Game Development: Indicator Thyme

Announcements about major changes in Haven & Hearth.
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shubla
Posts: 13041
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Location: Finland

Re: Game Development: Indicator Thyme

Post by shubla »

Is it a mere coincidence that you added this fox hat now, or is it related to some somewhat recent events?
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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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samogonwik
Posts: 11
Joined: Sat Sep 21, 2013 4:54 am

Re: Game Development: Indicator Thyme

Post by samogonwik »

OMG
now i cant login, allways #Haven error!#
this fucking new plant

someone have this problem too?
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loftar
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Re: Game Development: Indicator Thyme

Post by loftar »

samogonwik wrote:OMG
now i cant login, allways #Haven error!#
this fucking new plant

someone have this problem too?
Should be fixed now.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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KitsuneG
Posts: 407
Joined: Sat Mar 20, 2010 10:02 pm
Location: Russia

Re: Game Development: Indicator Thyme

Post by KitsuneG »

Damn, i need that hat..
Wiki editor.
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Dakkan
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Joined: Thu Dec 12, 2013 2:58 am

Re: Game Development: Indicator Thyme

Post by Dakkan »

loftar wrote:
Dakkan wrote:If you wanted to make foraging important again though, why make these new spices pottable? Not that foraging has any reason to be a real profession, unless you have blueberries in your eyes.
Mostly for realism reasons, to be honest. We have other ideas to try and make foraging more important, but we didn't get to that this time.
Why not just add new foragables that are really nice?
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springyb
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Re: Game Development: Indicator Thyme

Post by springyb »

jorb wrote: [*] Itsy Bitsy Spider
Spiders are not bugs 0/10
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Dakkan
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Joined: Thu Dec 12, 2013 2:58 am

Re: Game Development: Indicator Thyme

Post by Dakkan »

springyb wrote:
jorb wrote: [*] Itsy Bitsy Spider
Spiders are not bugs 0/10
Image
If you want to be picky you should at least be picky about the fights you pick.
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KwonChiMin
Posts: 409
Joined: Fri Mar 05, 2010 7:11 pm

Re: Game Development: Indicator Thyme

Post by KwonChiMin »

to boost forage relevance - why not make questgivers reward "+quality to nearby smth" (that is considered bullshit by everyone making quests) not a separate but an additional to character related rewards? It could be every time you receive a reward or a chance bonus (depending on your view on progression speed).

Thus you upgrade wildgrown forageables as world progresses and make quests more attractive not only to power-players but to everyone making quests. Also you get more people out of bases.


Oh, and yes, good patch.
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sabinati
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Re: Game Development: Indicator Thyme

Post by sabinati »

I CAN'T BELIEVE YOU HAVE CHANGED X, STUPID DEVS REEEEEEEEEEEEEE
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Dakkan
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Joined: Thu Dec 12, 2013 2:58 am

Re: Game Development: Indicator Thyme

Post by Dakkan »

sabinati wrote:I CAN'T BELIEVE YOU HAVE CHANGED X, STUPID DEVS REEEEEEEEEEEEEE
Oh yeah, REEEEEEEEEEE!!!!

I only have a single road to test the road weariness change, it is from the beginning of the world, and it's broken after 2 signposts. Costs 1%, which is still too high to bother. I'm usually at 100% because I hearth to my hearthfire regularly.

I really hated how polluted the world became with roads last world, but this world seems like the opposite extreme.

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