Game Development: Polar Crocus

Announcements about major changes in Haven & Hearth.

Re: Game Development: Polar Crocus

Postby AliExpressMerchant » Mon Feb 16, 2026 7:47 am

jorb wrote:
AliExpressMerchant wrote:More QoL changes plx


Wishlist?


  • Bigger stockpiles (with addition of stacking, stockpiles lost a lot of power. Not only more FPS in village because of fewer stockpiles but as well some improvements to space organization)
  • Barter stands shows 0 amount of items even if there are available items (issue with barter areas, stacked items in cupboards etc.)
  • QoL to butchering. Right now it looks like you place let's say 20 corpses of animals on the ground and click them one by one 3 times each. Gameplay is click -> wait -> click -> wait. This is not fun.. It takes lots of time and gives 0 enjoyment.
    From FAQ page: "should focus on building a better game with fewer incentives to bot."
  • Wine Press - a few more slots (winemakers will be grateful) viewtopic.php?f=48&t=80318&p=969604#p969604
  • Dropped items - for example farming goods should drop more in the center of tile - viewtopic.php?f=48&t=80311&p=969512#p969511
  • Timers - Just make it rl or in game hours + minutes for everything.. Right now it's a mix
  • Gelatin takes insane amount of water
  • Straw stockpile to "fit neatly onto 1 tile"
Last edited by AliExpressMerchant on Mon Feb 16, 2026 6:07 pm, edited 2 times in total.
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Re: Game Development: Polar Crocus

Postby Regulus2424 » Mon Feb 16, 2026 10:18 am

jorb wrote: Hearthlings have no conception of poles.

tfw I have no conception of my village leader :shock:
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Game Development: Polar Crocus

Postby Jorg » Mon Feb 16, 2026 5:49 pm

AliExpressMerchant wrote:
jorb wrote:
AliExpressMerchant wrote:More QoL changes plx


Wishlist?



  • Barter stands shows 0 amount of items even if there are available items (issue with barter areas, stacked items in cupboards etc.)
    [[/list]


You could even just cache the value from the last transaction, if cell/world boundaries are an issue. COuld make issue if people pull from cabinet before another transaction, but would be preferrable to a 0 at all times for me
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Re: Game Development: Polar Crocus

Postby Luno » Mon Feb 16, 2026 11:55 pm

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Re: Game Development: Polar Crocus

Postby Joshk80k » Wed Mar 18, 2026 9:15 pm

I crafted an ice bear cloak to give it a try, and I realized the gilding slot is just (1/1), which is pretty inferior to the regular bear cloak, which sits at (3/3). Given that Ice bears are tougher than bears and only available during a brief window during the year, can we get the cloak bumped up to (3/3) for gildable slots, if not (4/4) since I would argue that the ice bear cloak poses more challenges and hurdles when compared to it's more temperate brother? Thanks for your consideration.
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Re: Game Development: Polar Crocus

Postby vatas » Thu Mar 19, 2026 10:01 am

I noticed we had a spambot here:

Exactly! This isn’t about equal disadvantage. PvP-optimised players gain instantly, while casuals or village-focused builds get hit hard. Balance feels skewed!


Literal AI slop, what is "village-focused build?" But I'd still like to address this. I'm not saying Jorb actually just fixed the PvP system or anything, but I just feel that complaining about the Rage change sends a less-than-helpful signal to Jorb.

Casual players can regain most of the "basic functionality" just by making a Rage alt (bash someone else's flag/challenge or place your own) while "PvP-optimized players" now can't just have bots operate fresh spawn characters that do those things everywhere, automatically.

I could be missing something, but to my understanding casual players only lost one niche tactic: go out on your main to bash the flag, rely on raw stats to ignore/tank low-stat rage alts. Can't do that without unlocking Rage and applying a permanent debuff on yourself. To be clear, the debuff is the utterly non-intuitive system where any open "Heavy Gate" (ie. any Palisade, Brickwall, or Totemic Gate*) contains a force field that selectively only allows through characters that either A) have no Rage or B) have Rage, but have no active combat relations, including PvE opponents. "Want to run into safety while chased by megafauna/monster? Looks like you unlocked the ability to PvP in a supposed PvP game, get f***ed." This is kind of a separate root issue that can get obfuscated if people focus too much on bickering about relatively minor surface details.

*Can't guarantee/verify, but Jorb advertises said structure as:
The gate has all the functionality of a normal gate, in that it can be closed and locked, but it needs to be manually placed. For purposes of W16, the "Totemic Gate" is always a visitor gate.
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: Game Development: Polar Crocus

Postby Otsu » Fri Mar 20, 2026 9:36 am

PvP in this game is incredibly unbalanced and is a failure, no matter how much Jorb tries to refine it. It is one of the main reasons people leave this game and never return. From a new player's perspective: You are enjoying the game and are super invested in your character in this new survival MMO, then a 4000+ Str killer comes by in a boat and permanently kills your character, which creates an ultimately bitter end to your investment and results in a player leaving and never thinking back to the game and wanting to play more. There is no way for you to win against a strong PvP-focused village warrior as a new player or even as a well-developed hermit. The player who loses his character to PvP but loves the potential of the game needs to have an option to stay instead of just "bite the bullet, put in more time and potentially lose everything to an unfair situation again." The only way to actually develop a strong community that doesn't consistently leave is to create a PvE server, and yes, this gets brought up all the time. I wonder why? It's because it's the correct answer, and all of the veterans here have already gotten used to the abuse, so of course they don't want that changed, but we're not talking about them here, are we? They already have their world with PvP, we're talking about the new players who pick this game up and become a new potential source of income for Jorb and Loftar. Now, my suggestion is to improve the ways to "fight back" against griefers and criminals. For the PvE server, remove rage and murder entirely, and instead invest more in the hearth magic retaliation with scents. We already have nidbane, but this can be expanded a lot better with other potential punishments depending on the severity of the scent. The real trick here is to make this PvE server require a verified account, or even a separate subscription to take care of server costs, and the very important part is to restrict 1 character per account. Now, obviously, most people will think of all the bad things surrounding this restriction, but I implore you to consider the good outcomes. We're talking about the ability to actually TRUST people you see in the world. There will be cities, without the risk of people just murdering everyone, and there will be villages full of people who meet up solely in the game. This will build a community, and a lasting one at that, because they don't lose their character from some ridiculous, unfair fight. I doubt Jorb or Loftar has read this far, or maybe even at all. But if you have, then I implore you to give this a try. You've proven you can run multiple servers at once, so why not give this a shot? See what happens? I guarantee you'll be surprised by the results. There's a reason people have always asked for PvP to be removed... find out the results when you finally give people what they ask for.
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