Prelude: World 16.1

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16.1

Postby UzU123 » Thu Nov 06, 2025 11:35 am

Perhaps instead of focusing on the new world, it would be better to address the issue of 1000 p neck quality. It's really interesting that no one cares that snail has exploited a bug yet again. This guy even has the audacity to admit on discord that he deliberately crashed people to kill them. Imagine if something like this happened in any other multiplayer game. Not only would the community be furious, but the developers would immediately perma ban him. Not to mention what an insufferable, estrogen-filled retard he is and how much toxicity he adds to the game.
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Re: Prelude: World 16.1

Postby mvgulik » Thu Nov 06, 2025 11:48 am

APXEOLOG wrote:
derkami wrote:@loftar
Without having looked into it because of the sudden announcement:
Is there a way for the client to make out if it's a W16 or a W16.1 Character?


`GameUI.genus` would be different for different worlds


Assuming this is after a character logs into the world.
derkami probably likes to know this at the character screen.
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Re: Prelude: World 16.1

Postby Zajmer » Thu Nov 06, 2025 12:01 pm

jorb wrote:Notable Changes in W16.1
Non-visitor gates for siege significant wall types (Palisade, Brickwall) have been removed, and all gates in such walls will now be visitor gates. No gates will therefore any longer be visually distinguished with the red flags traditionally indicating a visitor gate, as the distinction will no longer be made.

This change deserves some more explanation, as it used to be crucial aspect of a broad ammount of players gameplay.
I don't like how the discussion focuses only on the edge cases of:

    - "noobs"/week 1 players" who are too clueless to be affected by the change
    - A small group of the most dedicated Faction PvP-oriented players who use them in an aggressive way. If that's the main reason, then tie non V-gates to be built and used only in the proximity of the village idol you are oathed to (not claimed, so they can’t be extended beyond for that specific purpose).

You are missing about 50% of the community that falls in between and that includes both the prey and the predators in this equation. There are many more average players who want to hunt others, and now they don’t even have to try harder to achieve a kill, since their victim has no opportunity to run away from a foraging spot to their village. They will eventually be outrun due to how stamina and water hoarding work, or forced to run for their lives for an hour if they are equally matched. Being able to have a safe haven in your own village is motivating for most people, as it gives them a clear goal to reach which ends in a sense of clear success.
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Re: Prelude: World 16.1

Postby The_Witcher » Thu Nov 06, 2025 12:13 pm

what about 1031ql pnecklea? Snail was killed and we was see it on skreenshot. https://discord.com/channels/2803622354 ... 5051066428
And what about other cheating stuff of that chiter snail?
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Re: Prelude: World 16.1

Postby Jenno » Thu Nov 06, 2025 12:27 pm

You can't walk through a visitor gate while in combat but all gates are visitor gates now? Please tell I'm getting it wrong.
I leave my base. Someone's alt puts me in combat. I'm dead?
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Re: Prelude: World 16.1

Postby derkami » Thu Nov 06, 2025 12:30 pm

mvgulik wrote:
APXEOLOG wrote:
derkami wrote:@loftar
Without having looked into it because of the sudden announcement:
Is there a way for the client to make out if it's a W16 or a W16.1 Character?


`GameUI.genus` would be different for different worlds


Assuming this is after a character logs into the world.
derkami probably likes to know this at the character screen.


Not exactly.
Reason is simple: Mapping tools and the implementation on all clients that support it, need to have this distinction.
Config will be stored on the client, no matter the account / character.
Until now, that wasn't a problem since only 1 world existed and grid ids should be unique for each world.
Although i'm not a 100% sure about the ids of different cave layers but that's another story.

Who makes sure random ids of W16 and W16.1 ware still unique between both worlds? I kindof doubt it. External mapping would get destroyed without the distinction of the world.
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Re: Prelude: World 16.1

Postby caz » Thu Nov 06, 2025 12:52 pm

If u want suggestions for next world then check suggestions forum

Esp shit like refuelling steel being bugged or whatever
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Re: Prelude: World 16.1

Postby kdanyaiil2 » Thu Nov 06, 2025 1:00 pm

loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.

Add the ability for people without the "Rage" skill to pass through their own gates in battle.
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Re: Prelude: World 16.1

Postby Havenasket » Thu Nov 06, 2025 1:04 pm

Jenno wrote:You can't walk through a visitor gate while in combat but all gates are visitor gates now? Please tell I'm getting it wrong.
I leave my base. Someone's alt puts me in combat. I'm dead?


You’re not getting it wrong.

Turning every palisade/brickwall gate into a visitor gate “fixes” a PvP edge case by bulldozing a core PvE loop. If a passing alt, raider, or a hungry lynx tags you, your own front door becomes a one-way exit. That isn’t balance; it’s a sledgehammer.

I say this with respect for the work and the experiment of W16.1: the change reads as “leave base → get tagged → die at the door.” It nudges players away from playing at all, not toward more meaningful conflict.

If the goal is to curb cheesy gate play without kneecapping day-to-day survival, could we please consider minimal safeguards?

- Allow claim/realm members to re-enter through their gate while in combat (one-direction safety).
- A short post-exit grace window to re-enter the same gate.
- Wildlife aggro shouldn’t block re-entry to your own base.
- Ensure gates can always be closed from inside, even if someone outside tagged you.

Maybe there’s a grander plan I’m not seeing. I’d love to be wrong. But right now it feels like winter came early: beautiful, poetic… and freezing at the threshold.
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Re: Prelude: World 16.1

Postby mulamishne » Thu Nov 06, 2025 1:05 pm

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You can say what you want about development radio silence, but this shit looks disheartening.
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