Game Development: Attribute Dream

Announcements about major changes in Haven & Hearth.

Re: Game Development: Attribute Dream

Postby Dawidio123 » Sun Mar 02, 2025 8:24 am

Melotis wrote:Sooo... can't you just situationally remove tools from your belt right now, and you've basically invalidated your entire request?

What does that add to the gameplay? Is the game better off for having you to click a few extra times to do whatever you want to do without the autoswap fucking you over? This is the point of QoL features, to save you pointless clicks that lead to the same result. I have no idea how people will argue against QoL, do you not respect your own time or smth?

Edit: Also i don't get why are people trying to push for swapping weapons mid combat, leave that be, if you don't put cd on it people will have a script to swap to b12 for cleave while running a sword deck that can open a shitton with stings. The edge-case ig is the swap to sledgehammer while in a fight, which sucks ig, but i feel like just allowing you to use tools automatically from the belt without actually putting them on kinda solves that in a more elegant way. Ie. you're wearing a b12, you start bashing smth, your character uses the sledgehammer in your belt but doesn't actually swap to it, you walk away you still have the weapon in your hand. Or don't do that at all, it's an edge-case that only like 10 players actually experience ever.
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Re: Game Development: Attribute Dream

Postby SnuggleSnail » Sun Mar 02, 2025 8:57 am

KaiserKek wrote:[...]


Sometimes you can call a spade a spade without writing a mathematical proof about it. I've been around long enough to know people don't rly like the current way belts work, and would prefer what I suggested

That said, it's not rly a huge deal that's worth 8 pages of forum nerding
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Re: Game Development: Attribute Dream

Postby Pickard » Mon Mar 03, 2025 12:42 pm

SnuggleSnail wrote:I was imagining the highest stat from each tool being used, not them being additive, so if you've nothing but 20 pickaxes in your belt your stats are set as being == the highest quality pickaxe

EX: Q250 pickaxe and Q300 stone axe in belt == mining strength, mining speed, mining stamina of the pickaxe, and ore quality softcap of the stone axel

It would be a bit of a buff in some places, like you'd never be mining at stone axe speed once you get a pickaxe (which I think would be welcome), but it would resolve all of the edge cases with tool selection from belt


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Re: Game Development: Attribute Dream

Postby BigCountry » Mon Mar 03, 2025 4:13 pm

"multiplicatively"

+1 ¦]
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Re: Game Development: Attribute Dream

Postby Leny » Thu Mar 06, 2025 11:39 am

The automatic tool switching was painful at times, but now it's even worse. Everybody else mentioned it, I just wanted to +1 this.

Having tools picked from my belt based on FIFO LIFO and if the tool is applicable means that I end up with a cleaver in my hands when chopping trees, I never get shovel when digging stumps, B12 for destroying palisade instead of a pickaxe. Extra menu for preferences would be nice, if we even need this level of freedom.

In the case of destumping, it used to be one action before. Now I have to unequip one hand, grab shovel, swap it with my other hand item and put it into my belt. Quite a few actions where I can possibly misslick.

Speaking of tree stumps, why don't the blocks rather go into your inventory than spread around potentially getting stuck in other hitboxes? Speaking of hitboxes, why don't dropped items respect hitboxes and can end up inside of another hitbox rendering them unpickable in some cases? Speaking of objects stuck in other objects, why do cave in boulders often spawn inside of each other? Speaking of weird hitbox issues, why can trolls cause cave ins when there's a bat between your troll bait an the troll? Speaking of... sorry, got sidetracked.
Last edited by Leny on Thu Mar 06, 2025 5:28 pm, edited 1 time in total.
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Re: Game Development: Attribute Dream

Postby Nightdawg » Thu Mar 06, 2025 2:25 pm

It's LIFO, not FIFO.
Doesn't look like anything changed but nevertheless it was retarded to begin with, and still is.
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Re: Game Development: Attribute Dream

Postby jock » Thu Mar 06, 2025 4:55 pm

jorb wrote:We've been developing, and here's what's new.

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New Implementations
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  • Added support for more arbitrary attribute definitions. Many of the smaller/more specific bonii which the game has historically had have been somewhat hidden and never clearly communicated. With the new attribute system, defining and tracking such mechanics/values can now be done in a more formalized system, which also allows for greater ease in e.g. providing multiple sources for increasing a particular value.
  • The following minor attributes have been implemented.
    • Butchering Speed
    • Demolition Damage, damage when destroying things.
    • Cave-in Damage, additional demolition damage when destroying cave-in stones.
    • Tree-stump Damage, additional demolition damage when destroying tree stumps.
    • Board Yield, more output when sawing boards.
    • Woodblock Yield, more output when chopping woodblocks.
    • Tree Chopping Speed,
    • Mining Strength, Speed, and Stamina.
    • Shearing Speed
  • All of those were previously implemented more or less ad hoc as particular tool mechanics, but are now, indeed, generalized. It would now, for example, be relatively easy to design gildings, wounds, or other effects which buff or debuff those values.
  • Note that most of these buffs only apply "when used", that is to say when the tool carrying them is in use, but that it would be easy for us to also implement passive versions.
  • Furthermore, the UI is now capable of properly presenting these values to give some idea of what the various tools actually do, and how they compare.
  • It should be a pretty faithful conversion of old implementations to this new one, but some math has changed. Notably, "Quarryman" and "Lumberjack" bonii, to Mining Strength and Board/Block Yield respectively, used to be applied multiplicatively, but are now rather applied additively. Buffed the base values of those credo buffs a bit to compensate ("Quarryman" from +20% to +40%, "Lumberjack" from +30% to +50%).

Small Fixes
-----------------------
  • Added some "Tree Chopping Speed" to the "Woodsman's Token" gilding.

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Mining efficiency stat for quality equation needing a high ql stone axe to beat pickaxe is still and always will be dumb.
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Re: Game Development: Attribute Dream

Postby MachineLegend » Thu Mar 06, 2025 5:03 pm

I guess my 2c on the whole qol tools like pickaxe, cleaver, and woodsman axe should just replace the stone axe in terms of speed and quality. I can't think of another game off the top of my head where it makes sense to carry around the very first tool you ever make and genuinely use it over endgame options until the very end. Inb4 someone mentions like an eldenring weapon or smthn but imo just make metal tools count for double their quality or something like the pickaxe already does for mining str.
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Re: Game Development: Attribute Dream

Postby Leny » Thu Mar 06, 2025 5:27 pm

Nightdawg wrote:It's LIFO, not FIFO.
Doesn't look like anything changed but nevertheless it was retarded to begin with, and still is.


Ah, you're absolutely right. At least I didn't mistype it as FAFO :D Thanks!
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Re: Game Development: Attribute Dream

Postby RestlssDragon » Thu Mar 06, 2025 7:29 pm

Just make pickaxe be best for everything already
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