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KwonChiMin
- Posts: 409
- Joined: Fri Mar 05, 2010 7:11 pm
Re: Game Development: Loose Velvet
Does it mean that there are no more "wild" slimes/boreworms? Those dwelling in caves in general. Or this concerns only miners deathtraps?
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loftar
- Posts: 9096
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Re: Game Development: Loose Velvet
Well, I mean, they spawn where monsters would have previously spawned, and I expect they would've interrupted mining anyway, so I don't think anything is made worse by this, and as such they are obviously far less common than boulders.displaced wrote:So you removed area mining blockage from boulders and instead you implement a new type of spawn that does the exact same thing?
Just the miner deathtraps.KwonChiMin wrote:Does it mean that there are no more "wild" slimes/boreworms? Those dwelling in caves in general. Or this concerns only miners deathtraps?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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TheUltimateC
- Posts: 57
- Joined: Sat Jul 28, 2018 10:30 pm
Re: Game Development: Loose Velvet
Do it already, you've been copy pasting this for years. Just pull the plug, in times of crisis innovations will arise.
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Last edited by TheUltimateC on Thu Jun 22, 2023 7:09 pm, edited 1 time in total.
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lordgrunt
- Posts: 451
- Joined: Sat Nov 05, 2011 11:49 pm
Re: Game Development: Loose Velvet
What just happened.... great patch.
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saltyfish
- Posts: 84
- Joined: Sat Jan 21, 2017 2:06 am
Re: Game Development: Loose Velvet
With new patch my mining gets interrupted each few tiles, if not each tile (using Ard client). If it is the designed mechanics, this new thing is a game killer: your turned mining into manual-per-tile mining.
That behavior vanished in couples of hours (love change for supports!)
Other improvements to mining:
- Remove those loose rock things - they are irrelevant and just adding white noise. We already have spanning slimes, warms, and trolls.
- Fix mine level generation. Level 9 is already nerfed to the degree it can be considered useless unless you do extensive botting in search of tiny clusters of quality materials. Return some quality to deep levels, at least for stones.
- Prevent mine tile spawning boulders and critters together the same time!
- Add small delay for slimes before they aggro after they are mined out
- increase the probability finding larger star shard in deeper caverns
That behavior vanished in couples of hours (love change for supports!)
Other improvements to mining:
- Remove those loose rock things - they are irrelevant and just adding white noise. We already have spanning slimes, warms, and trolls.
- Fix mine level generation. Level 9 is already nerfed to the degree it can be considered useless unless you do extensive botting in search of tiny clusters of quality materials. Return some quality to deep levels, at least for stones.
- Prevent mine tile spawning boulders and critters together the same time!
- Add small delay for slimes before they aggro after they are mined out
- increase the probability finding larger star shard in deeper caverns
Last edited by saltyfish on Fri Jun 23, 2023 2:02 am, edited 1 time in total.
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vatas
- Posts: 5255
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- Location: Suomi Finland Perkele
Re: Game Development: Loose Velvet
I was thinking the exact same thing.loftar wrote:Well, I mean, they spawn where monsters would have previously spawned, and I expect they would've interrupted mining anyway, so I don't think anything is made worse by this, and as such they are obviously far less common than boulders.displaced wrote:So you removed area mining blockage from boulders and instead you implement a new type of spawn that does the exact same thing?
Even if this patch can be critiqued for being just indirect rollbacks of unwanted changes and adding stuff that should've been added years ago, but devs still deserve acknowledgement that they did good this time.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Pickard
- Posts: 461
- Joined: Wed Jul 27, 2011 8:23 pm
Re: Game Development: Loose Velvet
So whats the difference if every tile still random quality?jorb wrote: [*] Ore Quality variance now takes effect per tile, rather than per piece of ore. This means that, all other things being equal, all ore from any single mine tile will be of uniform quality.
Anything about slimes quantity? Still spawns 10+ groups or 5+ worms?
Does this changes affects trolls spawn?
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Game Development: Loose Velvet
god bless, ty for the great update
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CSPAN
- Posts: 885
- Joined: Mon Apr 04, 2011 12:10 am
Re: Game Development: Loose Velvet
"Thank you very much."
-All of the miners
-All of the miners
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r0ck4ev3r
- Posts: 282
- Joined: Tue Mar 13, 2012 10:30 pm
Re: Game Development: Loose Velvet
Killing it! This patch is sold all around; Loose Rock/Support's HP huge quality of life to mining. As for Ore's quality variance, it looks like a good normalization with a small sample size. <more mining data required>
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