Game Development: Dust & Mud

Announcements about major changes in Haven & Hearth.

Re: Game Development: Dust & Mud

Postby Granny » Wed Sep 28, 2016 6:00 am

I was so excited over the Portico I build one right away. Only to be terribly disappointed that you still need to have walked to the charter stone once, to be able to use it. So, not open trade at all really. Just a less expensive charter stone, which is great for some I am sure.

I still want to be able to trade with whomever, wherever at any given time - and not limited to those I am able to spend time getting to.
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Re: Game Development: Dust & Mud

Postby stickman » Wed Sep 28, 2016 6:15 am

Tammer wrote:
jorb wrote:[*] There is now a 5% speed bonus when pursuing (When on foot. The bonus does not apply when mounted).

Is this working correctly? When I turn on run and click "Pursue" in the upper right corner, my character hobbles along like he has a broken leg. If instead I try to chop, he runs smoothly and closes in to attack the fleeing animal.


i think it means if you click chop and your opponent is running u will get a 5% bonus and eventually catch up.

That pursue button has never worked for me. I think its been broken since the very beginning.
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Re: Game Development: Dust & Mud

Postby Amanda44 » Wed Sep 28, 2016 7:39 am

New Implementations
-----------------------

Leashed animals now follow along if you travel, hearth home, enter houses, caves, &c. Could be all sorts of terrifying/fun!
Animals now leave a trail of blood when they are wounded and flee. You roll to see bloodspatter in much the same way as you would herbs. Animals take some damage when they bleed, so they may die from their wounds.
You may now shift-click things from your inventory to stockpiles.
Added a "Sublime Portico". A village may construct this Authority object, and use it to travel to Charter stones.
Added "Cavedust". Appears whenever you mine out a tile next to a collapse tile. Curiosity.
Added Rope stockpile.
Added Leather, Hemp, and Wool tablecloths.
Added "Box of Matches", lights things.
Added "Mud Ointment", heals Scrapes & Cuts, Unfaced, and Punch-Sore.


Love all of this, with the exception of the box of matches, really? With flint and steel and the hearth magic I don't see why they are necessary, plus it sounds odd in haven ... but the rest is brilliant ... yay for white and green tablecloths, :D , thank you. :)
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Re: Game Development: Dust & Mud

Postby Granger » Wed Sep 28, 2016 7:41 am

jorb wrote:
  • You may now shift-click things from your inventory to stockpiles.
  • You can now drag already set combat effects in the Combat School UI, and already set effects can also be clicked to select them in the list. You may also rename combat schools.
  • You may now name barter stand hands.
  • Added "Mud Ointment", heals Scrapes & Cuts, Unfaced, and Punch-Sore.
  • Antcid Burns now heal faster.


I'm happy to report that I stand corrected and want to thank you for more healing stuff being available and especially QoL features arriving in the official client.
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Re: Game Development: Dust & Mud

Postby zebratul » Wed Sep 28, 2016 7:42 am

Great patch as always, keep it up.

RIP our willow exp farm
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Re: Game Development: Dust & Mud

Postby Granger » Wed Sep 28, 2016 7:45 am

Granny wrote:I was so excited over the Portico I build one right away. Only to be terribly disappointed that you still need to have walked to the charter stone once, to be able to use it. So, not open trade at all really. Just a less expensive charter stone, which is great for some I am sure.

I still want to be able to trade with whomever, wherever at any given time - and not limited to those I am able to spend time getting to.


But this would lead to unlimited hopping (an even worse revival of the old Crossroads) all over the map.
Having to have seen the destination in person at least once is, while it may give you some initial travel time, a good thing.
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Re: Game Development: Dust & Mud

Postby infectedking » Wed Sep 28, 2016 7:50 am

Granger wrote:
Granny wrote:I was so excited over the Portico I build one right away. Only to be terribly disappointed that you still need to have walked to the charter stone once, to be able to use it. So, not open trade at all really. Just a less expensive charter stone, which is great for some I am sure.

I still want to be able to trade with whomever, wherever at any given time - and not limited to those I am able to spend time getting to.


But this would lead to unlimited hopping (an even worse revival of the old Crossroads) all over the map.
Having to have seen the destination in person at least once is, while it may give you some initial travel time, a good thing.

might aswell remove the charter stones now with this shitty new item, helps out all those players who can't get rock crystals, not to those who can get them doesn't prove any advantage with those (meant to be) rare resources, Great work.
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Re: Game Development: Dust & Mud

Postby Granger » Wed Sep 28, 2016 7:53 am

infectedking wrote:might aswell remove the charter stones now with this shitty new item, helps out all those players who can't get rock crystals, not to those who can get them doesn't prove any advantage with those (meant to be) rare resources, Great work.

You might have missed that the shitty new item does not work as a destination, removing charter stones would remove their functionality completely.
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Re: Game Development: Dust & Mud

Postby vatas » Wed Sep 28, 2016 8:04 am

I had just moved some animals with now "old-fashioned" way mere hours before the update. I'm not too mad though, lots of other cool stuff seems to be included.
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Re: Game Development: Dust & Mud

Postby infectedking » Wed Sep 28, 2016 8:29 am

Granger wrote:You might have missed that the shitty new item does not work as a destination, removing charter stones would remove their functionality completely.

I know it doesn't act as a destination, but it removes most of the purpose of even making plenty of them for factions/villages. Most places don't need charters now since that new shity way just make rock crystals even less valuable. Might aswell make you fill a stockpile of sticks then light it with a firebrand as mat costs for the portal.
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