-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Through a Glass Darkly
I forgot to mention: We did buff the Potent Rod, Prism and Magnifying Glass. Updating OP.
"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
-- Hieromonk Seraphim Rose
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Through a Glass Darkly
Prism was ok already for a low budget grind character, so thanks for the buff. Other two definitely needed buffs to even get them close to consideration. More passes on curio LP gains, please!! (edit: still not sure if these will be worth it with the changes to glass processing, but will look them over.)jorb wrote:I forgot to mention: We did buff the Potent Rod, Prism and Magnifying Glass. Updating OP.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
-
vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: Through a Glass Darkly
Curiosity buffs:
Prism base LP from 800 to 2000
Potent Rod study time from 22 hours to 11 hours
Don't have recipe for magnifying glass, I assume it requires glass panes. Prism requires molten glass, potent rod any. Neither requires specialized tools in addition to crucible.
Prism base LP from 800 to 2000
Potent Rod study time from 22 hours to 11 hours
Don't have recipe for magnifying glass, I assume it requires glass panes. Prism requires molten glass, potent rod any. Neither requires specialized tools in addition to crucible.
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.)
-
captainmorgan
- Posts: 92
- Joined: Wed Sep 27, 2017 11:28 am
Re: Game Development: Through a Glass Darkly
It's still broken.TheRussianB wrote:Glad it's fixed. Most of the posts about it were in The Wizards Tower since people identified it as a custom client issue. Here's an example of one (I was also getting this exception): http://www.havenandhearth.com/forum/vie ... 49&t=69064loftar wrote:That should actually be fixed already, but I have to admit I never did see any posts about it, so I just kind of assumed that everyone had those resources cached and so didn't have trouble with them.DDDsDD999 wrote:loftar already did that, there's a million posts about how all the custom clients are broken.
The cause was that I was rebuilding the internal environment to have the new client as the main one, but as part of the process I accidentally pointed the old resources to the new ones.
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Through a Glass Darkly
Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.captainmorgan wrote:It's still broken.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
captainmorgan
- Posts: 92
- Joined: Wed Sep 27, 2017 11:28 am
Re: Game Development: Through a Glass Darkly
Replaced data folder with one provided by Vatas and problem solvedloftar wrote:Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.captainmorgan wrote:It's still broken.
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Through a Glass Darkly
Any way we could make the "discovered" map information cached server side? That way if we lose our local install, we get our discovered maps (and pins!) back? If it needs replacing after data corruption or other loss, then it could be a low priority background process to update so as to keep server costs down if it's a problem.loftar wrote:Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.captainmorgan wrote:It's still broken.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
-
TheRussianB
- Posts: 83
- Joined: Sun May 16, 2010 5:43 am
Re: Game Development: Through a Glass Darkly
Does anyone know if there's a way to import map data if you've set your (amber) client to save tiles to disk?loftar wrote:Hmm, it could be that the resource is cached for you and that's why it still doesn't work. I'm not immediately sure what to do about that. I would tell you to clear your cache, but it is somewhat unfortunate that the map data is kept in the same place... I'll have to think about that for a bit.captainmorgan wrote:It's still broken.
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Through a Glass Darkly
If a "discovered" flag were all that the server would store, then that would imply that it would be possible to arbitrarily fetch the latest map data, which I don't think is a particularly good idea.MagicManICT wrote:Any way we could make the "discovered" map information cached server side?
I've been thinking for some time that I should implement import/export of maps, so perhaps this should accelerate that project.TheRussianB wrote:Does anyone know if there's a way to import map data if you've set your (amber) client to save tiles to disk?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
TheRussianB
- Posts: 83
- Joined: Sun May 16, 2010 5:43 am
Re: Game Development: Through a Glass Darkly
That would be cool!loftar wrote:I've been thinking for some time that I should implement import/export of maps, so perhaps this should accelerate that project.TheRussianB wrote:Does anyone know if there's a way to import map data if you've set your (amber) client to save tiles to disk?