Game Development: Colorful Crucible

Announcements about major changes in Haven & Hearth.

Re: Game Development: Colorful Crucible

Postby Aceb » Mon Apr 12, 2021 1:26 am

Cool update, just don't see why the Moose change so suddenly. It was one of fewer "big" animals to it was cool to be around, do one or two screenshots or have "temporary" companion (like Mammoths in old days) being around, making scenery prettier and more lovely, lively.


Oh well, whatever. It is not Dark Souls ;)
A quest for a hat. - W10
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Re: Game Development: Colorful Crucible

Postby trinh » Mon Apr 12, 2021 1:31 am

just make everything being agressive to toons with learned rage skill :evil:

leave poor casuals alone :ugeek:
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Re: Game Development: Colorful Crucible

Postby springyb » Mon Apr 12, 2021 1:34 am

Solid update.

Wishbones made recycling beast rings very easy and getting multiple gildings didn't take too much effort so I understand the idea behind it, I don't know if it was a big deal though. It does make wishbones a bit useless.

It's good to hear of your success. Ya'll really deserve it.
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Re: Game Development: Colorful Crucible

Postby zeeder3 » Mon Apr 12, 2021 1:54 am

The "Pitbaked Goods" recipes now take significantly longer to turn to ash, because they always did


banger update jorb
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Re: Game Development: Colorful Crucible

Postby mvgulik » Mon Apr 12, 2021 4:12 am

jorb wrote:
  • Charred Tree, Blood Stain, and Cave Rat should now have proper names in the icon settings list, rather than ???.

Ctrl-F5 not working, please add/fix.
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Re: Game Development: Colorful Crucible

Postby kirion » Mon Apr 12, 2021 4:23 am

Gotta say, not a fan of mooses being aggressive. It's nice to have some wildlife not be out to get you.
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Re: Game Development: Colorful Crucible

Postby Necrisha » Mon Apr 12, 2021 5:11 am

While I understand the mechanics behind moose aggressiveness being linked to seasons needing more time to implement, I would hope the only other not-universal circumstance where moose regularly become aggressive is easier to implement: moving toward a moose at high speeds- It is why moose tend to attack cars after all. It would also add a more interesting mechanic for whether an animal gets aggressive towards you, since you already have things that charge after you when you try to run...
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Re: Game Development: Colorful Crucible

Postby ricky » Mon Apr 12, 2021 5:29 am

jorb wrote:There was a case in Sweden a few years back with a dead woman. Husband was investigated for murder seven ways 'til sunday until they ran DNA on some saliva they found on her, and found out that she'd been mauled by a moose.


A Møøse once bit my sister
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Re: Game Development: Colorful Crucible

Postby widelec_szatana » Mon Apr 12, 2021 7:58 am

Could we get bowls required for stews?
Reuseable, boosts feps depending on bowl type like clay, metal and porcelain?
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Re: Game Development: Colorful Crucible

Postby Barbamaus » Mon Apr 12, 2021 11:44 am

Ok let's make things clear about the Moose thingy.

Large wild animals usually have two "options" when it comes to human interaction: either attack them (or at least try to intimidate them), or flee.
In Haven, probably to make hunting a bit easier, we don't have the flee option for large animals.

Most wild animals are not naturally aggressive towards human, mostly because they see humans as an unknown -possibly dangerous- encounter. Unless they are protecting something (or in the case of carnivores, very hungry), wild animals don't usually attack people (with a few exceptions, like boars).

A Moose go-to reaction is fleeing. They only become aggressive in specific circumstances, like for example when they are with their calfs (like most other animals, they tend to protect their babies).
The same could be said for wild horses, aurochs, deers, and so on.

Another similar inaccuracy in Haven are Walruses. Except during their mating season, walruses are usually not that aggressive towards people. They are much more likely to capsize your boat than they are to attack you directly. Again, unless they are protecting their youngs.

If Haven wants to be more realistic when it comes to animals, they should introduce three things:
- Mating season (turning non aggressive animals into dangers)
- Young animals (if present, the adults might get aggressive)
- Fleeing mechanics (already implemented in combat, but usually they flee as they see you. To make it less challenging for hunter, they could "walk away" instead of run maybe?)
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