Mind you, it's an in-game hour.GamingRAM wrote:I think dugouts should be 15-30 minutes instead. An hour is a tad bit excessive.
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loftar
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Re: Game Development: Pushing Millet
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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NOOBY93
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Re: Game Development: Pushing Millet
The satiation thing seems very unnecessary and just makes me want to make alts again instead of continuing with my plan to do an allarounder this world. I kinda liked throwaway dugouts but whatever.
Jalpha wrote:I believe in my interpretation of things.
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Orcling
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Re: Game Development: Pushing Millet
Are you literally retarded?Zeler wrote:Haha, so people who are ahead with atributes will be even more ahead, great change!Satiations now last around two ingame days, rather than one.
People who are ahead are fucked even more by this, since they need to eat more = they get more satiations. This shit makes it EASIER to catch up.
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shubla
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Re: Game Development: Pushing Millet
In game hour which is like 20 minutes real time which is very reasonable.GamingRAM wrote:Hmm. viewtopic.php?f=47&t=63325jorb wrote: [*] Fixed a problem with Fairy stones not always replenishing mushroom patches as it should. Reported here.
I think dugouts should be 15-30 minutes instead. An hour is a tad bit excessive.
Also what about soap changes? They should be buffed.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Sacraer
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Re: Game Development: Pushing Millet
Jorb, remove the ability to do this in battle, otherwise you will not be able to catch up with the character in battle 1x1Sacraer wrote:RIP FIGHTS xDjorb wrote:We've been developing, and here's what's new.
New Implementations
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- Added "Push". You may now push another Hearthling, interrupting any action he may be performing, and moving him forward about half a tile. Pushing deals no damage, but is
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Aceb
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Re: Game Development: Pushing Millet
Might I ask for explanation and train process of thoughts behind those two specifically? Please, Jorb.jorb wrote:We've been developing, and here's what's new.
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- Added a burnout mechanic to Dugouts. In order to construct a Dugout you now need to first carve them, and then light them on fire to hollow them out. The burnout lasts for about an ingame hour. Should hopefully make them a tad less throw-away.
- Satiations now last around two ingame days, rather than one.
Enjoy!
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roboboy33
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Re: Game Development: Pushing Millet
You can push your own character, is this intended?
what the fuck say
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loftar
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Re: Game Development: Pushing Millet
The reason was the their fast decay essentially incentivized logging in every hour to stuff your face a little bit more, which felt a bit stupid.Fostik wrote:[Satiations] was not so easy to play with, why nerfed?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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shubla
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Re: Game Development: Pushing Millet
It does not change the fact that they are ahead of you.Orcling wrote:Are you literally retarded?Zeler wrote:Haha, so people who are ahead with atributes will be even more ahead, great change!Satiations now last around two ingame days, rather than one.
People who are ahead are fucked even more by this, since they need to eat more = they get more satiations. This shit makes it EASIER to catch up.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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Burinn
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Re: Game Development: Pushing Millet
Jokes on you, my ass is fused to my chair and I don't get up.loftar wrote:The reason was the their fast decay essentially incentivized logging in every hour to stuff your face a little bit more, which felt a bit stupid.Fostik wrote:[Satiations] was not so easy to play with, why nerfed?
sabinati wrote:do you expect me to just check the forum constantly, fuck off
