DevStream 2025-12-21, 21:00 UTC

Announcements about major changes in Haven & Hearth.

Re: DevStream 2025-12-21, 21:00 UTC

Postby caz » Sun Dec 21, 2025 6:27 pm

Requests that don't involve game additions or changes:

- Give a clear answer for things like: when is w16.1 ending, when is W16 ending or is it going to be permanent, etc. Being left in limbo when you guys go on your breaks sucks ass.

- A road map (short/longterm) to avoid threads spiralling in to the same repeated shit over and over again. If people knew that you were acknowledging suggestions or even putting them on a "maybe" list then there could be a slim chance that they will stop waffling on about them.
Would probably improve player retention somewhat if there was more of a sense of direction aside from the OCO meme.

Also, it was nice that you actually responded to the thread about the play button linking to steam, cus you got to gauge a reaction to your "no" response, which then in turn revealed that you were actually taking some of what was suggested on board and that it could be improved with a compiled launcher thing!!!!

Was also nice that loftar was giving frequent updates during the recent crashes.

This'll prob not get read but I felt like typing something
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Re: DevStream 2025-12-21, 21:00 UTC

Postby Zentetsuken » Sun Dec 21, 2025 6:46 pm

here is your dev stream bingo card template, as is tradition

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Re: DevStream 2025-12-21, 21:00 UTC

Postby VDZ » Sun Dec 21, 2025 9:14 pm

roskuwacz wrote:add some range attack (same as we have for mammoths)

As someone who genuinely melees animals, fuck no. One thing that's needed to convince people to melee animals is having, with proper preparation, a way to run away to safety. Whenever I attack an animal for the first time I do so on horseback or with an escape boat ready (or being near a cave or my base) so if things go south (including things like not being able to penetrate armor) I can escape without dying. If I have no way to test the waters without likely lethal (or crippling) consequences I'm not going to take that risk. (For that same reason I still have yet to attack a wolf, because I know the pack will shred me if I do.) Adding extra range to melee attacks so you can't outrange it is fine (though then what is the point of having more range?), but adding fuck-you attacks that will KO you as you're fleeing will just make people cheese animals more. (In legacy I always did cheesy boat sling hunting because I didn't know how to melee them back then (if that's even viable in legacy.))

ZamAlex wrote:It's very very cool, but I want to remind you, that you need to kill thousands animals to have progress at this game. Without complete overhaul, it's just make this humiliation ritual even more complex and painful.

Melee hunting is fairly quick once you're used to it, especially for weaker animals.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby sMartins » Sun Dec 21, 2025 9:22 pm

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Re: DevStream 2025-12-21, 21:00 UTC

Postby ulbu » Sun Dec 21, 2025 9:38 pm

Brick houses ...when?
Sausage boiling/drying/searing/roasting ...when?
Reindeer milk+cheese ...when?
Cheese with spices ...when?
Bigger than Grand Hall stone castles ...when?
Cave rails + carts ...when?
Primitive iron pebble acquisition via ochre from 'dried bog' biome + wooden smithy hammer ...when?
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Re: DevStream 2025-12-21, 21:00 UTC

Postby TemuSoldier » Sun Dec 21, 2025 9:39 pm

ulbu wrote:Brick houses ...when?
Sausage boiling/drying/searing/roasting ...when?
Reindeer milk+cheese ...when?
Cheese with spices ...when?
Bigger than Grand Hall stone castles ...when?
Cave rails + carts ...when?
Primitive iron pebble acquisition via ochre from 'dried bog' biome + wooden smithy hammer ...when?

oco, oco, oco and oco
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Re: DevStream 2025-12-21, 21:00 UTC

Postby IsThisRad » Sun Dec 21, 2025 9:47 pm

For the sake of organization, please consider adding more contextual visual indicators for stockpiles. If a clay stockpile has all cave clay it should use the cave clay texture, if an onion stockpile has only red onion it should use only the red onion texture, and if a stone stockpile has only apatite it should use the apatite texture. Etc etc.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby OIchi » Sun Dec 21, 2025 9:51 pm

VDZ wrote:
roskuwacz wrote:add some range attack (same as we have for mammoths)

As someone who genuinely melees animals, fuck no. One thing that's needed to convince people to melee animals is having, with proper preparation, a way to run away to safety. Whenever I attack an animal for the first time I do so on horseback or with an escape boat ready (or being near a cave or my base) so if things go south (including things like not being able to penetrate armor) I can escape without dying. If I have no way to test the waters without likely lethal (or crippling) consequences I'm not going to take that risk. (For that same reason I still have yet to attack a wolf, because I know the pack will shred me if I do.) Adding extra range to melee attacks so you can't outrange it is fine (though then what is the point of having more range?), but adding fuck-you attacks that will KO you as you're fleeing will just make people cheese animals more. (In legacy I always did cheesy boat sling hunting because I didn't know how to melee them back then (if that's even viable in legacy.))


Ranting this hard without reading the text in brackets, lol. Ranged attack similar to mammoth mean that you can still run away to safety, it won't use it as long as there is a path he can take to get to you.
You ma get hit once when boating away, but assuming it was scaled to animal strength it wouldn't be very dangerous. It would basically only prevent fighting from the boats and over cliffs.
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Re: DevStream 2025-12-21, 21:00 UTC

Postby SnuggleSnail » Sun Dec 21, 2025 9:55 pm

Jorb could spend 10 years of development time trying to stop me from cheesing animals and I'd still find a way even tho I don't care that much
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Re: DevStream 2025-12-21, 21:00 UTC

Postby TemuFighter » Sun Dec 21, 2025 10:00 pm

SnuggleSnail wrote: I don't care that much

oh yeah, thats rich.
compared to who?
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