Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Game Development: Darkwood Gilding

Postby jorb » Sun Oct 16, 2022 9:58 pm

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

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New Implementations
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  • Implemented armor gilding. (Most) Pieces of armor can now be gilded, much like normal equipment. Armors have been broadly divided into two categories, one, the finer pieces (Usually the ones made mainly or entirely from metal), using gemstone gildings, and the other, the more basic pieces (leather armors and the like), using normal equipment gildings. There isn't much more to it, really. EDIT: Holding off on this change, at least for now, to see where the discussion goes.
  • Made it so that armor, when reaching 0 HP, is disabled, rather than breaking. We contemplated adding an explicit repair mechanic for armors, but decided that the Recycle mechanic could perform that same function in an interesting way. Let us know how you feel about it! All of this could potentially be controversial(tm), so we're very open to feedback.
  • Added two new experiences. See if you can find them!
  • Added "Darkwood Ring", ring.

Key Fixes
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  • Since "Wrecking Ball"s are apparently the hot new meta for breaking into bases, we made it so that "Wrecking Ball"s can only ever be deployed or used with appropriate permissions.
  • Since "Display Sign"s are apparently a bit OP when used for spamming and protecting "Wrecking Ball"s, we gave them a more reasonable footprint, and made them trivial to destroy. Existing display signs will have shifted somewhat graphically as a result of these changes, so you may want to reposition them. Sorry about that last part.
  • Updated the client codez to support many more tile types, somewhat discussed in the last patch. We figured we'd give custom client makers some time to merge the new protocol before relying on it, but eventually we will. This will allow us, hopefully, to both track two or three layers of map tiles, to preserve e.g. information about underlying tiles paved over, or the like, as well as to simply add many more tile types.

Small Fixes
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  • You can now Ctrl-Shift-RMB to add the maximum amount of substances possible to another inventory substance receptacle. Nice when e.g. filling cheese trays with curds, or combining seed stacks. This should be entirely analog to how filling object receptacles (e.g. barrels or the like) with Ctrl-Shift-RMB works.
  • Fixed various actions lacking crime checks: Splitting Wood Blocks and "Swamplily Leaf", Consumption of "Ancient Root", "Abyssal Insight", "Wild Dream", "Heartwood Leaves", "Ageless Ice". All now theft.

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As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $9 is the "Garlic Wizard's Hat".

Store Description wrote:Image$9 The real wizardry is the effectiveness with which this hat keeps both vampires and potential love interests equally at bay.


All Gold subscribers have been awarded the "Garlic Wizard's Hat", free of charge.

In the Pipe
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  • Thinking a fair bit about making winter a smoother experience.
  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

Enjoy!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Darkwood Gilding

Postby kirillius98 » Sun Oct 16, 2022 10:00 pm

Good news everyone!
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Re: Game Development: Darkwood Gilding

Postby Syndras » Sun Oct 16, 2022 10:01 pm

revert that armour change lol. Absolutely do not need big factions players being even stronger.
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Re: Game Development: Darkwood Gilding

Postby DDDsDD999 » Sun Oct 16, 2022 10:01 pm

jorb wrote:We contemplated adding an explicit repair mechanic, but decided that the Recycle mechanic could perform that same function in an interesting way. Let us know how you feel about it! All of this could potentially be controversial(tm), so we're very open to feedback.

Bruh just give an actual repair mechanic.
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Re: Game Development: Darkwood Gilding

Postby Robertzon » Sun Oct 16, 2022 10:03 pm

what
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Re: Game Development: Darkwood Gilding

Postby mulamishne » Sun Oct 16, 2022 10:04 pm

Allowing us to repair armor would have been a significant improvement over adding even more gilding slots to gear. Kinda makes the whalers jacket feel a bit worse as well as a piece of high teir gear.
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Re: Game Development: Darkwood Gilding

Postby MrBunzy » Sun Oct 16, 2022 10:04 pm

Making a nice str gem armor set for mining and having to take it off every time slimes or boreworms spawn sounds extrmemly tedious... Recycling is *not* a solution, I've tried doing it with bat capes and they are still almost broken after the recycle.
Last edited by MrBunzy on Sun Oct 16, 2022 10:22 pm, edited 1 time in total.
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Re: Game Development: Darkwood Gilding

Postby Adata » Sun Oct 16, 2022 10:05 pm

Hat looks kinda nice but sucks it's the disgusting garlic.
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Re: Game Development: Darkwood Gilding

Postby Austinh15 » Sun Oct 16, 2022 10:05 pm

Syndras wrote:revert that armour change lol. Absolutely do not need big factions players being even stronger.



Armor is a gift to factions and nobody else
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Re: Game Development: Darkwood Gilding

Postby Schattengaenger » Sun Oct 16, 2022 10:05 pm

Nice update. The rings seems very interesting. Hope it's good.
Also hoping for better pavings like the last one. But would also help if you bring back cultivating different biomes again like legacy.
Keep the good stuff coming!
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