Game Development: Mulch Embankment

Announcements about major changes in Haven & Hearth.

Re: Game Development: Mulch Embankment

Postby loftar » Sun Jul 10, 2022 9:57 pm

SnuggleSnail wrote:Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make

You can always fill the tile next to and below it up with soil until it goes away.
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Re: Game Development: Mulch Embankment

Postby SnuggleSnail » Sun Jul 10, 2022 9:59 pm

That sounds fake to me, but I might be misremembering. Will test
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Re: Game Development: Mulch Embankment

Postby bumfrog » Sun Jul 10, 2022 10:02 pm

SnuggleSnail wrote:Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make


stop thinking about the obvious logical consequences of their shit-on-the-wall ideas, you’re embarassing them!

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Re: Game Development: Mulch Embankment

Postby Zentetsuken » Sun Jul 10, 2022 10:03 pm

Not being a coder or game developer myself, it is fascinating to see all of the implementations that have been necessary to facilitate pushing forward with the primary development direction toward object-controlled-objects.
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Re: Game Development: Mulch Embankment

Postby Batguano » Sun Jul 10, 2022 10:10 pm

Need to clarify if world reset happens this year or not. Players can't spend a lot of valuable time on a world that could die next month. Devs you should inform us about that.
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Re: Game Development: Mulch Embankment

Postby bumfrog » Sun Jul 10, 2022 10:11 pm

First patch in literally months worth logging in for (to find the first few gamebreaking bugs) big ups to our gnomes
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Re: Game Development: Mulch Embankment

Postby Okocim » Sun Jul 10, 2022 10:31 pm

loftar wrote:
SnuggleSnail wrote:Is there a method to un-ridge a ride that's pushed up against a wall? If not that kinda makes unsiegeable bases kinda trivial to make

You can always fill the tile next to and below it up with soil until it goes away.

Pretty sure it's not actually that easy, btw can you build it next to water?
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Re: Game Development: Mulch Embankment

Postby loftar » Sun Jul 10, 2022 10:35 pm

Okocim wrote:Pretty sure it's not actually that easy

As far as I'm aware, it should be, but if you have some counter-example, please let me know.

Okocim wrote:btw can you build it next to water?

It follows the general rules of landscaping otherwise, so as usual you can't raise or lower tiles right next to water.
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Re: Game Development: Mulch Embankment

Postby fairystyle » Sun Jul 10, 2022 10:36 pm

Totally cool update! Surprised by it

Though yes, creating cliffs will be meta in building village defence since raiders will need to dump ton of soil (leaving vandal scents btw) to push the ram forward

I've run into a trouble at a tile where two cliffs are getting connected, character can not fill that nod (marked with X)
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Re: Game Development: Mulch Embankment

Postby loftar » Sun Jul 10, 2022 10:47 pm

fairystyle wrote:Though yes, creating cliffs will be meta in building village defence since raiders will need to dump ton of soil (leaving vandal scents btw) to push the ram forward

I'd at least expect there to be more work involved in building said cliffs than in removing them, and to some extent, building earthen ramps as defense isn't entirely un-larpy. Will have to see exactly how it turns out, I guess, but still.

fairystyle wrote:character can not fill that nod

In what way can you not fill it, more exactly?
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