Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 7:00 am

vatas wrote:
Robben_DuMarsch wrote:But what was never fixed was the honey trap vgate exploit. You let newbs wander in, aggro them, drop a piece of furniture they can't bypass to stop them from physically reaching you. They can't move it because of visitor debuff. They are functionally stuck until server crash it you keep them in aggro on the rage alt, unless they are smart enough to run an alt over which they can KO themselves (like with leeches) so they can steal from it to force a self-KO by reducing their SHP to 0. Obviously the most common outcome is someone comes and executes them.

Just add an option for players to trigger "eviction" themselves?


A good idea.
Clearly that would be a more appropriate solution than removing non-visitor gates, lol.
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Re: Prelude: World 16.1

Postby jordancoles » Thu Nov 06, 2025 7:03 am

If you want to try something new/controversial try removing speed slowing while drinking as it was in legacy, then remove the critter/rabbit speed buffs completely and make it so that wind speed buffs can't be stacked/reset by grabbing another wind while the current one is still active. You could add a cooldown between picking up another speed buff so that you can't just get lucky and grab 3 back to back and wizz off into the sunset the second you get into combat, which has happened many times since they were added (both for myself and for people I was chasing)

The airlock change is pretty annoying and will likely just cause more people to lose their gear/get KO'd/die and give up than it would benefit players overall. The attackers have a bit more dopamine by getting to KO the noob but in reality their shit gear gets dropped or thrown in a cupboard while the noob never logs on again -- so idk. I don't think it helps more than it hurts, specially when people will just resort to using high soak buildings with high q steel locks instead which basically accomplishes the same thing. The only difference being the Pro:tm: players will have access to fancy high q locks while average shitters will not (Rich get richer smh)
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Re: Prelude: World 16.1

Postby VillagerAs » Thu Nov 06, 2025 7:07 am

tldr;

Notable Changes in W16.1
  • Remove safe palis
  • Few gilding changes
  • A series of other changes, big and small, will, as usual, be left to the joy of discovery. - nothing important as usually

other than that, shittalking about movement speed changes in the game

1 year of development
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Re: Prelude: World 16.1

Postby _Scipio » Thu Nov 06, 2025 7:11 am

Consider handing out a few more mod permissions as well.

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Two weeks of TEMU SPAM in our Moot. :roll:
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Re: Prelude: World 16.1

Postby Robben_DuMarsch » Thu Nov 06, 2025 7:12 am

_Scipio wrote:Consider handing out a few more mod permissions as well.

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Two weeks of TEMU SPAM in our Moot. :roll:


That's the most action The Moot saw all world, though.
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Re: Prelude: World 16.1

Postby SnuggleSnail » Thu Nov 06, 2025 7:14 am

jordancoles wrote:


Non-faction people escape me with safepalis maybe 5 times per world, if that. There have been single days where hermit killers escape me 10 times because of safepalis. Not calling you a liar, your experience is probably just different than mine, but I don't think an informed good faith argument can be made that safepalis are good for hermit tier people.

You're 100% right about steel locks being fucked, tho

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Re: Prelude: World 16.1

Postby MightySheep » Thu Nov 06, 2025 7:19 am

People always complain about pvp consequences

Some1 said previous wat if scents all lasted like x4 longer and were easier to track? The current algorithm makes it so I can never even see my own scents because its stealth int and everybody is boosting their int but there's not a lot of incentive to ever boost perception past like 100 it's criminal favored

Both pvper and non pvper should like a change such a change as this. Currently you're not caring too much about covering the world in short lived scents.

Regarding airlock - those ainran guys of which jcole may be are the type to build airlock in every single map grid of the entire map and they put alts in them all too its very degenerate. Not surprised he's against it.
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Re: Prelude: World 16.1

Postby whateverisfine » Thu Nov 06, 2025 7:23 am

can you remove randomization of food recipes? its a convoluted mechanic for no reason whatsoever. forcing people to use spreadsheets to play a game is fucked up.

the reason pvp players want to remove safepalis is simple because they are mad with the cringe faction players that only kill hermits and refuse to fight decent pvpers. Extremely bad faith saying its bad for hermits, especially when you bug abuse mrage and kill a bunch of them.
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Re: Prelude: World 16.1

Postby vatas » Thu Nov 06, 2025 7:31 am

(Numbers are made up and just to illustrate the point.)

Just throwing out an idea, when a player walks over a "speed whirls" or whatever would be the most elegant term for it...
1) They gain a movement speed increase. Lasts 10 seconds.
2) They gain a debuff that prevents activating "speed whirls." Lasts 30 seconds.


Apparently there is already a cooldown, this was a good faith response based on some earlier posts complaining that you can grab speed boosts in a row and that's too strong.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Prelude: World 16.1

Postby MightySheep » Thu Nov 06, 2025 7:31 am

I honestly don't think safe pali makes a difference for hermits. Most of them either don't build a safe pali or they build it wrong. Hermit killers would rather the hermits keep making these non visitor gates which they forget to lock half the time lmao. Safe pali implies u survived a run all the way back to ur village and that the attacker would be afraid to run in with you. Obviously pretty irrelevant to hermit.
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