Game Development: Monumental Tunnel

Announcements about major changes in Haven & Hearth.

Re: Game Development: Monumental Tunnel

Postby serVar161 » Sat Mar 28, 2026 3:53 pm

azrid wrote:Mining has gotten harder every world.
I think its fair to just remove nugget requirement for tunnel support just to give the noobs a helping hand


I don't think they use rope for supports - they actually use puzzle pieces. But making a support out of a single tree would oversimplify the mining of ore and stone.
And what kind of miner is this who has never been caught in a cave-in?
widelec_szatana wrote:or make it a bar, but let it extend like palisade

The "palisade" system isn't very logical. The first pillar requires a lot of material, while the next pillar requires little. As a result, you could fence off an entire continent using only wood. The same goes for supports - placing the first pillar and then being able to dig across the entire map would be too unbalanced.
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Re: Game Development: Monumental Tunnel

Postby Dudesoe » Sat Mar 28, 2026 4:52 pm

now add monumental extraction press..
ooooooooooooooooooooof
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Re: Game Development: Monumental Tunnel

Postby Robben_DuMarsch » Sat Mar 28, 2026 5:28 pm

azrid wrote:Mining has gotten harder every world.


I mean, getting str might be nominally harder, but the increase in bough quality from stone axes offset that by quite a lot.
It felt easier to mine this world than ever before?
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Re: Game Development: Monumental Tunnel

Postby Dawidio123 » Sat Mar 28, 2026 9:56 pm

Robben_DuMarsch wrote:
azrid wrote:Mining has gotten harder every world.


I mean, getting str might be nominally harder, but the increase in bough quality from stone axes offset that by quite a lot.
It felt easier to mine this world than ever before?

Arguably this world you had to get str faster and do the mandatory mining credos quicker, and hunting/cooking was as slow as ever which i think the bough quality helped a lot with but then again you still had to mine with a stone axe for "certain" things so eh.
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Re: Game Development: Monumental Tunnel

Postby azrid » Sun Mar 29, 2026 10:45 am

Robben_DuMarsch wrote:
azrid wrote:Mining has gotten harder every world.


I mean, getting str might be nominally harder, but the increase in bough quality from stone axes offset that by quite a lot.
It felt easier to mine this world than ever before?

You are looking at short term here and focusing on a specific aspect of the whole mining industry.
Then look at it from a regular or a new players perspective.
Just look at all the changes they have done over the worlds since beginning.
Do you still think it hasn't gotten harder?

I think the mine support thats just few tiles being basically free is good for the game from a new player perspective.
Has no effect on skilled players as it would be a waste of time for them to use this support.
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Re: Game Development: Monumental Tunnel

Postby Otsu » Sun Mar 29, 2026 1:35 pm

Was the decision to make the cart unable to pass through timber tunnels on purpose? If not, I hope you can fix this for the next patch, it makes mining a headache if you can't bring a cart, or you can provide us with minecarts that are smaller but only hold stone/ore (cast the body with heavy metal, smith 4 wheels with 1 ingot of any metal, then right click them onto the body to build the cart?)
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Re: Game Development: Monumental Tunnel

Postby Robben_DuMarsch » Sun Mar 29, 2026 2:27 pm

azrid wrote:I think the mine support thats just few tiles being basically free is good for the game from a new player perspective.


If it followed that giving new players easier and less complex ways to get metal necessarily helped with retention, I'd agree.
Probably in 2026 you're right - People are less inclined to try to learn to try to solve difficult problems.

On the other hand, I think getting ore for the first time as a new player is one of those core difficulties in Haven that really defines the game. There's many sandbox paths to get there, and it's a system that engages problem solving in a way that is better than many other road blocks to progression, IMHO.
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Re: Game Development: Monumental Tunnel

Postby Brojnos » Sun Mar 29, 2026 7:10 pm

Nice update Jorb and Loftar ! now, please make new combat animations for all combat moves? :D like, when you cleave, your hearthling does a massive swing from above and makes a cleaving motion with the weapon, would be cool ! :mrgreen:
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Re: Game Development: Monumental Tunnel

Postby BigCountry » Mon Mar 30, 2026 4:27 pm

Now if this new tunnel support featured a built-in milestone mapping and allowed carts, it would be so sweet...lol

So basically, when you build the tunnel support, it would be auto-linked to a milestone? Possible? :D
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Re: Game Development: Monumental Tunnel

Postby azrid » Tue Mar 31, 2026 10:04 am

Robben_DuMarsch wrote:On the other hand, I think getting ore for the first time as a new player is one of those core difficulties in Haven that really defines the game. There's many sandbox paths to get there, and it's a system that engages problem solving in a way that is better than many other road blocks to progression, IMHO.

There will be plenty of road blocks one must overcome even with a no nugget few tile support.
Progression is already locked behind pyre and ore discovery and ore got moved deeper and deeper almost every world.
The amount of hurdles a noob must overcome to reach endgame weaponry is too monumental.

I have gone around abandoned bases for a few worlds now and its a sad state for the more casual players.
We will all greatly benefit from the support being just wood to kickstart new players and get them into the game for real.
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