Game Development: Listed Wound

Announcements about major changes in Haven & Hearth.
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Selles
Posts: 35
Joined: Tue Aug 09, 2016 11:20 am

Re: Game Development: Listed Wound

Post by Selles »

1. Did I understand correctly that if I give a random person my hat (For example, through a regular trade or by throwing it on the ground, or this person will take it off, for example, a mannequin) , he can wear it for an unlimited amount of time (week, years, before new world) until I return the hat to myself through my Hearth fire?

2. The hat will be given to the person who has it in their inventory or on their head after 24 hours ONLY if I marked it for transfer with the "Relinquish ownership" button? I want to make sure that I can throw my hat away and someone random can wear it for a while until I return it via my hearth fire. It's sounds really cool
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guterpop
Posts: 48
Joined: Sun Mar 12, 2017 4:11 am

Re: Game Development: Listed Wound

Post by guterpop »

For once a W update for the common hermit and not the people who make playing this game a pain, Good job Jorb and Loftar!
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KwonChiMin
Posts: 408
Joined: Fri Mar 05, 2010 7:11 pm

Re: Game Development: Listed Wound

Post by KwonChiMin »

DonVelD wrote:People will instantly die now instead of trading a hat for survival, but thats just the consequence, good updoot
aaaand there goes our knight in shiny armor
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sabinati
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Joined: Mon Jul 13, 2009 4:25 am
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Re: Game Development: Listed Wound

Post by sabinati »

great update
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Luno
Posts: 399
Joined: Fri Feb 04, 2022 3:10 pm

Re: Game Development: Listed Wound

Post by Luno »

SnuggleSnail wrote:
I don't understand why the siegecraft skill is in the game tbh you clearly don't want sieges to happen ever
death or glory
Detharon
Posts: 113
Joined: Sat Mar 26, 2011 2:16 pm

Re: Game Development: Listed Wound

Post by Detharon »

Good changes. Being able to wear hats that I don't own is a nice addition.

The "hat or die" should be gone now, but the killings of sprucecaps won't stop. It's a larger issue that once you're a part of the dominating alliance, there's absolutely no risk or any downside of keeping the murder on all the time and killing everyone around.

At least in the old Haven the distance was an issue, and there were some remote areas that people didn't care to visit. Thingwalls make any part of the world pretty accessible and it's a matter of time when the population drops to a stable max 200 per day.
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Robertzon
Posts: 1481
Joined: Mon Jan 03, 2011 11:51 pm

Re: Game Development: Listed Wound

Post by Robertzon »

welcome back, good update
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SuSavage
Posts: 51
Joined: Sun Jan 23, 2011 5:02 pm

Re: Game Development: Listed Wound

Post by SuSavage »

Thanks for the good update!
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Malyglut
Posts: 12
Joined: Tue Jan 24, 2012 7:49 pm

Re: Game Development: Listed Wound

Post by Malyglut »

Image

Pretty sure I need more than just a Clay Jar to treat this bad boy.
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DonVelD
Posts: 1913
Joined: Sun Jun 11, 2017 12:37 pm
Location: @ your fenced base W/ a boar

Re: Game Development: Listed Wound

Post by DonVelD »

KwonChiMin wrote:
DonVelD wrote:People will instantly die now instead of trading a hat for survival, but thats just the consequence, good updoot
aaaand there goes our knight in shiny armor
idk if this was a jab but i said its a good update, if you consider the regular hermits perspective ;)
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