Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.
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viznew
Posts: 1171
Joined: Thu Jul 07, 2016 1:34 am
Location: siletzia

Re: Game Development: Runs Like Wind

Post by viznew »

loftar wrote:
viznew wrote:wish was like in set postion not pick up
Isn't that exactly how it is?
when i run over it thay dissapper, id like say theres a never dissappering patch of grass never know if someone hiding waiting to ambush whould be a caution zone but now no warning its not bad now just saying, and yes plz a limit the curios im seeing are scary
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neoblackheart
Posts: 29
Joined: Wed Dec 24, 2014 4:16 am

Re: Game Development: Runs Like Wind

Post by neoblackheart »

"Red-handed" now instantly becomes "Outlaw" if you are knocked out, allowing you to hearth home, and the like.
So i can get red handed and go get knocked out by a boar and not have red handed anymore? neat.
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FictionRyu
Posts: 1655
Joined: Wed Jun 01, 2011 5:12 am

Re: Game Development: Runs Like Wind

Post by FictionRyu »

Seems like the curio melding has quite a few issues that weren't thought of...
DaniAngione wrote:Uh-oh... Curio thing seems like a Pandora box :|
+1
Scooby Doo taught us that the real monsters are humans.
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azrid
Posts: 3647
Joined: Mon Oct 17, 2011 11:33 pm

Re: Game Development: Runs Like Wind

Post by azrid »

Quick everyone make OP curios before jorb changes it!
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Longshanks87
Posts: 118
Joined: Mon Mar 26, 2012 6:49 pm

Re: Game Development: Runs Like Wind

Post by Longshanks87 »

LoooooooooooooooL
please leave it alone for just one day hahahahahahaha
reset upon crash for us but please leave it be for just one day hahahahahaha
Shanked..
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Sevenless
Posts: 7704
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Game Development: Runs Like Wind

Post by Sevenless »

Jebus that's broken. I kinda figured it would be something like 50% increased LP gain of the difference between the current meld and 150% or something.

100>125>132.5>141.25... etc
Last edited by Sevenless on Thu Apr 27, 2017 12:04 am, edited 1 time in total.
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Sevenless: it is life

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bamump2k9
Posts: 294
Joined: Fri Apr 06, 2012 9:44 pm

Re: Game Development: Runs Like Wind

Post by bamump2k9 »

the biggest crab claw to ever exist- it must be done
The sum of my experience is comprised up of more skeletons on my own claim then alot of you guys have wood blocks invested in your wall. But even though these skeles show i am a bad player- i still strive to continue through this vile territory in the hopes that one day i will have an army big enough to find you and murder all you know
xoxo ~bamump
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Redlaw
Posts: 1638
Joined: Sun Oct 02, 2011 10:58 pm

Re: Game Development: Runs Like Wind

Post by Redlaw »

I love the melding idea, but it should have a limit like 10 divided by the melders will (so 10 will means no melding. 20 will means you can meld two curos ect...)
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Kaios
Posts: 9268
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Runs Like Wind

Post by Kaios »

loftar wrote:
viznew wrote:wish was like in set postion not pick up
Isn't that exactly how it is?
Is it? I think he means that they should re-appear in the same spots you found them at originally or stay in those spots and don't disappear idk which. The few minutes I had of trying them out makes it seem like they randomly appear which is fine to me though.

Also I too think these mega curios plus icicle combination will be way overpowered and no the experience cost isn't that large of a concern for kingdoms.
Muffet
Posts: 17
Joined: Thu Feb 23, 2017 2:12 am

Re: Game Development: Runs Like Wind

Post by Muffet »

jorb wrote:
Thedrah wrote:can there be a limit to melding like sqrt(will/10) or lore? this seems too much
Not a bad idea!
No! Very bad idea!
Though i can make use of my 100 Lore besides 2 or so things haha

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