Exact accelerated palisade drying mechanics

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.
User avatar
VDZ
Posts: 2766
Joined: Sun Jul 17, 2011 2:27 am

Exact accelerated palisade drying mechanics

Post by VDZ »

Generally, a built palisade takes 24 (22?) hours before it begins gaining soak, then it continues to build up soak over the course of two real-life days. However, under some circumstances this drying can happen faster. The Ring of Brodgar wiki only states this*:
The drying time speeds up for a wall segment that is build from a fully dried neighboring segment. (This only works for the first segment. As it will not give a drying bonus to other segment ones this first segment dries. This seems different from test done in early 2014. Assuming its an other personal Jorb-quality modification, and a silent one at that.)
This doesn't seem to be the full story, however.
  • Two days ago I destroyed a still-drying cornerpost between dried gates.
  • It was rebuilt at some unknown point, but 20.5 hours after the previous destruction I destroyed it again (though it seemed tougher than usual).
  • Somewhere after that, it was rebuilt once more, but when I came to destroy it again 17 hours after the last destruction, the interaction failed. Selecting the cornerpost with the destroy cursor did nothing; my hearthling did not walk towards it or anything.
  • 6 - 6.5 hours later I tried inspecting the cornerpost, and I can't inspect it (does nothing, hearthling won't walk towards it). This is the same behavior as a fully dried (3 days old) segment, even though it literally can't have been built more than 24 hours ago.
  • There still is no realm in the province this occurred in so it can't have been some sudden change in thingpeace rules, and obviously I did not have Visitor.
So what am I missing here? Does the tile store palisade drying time like tiles store excess crop growth or something? And how does the next-to-dried-neighbor bonus work exactly? (The gates have been there for almost two weeks now, so it can't have been a faster increase due to their age, unless that keeps counting even after being fully dried.)

* (I can personally confirm there is at least some merit in this. When I initially found the gates and cornerpost, unclaimed, I was too weak to damage either gate (system message: "You are too weak to do any damage.") but had no trouble destroying the cornerpost between them (which by definition must've been built before them). The gates were connected to already-dried walls.)
mvgulik
Posts: 4102
Joined: Fri May 21, 2010 2:29 am

Re: Exact accelerated palisade drying mechanics

Post by mvgulik »

VDZ wrote:Generally, a built palisade takes 24 (22?) hours before it begins gaining soak
Never have come across this in the main-world or forum. Any supporting data on this ?
VDZ wrote:So what am I missing here? Does the tile store palisade drying time like tiles store excess crop growth or something?
Yea, that also came to my mind while reading that. Which seems kinda weird. But than again ... you never know with these dev's. (needles to say I never tested for that.)
VDZ wrote:And how does the next-to-dried-neighbor bonus work exactly?
Based on last limited test I did this 16.0 world the trigger was just the fact that the neighboring (and presuming! correctly connected) wall-part was fully dried. At which point it gives a drying bonus to newly build wall parts. In your case it would be a double bonus because of the two neighboring dried gates.
But those first, faster drying, wall part did not seem to give any bonus to secondary wall parts that where build at the same time (ie: before that first wall part was fully dried)

Not sure about the drying bonus factor itself though. Wild guess at this moment ... ~x1.5.

Wall parts: All. So wall tile, Cornerpost & Gate. (gates used to do not do that according some previous tests some main-worlds ago.)
VDZ wrote:... unclaimed ...
Don't know anything specific about this ... other than that you need to take in account the potential random applied damage variation here. Which makes it tricky to make any solid conclusions based on single cases/examples..

... Seems like an other case where some particular dev changed/fixed something while braking/removing something else. ...
User avatar
VDZ
Posts: 2766
Joined: Sun Jul 17, 2011 2:27 am

Re: Exact accelerated palisade drying mechanics

Post by VDZ »

mvgulik wrote:
VDZ wrote:Generally, a built palisade takes 24 (22?) hours before it begins gaining soak
Never have come across this in the main-world or forum. Any supporting data on this ?
That's how I thought it works based on
Palisade wrote:A freshly built palisade's soak will increase slowly from zero to full over the course of three days. This means that it can be broken with a starting character with only 10 Strength. After 24 hours they require higher strength or a ram to break.
together with the fact that up until now I've never had an issue breaking a pali that's less than 24 hours old. One of Jorb's posts from 2016 contradicts my assumptions though:
jorb wrote:
  • Soak on walls now increases linerarly from zero to full over the course of 48RL hours.
That would imply that after 24 hours (or 22 if '48RL hours' is actually two in-game days) a Palisade would already have 15 soak, i.e. require 169 strength with a pickaxe to break it. The 10-STR alt would be unable to damage it without tools in a mere 6.4 hours, with an axe after 8 hours, a pickaxe after 9.6 hours and a sledgehammer after 12.8 hours, way earlier than the suggested 24 hours (all times assuming 48 hour drying time rather than 44, they could be faster). Does the magical 'battering ram only' protection from claims kick in after 15 soak (22/24 hours without boosts, but faster if boosted with neighbor bonus and/or other undocumented mechanics)?
mvgulik
Posts: 4102
Joined: Fri May 21, 2010 2:29 am

Re: Exact accelerated palisade drying mechanics

Post by mvgulik »

17 hours seem inside the potential drying time for a wall part to fully dry that gets a drying bonus from two (or three?) neighboring dried wall parts. (Assuming where talking world 16.0 here and not 16.2.)

Inspecting: By trying to demolish it right ? As I don't know of any other way. Expected results: No message == Fully dried. To weak message == Not fully dried, but soak to high for current character+tool.

Battering ram: Don't know much about there specific behaviors.
This means that it can be broken with a starting character with only 10 Strength.
Applies only to freshly build wall parts.
After 24 hours they require higher strength or a ram to break.
Read it as "significantly more strength".

... Not sure about the math. Will look into it later.
User avatar
VDZ
Posts: 2766
Joined: Sun Jul 17, 2011 2:27 am

Re: Exact accelerated palisade drying mechanics

Post by VDZ »

mvgulik wrote:Inspecting: By trying to demolish it right ? As I don't know of any other way.
Using Adventure -> Inspect. Shows 'X% dried' for not fully dried segments, does nothing on fully dried segments. I forgot about it as well, which is why it took me so long to try it. Would have had better data if I'd recalled that was possible earlier.
User avatar
jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Exact accelerated palisade drying mechanics

Post by jordancoles »

New palisade segments touching hardened palisades will increase soak faster to match the rest of the wall

This was to prevent people rebashing holes in the same palisade every day to deny people their base
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
Image Image Image
mvgulik
Posts: 4102
Joined: Fri May 21, 2010 2:29 am

Re: Exact accelerated palisade drying mechanics

Post by mvgulik »

[Post Merge]
--- --- ---
Additional drying note:
It seems it doesn't matter anymore (Old way vs New way) how many already dried wall-sections are toughing a newly build wall-section.
So a rebuild hole of one or two tiles will both dry in the same time.
The center tile in a three tile hole will stay at the default drying speed - even if the other two reach fully dried state.

--- --- ---

Drying speed is 4 time the normal speed.
So with maximum time of 48 real hours that is just 12 hours.
(*Ergo/VDZ: 17 hours case resolved.)
...
As usual there is of course some weird exception where the dying bonus is not given. But ... its a rare thing.
- If its intentional. its stupid and inconsistent.
- If its not intentional. ... its also stupid.

--- --- ---

Hmm. Those 48 real hours as devolved by dev seem more like 41 hours.

1380 game minutes => 68% | 100% => 33:49 =real=> 10:16 (~10 hours)
Normal drying time: 41 real hours (v2)

...Think that's about it.

Return to “How do I?”