle, etc? Or would they fly away like doves, or despawn like chickens?


Believe they would despawn rn. Should perhaps look at that. It'd arguably nice for all coop kritters if they could walk around outside the coop, at least visually or w/e.

At one point, there was an idea thread about this and I think it was me who suggested that coops could simply have a toggle that doesn't change any "raw mechanical functionality" but visually causes the inhabitants to appear around the coop.

Zephroze wrote:We gonna do anything about the ability to cause so much injury in one hit that it bypasses death protection and kills people? It's the reason I cannot recommend the game to less hardcore players.

Losing your gear, not fun but recoverable.

Losing your character because the opt-in permadeath mechanics malfunction? Can't sell that to anybody.


There is no "death protection" - only "KO protection" which can be bypassed. You could argue that this is too easy (especially how it can be hard countered by drowning someone) but please don't post what is effectively disinformation.

inevitable wrote:I only was able to replicate it by breaking loose rocks for 6+ slimes, if you can give a bit more detail on how you reproduce it with grasshoppers or toads that'd be swell. You drop 7 grasshoppers/toads and then...?


If the bug can be re-created by simply aggroing 7 targets at once (combined with the reports that you can only log in without crash after KO) it would actually imply that the problem is specifically the number of combat relations. Each "combat relation" does have a small 3D portrait that needs to be rendered. If someone can figure out a creature with a 2D portrait or a placeholder, and aggro 7 of them (or include at least one of them alongside toads/grasshoppers) that could be very helpful.

You can do it with chicks and yes it's repeatable.
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Re: Game Development: Duckwall

Postby Nightdawg » Sun May 03, 2026 9:45 am

For the love of god, stop breaking the damn map every single patch. Make up your mind

Also do you plan to let your "primary development direction" reach the legal drinking age before you actually do it, or why are we still seeing it 10 years later?
jorb wrote:Our primary development direction is toward object-controlled-objects.
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: Game Development: Duckwall

Postby jorb » Sun May 03, 2026 9:54 am

sMartins wrote:And black swan?


lol, are you trying to lure me into the minefield of american identity politics again?
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Re: Game Development: Duckwall

Postby jorb » Sun May 03, 2026 9:58 am

Nightdawg wrote:why are we still seeing it 10 years later?


It will be there until it gets done. :)
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Re: Game Development: Duckwall

Postby vatas » Sun May 03, 2026 10:57 am

jorb wrote:
sMartins wrote:And black swan?


lol, are you trying to lure me into the minefield of american identity politics again?

Black swans (Cygnus atratus) are a real bird, but they only live in Australia.

They are notable in the sense that prior the European discovery of said bird, "black swan" was a metaphor for "does not exist" or "impossible" https://en.wikipedia.org/wiki/Black_swan_theory
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Re: Game Development: Duckwall

Postby sMartins » Sun May 03, 2026 12:06 pm

jorb wrote:lol, are you trying to lure me into the minefield of american identity politics again?


Da big Jorb
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Re: Game Development: Duckwall

Postby WowGain » Sun May 03, 2026 12:56 pm

ive actually been waiting for this for years
this fucking rules
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