Game Development: Duckwall

Announcements about major changes in Haven & Hearth.

Re: Game Development: Duckwall

Postby whateverisfine » Sun May 03, 2026 5:48 pm

good qol now make ingame timers to be IRL timers

next world when
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Re: Game Development: Duckwall

Postby Joshk80k » Sun May 03, 2026 7:22 pm

inevitable wrote:
Joshk80k wrote:I'm not sure what happened in the last few updates, but it seems like aggroing multiple things at once (it seems like 7+) is causing the client to crash, and it's not possible to log back in until you've been KO'd. I just replicated this on the base client with a bunch of grasshoppers and toads. This greatly complicates fighting groups of aurochs, wolves, and slimes when mining and breaking up those rocks that spawn while mining. I wasn't going to bother the devs about it because I originally thought it was a custom client thing, but since it's happening on the default client, I want to bring it to your attention.

Thanks for taking a look!


I made a fix for this here: https://github.com/dolda2000/hafen-client/pull/22

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...?


Good to know, thanks, I'll check it out. I couldn't get it to consistently crash the client with grasshoppers and toads, but in the 6 attempts I made, it did crash the base client twice. I'd drop them on the ground and spam attack on them as fast I can, and around the 7th or 8th one the client would just close. The other 4 times, I was able to be in combat with 10+ targets without a problem When I did crash, logging back in (including in the base client) also didn't work until they despawned. I think it could have something to do with how quickly you end up engaging multiple targets at once, and I will say that the crash happens more consistently when mining or getting attacked by 6+ of a creature (wolves left me pretty messed up this past winter).
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Re: Game Development: Duckwall

Postby lordgrunt » Sun May 03, 2026 8:05 pm

can confirm this bug. once it was herd of cattle, another were slimes out of the wall.
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Re: Game Development: Duckwall

Postby Barbiz » Mon May 04, 2026 8:10 am

Fingers crossed for a buff to elixirs in the near future, they don't have enough stats to be worth it currently.
Would also be cool if the types of alcohol could be used as a 4th elixir type.
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Re: Game Development: Duckwall

Postby WowGain » Mon May 04, 2026 8:56 am

can we get support for emptying crop stockpiles held in produce bags into troughs?
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W16 Oppidian, Sheriff of Yurhaven


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Re: Game Development: Duckwall

Postby vatas » Mon May 04, 2026 5:23 pm

Barbiz wrote:Fingers crossed for a buff to elixirs in the near future, they don't have enough stats to be worth it currently.
Would also be cool if the types of alcohol could be used as a 4th elixir type.

Currently, you can't even get drunk like intended (if you raise Constitution past a certain point, not even a full barrel of alcohol is enough!)
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Re: Game Development: Duckwall

Postby Nictos » Mon May 04, 2026 8:39 pm

Jorb smoking quack again
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Re: Game Development: Duckwall

Postby linkfanpc » Mon May 04, 2026 9:48 pm

Barbiz wrote:Fingers crossed for a buff to elixirs in the near future, they don't have enough stats to be worth it currently.
Would also be cool if the types of alcohol could be used as a 4th elixir type.


tinctures are desperately needed
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Re: Game Development: Duckwall

Postby losexd » Mon May 04, 2026 10:38 pm

pls add dyable cloths or new color robes/shirts/capes and new big animals in ocean (sharks, dolphins)

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W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
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Re: Game Development: Duckwall

Postby Frogg » Tue May 05, 2026 6:26 pm

Can I haz World 16.2?
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