Game Development: Coq au Arch

Announcements about major changes in Haven & Hearth.
User avatar
Girth
Posts: 65
Joined: Sun Jan 19, 2025 6:30 pm

Re: Game Development: Coq au Arch

Post by Girth »

another tunnel!
will we get monumental tunnel? only time will tell (4 weeks)

let me paint the animals with pigment. i get told that cattle roster is the key but when the herdsman goes on unannounced vacation and leaves me with a pile of animals to sort thru i want to blow my brains out.
another stupid day of my worthless hermit life
User avatar
_Scipio
Posts: 304
Joined: Sat Aug 29, 2015 3:22 am
Location: Interrogating your villagers.

Re: Game Development: Coq au Arch

Post by _Scipio »

Perhaps the wound HENPECKED could have another early-game treatment option, like stinging poultice?
Image
Otherwise it will be a pain in the ass for people living in biomes without access to Waybroad.

Also, reduce the corndolly nerf by at least 50% otherwise it's another useless curio.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.
ImageWarriors of Annihilation ; The Crimson Tide ; Remnants of the Few; The Hunt Goes On
User avatar
losexd
Posts: 365
Joined: Sat Oct 01, 2011 8:20 pm
Location: Brasil (:

Re: Game Development: Coq au Arch

Post by losexd »

fix crash from slimes spawning from loose rocks, even for us that usually block them to not have the necessity to kill slimes all the time, crashing is very annoying and make me lose all the hype to start mining again...

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - Balls Bay, Will Consider, ???


My W7 Legacy old shop (Closed): viewtopic.php?f=35&t=35221
User avatar
kalkkar
Posts: 189
Joined: Fri Nov 13, 2015 2:49 am

Re: Game Development: Coq au Arch

Post by kalkkar »

stone archs sound neat,but when is next world gonna be? would be nice to see some balancing tho if its possible with things like rawhide? and will there be cake, cuse every time its a lie
Ahoy - The legnedary wanderer - Xero Ravens is here! Enter the mighty Ranger Corp!
Ya know ya wanna
check it out :3
https://www.youtube.com/channel/UC5zOcD ... irmation=1
User avatar
kalkkar
Posts: 189
Joined: Fri Nov 13, 2015 2:49 am

Re: Game Development: Coq au Arch

Post by kalkkar »

think its also wise to ask for a massive buff to the green house at some point, its practically useless other then a glorified small farm spot where mound beds are just not only cost effecient but also lets you grow alot more crops vs the green house
Ahoy - The legnedary wanderer - Xero Ravens is here! Enter the mighty Ranger Corp!
Ya know ya wanna
check it out :3
https://www.youtube.com/channel/UC5zOcD ... irmation=1
SirPasko
Posts: 13
Joined: Wed Dec 15, 2010 8:26 am

Re: Game Development: Coq au Arch

Post by SirPasko »

Nerfed "Corndolly Lantern"

May I ask the rationale behind this change? Was it seen as too powerful before?
User avatar
lordgrunt
Posts: 451
Joined: Sat Nov 05, 2011 11:49 pm

Re: Game Development: Coq au Arch

Post by lordgrunt »

this isn't bad food at all. though a bit hunger heavy.
(open the image in new tab for clearer res)
Image
User avatar
Mateusz_Zboj
Posts: 760
Joined: Sun Jul 03, 2011 8:03 pm

Re: Game Development: Coq au Arch

Post by Mateusz_Zboj »

SirPasko wrote:Nerfed "Corndolly Lantern"

May I ask the rationale behind this change? Was it seen as too powerful before?
At 250ql it was 4200LP at 20EXP, that's 210LP per EXP which is rather mediocre. Sure LP/H and mental weight were impressive, but lategame EXP is the limiting factor, so the decision to nerf it is baffling.
User avatar
Brojnos
Posts: 30
Joined: Sun Jul 27, 2025 10:23 pm

Re: Game Development: Coq au Arch

Post by Brojnos »

Nice update as always guys ! now, as per usual, I will suggest the same thing: New combat animations for all combat moves :mrgreen:
gravesmerch
Posts: 521
Joined: Thu Sep 08, 2022 6:13 pm

Re: Game Development: Coq au Arch

Post by gravesmerch »

jorb wrote:Refined some interactions for the "Produce Sack"s;
Ctrl+shift r-click lifted sack could bring up stockpile itself to be gob-placed

Return to “Announcements”