Game Development: An Arrow to the Knee

Announcements about major changes in Haven & Hearth.

Game Development: An Arrow to the Knee

Postby jorb » Sun Feb 02, 2020 8:34 pm

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

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New Implementations
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  • Reworked archery to; Remove randomness. Reduce damage per hit, but allow more hits. Make arrows projectiles.
    • Arrows are now projectiles fired at certain speeds in the precise angle aimed in.
    • There is a fixed aim timer before each shot.
    • You need to match your ranged weapon's quality with your Marksmanship value to get full damage, and anything less implies a reduction in damage.
    • When hitting a target, a comparison is also made between the target's Agility * Marksmanship, and your Perception * Marksmanship, which can further reduce your damage. Note that Marksmanship, thus, provides both the ability to defend against, and attack with, ranged weapons. Debatable whether this is good, feel free to have input.
    • Base damages for ranged weapons have been significantly lowered.
    • Shields still help to block/reduce the damage from incoming projectiles.
    • The mechanic by which arrows would reduce the quality of animals has been removed. (Later addition. In effect after next restart.)
  • Reworked knock out mechanics to: Remove strange incentives surrounding Rage. Try to strike a better balance between Knockout protection and death.
    • Weapons now display the percentage of grievous damage they will deal. Both damage values and griveous damage values have been looked at, and adjusted.
    • Animals no longer respect Knockout Protection, but rather have, as they used to in Legacy, a fixed chance of disengaging every time they hit you while you are knocked out. Wolves, Boars, Bears, Lynx, Orca, Sperm Whales, Boreworms, Cave Anglers, Trolls, Mammoths, are all more or less lethal. Dungeon Creatures were already plenty lethal on account of the general inability to fast travel out of dungeons, have for that reason not been made more lethal, and will generally disengage a knocked out Hearthling. Slimes are non-lethal, and should always disengage a knocked out player.
    • Rage no longer implies anything for your Knockout Protection, and only means that you are allowed to aggro, much like it used to be.
    • Added new/old skill "Murder". Murder allows you to have combat relations with people who do not enjoy knockout protection, and unlocks the new ability "Murderous Rage".
    • Added new ability "Murderous Rage". Murderous Rage increases your Griveous Damage dealt by +20%, but removes your Knockout Protection while active. While active, you cannot fast travel to your Hearth Fire or Log Out while you are knocked out, and your combat relations are not automatically terminated on Knockout. A Murderous Rage lasts for 24 RL hours once activated.
    • NB: Murder does not allow you to ignore Knockout protection completely, rather, it allows you to Murder anyone without Knockout Protection, which can presently be removed only through an active "Murderous Rage" buff. Knockout Protection is thus effectively canceled when you have Murder, and the opponent is in a Murderous Rage.
    • NB: Do note that these changes imply that more or less anyone can be killed at any time. The total percentage amount of griveous damage which can theoretically be dealt in one combat engagement is ((Weapon Max Griveous Damage% + 20% from Murderous Rage) * 2) + 20% from a maximum concussion. You are never guaranteed Knockout Protection if the opposition can maneuver well enough so that the hit which knocks you out will also be sufficient to kill you. This is closer to the regime first implemented in W10.
  • Added a generic Rubble effect to be used to display the footprint of destroyed buildings. May be selectively implemented for now, but it works in principle.
  • The exclusion zone for Archery Towers is now active while the rubble of it remains, meaning that destroyed towers will for some time block the construction of new towers.
  • Added new/old skill "Ancestral Worship", allows you to build and use Ancestral Shrines.

Key Fixes
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  • Reduced the swimming speed bonuses from Pearl Diver and Fisherman from 0.25 each to 0.10 each. Reduced the swimming speed bonus from Rusalka's Water Moccasins from 0.50 to 0.25.

Small Fixes
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  • Barter Poles no longer place items into, or take items from, inventories which the Hands that Take and Give could not themselves, respectively, be placed in.

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

Today's Patch Items, for the fair price of $10 is the "Minstrel's Cap"

Store Description wrote:Image$10 The bells announce the Minstrel long before his song is heard.


All Gold subscribers have been awarded the "Minstrel's Cap". free of charge.

In the Pipe
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  • NB: These changes are controversial, and very game changing. We are on standby to modify, revert, or change them, and offer them in a tentative spirit. Feel free to have strong opinions, but avoid hyperbole in the coming discusison.
  • We're working on bigger things. More to come!
  • Loftar is β-testing the client rendering rewrite, and making progress. Try it out!
  • Time to... like us on Facebook?

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: An Arrow to the Knee

Postby NeoBasilisk » Sun Feb 02, 2020 8:36 pm

I used to be an adventurer like you...
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Re: Game Development: An Arrow to the Knee

Postby Zentetsuken » Sun Feb 02, 2020 8:37 pm

and now a sprinkle of salt
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Re: Game Development: An Arrow to the Knee

Postby Ukhata » Sun Feb 02, 2020 8:39 pm

sooo, is there ANY knockout protection now? like is the magic rite for it available now?
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Re: Game Development: An Arrow to the Knee

Postby Mary_CZ » Sun Feb 02, 2020 8:39 pm

Try to strike a better balance between Knockout protection and death.

Yes, I will lock my self in the tower again. :D :D :D

but ty for ur work.
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Re: Game Development: An Arrow to the Knee

Postby loftar » Sun Feb 02, 2020 8:39 pm

Ukhata wrote:sooo, is there ANY knockout protection now? like is the magic rite for it available now?

Why yes, it's on by default, just like it was throughout World 10, and throughout this current world as well, only you lose it by activating Murderous Rage instead of by getting the Rage skill. Except against animals, that is.
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Re: Game Development: An Arrow to the Knee

Postby Ukhata » Sun Feb 02, 2020 8:41 pm

loftar wrote:
Ukhata wrote:sooo, is there ANY knockout protection now? like is the magic rite for it available now?

Why yes, it's on by default, just like it was throughout World 10.


ah so only when in murderous rage its gone or whenever they can one hit you?
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Re: Game Development: An Arrow to the Knee

Postby loftar » Sun Feb 02, 2020 8:42 pm

Ukhata wrote:ah so only when in murderous rage its gone or whenever they can one hit you?

It isn't really possible to "one-hit" you (it is at the very least a "two-hit", so to speak, provided they do the exact right amount of damage on the first hit). The only real difference (except against animals) is that it's possible to raise one's levels of grievous damage back to how they were in World 10.

To put it another way, except against animals, you're basically no less protected than you were during World 10, and if anything more protected, since any attacker needs to take the risk of using Murderous Rage in order to even get back to how it was then.
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Re: Game Development: An Arrow to the Knee

Postby Ukhata » Sun Feb 02, 2020 8:44 pm

okay fair. just wondering :)
i not so much mind any of it. i jsurt wanted to make sure i got the principle correct
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Re: Game Development: An Arrow to the Knee

Postby ubersheva » Sun Feb 02, 2020 8:46 pm

loftar wrote:
Ukhata wrote:ah so only when in murderous rage its gone or whenever they can one hit you?

It isn't really possible to "one-hit" you (it is at the very least a "two-hit", so to speak, provided they do the exact right amount of damage on the first hit). The only real difference (except against animals) is that it's possible to raise one's levels of grievous damage back to how they were in World 10.

To put it another way, except against animals, you're basically no less protected than you were during World 10, and if anything more protected, since any attacker needs to take the risk of using Murderous Rage in order to even get back to how it was then.

what's grievous damage and how it was in world 10?
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