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	<updated>2026-06-15T14:16:54Z</updated>
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		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=81858</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=81858"/>
		<updated>2020-02-23T20:16:26Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 11 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ not_a_cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f&amp;quot; |&#039;&#039;&#039;Active and Upcoming Season (UTC)&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | {{Season_calendar|0|1|-1}}&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February  23,  2020   - World 12 start announced for 6 March 2020 {{HFL|f=39|t=67175|title= Prelude: World 12 }}.&lt;br /&gt;
* August    21,  2019   - Seasons arrived at Haven. {{HFL|f=39|t=66280|title=Game Development: Season&#039;s Greetings}}.&lt;br /&gt;
* August     9,  2019   - Game Hiccup: Claim permissions shifted four positions to the right (&amp;lt;i&amp;gt;none circularly&amp;lt;/i&amp;gt;). {{HFL|f=47|t=66223|title=(related topic)|date=2019-08-09}}, Related patch: {{Patch|title|Basket Pointer}}.&lt;br /&gt;
* February  27,  2019   - World-11, Forums and the whole shebang transfered to new hardware.&lt;br /&gt;
* February  25,  2019   - Legacy World-7 transfered to new hardware - still running since june 2013.&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[World|Worlds history]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=81856</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=81856"/>
		<updated>2020-02-23T20:12:39Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 11 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ not_a_cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f&amp;quot; |&#039;&#039;&#039;Active and Upcoming Season (UTC)&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | {{Season_calendar|0|1|-1}}&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February  23,  2020   - World 12 start announced for 6 March 2020&lt;br /&gt;
* August    21,  2019   - Seasons arrived at Haven. {{HFL|f=39|t=66280|title=Game Development: Season&#039;s Greetings}}.&lt;br /&gt;
* August     9,  2019   - Game Hiccup: Claim permissions shifted four positions to the right (&amp;lt;i&amp;gt;none circularly&amp;lt;/i&amp;gt;). {{HFL|f=47|t=66223|title=(related topic)|date=2019-08-09}}, Related patch: {{Patch|title|Basket Pointer}}.&lt;br /&gt;
* February  27,  2019   - World-11, Forums and the whole shebang transfered to new hardware.&lt;br /&gt;
* February  25,  2019   - Legacy World-7 transfered to new hardware - still running since june 2013.&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[World|Worlds history]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Bone_Ash&amp;diff=81826</id>
		<title>Bone Ash</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Bone_Ash&amp;diff=81826"/>
		<updated>2020-02-18T02:38:48Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|skillreq   = None&lt;br /&gt;
|objectsreq = [[requires::Bone Material]]&lt;br /&gt;
|producedby = [[requires::Kiln]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is an ingredient of [[Bone Clay]], which is used to make [[Porcelain Plate]]s. It can also be crumbled into 0.20 kg of [[Ash]]. Bone Ash can only be stored in cupboards or chests. It can&#039;t be stockpiled or stored in Barrels.&lt;br /&gt;
&lt;br /&gt;
== How to Acquire ==&lt;br /&gt;
Put [[Bone ]] in a [[Kiln]] with 6 [[Branch]] for 25:12 minutes in order to make [[Bone Ash]].&lt;br /&gt;
Also you can receive bone ash by spitroasting big animals. After all meat will be collected - you will receive bone ash for each of its bones.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Bone Ash&#039;&#039;&#039; Quality = &amp;lt;math&amp;gt;2*_qBone + _qFuel + _qKiln\over 4&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Bone_Ash&amp;diff=81825</id>
		<title>Bone Ash</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Bone_Ash&amp;diff=81825"/>
		<updated>2020-02-18T02:36:56Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|skillreq   = None&lt;br /&gt;
|objectsreq = [[requires::Bone Material]]&lt;br /&gt;
|producedby = [[requires::Kiln]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} is an ingredient of [[Bone Clay]], which is used to make [[Porcelain Plate]]s. It can also be crumbled into 0.20 kg of [[Ash]]. &#039;&#039;&#039;Bone Ash&#039;&#039;&#039; can only be stored in cupboards or chests. It can&#039;t be stockpiled or stored in Barrels.&lt;br /&gt;
&lt;br /&gt;
== How to Acquire ==&lt;br /&gt;
Put [[Bone ]] in a [[Kiln]] with 6 [[Branch]] for 25:12 minutes in order to make [[Bone Ash]].&lt;br /&gt;
Also you can receive bone ash by spitroasting big animals. After all meat will be collected - you will receive bone ash for each of its bones.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Bone Ash&#039;&#039;&#039; Quality = &amp;lt;math&amp;gt;2*_qBone + _qFuel + _qKiln\over 4&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Grave_Cairn&amp;diff=81695</id>
		<title>Grave Cairn</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Grave_Cairn&amp;diff=81695"/>
		<updated>2020-02-10T23:41:09Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 2&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq = [[requires::Stone Working]]&lt;br /&gt;
|objectsreq = [[requires::A Beautiful Dream!]] x2, [[requires::Stone]] x20&lt;br /&gt;
|lift = No&lt;br /&gt;
|soak = ?&lt;br /&gt;
|repwith = [[requires::Stone]]&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Build|$Grave Cairn}}&lt;br /&gt;
&lt;br /&gt;
A [[Grave Cairn]] may be used to bury your ancestor&#039;s skeleton and [[Hearthling_Skull|skull]], together or separately. Burying the skeleton returns 35% of the ancestor&#039;s stats, and burying the &lt;br /&gt;
skull gives another 10%. You bury by lifting the skeleton and right click the grave with it.&lt;br /&gt;
&lt;br /&gt;
Thus: If you have buried your ancestor entirely you inherit up to 45% of his stats total. Known skills are converted to their LP cost and inherited as LP. If you have already leveled beyond your ancestor when burying him, you receive no immediate benefit from the burial. Anyone can bury a skeleton, and the heir will receive the benefit regardless of who buried the ancestor. Smashing an occupied cairn will destroy the skeleton. The body must be decayed into a skeleton before it can be buried.&lt;br /&gt;
&lt;br /&gt;
You may put [[Flower|flowers]] on the grave.&lt;br /&gt;
&lt;br /&gt;
== Appearance==&lt;br /&gt;
&lt;br /&gt;
Primary stone: headstone.&amp;lt;br&amp;gt;&lt;br /&gt;
Secondary stone: ground slab.&amp;lt;br&amp;gt;&lt;br /&gt;
Tertiary stone: round pebbles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Grave_Cairn-Colour_Guide.jpg|thumb|left|200px]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The corpse&#039;s stats will affect the quality of [[Mandrake Root]]s that spawn on the grave.&lt;br /&gt;
&lt;br /&gt;
* Added in update {{patch|title|Death}}.&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Silkworm_Cocoon&amp;diff=81205</id>
		<title>Silkworm Cocoon</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Silkworm_Cocoon&amp;diff=81205"/>
		<updated>2019-12-24T02:50:03Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* How to Acquire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize       = 1&lt;br /&gt;
|ysize       = 1&lt;br /&gt;
| skillreq   = Unknown&lt;br /&gt;
| objectsreq = &lt;br /&gt;
| producedby = [[requires::Silkworm]]&lt;br /&gt;
}}&lt;br /&gt;
One of the four stages of the [[Silkmoth]] life cycle. See [[Silkfarming]] for more information. Dropping a Silkworm Cocoon causes it to disappear.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
Place a [[Silkworm]] into a container with [[Mulberry Leaf|Mulberry Leaves]]. It will eat one leaf every four hours. If it misses more than one meal, it will die of starvation, so make sure there are enough leaves. After eating four Mulberry Leaves, it will transform into a Silkworm Cocoon.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
* Produces [[Silk_Filament|Silk Filaments]] when unraveled at a [[Cauldron]]. The number of Silk Filaments produced is affected by the [[Forestry]] and [[Druidic Rite]] skills .&lt;br /&gt;
* Becomes a [[Silkmoth]] after 16 hours (real-time).&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Extraction_Press&amp;diff=80549</id>
		<title>Extraction Press</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Extraction_Press&amp;diff=80549"/>
		<updated>2019-10-17T10:24:00Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Products */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = [[requires::Winemaking]]&lt;br /&gt;
|objectsreq = [[requires::Block of Wood]] x12, [[requires::Board]] x6&lt;br /&gt;
|repwith    = [[Board]]&lt;br /&gt;
| xinv      = 5&lt;br /&gt;
| yinv      = 5&lt;br /&gt;
|lift       = No&lt;br /&gt;
|sthp       = -999&lt;br /&gt;
|soak       = -999&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Build|$Workstations &amp;amp; Utilities|E$xtraction Press}}&lt;br /&gt;
&lt;br /&gt;
An Extraction Press is used to recycling fruits into juices, which in turn is fermented into drinks and eventually [[Vinegar]]. &lt;br /&gt;
&lt;br /&gt;
Press can hold 25 items in 5x5 inventory, and up to 10 liters of liquids.  &lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
&lt;br /&gt;
Extraction Press Quality = &amp;lt;math&amp;gt;\frac{_{q}AvgBoard + _{q}AvgBlock}{2}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Product Quality = &amp;lt;math&amp;gt;\frac{(_{q}Ingredients * 3) + _{q}ExtractionPress}{4}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Litres !! Product !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || 0.4 || [[Applejuice]] ||  leaves [[Apple Core]] behind&lt;br /&gt;
|-&lt;br /&gt;
| [[Seeds of Flax]] || 0.5 || [[Linseed Oil]] || per 50 seeds&lt;br /&gt;
|-&lt;br /&gt;
| [[Grapes]] || 0.2 || [[Grapejuice]] || leaves [[Seeds of Grape]] behind&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || 0.4 || [[Pearjuice]] || leaves [[Pear Core]] behind&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Extraction_Press&amp;diff=80548</id>
		<title>Extraction Press</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Extraction_Press&amp;diff=80548"/>
		<updated>2019-10-17T10:23:05Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Products */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 1&lt;br /&gt;
|ysize      = 1&lt;br /&gt;
|skillreq   = [[requires::Winemaking]]&lt;br /&gt;
|objectsreq = [[requires::Block of Wood]] x12, [[requires::Board]] x6&lt;br /&gt;
|repwith    = [[Board]]&lt;br /&gt;
| xinv      = 5&lt;br /&gt;
| yinv      = 5&lt;br /&gt;
|lift       = No&lt;br /&gt;
|sthp       = -999&lt;br /&gt;
|soak       = -999&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Build|$Workstations &amp;amp; Utilities|E$xtraction Press}}&lt;br /&gt;
&lt;br /&gt;
An Extraction Press is used to recycling fruits into juices, which in turn is fermented into drinks and eventually [[Vinegar]]. &lt;br /&gt;
&lt;br /&gt;
Press can hold 25 items in 5x5 inventory, and up to 10 liters of liquids.  &lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
&lt;br /&gt;
Extraction Press Quality = &amp;lt;math&amp;gt;\frac{_{q}AvgBoard + _{q}AvgBlock}{2}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Product Quality = &amp;lt;math&amp;gt;\frac{(_{q}Ingredients * 3) + _{q}ExtractionPress}{4}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Litres !! Product !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[1 Apple]] || 0.4 || [[Applejuice]] ||  leaves [[Apple Core]] behind&lt;br /&gt;
|-&lt;br /&gt;
| [[Seeds of Flax]] || 0.5 || [[Linseed Oil]] || per 50 seeds&lt;br /&gt;
|-&lt;br /&gt;
| [[Grapes]] || 0.2 || [[Grapejuice]] || leaves [[Seeds of Grape]] behind&lt;br /&gt;
|-&lt;br /&gt;
| [[1 Pear]] || 0.4 || [[Pearjuice]] || leaves [[Pear Core]] behind&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Pearjuice&amp;diff=80547</id>
		<title>Pearjuice</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Pearjuice&amp;diff=80547"/>
		<updated>2019-10-17T10:21:55Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* How to Acquire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 2&lt;br /&gt;
|ysize      = 2&lt;br /&gt;
|skillreq   = None&lt;br /&gt;
|objectsreq = [[requires::Pear]]&lt;br /&gt;
|producedby = [[requires::Extraction Press]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Liquids]]&lt;br /&gt;
[[Category:Powders, Liquids, and Seeds]]&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Put [[Pear]] into an [[Extraction Press]], right-click it and press the Press button. This will put pearjuice in the press (shown as a bar); one full pressing will fill the press with juice -10L (Each Pear provide 0.40L).&lt;br /&gt;
&lt;br /&gt;
With an empty bucket selected, right-click the press to fill the bucket with juice.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
{{PAGENAME}} is placed in [[demijohn]]s to ferment into [[Perry]]. Pearjuice will not ferment if placed in a [[barrel]]. If left in the press or any container (other than the demijohn) for ?? hours, it will turn into [[Vinegar]].&lt;br /&gt;
&lt;br /&gt;
If you add more pearjuice later, the fermentation doesn&#039;t reset but averages.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
The quality of the {{PAGENAME}} depends on the quality of the winepress and the averaged qualities of the pressed pears.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\operatorname{Q_{pearjuice}} = \frac{ 3AvgQ_{pears} + Q_{winepress} }{4}&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Applejuice&amp;diff=80546</id>
		<title>Applejuice</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Applejuice&amp;diff=80546"/>
		<updated>2019-10-17T10:21:12Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 2&lt;br /&gt;
|ysize      = 2&lt;br /&gt;
|skillreq   = None&lt;br /&gt;
|objectsreq = [[requires::Apple]]&lt;br /&gt;
|producedby = [[requires::Extraction Press]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Liquids]]&lt;br /&gt;
[[Category:Powders, Liquids, and Seeds]]&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Put [[Apple]] into an [[Extraction Press]], right-click it and press the Press button. This will put applejuice in the press (shown as a bar); one full pressing will fill the press with juice - 10L&lt;br /&gt;
(Each Apple provide 0.40L).&lt;br /&gt;
&lt;br /&gt;
With an empty bucket selected, right-click the press to fill the bucket with juice.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
{{PAGENAME}} is placed in [[demijohn]]s to ferment into [[Cider]]. {{PAGENAME}} will not ferment if placed in a [[barrel]]. If left in the press or any container (other than the demijohn) for ?? hours, it will turn into [[Vinegar]].&lt;br /&gt;
&lt;br /&gt;
If you add more applejuice later, the fermentation doesn&#039;t reset but averages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
The quality of the {{PAGENAME}} depends on the quality of the winepress and the averaged qualities of the pressed apples.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\operatorname{Q_{applejuice}} = \frac{ 3AvgQ_{apples} + Q_{winepress} }{4}&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Battering_Ram&amp;diff=80349</id>
		<title>Battering Ram</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Battering_Ram&amp;diff=80349"/>
		<updated>2019-09-06T20:13:47Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize      = 3&lt;br /&gt;
|ysize      = 2&lt;br /&gt;
|sthp       = 1250 &lt;br /&gt;
|skillreq   = [[requires::Wheelwrighting]],[[requires::Siegecraft]]&lt;br /&gt;
|objectsreq = [[requires::Board]] x20, [[requires::Block of Wood]] x30, [[requires::Bone Glue]] x5, [[requires::Hardened Leather]] x4, [[requires::Rope]] x4, [[requires::Brimstone]] x4&lt;br /&gt;
|repwith = [[Bone Glue]] x2 (6 hours to be usable again, 2RL)&lt;br /&gt;
|soak = 8&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Build|$Vehicles &amp;amp; Movables|$Battering Ram}}&lt;br /&gt;
[[Category:Special Structures]]&lt;br /&gt;
&lt;br /&gt;
A battering ram can break down walls, homes, or just scare the hell out of your neighbours with your military might.&lt;br /&gt;
&lt;br /&gt;
After building a battering ram, it takes 24 real life hours for the glue to dry and make it usable on a palisade and 32 hours to make it usable on a brick wall. After repairs, it takes 2 hours instead of four to be used again.&lt;br /&gt;
&lt;br /&gt;
==How to use==&lt;br /&gt;
&lt;br /&gt;
To use the battering ram, right-click it and select &amp;quot;Move&amp;quot;. Your cursor will change to a wrecking chain: [[File:Battering Ram Icon.png]]. You can now push the ram to where you click, so you can take it to the wall or building you wish to demolish. Simply moving it close to the target isn&#039;t enough; you have to click on the target with the weird cursor. Next, release your grip on the ram, right-click it again, and now you should also have the &amp;quot;Use&amp;quot; option available.&lt;br /&gt;
&lt;br /&gt;
A battering ram can only be pushed for a small distance before breaking down (about 20-25 tiles), so make sure to build it close to the wall you wish to attack. If your strength is too low and you don&#039;t have people to help you, a [[Bear Cape]] can make for a nice boost.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
&lt;br /&gt;
The ram has a maximum health pool of 1250. Once this hits 500 the ram cannot be moved or used in any way and needs to be repaired.&lt;br /&gt;
&lt;br /&gt;
Health is lowered by moving around, or using it to ram an object.&lt;br /&gt;
*Movement&lt;br /&gt;
**2.5 damage per map pixel, giving a max range of 300 pixels.&lt;br /&gt;
**Place rams near the intended target to save as much health as possible.&lt;br /&gt;
&lt;br /&gt;
*Ramming&lt;br /&gt;
**7.5 damage per hit &#039;&#039;&#039;to itself&#039;&#039;&#039;, seperate from the damage dealt &#039;&#039;&#039;to the target&#039;&#039;&#039; (this is the damage number and not the animation).&lt;br /&gt;
**Each hit to itself is always the same regardless of damage dealt.&lt;br /&gt;
&lt;br /&gt;
Health increases only with [[Brimstone]]&lt;br /&gt;
*Brimstone is the most common special resource and spawns daily at gysers.&lt;br /&gt;
**Decays over the course of a few days.&lt;br /&gt;
**Bone glue is no longer used to repair.&lt;br /&gt;
&lt;br /&gt;
*Two pieces of brimstone are needed to fully repair from 500hp (exact hp repaired per stone unknown).&lt;br /&gt;
**The repair cycle is started as soon as brimstone is used to repair.&lt;br /&gt;
**Each cycle takes two hours and the ram is unuseable for the duration.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CAUTION:&#039;&#039;&#039; This section refers to older mechanics that may or may not reflect the new shield mechanics. &lt;br /&gt;
&lt;br /&gt;
The damage you deal while destroying is the square root of your strength.&lt;br /&gt;
A ram adds a static 20 damage and allows up to 4 people to combine their damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pickaxe or Sledgehammer does &#039;&#039;not&#039;&#039; help while using a battering ram.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;{Damage}=(\sqrt {strength})+(\sqrt {strength})+(\sqrt {strength})+(\sqrt {strength})+20-{Soak}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Say we have 4 people attacking a [[palisade]], one has 64 strength, the others have 124 strength. The damage you deal to the wall is calculate as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;38=(\sqrt 64)+(\sqrt 124)+(\sqrt 124)+(\sqrt 124)+20-25&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Splash damage: When taking down a wall section, either trough ramming or bashing, the number of wall sections that might fall down is random. From the minimum of only the targeted wall section, to multiple adjacent sections of the wall, to the entire wall. Only walls of the same soak are affected.&lt;br /&gt;
&lt;br /&gt;
==Extrapolations==&lt;br /&gt;
&lt;br /&gt;
With the above information we can put together a set of advice for the effective use of rams.&lt;br /&gt;
&lt;br /&gt;
Health determines the maximum damage the ram can do each cycle.&lt;br /&gt;
*Skimping out and using only one brimstone means you might not be able to do enough damage before it gives out.&lt;br /&gt;
&lt;br /&gt;
The ram is only useful when multiple high strength characters use it at the same time.&lt;br /&gt;
*The damage to itself is the same regardless, so each hit should have as much power behind it as possible.&lt;br /&gt;
&lt;br /&gt;
Movement reduces damage effectiveness.&lt;br /&gt;
*A ram &#039;&#039;&#039;can&#039;&#039;&#039; move, but only at a significant cost to its potential damage per cycle. Don&#039;t rely on one ram to attack multiple targets.&lt;br /&gt;
&lt;br /&gt;
Rams can be considered a lower tier than catapults in dealing damage.&lt;br /&gt;
*A ram is advantageous when brimstone is in low supply.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Update {{patch|title|Rekt!-ing Ball}} changed Battering Ram statistics.&lt;br /&gt;
&lt;br /&gt;
* [[Catapult]]&lt;br /&gt;
&lt;br /&gt;
* [[Wrecking Ball]]&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=User_talk:Kitsuneg&amp;diff=80209</id>
		<title>User talk:Kitsuneg</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=User_talk:Kitsuneg&amp;diff=80209"/>
		<updated>2019-08-22T07:57:39Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* No */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Category redirecting. ==&lt;br /&gt;
&lt;br /&gt;
Kitsuneg. After seeing it I gave it some thought, but I don&#039;t think its such a good idea or practice to use redirects in category pages that contain active category data. (&#039;&#039;related pages: [http://ringofbrodgar.com/wiki/Category:Clean_Animal_Carcass][http://ringofbrodgar.com/wiki/Category:Finer_Plant_Fibre][http://ringofbrodgar.com/wiki/Category:Salad_Greens]&#039;&#039;) --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 05:16, 2 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well im not sure how to do better - i just love the: &amp;quot;Specific Type of&amp;quot; its pretty important information. I think about use just an &#039;&#039;&#039;#ask&#039;&#039;&#039; like here http://ringofbrodgar.com/wiki/Any_Mushroom&lt;br /&gt;
But category of that items itself pretty useless - just contain names, so why not redirect to page , where u see that items and recipes where them used. Anyway if there some issues or you have ideas just  &#039;&#039;&#039;#ask&#039;&#039;&#039; option is good enough.&lt;br /&gt;
&lt;br /&gt;
--[[User_talk:Kitsuneg |&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.Kitsuneg .&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 2 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The usefulness of the category page itself based on its category entries is kinda subjective, potentially leading to per case discussion. As such I only look at &#039;if a category has data or not&#039;. If what you need can be stored as properties the category &amp;lt;del&amp;gt;page&amp;lt;/del&amp;gt; can be kept empty, in which case I see no problem turning it into a redirect. Alternatively, if its possible to directly linkup to the final target page, instead of first linking up to the/a category page, no additional redirect would be needed. Last, but most simple resolution (for the moment) would be using a prominent link on the category page to link the final target page. --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 09:47, 2 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;Ps: Perhaps the [[Property:Object_type]] could be of some potential use. --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 10:07, 2 February 2018 (EST)&amp;lt;/del&amp;gt; for later, maybe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Think I debugged the problems (&#039;&#039;wiki-code and user-communication&#039;&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
The Category link used on the real-game-object pages only serves one purpose (&#039;&#039;for which there seems to be no known alternative&#039;&#039;), showing/generating a category link at the bottom of the page in question.&amp;lt;br&amp;gt;&lt;br /&gt;
New resolution that makes sense to me:&amp;lt;br&amp;gt;&lt;br /&gt;
- Switching related ask queries from category to &#039;Specific&#039; property (&#039;&#039;as the &#039;Specific&#039; property is to be considered the master data source (better self-documenting wiki-code)&#039;&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
- Additional documentation to the related (&#039;&#039;on the side/by-product, but not really intended to be actively used&#039;&#039;) catalogs.&amp;lt;br&amp;gt;&lt;br /&gt;
Other stuff that comes to mind:&amp;lt;br&amp;gt;&lt;br /&gt;
- (&#039;&#039;Log/catalog these kind of categories&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
- (&#039;&#039;move &#039;Specific&#039; def into template code&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
-- (&#039;&#039;move category def into template code&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 23:16, 3 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, hm, i&#039;ll wait about other stuff - im not good in code, and cant help with it. When u finish that ideas - make Salad Greens as it must be - and i&#039;ll use it as an example to update related pages. Or i just misunderstand something, ist pretty complicated to me.&lt;br /&gt;
&lt;br /&gt;
--[[User_talk:Kitsuneg|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.Kitsuneg.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]], 4 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those &amp;quot;(&#039;&#039;Other stuff that comes to mind&#039;&#039;)&amp;quot; parts are just parts I intent to do myself (&#039;&#039;all in good time&#039;&#039;). And there not immediately needed, so there is no need to wait for them. The changes I made to the &#039;Salad Greens&#039; pages are the current examples (&#039;&#039;the only true change currently is the added/changes page texts, and the additional administration category&#039;&#039;). Using the &amp;lt;nowiki&amp;gt;&amp;quot;{{Specific-property-text‎‎}}&amp;lt;/nowiki&amp;gt;&amp;quot; part is kinda optional, as its new and somewhat of a test. --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 07:45, 4 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some questions ... ==&lt;br /&gt;
&lt;br /&gt;
:I spotted you removed the &amp;quot;baseclass_testcase&amp;quot; part from two pages. (&#039;&#039;[http://ringofbrodgar.com/w/index.php?title=Yellow_Onion&amp;amp;curid=9077&amp;amp;diff=60192&amp;amp;oldid=59837 here] and [http://ringofbrodgar.com/w/index.php?title=Red_Onion&amp;amp;curid=10784&amp;amp;diff=60191&amp;amp;oldid=59835 here]&#039;&#039;)&lt;br /&gt;
:As there was no information given on the edit-summary field that clarified the removal I&#039;ll have to ask you directly.&lt;br /&gt;
::&lt;br /&gt;
:Why did you remove those &amp;quot;baseclass_testcase&amp;quot; parts. &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
:I did try to include some information about them by adding those &amp;quot;&#039;&#039;Its currently maintained on some pages for potential future testing&#039;&#039;.&amp;quot;&lt;br /&gt;
:Are those &amp;quot;baseclass_testcase&amp;quot; part giving some problems on those or other pages &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
:Also.&lt;br /&gt;
:Why the complete reversal of the wikitable edits I made in the [http://ringofbrodgar.com/wiki/Category:Crops Category:Crops] page &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
:The edits I made where to make the table a bit less bloated code wise, and to make the text in &amp;quot;all cells&amp;quot; vertical-aline the same way. ([http://ringofbrodgar.com/w/index.php?title=Category%3ACrops&amp;amp;type=revision&amp;amp;diff=59672&amp;amp;oldid=59653 related diff compare])&lt;br /&gt;
:Overall I think the change was for the better, including table edibility. Do you disagree on that &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
:--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 16:11, 18 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Just misunderstanding, as i thought you completed &#039;&#039;&#039;specific&#039;&#039;&#039; template and this testcase was for it, no? &lt;br /&gt;
:I used specific on Leek - and thought testcase was not needed anymore.&lt;br /&gt;
:Sorry for that&lt;br /&gt;
&lt;br /&gt;
2. Actually i just missed that this table has some edits, because it has same mistakes as on Farming page, so i just fix info and copypaste. &lt;br /&gt;
: Im really inattentive today.&lt;br /&gt;
: I&#039;ll fix that later - just want to make same table on this two pages.&lt;br /&gt;
&lt;br /&gt;
:--[[User_talk:KitsuneG|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.KitsuneG.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 16:54, 18 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Aha.&lt;br /&gt;
::1. Nope, I&#039;m not really done yet with the baseclass tests. Its kinda put on hold for the moment, and is intended to workout and check potential additional &amp;quot;Specific&amp;quot; stuff. (&#039;&#039;will restore when needed again&#039;&#039;)&lt;br /&gt;
::2. I see. I was not aware there was a same/similar table at the Farming page.&lt;br /&gt;
::All clear.&lt;br /&gt;
::--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 03:52, 19 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Editing ==&lt;br /&gt;
&lt;br /&gt;
You mentioned that I should not force anyone to test things; I never implied that people should. What I said was that instead of blocking me and accusing me of lying/trolling, he could come up with &#039;&#039;something, anything really,&#039;&#039; to justify doing so. He could not, and admitted to not caring to do so either. He has no place here, imho. As for the editing it myself, I am new to this and do not know how to edit that right-side section of the page, so I went to the talk page instead so someone else could do the editing sometime down the road; this is not a demand, it is a request. If no one changes it to reflect my work, then the wiki will fail to be accurate and everyone will be unhappy with it. --&#039;&#039;[[user:LordMark]](7 October 2018‎)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Tree image ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Skill_Tree.png]]&amp;lt;br&amp;gt;Darn. That&#039;s a really nice one. :-)&amp;lt;br&amp;gt;--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 14:55, 17 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe =) thanks.&lt;br /&gt;
&lt;br /&gt;
:--[[User_talk:KitsuneG|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#32&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.KitsuneG.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 18 December 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Great job on those crop pictures ==&lt;br /&gt;
&lt;br /&gt;
They look fantastic. Tried doing this once myself when i was still active and had a farm, but never had the patience.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work my man.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ricky|Ricky]] ([[User talk:Ricky|talk]]) 05:46, 15 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Hehe Thank you. Well me too never had patience to collect this, actually Enjoyment from the forum gathered it for me - i&#039;ll give him thanks =)&lt;br /&gt;
&lt;br /&gt;
--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]])  15 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== StudieTime ==&lt;br /&gt;
&lt;br /&gt;
{{quote|indeed it&#039;s 27 minutes but until Mv testing, do not change timers(they are all messed up with tests.}}&amp;lt;br&amp;gt;&lt;br /&gt;
1) Why undo a correction that is not wrong &#039;&#039;&#039;?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I have added an additional time display to StudyTime that show the actual time in (Days, Hours, Minutes) to counteract any potential H.MM vs H.dd confusion. This part seems to work fine at my end (&#039;&#039;Firefox&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
2) What do you see as problems(&#039;&#039;messed up&#039;&#039;) why timers should not be updated &#039;&#039;&#039;?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3) What should be done to correct/fix those problems in your view &#039;&#039;&#039;?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 08:48, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) I didnt notice you already changed all timers.. &amp;lt;br&amp;gt;&lt;br /&gt;
2) Now we need to recalculate all curio timers to see correct time in ( ) what the actual  point in 0.47 instead of right RL timer in first place? This change is hard to edit, and to understand. you see 1.27 and this is 1 hour 27 minutes in any client in-game(except vanilla - but noone use it - and even in vanilla there are different timers), comes to wiki and need to calculate to put correct time. http://prntscr.com/nqj1bx in-game and http://prntscr.com/nqj1km in wiki..&amp;lt;br&amp;gt;&lt;br /&gt;
3) I think we not need that at all. It&#039;s just complicates the help in filling wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 09:24, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1) Any changes to some global used templated will effect all pages that use it. The change is however not instantly to all pages, but takes some time. To manually force a page to show the newest version (&#039;&#039;when in doubt if its already updated or not&#039;&#039;) hit the [Refresh] button.&lt;br /&gt;
:{{quote|Now we need to recalculate all curio timers to see correct time in ( )}}&lt;br /&gt;
:That was something that was needed anyway in my view (&#039;&#039;I made a comment about that some time ago. Found it: [[Property_talk:Studytime#StudieTime decimals|StudieTime decimals]]&#039;&#039;). The pup-up-note on the StudieTime entry in the infobox has been up for some time now, ... and I don&#039;t recall that you or others complained (&#039;&#039;or asked&#039;&#039;) about this before.&lt;br /&gt;
:I could add a new page-notification tag for this, and add it to related pages. Without it its going to be really tricky to know which StudieTime&#039;s are checked or not yet checked.&lt;br /&gt;
:{{quote|what the actual point in 0.47 instead of right RL timer in first place?}}&lt;br /&gt;
:I&#039;m not sure if you mean StudieTime&#039;s input or output here.&lt;br /&gt;
:Input:&lt;br /&gt;
:- Notation ambiguity for one, &amp;quot;HH.MM&amp;quot; v &amp;quot;HH.ddd&amp;quot;. When it comes to correct time notation on would/should use &amp;quot;HH&#039;&#039;&#039;:&#039;&#039;&#039;MM&amp;quot; instead of &amp;quot;HH&#039;&#039;&#039;.&#039;&#039;&#039;MM&amp;quot;.&lt;br /&gt;
:- Second: Doing any arithmetic with &amp;quot;HH.MM&amp;quot; type values is a nightmare, if even possible. (&#039;&#039;all curiosity arithmetic probably assume a HH.ddd type value, not checked yet&#039;&#039;)&lt;br /&gt;
:- Using &amp;quot;HH:MM&amp;quot; as input will need to be a string. Which seems fine to me. but it can&#039;t be directly used in any curiosity arithmetic.&lt;br /&gt;
:Output:&lt;br /&gt;
:- For the output I think its good the have the actual input value displayed (&#039;&#039;for now at least&#039;&#039;), as verification on the used input value.&lt;br /&gt;
:- The &amp;quot;(d H M)&amp;quot; part is currently last, but that don&#039;t need to be. For all I care it could be first, and the actual input value last (&#039;&#039;in small print if deemed useful&#039;&#039;)&lt;br /&gt;
:--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 14:04, 19 May 2019 (EDT)&lt;br /&gt;
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I still not understand: it was worked fine(leave explanations) and now me or a new man should use calculator to math what he should put in studietime. why only mm in decimals.. ah whatever.&lt;br /&gt;
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I don&#039;t want to work with that - that game hard enough without this.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rly make me loose spirit and i can&#039;t think straight right now. &lt;br /&gt;
&lt;br /&gt;
P.S. I missed that property talk - can&#039;t be everywhere. &lt;br /&gt;
--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 15:07, 19 May 2019 (EDT)&lt;br /&gt;
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&lt;br /&gt;
:Sorry to hear that. I try my best to explain things to you, but I have a hard time figuring out what it actual is your not getting.&lt;br /&gt;
:Anyway. The StudieTime value should be (&#039;&#039;and always should have been&#039;&#039;) of type &amp;quot;HH.Minuts-in-percentage-of-an-hour&amp;quot; to give correct values for other calculated curiosity/LP data (&#039;&#039;basic Math(Arithmetic)&#039;&#039;).&lt;br /&gt;
:Going to overrule the related Undo because of that.&lt;br /&gt;
:I will look into potential input alternatives, but not right now.&lt;br /&gt;
:--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 21:33, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunger ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
I get hunger level &amp;quot;full&amp;quot;, with &amp;quot;Food efficacy: 90%&amp;quot;, and &amp;quot;Approx time to lose 1% hunger&amp;quot; is &amp;quot;10 minutes&amp;quot;, not &amp;quot;3 minutes&amp;quot; as you wrote/edit.&lt;br /&gt;
&lt;br /&gt;
Will look at that. --[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 01:45, 22 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Patreon ==&lt;br /&gt;
After a long trip and deliberation with my friends - i finally found what to say. I want to monetize my work for wiki via patreon. But i need Yours ( [[User_talk:Ricky|Ricky]] and [[User_talk:MvGulik|MvGulik]]) approval, or maybe you want to join..  and ofc i want to compensate Spiff some money if he wants too.&lt;br /&gt;
&lt;br /&gt;
Plan:&lt;br /&gt;
:1. Get some money to keep reasons to doing that work ( even few $ is ok).&lt;br /&gt;
:2. Maybe add some goals where i again start to research something(formulas and rumors) instead of just add new things as now.&lt;br /&gt;
Reasons:&lt;br /&gt;
:1. I got threaten by some players, even hunted sometimes.&lt;br /&gt;
:2. Playerbase start to be really annoying to me this year, thinking that i MUST doing that work.&lt;br /&gt;
:3. Devs.. they&#039;re always not really interested in or work and community, but i was dissapointed in them more than expected, but i still like the game.&lt;br /&gt;
&lt;br /&gt;
Summary, if you will be against i will still work sometimes - wiki in first place needed for me too. If you decide to join - i wouldn&#039;t mind to share income in equal parts.&lt;br /&gt;
:--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 01:46, 22 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No ==&lt;br /&gt;
&lt;br /&gt;
RoB Wiki is an unpaid player project. Everyone who participates is aware of. &lt;br /&gt;
&lt;br /&gt;
Besides the IP is jorbs, loftar and kakas ... they&#039;d have to have the last word anyways if someone wants to capitalize it ... &lt;br /&gt;
&lt;br /&gt;
But: &lt;br /&gt;
&lt;br /&gt;
if you&#039;re setting up your private Patreon nobody can hinder you to do so. And as you are doing other helpfull stuff (cookbook) prolly nobody even would mind if you announce it at HnH forums - if you write in &#039;&#039;&#039;a sidesentence&#039;&#039;&#039; that patreon donations also would help you doing RoB Wiki edits even i&#039;d be ok with it. Then you can link that forums post to your user page here ...&lt;br /&gt;
&lt;br /&gt;
That way it wouldn&#039;t be a corporate advertisement ... and i wouldn&#039;l like to see any wordmarks at RoB Wiki besides the one ...&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=User_talk:Kitsuneg&amp;diff=80208</id>
		<title>User talk:Kitsuneg</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=User_talk:Kitsuneg&amp;diff=80208"/>
		<updated>2019-08-22T07:55:18Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Patreon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Category redirecting. ==&lt;br /&gt;
&lt;br /&gt;
Kitsuneg. After seeing it I gave it some thought, but I don&#039;t think its such a good idea or practice to use redirects in category pages that contain active category data. (&#039;&#039;related pages: [http://ringofbrodgar.com/wiki/Category:Clean_Animal_Carcass][http://ringofbrodgar.com/wiki/Category:Finer_Plant_Fibre][http://ringofbrodgar.com/wiki/Category:Salad_Greens]&#039;&#039;) --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 05:16, 2 February 2018 (EST)&lt;br /&gt;
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Well im not sure how to do better - i just love the: &amp;quot;Specific Type of&amp;quot; its pretty important information. I think about use just an &#039;&#039;&#039;#ask&#039;&#039;&#039; like here http://ringofbrodgar.com/wiki/Any_Mushroom&lt;br /&gt;
But category of that items itself pretty useless - just contain names, so why not redirect to page , where u see that items and recipes where them used. Anyway if there some issues or you have ideas just  &#039;&#039;&#039;#ask&#039;&#039;&#039; option is good enough.&lt;br /&gt;
&lt;br /&gt;
--[[User_talk:Kitsuneg |&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.Kitsuneg .&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 2 February 2018 (EST)&lt;br /&gt;
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The usefulness of the category page itself based on its category entries is kinda subjective, potentially leading to per case discussion. As such I only look at &#039;if a category has data or not&#039;. If what you need can be stored as properties the category &amp;lt;del&amp;gt;page&amp;lt;/del&amp;gt; can be kept empty, in which case I see no problem turning it into a redirect. Alternatively, if its possible to directly linkup to the final target page, instead of first linking up to the/a category page, no additional redirect would be needed. Last, but most simple resolution (for the moment) would be using a prominent link on the category page to link the final target page. --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 09:47, 2 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;Ps: Perhaps the [[Property:Object_type]] could be of some potential use. --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 10:07, 2 February 2018 (EST)&amp;lt;/del&amp;gt; for later, maybe.&lt;br /&gt;
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&lt;br /&gt;
Think I debugged the problems (&#039;&#039;wiki-code and user-communication&#039;&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
The Category link used on the real-game-object pages only serves one purpose (&#039;&#039;for which there seems to be no known alternative&#039;&#039;), showing/generating a category link at the bottom of the page in question.&amp;lt;br&amp;gt;&lt;br /&gt;
New resolution that makes sense to me:&amp;lt;br&amp;gt;&lt;br /&gt;
- Switching related ask queries from category to &#039;Specific&#039; property (&#039;&#039;as the &#039;Specific&#039; property is to be considered the master data source (better self-documenting wiki-code)&#039;&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
- Additional documentation to the related (&#039;&#039;on the side/by-product, but not really intended to be actively used&#039;&#039;) catalogs.&amp;lt;br&amp;gt;&lt;br /&gt;
Other stuff that comes to mind:&amp;lt;br&amp;gt;&lt;br /&gt;
- (&#039;&#039;Log/catalog these kind of categories&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
- (&#039;&#039;move &#039;Specific&#039; def into template code&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
-- (&#039;&#039;move category def into template code&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 23:16, 3 February 2018 (EST)&lt;br /&gt;
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So, hm, i&#039;ll wait about other stuff - im not good in code, and cant help with it. When u finish that ideas - make Salad Greens as it must be - and i&#039;ll use it as an example to update related pages. Or i just misunderstand something, ist pretty complicated to me.&lt;br /&gt;
&lt;br /&gt;
--[[User_talk:Kitsuneg|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.Kitsuneg.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]], 4 February 2018 (EST)&lt;br /&gt;
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Those &amp;quot;(&#039;&#039;Other stuff that comes to mind&#039;&#039;)&amp;quot; parts are just parts I intent to do myself (&#039;&#039;all in good time&#039;&#039;). And there not immediately needed, so there is no need to wait for them. The changes I made to the &#039;Salad Greens&#039; pages are the current examples (&#039;&#039;the only true change currently is the added/changes page texts, and the additional administration category&#039;&#039;). Using the &amp;lt;nowiki&amp;gt;&amp;quot;{{Specific-property-text‎‎}}&amp;lt;/nowiki&amp;gt;&amp;quot; part is kinda optional, as its new and somewhat of a test. --[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 07:45, 4 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some questions ... ==&lt;br /&gt;
&lt;br /&gt;
:I spotted you removed the &amp;quot;baseclass_testcase&amp;quot; part from two pages. (&#039;&#039;[http://ringofbrodgar.com/w/index.php?title=Yellow_Onion&amp;amp;curid=9077&amp;amp;diff=60192&amp;amp;oldid=59837 here] and [http://ringofbrodgar.com/w/index.php?title=Red_Onion&amp;amp;curid=10784&amp;amp;diff=60191&amp;amp;oldid=59835 here]&#039;&#039;)&lt;br /&gt;
:As there was no information given on the edit-summary field that clarified the removal I&#039;ll have to ask you directly.&lt;br /&gt;
::&lt;br /&gt;
:Why did you remove those &amp;quot;baseclass_testcase&amp;quot; parts. &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
:I did try to include some information about them by adding those &amp;quot;&#039;&#039;Its currently maintained on some pages for potential future testing&#039;&#039;.&amp;quot;&lt;br /&gt;
:Are those &amp;quot;baseclass_testcase&amp;quot; part giving some problems on those or other pages &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
:Also.&lt;br /&gt;
:Why the complete reversal of the wikitable edits I made in the [http://ringofbrodgar.com/wiki/Category:Crops Category:Crops] page &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
:The edits I made where to make the table a bit less bloated code wise, and to make the text in &amp;quot;all cells&amp;quot; vertical-aline the same way. ([http://ringofbrodgar.com/w/index.php?title=Category%3ACrops&amp;amp;type=revision&amp;amp;diff=59672&amp;amp;oldid=59653 related diff compare])&lt;br /&gt;
:Overall I think the change was for the better, including table edibility. Do you disagree on that &#039;&#039;&#039;?&#039;&#039;&#039;&lt;br /&gt;
:--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 16:11, 18 March 2018 (EDT)&lt;br /&gt;
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1. Just misunderstanding, as i thought you completed &#039;&#039;&#039;specific&#039;&#039;&#039; template and this testcase was for it, no? &lt;br /&gt;
:I used specific on Leek - and thought testcase was not needed anymore.&lt;br /&gt;
:Sorry for that&lt;br /&gt;
&lt;br /&gt;
2. Actually i just missed that this table has some edits, because it has same mistakes as on Farming page, so i just fix info and copypaste. &lt;br /&gt;
: Im really inattentive today.&lt;br /&gt;
: I&#039;ll fix that later - just want to make same table on this two pages.&lt;br /&gt;
&lt;br /&gt;
:--[[User_talk:KitsuneG|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.KitsuneG.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 16:54, 18 March 2018 (EDT)&lt;br /&gt;
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::Aha.&lt;br /&gt;
::1. Nope, I&#039;m not really done yet with the baseclass tests. Its kinda put on hold for the moment, and is intended to workout and check potential additional &amp;quot;Specific&amp;quot; stuff. (&#039;&#039;will restore when needed again&#039;&#039;)&lt;br /&gt;
::2. I see. I was not aware there was a same/similar table at the Farming page.&lt;br /&gt;
::All clear.&lt;br /&gt;
::--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 03:52, 19 March 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Editing ==&lt;br /&gt;
&lt;br /&gt;
You mentioned that I should not force anyone to test things; I never implied that people should. What I said was that instead of blocking me and accusing me of lying/trolling, he could come up with &#039;&#039;something, anything really,&#039;&#039; to justify doing so. He could not, and admitted to not caring to do so either. He has no place here, imho. As for the editing it myself, I am new to this and do not know how to edit that right-side section of the page, so I went to the talk page instead so someone else could do the editing sometime down the road; this is not a demand, it is a request. If no one changes it to reflect my work, then the wiki will fail to be accurate and everyone will be unhappy with it. --&#039;&#039;[[user:LordMark]](7 October 2018‎)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Tree image ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Skill_Tree.png]]&amp;lt;br&amp;gt;Darn. That&#039;s a really nice one. :-)&amp;lt;br&amp;gt;--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 14:55, 17 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
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Hehe =) thanks.&lt;br /&gt;
&lt;br /&gt;
:--[[User_talk:KitsuneG|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#32&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.KitsuneG.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 18 December 2018 (EDT)&lt;br /&gt;
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== Great job on those crop pictures ==&lt;br /&gt;
&lt;br /&gt;
They look fantastic. Tried doing this once myself when i was still active and had a farm, but never had the patience.&lt;br /&gt;
&lt;br /&gt;
Keep up the good work my man.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ricky|Ricky]] ([[User talk:Ricky|talk]]) 05:46, 15 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Hehe Thank you. Well me too never had patience to collect this, actually Enjoyment from the forum gathered it for me - i&#039;ll give him thanks =)&lt;br /&gt;
&lt;br /&gt;
--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]])  15 January 2019 (EST)&lt;br /&gt;
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== StudieTime ==&lt;br /&gt;
&lt;br /&gt;
{{quote|indeed it&#039;s 27 minutes but until Mv testing, do not change timers(they are all messed up with tests.}}&amp;lt;br&amp;gt;&lt;br /&gt;
1) Why undo a correction that is not wrong &#039;&#039;&#039;?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I have added an additional time display to StudyTime that show the actual time in (Days, Hours, Minutes) to counteract any potential H.MM vs H.dd confusion. This part seems to work fine at my end (&#039;&#039;Firefox&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
2) What do you see as problems(&#039;&#039;messed up&#039;&#039;) why timers should not be updated &#039;&#039;&#039;?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3) What should be done to correct/fix those problems in your view &#039;&#039;&#039;?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 08:48, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) I didnt notice you already changed all timers.. &amp;lt;br&amp;gt;&lt;br /&gt;
2) Now we need to recalculate all curio timers to see correct time in ( ) what the actual  point in 0.47 instead of right RL timer in first place? This change is hard to edit, and to understand. you see 1.27 and this is 1 hour 27 minutes in any client in-game(except vanilla - but noone use it - and even in vanilla there are different timers), comes to wiki and need to calculate to put correct time. http://prntscr.com/nqj1bx in-game and http://prntscr.com/nqj1km in wiki..&amp;lt;br&amp;gt;&lt;br /&gt;
3) I think we not need that at all. It&#039;s just complicates the help in filling wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 09:24, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:1) Any changes to some global used templated will effect all pages that use it. The change is however not instantly to all pages, but takes some time. To manually force a page to show the newest version (&#039;&#039;when in doubt if its already updated or not&#039;&#039;) hit the [Refresh] button.&lt;br /&gt;
:{{quote|Now we need to recalculate all curio timers to see correct time in ( )}}&lt;br /&gt;
:That was something that was needed anyway in my view (&#039;&#039;I made a comment about that some time ago. Found it: [[Property_talk:Studytime#StudieTime decimals|StudieTime decimals]]&#039;&#039;). The pup-up-note on the StudieTime entry in the infobox has been up for some time now, ... and I don&#039;t recall that you or others complained (&#039;&#039;or asked&#039;&#039;) about this before.&lt;br /&gt;
:I could add a new page-notification tag for this, and add it to related pages. Without it its going to be really tricky to know which StudieTime&#039;s are checked or not yet checked.&lt;br /&gt;
:{{quote|what the actual point in 0.47 instead of right RL timer in first place?}}&lt;br /&gt;
:I&#039;m not sure if you mean StudieTime&#039;s input or output here.&lt;br /&gt;
:Input:&lt;br /&gt;
:- Notation ambiguity for one, &amp;quot;HH.MM&amp;quot; v &amp;quot;HH.ddd&amp;quot;. When it comes to correct time notation on would/should use &amp;quot;HH&#039;&#039;&#039;:&#039;&#039;&#039;MM&amp;quot; instead of &amp;quot;HH&#039;&#039;&#039;.&#039;&#039;&#039;MM&amp;quot;.&lt;br /&gt;
:- Second: Doing any arithmetic with &amp;quot;HH.MM&amp;quot; type values is a nightmare, if even possible. (&#039;&#039;all curiosity arithmetic probably assume a HH.ddd type value, not checked yet&#039;&#039;)&lt;br /&gt;
:- Using &amp;quot;HH:MM&amp;quot; as input will need to be a string. Which seems fine to me. but it can&#039;t be directly used in any curiosity arithmetic.&lt;br /&gt;
:Output:&lt;br /&gt;
:- For the output I think its good the have the actual input value displayed (&#039;&#039;for now at least&#039;&#039;), as verification on the used input value.&lt;br /&gt;
:- The &amp;quot;(d H M)&amp;quot; part is currently last, but that don&#039;t need to be. For all I care it could be first, and the actual input value last (&#039;&#039;in small print if deemed useful&#039;&#039;)&lt;br /&gt;
:--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 14:04, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I still not understand: it was worked fine(leave explanations) and now me or a new man should use calculator to math what he should put in studietime. why only mm in decimals.. ah whatever.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to work with that - that game hard enough without this.&lt;br /&gt;
&lt;br /&gt;
It&#039;s rly make me loose spirit and i can&#039;t think straight right now. &lt;br /&gt;
&lt;br /&gt;
P.S. I missed that property talk - can&#039;t be everywhere. &lt;br /&gt;
--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 15:07, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Sorry to hear that. I try my best to explain things to you, but I have a hard time figuring out what it actual is your not getting.&lt;br /&gt;
:Anyway. The StudieTime value should be (&#039;&#039;and always should have been&#039;&#039;) of type &amp;quot;HH.Minuts-in-percentage-of-an-hour&amp;quot; to give correct values for other calculated curiosity/LP data (&#039;&#039;basic Math(Arithmetic)&#039;&#039;).&lt;br /&gt;
:Going to overrule the related Undo because of that.&lt;br /&gt;
:I will look into potential input alternatives, but not right now.&lt;br /&gt;
:--[[User_talk:MvGulik|&amp;lt;i&amp;gt;&amp;lt;font color=&amp;quot;#666&amp;quot; size=&amp;quot;2px&amp;quot;&amp;gt;.MvGulik.&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;]] 21:33, 19 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunger ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
I get hunger level &amp;quot;full&amp;quot;, with &amp;quot;Food efficacy: 90%&amp;quot;, and &amp;quot;Approx time to lose 1% hunger&amp;quot; is &amp;quot;10 minutes&amp;quot;, not &amp;quot;3 minutes&amp;quot; as you wrote/edit.&lt;br /&gt;
&lt;br /&gt;
Will look at that. --[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 01:45, 22 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Patreon ==&lt;br /&gt;
After a long trip and deliberation with my friends - i finally found what to say. I want to monetize my work for wiki via patreon. But i need Yours ( [[User_talk:Ricky|Ricky]] and [[User_talk:MvGulik|MvGulik]]) approval, or maybe you want to join..  and ofc i want to compensate Spiff some money if he wants too.&lt;br /&gt;
&lt;br /&gt;
Plan:&lt;br /&gt;
:1. Get some money to keep reasons to doing that work ( even few $ is ok).&lt;br /&gt;
:2. Maybe add some goals where i again start to research something(formulas and rumors) instead of just add new things as now.&lt;br /&gt;
Reasons:&lt;br /&gt;
:1. I got threaten by some players, even hunted sometimes.&lt;br /&gt;
:2. Playerbase start to be really annoying to me this year, thinking that i MUST doing that work.&lt;br /&gt;
:3. Devs.. they&#039;re always not really interested in or work and community, but i was dissapointed in them more than expected, but i still like the game.&lt;br /&gt;
&lt;br /&gt;
Summary, if you will be against i will still work sometimes - wiki in first place needed for me too. If you decide to join - i wouldn&#039;t mind to share income in equal parts.&lt;br /&gt;
:--[[User:Kitsuneg|Kitsuneg]] ([[User talk:Kitsuneg|talk]]) 01:46, 22 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No ==&lt;br /&gt;
&lt;br /&gt;
RoB Wiki is an unpaid player project. Everyone who participates is aware of. &lt;br /&gt;
&lt;br /&gt;
Besides the IP is jorbs, loftar and kakas ... they&#039;d have to have the last word anyways if someone wants to capitalize it ... &lt;br /&gt;
&lt;br /&gt;
But: &lt;br /&gt;
&lt;br /&gt;
if you&#039;re setting up your private Patreon nobody can hinder you to do so. And as you are doing other helpfull stuff (cookbook) prolly nobody even would mind if you announce it at HnH forums - if you write in &#039;&#039;&#039;a sidesentence&#039;&#039;&#039; that patreon donations also would help doing RoB Wiki edits even i&#039;d be ok with it. Then you can link that forums post to your user page here ...&lt;br /&gt;
&lt;br /&gt;
That way it wouldn&#039;t be a corporate advertisement ... and i wouldn&#039;l like to see any wordmarks at RoB Wiki besides the one ...&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=File:Thyme_in_Garden_Pot.png&amp;diff=78113</id>
		<title>File:Thyme in Garden Pot.png</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=File:Thyme_in_Garden_Pot.png&amp;diff=78113"/>
		<updated>2019-07-26T11:39:30Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78099</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78099"/>
		<updated>2019-07-24T14:47:42Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Goat cheese tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
== Cheesemaking ==&lt;br /&gt;
Fill a [[Curding Tub|curding tub]] with [[milk|cowsmilk]], [[milk|goatsmilk]] or [[milk|sheepsmilk]](dont mix the milks!) and [[rennet]]. Rennet is created by cooking [[Suckling&#039;s Maw|suckling&#039;s maw]] and [[vinegar]] into [[Bucket|buckets]] at a [[cauldron]]. As long as the tub has at least 1.0L of milk and 0.02L of rennet, it&#039;ll produce one [[Cheese Curd]] every 36 minutes (real-time). Curd can can be either eaten for 1 strength FEP or four of them can be used to fill a [[Cheese Tray|cheese tray]]. Cheese trays placed on a [[Cheese Rack|cheese rack]] will slowly turn into cheese. The location of the rack determines which type of cheese is produced. &#039;Cabin&#039; means inside a [[Timber House]], [[Log Cabin]], [[Stonestead]], [[Stone Mansion]], [[Great Hall]] or [[Stone Tower]]. &#039;Mine&#039; refers to either [[cave|caves]] or [[mine|mines]]. This stage 1 cheese can be further aged into stage 2 cheese, and so forth (refer to flow chart below). The time of each stage is dependent upon the type of cheese being made.&lt;br /&gt;
*[[Cow Cheese]] for more information.&lt;br /&gt;
*[[Sheep Cheese]] for more information.&lt;br /&gt;
*[[Goat Cheese]] for more information&lt;br /&gt;
&lt;br /&gt;
==FEP information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.15em&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Category:Cheeses]] | mainlabel=Food | headers=plain | link=subject | format=table | limit=500 | order=asc | sep=&amp;amp;nbsp;/&amp;amp;nbsp;&lt;br /&gt;
| ?str  = STR&amp;lt;br&amp;gt;+1 || ?str2 =  &amp;lt;br&amp;gt;+2 &lt;br /&gt;
| ?agi  = AGI&amp;lt;br&amp;gt;+1 || ?agi2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?int  = INT&amp;lt;br&amp;gt;+1 || ?int2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?con  = CON&amp;lt;br&amp;gt;+1 || ?con2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?per  = PER&amp;lt;br&amp;gt;+1 || ?per2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?cha  = CHA&amp;lt;br&amp;gt;+1 || ?cha2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?dex  = DEX&amp;lt;br&amp;gt;+1 || ?dex2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?wil  = WIL&amp;lt;br&amp;gt;+1 || ?wil2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?psy  = PSY&amp;lt;br&amp;gt;+1 || ?psy2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?energy    = NRG&lt;br /&gt;
| ?hunger    = HNG&lt;br /&gt;
| ?totalfep          = Total FEPs&amp;lt;br&amp;gt;+1&amp;amp;nbsp;/&amp;amp;nbsp;+2&lt;br /&gt;
| ?hungerpertotalfep = Hunger&amp;lt;br&amp;gt;per FEP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Below you can find a schema of the different cheese stages, locations required to obtain next stage and the item stats.&lt;br /&gt;
&lt;br /&gt;
All other sequences than mentioned in the schema will return [[Generic Gouda]] in 66 RL hours.&lt;br /&gt;
&lt;br /&gt;
==Cow cheese tree==&lt;br /&gt;
Below is shown a tree of cow milk cheese variations. See more [[Cow Cheese|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:CheeseTree.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Sheep cheese tree==&lt;br /&gt;
Below is shown a tree of sheep milk cheese variations. Attention! - Caciotta is a second stage version of Feta - Halloumi is going Generic Gouda in second stage. Manchego is a second stage variation of Pecorino.  See more [[Sheep_Cheese|here]].&lt;br /&gt;
[[File:5D7lp0J.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Goat cheese tree==&lt;br /&gt;
Below is shown a tree of goat milk cheese variations. Attention! Picodon is a second stage variation of Bucheron. Kasseri is going Generic Gouda in second stage. Majorero is a second stage variation of Chabichou. See more [[Goat_Cheese|here]].&lt;br /&gt;
[[File:Goatcheese_Table.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Mixing goat, sheep, aurochs and cow milk ( even if it is only 0.01 L) will make all milk for that curding batch only create generic gouda.&lt;br /&gt;
*Wild Aurochs milk will only create generic gouda.&lt;br /&gt;
*Slicing cheese from a cheese tray has a small chance of producing [[The Perfect Hole]].&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78098</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78098"/>
		<updated>2019-07-24T14:47:11Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Goat cheese tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
== Cheesemaking ==&lt;br /&gt;
Fill a [[Curding Tub|curding tub]] with [[milk|cowsmilk]], [[milk|goatsmilk]] or [[milk|sheepsmilk]](dont mix the milks!) and [[rennet]]. Rennet is created by cooking [[Suckling&#039;s Maw|suckling&#039;s maw]] and [[vinegar]] into [[Bucket|buckets]] at a [[cauldron]]. As long as the tub has at least 1.0L of milk and 0.02L of rennet, it&#039;ll produce one [[Cheese Curd]] every 36 minutes (real-time). Curd can can be either eaten for 1 strength FEP or four of them can be used to fill a [[Cheese Tray|cheese tray]]. Cheese trays placed on a [[Cheese Rack|cheese rack]] will slowly turn into cheese. The location of the rack determines which type of cheese is produced. &#039;Cabin&#039; means inside a [[Timber House]], [[Log Cabin]], [[Stonestead]], [[Stone Mansion]], [[Great Hall]] or [[Stone Tower]]. &#039;Mine&#039; refers to either [[cave|caves]] or [[mine|mines]]. This stage 1 cheese can be further aged into stage 2 cheese, and so forth (refer to flow chart below). The time of each stage is dependent upon the type of cheese being made.&lt;br /&gt;
*[[Cow Cheese]] for more information.&lt;br /&gt;
*[[Sheep Cheese]] for more information.&lt;br /&gt;
*[[Goat Cheese]] for more information&lt;br /&gt;
&lt;br /&gt;
==FEP information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.15em&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Category:Cheeses]] | mainlabel=Food | headers=plain | link=subject | format=table | limit=500 | order=asc | sep=&amp;amp;nbsp;/&amp;amp;nbsp;&lt;br /&gt;
| ?str  = STR&amp;lt;br&amp;gt;+1 || ?str2 =  &amp;lt;br&amp;gt;+2 &lt;br /&gt;
| ?agi  = AGI&amp;lt;br&amp;gt;+1 || ?agi2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?int  = INT&amp;lt;br&amp;gt;+1 || ?int2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?con  = CON&amp;lt;br&amp;gt;+1 || ?con2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?per  = PER&amp;lt;br&amp;gt;+1 || ?per2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?cha  = CHA&amp;lt;br&amp;gt;+1 || ?cha2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?dex  = DEX&amp;lt;br&amp;gt;+1 || ?dex2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?wil  = WIL&amp;lt;br&amp;gt;+1 || ?wil2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?psy  = PSY&amp;lt;br&amp;gt;+1 || ?psy2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?energy    = NRG&lt;br /&gt;
| ?hunger    = HNG&lt;br /&gt;
| ?totalfep          = Total FEPs&amp;lt;br&amp;gt;+1&amp;amp;nbsp;/&amp;amp;nbsp;+2&lt;br /&gt;
| ?hungerpertotalfep = Hunger&amp;lt;br&amp;gt;per FEP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Below you can find a schema of the different cheese stages, locations required to obtain next stage and the item stats.&lt;br /&gt;
&lt;br /&gt;
All other sequences than mentioned in the schema will return [[Generic Gouda]] in 66 RL hours.&lt;br /&gt;
&lt;br /&gt;
==Cow cheese tree==&lt;br /&gt;
Below is shown a tree of cow milk cheese variations. See more [[Cow Cheese|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:CheeseTree.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Sheep cheese tree==&lt;br /&gt;
Below is shown a tree of sheep milk cheese variations. Attention! - Caciotta is a second stage version of Feta - Halloumi is going Generic Gouda in second stage. Manchego is a second stage variation of Pecorino.  See more [[Sheep_Cheese|here]].&lt;br /&gt;
[[File:5D7lp0J.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Goat cheese tree==&lt;br /&gt;
Below is shown a tree of goat milk cheese variations. Attention! Picodon is a second stage variation of Bucheron. Kasseri is going Generic Gouda in second stage. Najorero is a second stage variation of Chabichou. See more [[Goat_Cheese|here]].&lt;br /&gt;
[[File:Goatcheese_Table.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Mixing goat, sheep, aurochs and cow milk ( even if it is only 0.01 L) will make all milk for that curding batch only create generic gouda.&lt;br /&gt;
*Wild Aurochs milk will only create generic gouda.&lt;br /&gt;
*Slicing cheese from a cheese tray has a small chance of producing [[The Perfect Hole]].&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78097</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78097"/>
		<updated>2019-07-24T14:45:40Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Goat cheese tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
== Cheesemaking ==&lt;br /&gt;
Fill a [[Curding Tub|curding tub]] with [[milk|cowsmilk]], [[milk|goatsmilk]] or [[milk|sheepsmilk]](dont mix the milks!) and [[rennet]]. Rennet is created by cooking [[Suckling&#039;s Maw|suckling&#039;s maw]] and [[vinegar]] into [[Bucket|buckets]] at a [[cauldron]]. As long as the tub has at least 1.0L of milk and 0.02L of rennet, it&#039;ll produce one [[Cheese Curd]] every 36 minutes (real-time). Curd can can be either eaten for 1 strength FEP or four of them can be used to fill a [[Cheese Tray|cheese tray]]. Cheese trays placed on a [[Cheese Rack|cheese rack]] will slowly turn into cheese. The location of the rack determines which type of cheese is produced. &#039;Cabin&#039; means inside a [[Timber House]], [[Log Cabin]], [[Stonestead]], [[Stone Mansion]], [[Great Hall]] or [[Stone Tower]]. &#039;Mine&#039; refers to either [[cave|caves]] or [[mine|mines]]. This stage 1 cheese can be further aged into stage 2 cheese, and so forth (refer to flow chart below). The time of each stage is dependent upon the type of cheese being made.&lt;br /&gt;
*[[Cow Cheese]] for more information.&lt;br /&gt;
*[[Sheep Cheese]] for more information.&lt;br /&gt;
*[[Goat Cheese]] for more information&lt;br /&gt;
&lt;br /&gt;
==FEP information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.15em&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Category:Cheeses]] | mainlabel=Food | headers=plain | link=subject | format=table | limit=500 | order=asc | sep=&amp;amp;nbsp;/&amp;amp;nbsp;&lt;br /&gt;
| ?str  = STR&amp;lt;br&amp;gt;+1 || ?str2 =  &amp;lt;br&amp;gt;+2 &lt;br /&gt;
| ?agi  = AGI&amp;lt;br&amp;gt;+1 || ?agi2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?int  = INT&amp;lt;br&amp;gt;+1 || ?int2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?con  = CON&amp;lt;br&amp;gt;+1 || ?con2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?per  = PER&amp;lt;br&amp;gt;+1 || ?per2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?cha  = CHA&amp;lt;br&amp;gt;+1 || ?cha2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?dex  = DEX&amp;lt;br&amp;gt;+1 || ?dex2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?wil  = WIL&amp;lt;br&amp;gt;+1 || ?wil2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?psy  = PSY&amp;lt;br&amp;gt;+1 || ?psy2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?energy    = NRG&lt;br /&gt;
| ?hunger    = HNG&lt;br /&gt;
| ?totalfep          = Total FEPs&amp;lt;br&amp;gt;+1&amp;amp;nbsp;/&amp;amp;nbsp;+2&lt;br /&gt;
| ?hungerpertotalfep = Hunger&amp;lt;br&amp;gt;per FEP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Below you can find a schema of the different cheese stages, locations required to obtain next stage and the item stats.&lt;br /&gt;
&lt;br /&gt;
All other sequences than mentioned in the schema will return [[Generic Gouda]] in 66 RL hours.&lt;br /&gt;
&lt;br /&gt;
==Cow cheese tree==&lt;br /&gt;
Below is shown a tree of cow milk cheese variations. See more [[Cow Cheese|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:CheeseTree.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Sheep cheese tree==&lt;br /&gt;
Below is shown a tree of sheep milk cheese variations. Attention! - Caciotta is a second stage version of Feta - Halloumi is going Generic Gouda in second stage. Manchego is a second stage variation of Pecorino.  See more [[Sheep_Cheese|here]].&lt;br /&gt;
[[File:5D7lp0J.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Goat cheese tree==&lt;br /&gt;
Below is shown a tree of goat milk cheese variations. Attention! Picodon is a second stage variation of Bucheron. Kasseri is going Generic Gouda in second stage. See more [[Goat_Cheese|here]].&lt;br /&gt;
[[File:Goatcheese_Table.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Mixing goat, sheep, aurochs and cow milk ( even if it is only 0.01 L) will make all milk for that curding batch only create generic gouda.&lt;br /&gt;
*Wild Aurochs milk will only create generic gouda.&lt;br /&gt;
*Slicing cheese from a cheese tray has a small chance of producing [[The Perfect Hole]].&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78096</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78096"/>
		<updated>2019-07-24T14:43:43Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Sheep cheese tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
== Cheesemaking ==&lt;br /&gt;
Fill a [[Curding Tub|curding tub]] with [[milk|cowsmilk]], [[milk|goatsmilk]] or [[milk|sheepsmilk]](dont mix the milks!) and [[rennet]]. Rennet is created by cooking [[Suckling&#039;s Maw|suckling&#039;s maw]] and [[vinegar]] into [[Bucket|buckets]] at a [[cauldron]]. As long as the tub has at least 1.0L of milk and 0.02L of rennet, it&#039;ll produce one [[Cheese Curd]] every 36 minutes (real-time). Curd can can be either eaten for 1 strength FEP or four of them can be used to fill a [[Cheese Tray|cheese tray]]. Cheese trays placed on a [[Cheese Rack|cheese rack]] will slowly turn into cheese. The location of the rack determines which type of cheese is produced. &#039;Cabin&#039; means inside a [[Timber House]], [[Log Cabin]], [[Stonestead]], [[Stone Mansion]], [[Great Hall]] or [[Stone Tower]]. &#039;Mine&#039; refers to either [[cave|caves]] or [[mine|mines]]. This stage 1 cheese can be further aged into stage 2 cheese, and so forth (refer to flow chart below). The time of each stage is dependent upon the type of cheese being made.&lt;br /&gt;
*[[Cow Cheese]] for more information.&lt;br /&gt;
*[[Sheep Cheese]] for more information.&lt;br /&gt;
*[[Goat Cheese]] for more information&lt;br /&gt;
&lt;br /&gt;
==FEP information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.15em&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Category:Cheeses]] | mainlabel=Food | headers=plain | link=subject | format=table | limit=500 | order=asc | sep=&amp;amp;nbsp;/&amp;amp;nbsp;&lt;br /&gt;
| ?str  = STR&amp;lt;br&amp;gt;+1 || ?str2 =  &amp;lt;br&amp;gt;+2 &lt;br /&gt;
| ?agi  = AGI&amp;lt;br&amp;gt;+1 || ?agi2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?int  = INT&amp;lt;br&amp;gt;+1 || ?int2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?con  = CON&amp;lt;br&amp;gt;+1 || ?con2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?per  = PER&amp;lt;br&amp;gt;+1 || ?per2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?cha  = CHA&amp;lt;br&amp;gt;+1 || ?cha2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?dex  = DEX&amp;lt;br&amp;gt;+1 || ?dex2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?wil  = WIL&amp;lt;br&amp;gt;+1 || ?wil2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?psy  = PSY&amp;lt;br&amp;gt;+1 || ?psy2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?energy    = NRG&lt;br /&gt;
| ?hunger    = HNG&lt;br /&gt;
| ?totalfep          = Total FEPs&amp;lt;br&amp;gt;+1&amp;amp;nbsp;/&amp;amp;nbsp;+2&lt;br /&gt;
| ?hungerpertotalfep = Hunger&amp;lt;br&amp;gt;per FEP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Below you can find a schema of the different cheese stages, locations required to obtain next stage and the item stats.&lt;br /&gt;
&lt;br /&gt;
All other sequences than mentioned in the schema will return [[Generic Gouda]] in 66 RL hours.&lt;br /&gt;
&lt;br /&gt;
==Cow cheese tree==&lt;br /&gt;
Below is shown a tree of cow milk cheese variations. See more [[Cow Cheese|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:CheeseTree.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Sheep cheese tree==&lt;br /&gt;
Below is shown a tree of sheep milk cheese variations. Attention! - Caciotta is a second stage version of Feta - Halloumi is going Generic Gouda in second stage. Manchego is a second stage variation of Pecorino.  See more [[Sheep_Cheese|here]].&lt;br /&gt;
[[File:5D7lp0J.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Goat cheese tree==&lt;br /&gt;
Below is shown a tree of goat milk cheese variations. See more [[Goat_Cheese|here]].&lt;br /&gt;
[[File:Goatcheese_Table.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Mixing goat, sheep, aurochs and cow milk ( even if it is only 0.01 L) will make all milk for that curding batch only create generic gouda.&lt;br /&gt;
*Wild Aurochs milk will only create generic gouda.&lt;br /&gt;
*Slicing cheese from a cheese tray has a small chance of producing [[The Perfect Hole]].&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cow_Cheese&amp;diff=78089</id>
		<title>Cow Cheese</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cow_Cheese&amp;diff=78089"/>
		<updated>2019-07-23T07:26:04Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Stage 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cheesemaking ==&lt;br /&gt;
Fill a [[Curding Tub|curding tub]] with [[milk]] and [[rennet]]. Rennet is created by cooking [[Suckling&#039;s Maw|suckling&#039;s maw]] and [[vinegar]] into [[Bucket|buckets]] at a [[cauldron]]. As long as the tub has at least 1.0L of milk and 0.02L of rennet, it&#039;ll produce one [[Cheese Curd]] every 36 minutes (real-time). Curd can can be either eaten for 1 strength FEP or four of them can be used to fill a [[Cheese Tray|cheese tray]]. Cheese trays placed on a [[Cheese Rack|cheese rack]] will slowly turn into cheese. The location of the rack determines which type of cheese is produced. &#039;Cabin&#039; means inside a [[Timber House]], [[Log Cabin]], [[Stonestead]], [[Stone Mansion]], [[Great Hall]] or [[Stone Tower]]. &#039;Mine&#039; refers to either [[cave|caves]] or [[mine|mines]]. This stage 1 cheese can be further aged into stage 2 cheese, and so forth (refer to flow chart below). The time of each stage is dependent upon the type of cheese being made.&lt;br /&gt;
&lt;br /&gt;
There are only 4 stages.  There are 12 cheeses in total, including Generic Gouda.&lt;br /&gt;
&lt;br /&gt;
Cheese marked with an &#039;*&#039; still need to be confirmed. &lt;br /&gt;
&lt;br /&gt;
=== Stage 1 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
![[Curd]]&lt;br /&gt;
|-&lt;br /&gt;
!Cabin&lt;br /&gt;
|[[Tasty Emmentaler]]&lt;br /&gt;
|-&lt;br /&gt;
!Cellar&lt;br /&gt;
|[[Cellar Cheddar]]&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Mothzarella]]&lt;br /&gt;
|-&lt;br /&gt;
!Outside&lt;br /&gt;
|[[Creamy Camembert]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stage 2 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
![[Tasty Emmentaler]]&lt;br /&gt;
![[Cellar Cheddar]]&lt;br /&gt;
![[Mothzarella]]&lt;br /&gt;
![[Creamy Camembert]]&lt;br /&gt;
|-&lt;br /&gt;
!Cabin&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Brodgar Blue Cheese]]&lt;br /&gt;
|[[Harmesan Cheese]]&lt;br /&gt;
|[[Generic Gouda]]&lt;br /&gt;
|-&lt;br /&gt;
!Cellar&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Harmesan Cheese]]*&lt;br /&gt;
|[[Generic Gouda]]&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Musky Milben]]*&lt;br /&gt;
|[[Cave Cheddar]]&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]&lt;br /&gt;
|-&lt;br /&gt;
!Outside&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Brodgar Blue Cheese]]&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stage 3 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
![[Musky Milben]]&lt;br /&gt;
![[Cave Cheddar]]&lt;br /&gt;
![[Brodgar Blue Cheese]]&lt;br /&gt;
![[Harmesan Cheese]]&lt;br /&gt;
|-&lt;br /&gt;
!Cabin&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|-&lt;br /&gt;
!Cellar&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Jorbonzola]]&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|-&lt;br /&gt;
!Outside&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Sunlit Stilton]]*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stage 4 ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
![[Jorbonzola]]&lt;br /&gt;
![[Sunlit Stilton]]&lt;br /&gt;
|-&lt;br /&gt;
!Cabin&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|-&lt;br /&gt;
!Cellar&lt;br /&gt;
|[[Midnight Blue Cheese]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|-&lt;br /&gt;
!Outside&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|[[Generic Gouda]]*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maturation time ===&lt;br /&gt;
All Times need to be confirmed***&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Cheese&lt;br /&gt;
!Maturation time (Real Time)&lt;br /&gt;
!In game Time&lt;br /&gt;
|-&lt;br /&gt;
!Cabin or Outside&lt;br /&gt;
|[[Brodgar Blue Cheese]]&lt;br /&gt;
|32 hours (1.3 days)&lt;br /&gt;
|4 days&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Mothzarella]]&lt;br /&gt;
|32 hours (1.3 days)&lt;br /&gt;
|4 days&lt;br /&gt;
|-&lt;br /&gt;
!Cellar&lt;br /&gt;
|[[Cellar Cheddar]]&lt;br /&gt;
|48 hours (2 days)&lt;br /&gt;
|6 days&lt;br /&gt;
|-&lt;br /&gt;
!Outside&lt;br /&gt;
|[[Creamy Camembert]]&lt;br /&gt;
|56 hours (2.3 days)&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Jorbonzola]]&lt;br /&gt;
|56 hours (2.3 days)&lt;br /&gt;
|7 days&lt;br /&gt;
|-&lt;br /&gt;
!Cabin or Cellar&lt;br /&gt;
|[[Harmesan Cheese]]&lt;br /&gt;
|64 hours (2.6 days)&lt;br /&gt;
|8 days&lt;br /&gt;
|-&lt;br /&gt;
!Cabin&lt;br /&gt;
|[[Tasty Emmentaler]]&lt;br /&gt;
|80 hours (3.3 days)&lt;br /&gt;
|10 days&lt;br /&gt;
|-&lt;br /&gt;
!Cellar&lt;br /&gt;
|[[Midnight Blue Cheese]]&lt;br /&gt;
|168 hours (7 days)&lt;br /&gt;
|21 days&lt;br /&gt;
|-&lt;br /&gt;
!Mine&lt;br /&gt;
|[[Musky Milben]]&lt;br /&gt;
|224 hours (9.3 days)&lt;br /&gt;
|28 days&lt;br /&gt;
|-&lt;br /&gt;
!Outside&lt;br /&gt;
|[[Sunlit Stilton]]&lt;br /&gt;
|51 hours (2.1 days)&lt;br /&gt;
|6.4 days&lt;br /&gt;
|-&lt;br /&gt;
!Faulty Placement&lt;br /&gt;
|[[Generic Gouda]]&lt;br /&gt;
|48 hours (2 days)&lt;br /&gt;
|6 days&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78040</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Cheese&amp;diff=78040"/>
		<updated>2019-07-19T18:32:20Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* Sheep cheese tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
== Cheesemaking ==&lt;br /&gt;
Fill a [[Curding Tub|curding tub]] with [[milk|cowsmilk]], [[milk|goatsmilk]] or [[milk|sheepsmilk]](dont mix the milks!) and [[rennet]]. Rennet is created by cooking [[Suckling&#039;s Maw|suckling&#039;s maw]] and [[vinegar]] into [[Bucket|buckets]] at a [[cauldron]]. As long as the tub has at least 1.0L of milk and 0.02L of rennet, it&#039;ll produce one [[Cheese Curd]] every 36 minutes (real-time). Curd can can be either eaten for 1 strength FEP or four of them can be used to fill a [[Cheese Tray|cheese tray]]. Cheese trays placed on a [[Cheese Rack|cheese rack]] will slowly turn into cheese. The location of the rack determines which type of cheese is produced. &#039;Cabin&#039; means inside a [[Timber House]], [[Log Cabin]], [[Stonestead]], [[Stone Mansion]], [[Great Hall]] or [[Stone Tower]]. &#039;Mine&#039; refers to either [[cave|caves]] or [[mine|mines]]. This stage 1 cheese can be further aged into stage 2 cheese, and so forth (refer to flow chart below). The time of each stage is dependent upon the type of cheese being made.&lt;br /&gt;
*[[Cow Cheese]] for more information.&lt;br /&gt;
*[[Sheep Cheese]] for more information.&lt;br /&gt;
*[[Goat Cheese]] for more information&lt;br /&gt;
&lt;br /&gt;
==FEP information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height: 1.15em&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Category:Cheeses]] | mainlabel=Food | headers=plain | link=subject | format=table | limit=500 | order=asc | sep=&amp;amp;nbsp;/&amp;amp;nbsp;&lt;br /&gt;
| ?str  = STR&amp;lt;br&amp;gt;+1 || ?str2 =  &amp;lt;br&amp;gt;+2 &lt;br /&gt;
| ?agi  = AGI&amp;lt;br&amp;gt;+1 || ?agi2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?int  = INT&amp;lt;br&amp;gt;+1 || ?int2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?con  = CON&amp;lt;br&amp;gt;+1 || ?con2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?per  = PER&amp;lt;br&amp;gt;+1 || ?per2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?cha  = CHA&amp;lt;br&amp;gt;+1 || ?cha2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?dex  = DEX&amp;lt;br&amp;gt;+1 || ?dex2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?wil  = WIL&amp;lt;br&amp;gt;+1 || ?wil2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?psy  = PSY&amp;lt;br&amp;gt;+1 || ?psy2 =  &amp;lt;br&amp;gt;+2&lt;br /&gt;
| ?energy    = NRG&lt;br /&gt;
| ?hunger    = HNG&lt;br /&gt;
| ?totalfep          = Total FEPs&amp;lt;br&amp;gt;+1&amp;amp;nbsp;/&amp;amp;nbsp;+2&lt;br /&gt;
| ?hungerpertotalfep = Hunger&amp;lt;br&amp;gt;per FEP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Below you can find a schema of the different cheese stages, locations required to obtain next stage and the item stats.&lt;br /&gt;
&lt;br /&gt;
All other sequences than mentioned in the schema will return [[Generic Gouda]] in 66 RL hours.&lt;br /&gt;
&lt;br /&gt;
==Cow cheese tree==&lt;br /&gt;
Below is shown a tree of cow milk cheese variations. See more [[Cow Cheese|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:CheeseTree.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Sheep cheese tree==&lt;br /&gt;
Below is shown a tree of sheep milk cheese variations. Attention! - Caciotta is a second stage version of Feta - Halloumi is going Generic Gouda in second stage  See more [[Sheep_Cheese|here]].&lt;br /&gt;
[[File:5D7lp0J.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Goat cheese tree==&lt;br /&gt;
Below is shown a tree of goat milk cheese variations. See more [[Goat_Cheese|here]].&lt;br /&gt;
[[File:Goatcheese_Table.png|none|left|Cheese Tree]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Mixing goat, sheep, aurochs and cow milk ( even if it is only 0.01 L) will make all milk for that curding batch only create generic gouda.&lt;br /&gt;
*Wild Aurochs milk will only create generic gouda.&lt;br /&gt;
*Slicing cheese from a cheese tray has a small chance of producing [[The Perfect Hole]].&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Village_Claim&amp;diff=76923</id>
		<title>Village Claim</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Village_Claim&amp;diff=76923"/>
		<updated>2019-06-13T23:28:39Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 2&lt;br /&gt;
|ysize = 3&lt;br /&gt;
|skillreq   = [[requires::Hearth Magic]],[[requires::Yeomanry]] and [[requires::Lawspeaking]]&lt;br /&gt;
|objectsreq = [[requires::Bar of Any Metal]], [[requires::Stone]] x200, [[requires::Block of Wood]] x20, [[requires::Board]] x20, [[requires::Bone Material]] x40, [[requires::A Beautiful Dream!]] x10, [[requires::LP]] x30,000&lt;br /&gt;
|repwith    = [[requires::Stone]]&lt;br /&gt;
|lift       = No&lt;br /&gt;
|sthp       = 30000&lt;br /&gt;
|soak       = 30&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Adventure|$Haven &amp;amp; Hearth|Form $Village}}&lt;br /&gt;
&lt;br /&gt;
Also known as Village Idol, this structure claims a large area (101 x 101) and creates a [[village]]. To interact with objects in this area one must be a member of the village, be partied with a member, activate criminal acts, or the village must have set permissions to the white group. The idol drains 5000 [[authority]] per in-game day (15,000 per real day) while providing an initial 30,000 of village authority and the authority cap of 250,000.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
&lt;br /&gt;
A village idol must be placed on a paved 2x3 area, far enough away from another village claim, [[Banner]], or [[Statue of the Chieftain]] so that claims do not overlap and have an appropriate buffer zone. Once built, a cooldown of three game days (approximately 21-22 real hours) must be waited and then up to five characters can interact with the Village Idol. The first character to interact will become the [[Lawspeaker]] (given that [[Lawspeaking]] has been learned), otherwise an error message will be returned. Note that all of the founding members must possess the skill [[Yeomanry]]. Once a village name has been entered and &#039;&#039;&#039;Form Village!&#039;&#039;&#039; is pressed, after a few seconds the 30,000 LP cost will be divided evenly among the interacting characters and a village will be founded.&lt;br /&gt;
&lt;br /&gt;
==Visitor buff==&lt;br /&gt;
&lt;br /&gt;
Any character that walks through a visitor gate (as indicated by the red flags) on a village claim (or [[personal claim]]), unless they are a member/owner, receives the Visitor buff. Characters with this buff are unable to perform [[Criminal Acts]], even with the toggle switched on. Essentially this means the visitor gates of walled claims can be left open to anyone to show off your beautifully cultivated lands without having to worry about [[Theft]], [[Vandalism]], [[Battery]] or [[Murder]].&lt;br /&gt;
&lt;br /&gt;
However, if you think a [[Nidbane]] might visit your lands soon, keep all gates closed, as visitor buff does not prevent from aggroing a [[Nidbane]] that is waiting for an offline character to come online, thus making it immediately attack it&#039;s defenseless target.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Villages can only be expanded downwards across levels in mines from the level the Village Idol is on. Build the Idol on the highest level you want village access on and then expand downward.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that Charter Stones can only be built on the surface level. If you plan on having one for your village, be sure to build the Village Idol on the surface.&lt;br /&gt;
&lt;br /&gt;
There is a required buffer of 100 tiles between each village. You cannot build a village idol or place expansions that would encroach on this buffer.&lt;br /&gt;
&lt;br /&gt;
A person can only be [[Lawspeaker]] of one village at a time. If the lawspeaker builds another Village Idol, they will lose the position at the current village they are lawspeaker of. It follows reason as a person can only be a member of one village at a time, and loses membership at their current village when accepting membership at a new village. --needs verifying&lt;br /&gt;
&lt;br /&gt;
It is possible to put alt code in your village&#039;s name. Copy pasting emojis from https://www.alt-codes.net/miscellaneous-symbols will let you use them in the game.&lt;br /&gt;
&lt;br /&gt;
Info on Grid placement at forums: http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=62715&amp;amp;p=795579&amp;amp;hilit=idol&amp;amp;sid=f23d1c57d71cdab2e211ed2289405dae#p795573&lt;br /&gt;
&lt;br /&gt;
(moved info from [[village]] to this page. someone please merge this info)&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Villages&#039;&#039;&#039; are a convenient way of managing communities. They work as a shared claim which can prevent non-members from interacting with village-owned objects and the special village officials get certain benefits.&lt;br /&gt;
&lt;br /&gt;
Each village has a [[Village Claim|village claim]], or idol, which sends out influence in a large 101x101 area. This area can be expanded with [[statue]]s (old?) and [[banner]]s to make the village larger. The village claim is similar to [[yeomanry|land claims]], except that it only protects objects, containers, buildings, mines etc.; however, anyone may wander on village ground as they wish. Since unauthorized use (i.e. by non-members) of village property requires criminal action, looting a village will generate [[scent]]s.&lt;br /&gt;
&lt;br /&gt;
Villages maintain a pool of [[authority]], which is generated as members earn [[LP]]s based on their intelligent and charisma. The idol, banners, and statues drain authority and lose effectiveness if the authority pool is fully drained. This also allows other to destroy the authority objects.&lt;br /&gt;
&lt;br /&gt;
==Ranks and management==&lt;br /&gt;
&#039;&#039;&#039;[[Lawspeaker]]&#039;&#039;&#039; always has all privileges in order to manage his village and control other members rights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Village member&#039;&#039;&#039; can do everything in a village influence without leaving scents if he has proper rights set on by a Lawspeaker or another member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-members&#039;&#039;&#039;. Anyone else needs special skills to use, destroy, vandalize, steal in a village&#039;s influence and leave scents when they do. Any character that walks through a gate on a village claim unless he/she is a member, receives the [[Village Claim#Visitor buff|Visitor buff]] that makes him/her unable to perform Criminal Acts, even with the toggle switched on. &lt;br /&gt;
&lt;br /&gt;
Village member with the &amp;quot;Grant privileges&amp;quot; right can appoint privileges to other member groups via &amp;quot;Village&amp;quot; tab in &amp;quot;Kin &amp;amp; Kith&amp;quot; window and assign members to one of these groups. Currently there is no way to give permissions to unknown people (non-members) by accident now. Even if you give permissions in village to white color, they will only work if that person is part of the village.&lt;br /&gt;
&lt;br /&gt;
To really give permissions to non-members, you need a [[Field Cairn]]. It can be built in the &amp;quot;Village Government&amp;quot; tab.&lt;br /&gt;
When you right click it, it will allow you to &amp;quot;draw&amp;quot; an area. And then set permissions to that area. If you set permissions for the white color, only then this will make it work for non-members.&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
&lt;br /&gt;
Villages are started by making a village idol, then having up to 5 people with [[Yeomanry]] to right click on it (lawspeaker first), and then clicking &amp;quot;make village&amp;quot;. After some dramatic fire animations, a village is created. The cost to create a village is 30,000 LP and it is divided evenly among the founding members. (One person with 30,000; two both with 15,000; etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Becoming Lawspeaker==&lt;br /&gt;
&lt;br /&gt;
After a Village Idol ([[Village Claim|Claim]]) is ready to turn into a village the first person to open the Village creation window and create the village will become the Lawspeaker.&lt;br /&gt;
&lt;br /&gt;
A Lawspeaker cannot leave the village by any means other than death until he renounces his role. If someone else wishes to become Lawspeaker, the only way to achieve such is to kill the current Lawspeaker or have them renounce their role.&lt;br /&gt;
&lt;br /&gt;
If a village has no Lawspeaker, only members of that village can become Lawspeaker if said village has more than 50k [[authority]]. If the same village drops below 50k authority and there is no Lawspeaker anyone can become the Lawspeaker (members of that village or not). &lt;br /&gt;
&lt;br /&gt;
If and only if a village has no members in it can anyone not a member of that village become the Lawspeaker of that village. Right click the Village Idol from a visible range to become one. If the village has more than 50k authority the [[Trespassing]] skill is required and criminal acts must be turned on, although no scents are left taking over the empty village. The person attempting to become Lawspeaker of an empty village can not be a Lawspeaker of another village.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*If you found more than one village as Lawspeaker, you will then be automatically removed as Lawspeaker for the first village.&lt;br /&gt;
*Non-member&#039;s rights are represented as a &amp;quot;white&amp;quot; group in the &amp;quot;Village&amp;quot; tab (second button at bottom) of the &amp;quot;Kin&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
[[File:Hafen-Village_Claim_res.png|thumb|left|353px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VillageBox}}&lt;br /&gt;
[[Category:Light Sources]]&lt;br /&gt;
[[Category:Government]]&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Fishing_Net&amp;diff=75827</id>
		<title>Fishing Net</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Fishing_Net&amp;diff=75827"/>
		<updated>2019-03-31T02:59:50Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 4&lt;br /&gt;
|ysize = 4&lt;br /&gt;
|skillreq = [[requires::Fishing]]&lt;br /&gt;
|objectsreq = [[requires::Rope]] x6, [[requires::Block of Wood]] x4&lt;br /&gt;
|producedby = Hand&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Craft|$Clothes &amp;amp; Equipment|Hook, $Line &amp;amp; Sinker|Fishi$ng Net}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[{{PAGENAME}}]] is a type of fishing equipment.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Gather the ingredients and execute the recipe.&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
Right click it having in your Inventory to place it exactly in deeper water. The net catches fish over time, but also loses efficiency in doing so over time. Fish caught have a chance to disappear per unit of time, so there&#039;s a judgment call to be made on when to recover the nets, as leaving them for too long will cause them to empty. Suggested since the dawn of time, and perhaps a first stab at more fishing changes in the pipe. &#039;&#039;-jorb&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Fishing Equipment]]&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Fishing_Net&amp;diff=75826</id>
		<title>Fishing Net</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Fishing_Net&amp;diff=75826"/>
		<updated>2019-03-31T02:58:53Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 4&lt;br /&gt;
|ysize = 4&lt;br /&gt;
|skillreq = [[requires::Fishing]]&lt;br /&gt;
|objectsreq = [[requires::Rope]] x6, [[requires::Block of Wood]] x4&lt;br /&gt;
|producedby = Hand&lt;br /&gt;
}}&lt;br /&gt;
{{GM|$Craft|$Clothes &amp;amp; Equipment|Hook, $Line &amp;amp; Sinker|Fishing Net}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[{{PAGENAME}}]] is a type of fishing equipment.&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Gather the ingredients and execute the recipe.&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
Right click it having in your Inventory to place it exactly in deeper water. The net catches fish over time, but also loses efficiency in doing so over time. Fish caught have a chance to disappear per unit of time, so there&#039;s a judgment call to be made on when to recover the nets, as leaving them for too long will cause them to empty. Suggested since the dawn of time, and perhaps a first stab at more fishing changes in the pipe. &#039;&#039;-jorb&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Fishing Equipment]]&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Strange_Root&amp;diff=75730</id>
		<title>Strange Root</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Strange_Root&amp;diff=75730"/>
		<updated>2019-03-28T04:18:48Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox metaobj&lt;br /&gt;
|xsize = 1&lt;br /&gt;
|ysize = 1&lt;br /&gt;
|skillreq   = [[requires::Lumberjacking]]&lt;br /&gt;
|objectsreq = [[requires::Stump]]&lt;br /&gt;
|producedby = [[requires::Stone Axe]],[[requires::Metal Axe]]&lt;br /&gt;
|lpgain       = 6000&lt;br /&gt;
|studytime    = 7.28&lt;br /&gt;
|mentalweight = 15&lt;br /&gt;
|expdrain = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strange Root&#039;&#039;&#039; is a [[Curiosity]] which can be used in the [[Study Report]] to earn [[Learning Points]].&lt;br /&gt;
&lt;br /&gt;
Note: They are all quality 10.&lt;br /&gt;
&lt;br /&gt;
WARNING: The Strange Root has a chance to randomly change into a [[Spindly Taproot]] (Confirmation Count: +2)&lt;br /&gt;
&lt;br /&gt;
==How to Acquire==&lt;br /&gt;
Randomly acquired when removing tree [[stump]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Curiosity]]&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75201</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75201"/>
		<updated>2019-02-27T18:51:00Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[http://www.havenandhearth.com/forum/viewtopic.php??f=39&amp;amp;t=63024 World 11 Has begun (Feb 1 2019)]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 10 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ Not-a-cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February  27,  2019   - World-11, Forums and the whole shebang transfered to new hardware&lt;br /&gt;
* February  25,  2019   - Legacy World-7 transfered to new hardware - still running since june 2013&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75200</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75200"/>
		<updated>2019-02-27T18:47:31Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[http://www.havenandhearth.com/forum/viewtopic.php??f=39&amp;amp;t=63024 World 11 Has begun (Feb 1 2019)]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 10 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ Not-a-cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February  27,  2019   - World 11, Forums and the whole shebang transfered to new hardware&lt;br /&gt;
* February  25,  2019   - Legacy World 7 transfered to new hardware - still running since june 2013&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75199</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75199"/>
		<updated>2019-02-27T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[http://www.havenandhearth.com/forum/viewtopic.php??f=39&amp;amp;t=63024 World 11 Has begun (Feb 1 2019)]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 10 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ Not-a-cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February  27,  2019   - World 11, Forums and the whole shebang transfered to new hardware&lt;br /&gt;
* February  25,  2019   - Legacy World 7 transfered to new hardware - still running since june 2013&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75198</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75198"/>
		<updated>2019-02-27T18:43:11Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[http://www.havenandhearth.com/forum/viewtopic.php??f=39&amp;amp;t=63024 World 11 Has begun (Feb 1 2019)]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 10 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ Not-a-cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February  27,  2019   - World 11, Forums and the whole shebang transfered to new hardware&lt;br /&gt;
* February  25,  2019   - Legacy World 7 transfered to new hardware - still running&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=News_Archive&amp;diff=75197</id>
		<title>News Archive</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=News_Archive&amp;diff=75197"/>
		<updated>2019-02-27T18:39:00Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* January    7,  2017   - World-9 ended, World-10 starts.&lt;br /&gt;
* February  18,  2016   - World-8 ends, World-9 Starts.&lt;br /&gt;
* June 24, 2013 - World 7 was expanded to 7x7 supergrids.&lt;br /&gt;
* June 03, 2013 5:46 a.m. UTC+2 - World 7 has been created.&lt;br /&gt;
* June 03, 2013 5:01 a.m. UTC+2 - All characters deleted.&lt;br /&gt;
* June 03, 2013 4:26 a.m. UTC+2 - World 6 ends.&lt;br /&gt;
* March 20, 2013 - After a long laggy time loftar wrote a patch and applied it - World 6 still running.&lt;br /&gt;
* October 25, 2011 - World 6 has been created.&lt;br /&gt;
* March 13, 2011 - World 5 has been created.&lt;br /&gt;
* March 12, 2011 - World 4 ends.&lt;br /&gt;
* January 11, 2011 - World 4 has been created.&lt;br /&gt;
* January 11, 2011 - World 3 ends - Great Flood&lt;br /&gt;
* February 27, 2010 - World 2 ends - Great Flood&lt;br /&gt;
* September 7, 2009 - Crafting gets an overhaul and the map generator changes. [http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=1784 (details)]&lt;br /&gt;
* August 25, 2009 - Semantic MediaWiki activated. Adaptation of current content begins.&lt;br /&gt;
* August 22, 2009 - The &amp;lt;strike&amp;gt;&amp;lt;nowiki&amp;gt;[[:Template:Infobox food2 |food template]]&amp;lt;/nowiki&amp;gt;&amp;lt;/strike&amp;gt; is now functional. This will automatically compute various mathematical data. Please use this for all future food objects.&lt;br /&gt;
* July 17, 2009 - Initial seeding complete; wiki surpasses 250 articles.&lt;br /&gt;
* July 7, 2009 - The first real information is added!&lt;br /&gt;
* June 3, 2009 - This wiki is created!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some additional history stuff taken from H&amp;amp;H forum.&lt;br /&gt;
:[[http://www.havenandhearth.com/forum/viewtopic.php?p=451727&amp;amp;sid=9604f309e2e475ec3ca0e69d0d78c54f#p451727 by loftar » Sun Oct 27, 2013]]: For anyone who&#039;s interested, some early milestones include the following (taken approximately from memory):&lt;br /&gt;
*Sometime in like 2005: Jorb starts presenting the idea to me.&lt;br /&gt;
*September 2007: Under the guise of &amp;quot;teaching him how to do it&amp;quot;, Jorb tricks me into actually starting developing a simple single-player version. (Jorb has some truly stone-age mockup of Haven still lying around that he may feel free to post if he wants to.)&lt;br /&gt;
*Some month or so later: We switch to a client/server model.&lt;br /&gt;
*December 8th 2007: The characters Jorb and Loftar are born. A few weeks later they can walk around, chop down trees, and pick up the whole logs into their inventories. (As a piece of trivia, I and Jorb still have the entry left for the initial inventory format, both full of logs.)&lt;br /&gt;
*Spring 2008: Major rework of resource handling and switch to OpenGL.&lt;br /&gt;
*I think somewhere between here, cows are implemented, and their hides are made dryable and tannable.&lt;br /&gt;
*August 2008: The homepage is first made, with open registrations. Though noone registers. QQ&lt;br /&gt;
*October 2008: The combat system and accompanying death are implemented and by the hand of Jorb, the hearthlands are soon robbed of their innocence.&lt;br /&gt;
*More mechanics are added.&lt;br /&gt;
*Late May/June 2009: People actually start registering, arriving via [[http://gameawards.se/ SGA]], wherein we participated.&lt;br /&gt;
**[http://gameawards.se/competition_entries/121] The Haven &amp;amp; Hearth page at the Swedish Game Awards(SGA) site. (&#039;&#039;Containing early game development images&#039;&#039;)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75196</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75196"/>
		<updated>2019-02-27T18:38:30Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* What&amp;#039;s New */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[http://www.havenandhearth.com/forum/viewtopic.php??f=39&amp;amp;t=63024 World 11 Has begun (Feb 1 2019)]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 10 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ Not-a-cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=News_Archive&amp;diff=75195</id>
		<title>News Archive</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=News_Archive&amp;diff=75195"/>
		<updated>2019-02-27T18:37:25Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* June 24, 2013 - World 7 was expanded to 7x7 supergrids.&lt;br /&gt;
* June 03, 2013 5:46 a.m. UTC+2 - World 7 has been created.&lt;br /&gt;
* June 03, 2013 5:01 a.m. UTC+2 - All characters deleted.&lt;br /&gt;
* June 03, 2013 4:26 a.m. UTC+2 - World 6 ends.&lt;br /&gt;
* March 20, 2013 - After a long laggy time loftar wrote a patch and applied it - World 6 still running.&lt;br /&gt;
* October 25, 2011 - World 6 has been created.&lt;br /&gt;
* March 13, 2011 - World 5 has been created.&lt;br /&gt;
* March 12, 2011 - World 4 ends.&lt;br /&gt;
* January 11, 2011 - World 4 has been created.&lt;br /&gt;
* January 11, 2011 - World 3 ends - Great Flood&lt;br /&gt;
* February 27, 2010 - World 2 ends - Great Flood&lt;br /&gt;
* September 7, 2009 - Crafting gets an overhaul and the map generator changes. [http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=1784 (details)]&lt;br /&gt;
* August 25, 2009 - Semantic MediaWiki activated. Adaptation of current content begins.&lt;br /&gt;
* August 22, 2009 - The &amp;lt;strike&amp;gt;&amp;lt;nowiki&amp;gt;[[:Template:Infobox food2 |food template]]&amp;lt;/nowiki&amp;gt;&amp;lt;/strike&amp;gt; is now functional. This will automatically compute various mathematical data. Please use this for all future food objects.&lt;br /&gt;
* July 17, 2009 - Initial seeding complete; wiki surpasses 250 articles.&lt;br /&gt;
* July 7, 2009 - The first real information is added!&lt;br /&gt;
* June 3, 2009 - This wiki is created!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some additional history stuff taken from H&amp;amp;H forum.&lt;br /&gt;
:[[http://www.havenandhearth.com/forum/viewtopic.php?p=451727&amp;amp;sid=9604f309e2e475ec3ca0e69d0d78c54f#p451727 by loftar » Sun Oct 27, 2013]]: For anyone who&#039;s interested, some early milestones include the following (taken approximately from memory):&lt;br /&gt;
*Sometime in like 2005: Jorb starts presenting the idea to me.&lt;br /&gt;
*September 2007: Under the guise of &amp;quot;teaching him how to do it&amp;quot;, Jorb tricks me into actually starting developing a simple single-player version. (Jorb has some truly stone-age mockup of Haven still lying around that he may feel free to post if he wants to.)&lt;br /&gt;
*Some month or so later: We switch to a client/server model.&lt;br /&gt;
*December 8th 2007: The characters Jorb and Loftar are born. A few weeks later they can walk around, chop down trees, and pick up the whole logs into their inventories. (As a piece of trivia, I and Jorb still have the entry left for the initial inventory format, both full of logs.)&lt;br /&gt;
*Spring 2008: Major rework of resource handling and switch to OpenGL.&lt;br /&gt;
*I think somewhere between here, cows are implemented, and their hides are made dryable and tannable.&lt;br /&gt;
*August 2008: The homepage is first made, with open registrations. Though noone registers. QQ&lt;br /&gt;
*October 2008: The combat system and accompanying death are implemented and by the hand of Jorb, the hearthlands are soon robbed of their innocence.&lt;br /&gt;
*More mechanics are added.&lt;br /&gt;
*Late May/June 2009: People actually start registering, arriving via [[http://gameawards.se/ SGA]], wherein we participated.&lt;br /&gt;
**[http://gameawards.se/competition_entries/121] The Haven &amp;amp; Hearth page at the Swedish Game Awards(SGA) site. (&#039;&#039;Containing early game development images&#039;&#039;)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75194</id>
		<title>Haven and Hearth Wiki</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Haven_and_Hearth_Wiki&amp;diff=75194"/>
		<updated>2019-02-27T18:35:49Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to {{SITENAME}}&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:AllPages|View All Pages]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Random|Random Page]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[http://www.havenandhearth.com/forum/viewtopic.php??f=39&amp;amp;t=63024 World 11 Has begun (Feb 1 2019)]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 75em; margin: 0 auto; border-spacing: 0.5em; clear: both;&amp;quot;&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 1/4, column 1/1 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
 {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;New to Haven and Hearth?&#039;&#039;&#039;&lt;br /&gt;
  |-&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!-- Intentional Empty --&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&amp;lt;!--(same for others cases)--&amp;gt;&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  | style=&amp;quot;width: 25%&amp;quot; |&lt;br /&gt;
  |-&lt;br /&gt;
  | &#039;&#039;&#039;[[About_Haven_and_Hearth|About Haven and Hearth]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Glossary|Glossary]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[:Category:Objects|Gigantic List of Objects]]&#039;&#039;&#039;&lt;br /&gt;
  | &#039;&#039;&#039;[[Terrain|Terrain/Biomes]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 2/4, column 1/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;H&amp;amp;H Encyclopedia&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Discovery|Discoveries]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Creatures]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Attributes]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Abilities]]&#039;&#039;&#039; &lt;br /&gt;
   | &#039;&#039;&#039;[[Farming]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Hunting]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Credos]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Mining]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!--(debug) main-table: row 2/4, column 2/2 --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Objects&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Structures|Structures]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Curiosity|Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Equipment|Equipment]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:The Symbel|The Symbel]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Gilding]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Foraging|Forageables]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crafting and Building Material|Crafting Materials]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Crops|Crops]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Powders, Liquids, and Seeds|Powders, Liquids, and Seeds]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[:Category:Foods|Foods]]&#039;&#039;&#039;&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
 |- &amp;lt;!--(debug) main-table: row 3/4, column 1/2  --&amp;gt;&lt;br /&gt;
 | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
  {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
   |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Quick Help Guides&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Character Creation|Escaping Starting Area]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Abbreviations]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Find food!|Finding Food]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Personal Claim|Staking your Claim!]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Survive animal attacks|Surviving an Animal Attack]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Combat Actions|Combat Moves]]&#039;&#039;&#039;&lt;br /&gt;
   |-&lt;br /&gt;
   | &#039;&#039;&#039;[[Glossary#Life, Death, and You|Life, Death, and You]]&#039;&#039;&#039;&lt;br /&gt;
   | &#039;&#039;&#039;[[Keyboard Shortcuts|Keyboard Commands]]&#039;&#039;&#039;&lt;br /&gt;
   |}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!--(debug) main-table: row 3/4, column 2/2 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;Haven Forum Guides&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=42 &#039;&#039;&#039;How Do I?&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=39862 &#039;&#039;&#039;GLoSQ&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=40714 &#039;&#039;&#039;Sevenless&#039; Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=42482 &#039;&#039;&#039;Jordan Cole&#039;s Pro Tips&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=50538 &#039;&#039;&#039;Zebratul&#039;s Food Guide&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/portal/howto &#039;&#039;&#039;&#039;Quick How-To&#039;&#039;&#039;]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewforum.php?f=47 &#039;&#039;&#039;Bugs -default client only&#039;&#039;&#039;]&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=51565 &#039;&#039;&#039;Other Guides&#039;&#039;&#039;]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
  |- &amp;lt;!-- main-table: row 4/4, column 1/1 --&amp;gt;&lt;br /&gt;
  | colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
   {| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center;&amp;quot;&lt;br /&gt;
    |+ style=&amp;quot;color: #fff; background: #46c; border: 2px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.0em&amp;quot; |&#039;&#039;&#039;External Resources (Fora, IRC, Maps, etc)&#039;&#039;&#039;&lt;br /&gt;
    |-&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    | style=&amp;quot;width: 50%&amp;quot; |&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.com/forum/ Official HnH Forum - English]&lt;br /&gt;
    | [http://odditown.com/haven/map/ World 10 Haven Map]&lt;br /&gt;
    |-&lt;br /&gt;
    | [https://certainly-not-a-cat.github.io/cookbook/ Not-a-cat&#039;s Cookbook]&lt;br /&gt;
    | [https://carrygun.gitlab.io/hmdt/ Kerrigan&#039;s Haven Material Design Tool]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://www.havenandhearth.ru/ HnH Forum - russian/русский]&lt;br /&gt;
    | [http://forums.jeuxonline.info/forumdisplay.php?f=561&amp;amp;prefixid=f1714 HnH Forum - French/francaise]&lt;br /&gt;
    |-&lt;br /&gt;
    | [http://havenandhearth.eu/ HnH Forum - Polish/polski]&lt;br /&gt;
    | [http://wikiwiki.jp/viphnh/ HnH Forum - Japanese/日本語]&lt;br /&gt;
    |-&lt;br /&gt;
    | [irc://irc.synirc.net/Haven Main HnH IRC Channel (IRC link)]&lt;br /&gt;
    | [http://chat.mibbit.com/?server=irc.synirc.net&amp;amp;channel=%23haven Main HnH IRC Channel (mibbit link)]&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
 |}&amp;lt;!-- main table: close --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What&#039;s New==&lt;br /&gt;
* February   1,  2019   - World-10 ended, World-11 starts.&lt;br /&gt;
* January    7,  2017   - World-9 ended, World-10 starts.&lt;br /&gt;
* February  18,  2016   - World-8 ends, World-9 Starts.&lt;br /&gt;
* September 12,  2015   - Wiki refreshed for Hafen.&lt;br /&gt;
* August    28,  2015   - Release of 3D codebase, &#039;Hafen&#039;. World-8 Begins.&lt;br /&gt;
* August    28,  2015   - World-7 with old 2D codebase, &#039;Legacy&#039; still active - no longer updated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[News Archive|Old &amp;quot;What&#039;s New&amp;quot; Entries]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Game Updates]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Menu Options]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Keyboard Shortcuts]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Console Commands]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Talk:Creatures&amp;diff=67730</id>
		<title>Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Talk:Creatures&amp;diff=67730"/>
		<updated>2018-07-19T17:07:00Z</updated>

		<summary type="html">&lt;p&gt;Borka: --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== About butchering and softcap ==&lt;br /&gt;
&lt;br /&gt;
http://www.havenandhearth.com/forum/viewtopic.php?f=42&amp;amp;t=61736&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45266</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45266"/>
		<updated>2017-01-29T06:59:50Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;This Page is missing different Updates for WORLD 9 which prolly never get worked in here - so just moving on with World 10 ...--[[User:Borka|Borka]] ([[User talk:Borka|talk]]) 01:52, 29 January 2017 (EST) &#039;&#039;&#039;&lt;br /&gt;
For more update informations go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[LINK + UPDATE NAME] - &#039;&#039;by jorb » DATE POSTED&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 26, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=53601#p710482 + Game Development: Bench Crab] - &#039;&#039;by jorb » 26 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Did server work to add &amp;quot;instanceless methods&amp;quot;. Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won&#039;t notice any difference -- but nevertheless.&lt;br /&gt;
    Added &amp;quot;Crab&amp;quot;, beach kritter. Doesn&#039;t fight, but hurts to pick up. Several related resources and crafts.&lt;br /&gt;
    Added &amp;quot;Black-Eyed&amp;quot;, wound.&lt;br /&gt;
    Added &amp;quot;Finebone Trinkets&amp;quot;, gilding.&lt;br /&gt;
    Added &amp;quot;Garden Bench&amp;quot;, bench.&lt;br /&gt;
    Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.&lt;br /&gt;
    You can no longer inspect wild animals.&lt;br /&gt;
    You can now catch trash while lure fishing. Sorry about that.&lt;br /&gt;
    Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can&#039;t have nice things.&lt;br /&gt;
    Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the &amp;quot;Rage&amp;quot; skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.&lt;br /&gt;
    Buffed the udder sizes of animals to 25l.&lt;br /&gt;
    Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Smallish patch, but steaming on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 19, 2017===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=53382#p707410 + Game Development: Swan Fishing] - &#039;&#039;by jorb »  19 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Re-made lure-fishing. The old fishing minigame has been removed, and replaced with a new one. Instead of guessing inane poetry, you are now instead presented with a list of options on fish to catch, determined by your fishing gear, the moon phase, and the local conditions otherwise, along with a chance to catch that particular fish, quite simply. You can take whichever lottery ticket you wish. The more &amp;quot;Will&amp;quot; and &amp;quot;Survival&amp;quot; you have, the longer and more exhaustive list you will be presented with, and the longer time you will also have to make your choice. If you chose nothing within the timeframe, you will automatically pick the fish with the highest catching chance. As with angle fishing you always have a chance to lose your lure, and whatnot. Also we significantly sped up both angle and lure fishing.&lt;br /&gt;
    Added &amp;quot;Granary&amp;quot;. A large, fixed vessel for seeds.&lt;br /&gt;
    Added &amp;quot;Swans&amp;quot;. Swans are mildly aggressive water fowl.&lt;br /&gt;
    Added &amp;quot;Notice Board&amp;quot;. You can hang parchments on these for plebs to read. Feel free to suggest improvements. Recently suggested here.&lt;br /&gt;
    Added &amp;quot;Strawberries&amp;quot;, herb. Earlier today suggested here.&lt;br /&gt;
    Added &amp;quot;Fisherman&#039;s Hat&amp;quot;, hat.&lt;br /&gt;
    Added &amp;quot;Fine Feather Brooch&amp;quot;, gilding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    For farming: Removed generational quality randomization per plant, and thus seed sorting, from farming, and returned to the previous W9 quality randomization mechanic per locality and point in time. Removed inspect feedback on crops. Remade crop quality fields to crop speed fields, so that crops now grow with somewhat varying speeds in varying locales, rather than have their qualities affected by the crop fields.&lt;br /&gt;
    Fixed the problem with (primarily) carts/boats borking out and becoming inaccesible. Reported here, here, and here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Walrii should now give attack discoveries properly.&lt;br /&gt;
    Fixed a problem with the pack logic for Walrii causing necromancy.&lt;br /&gt;
    Some minor touch-ups on the walrus&#039; knocked-out poses.&lt;br /&gt;
    Auto-drink should now work with building.&lt;br /&gt;
    Attack hotkeys no longer remove a queued attack. This implementation was a legacy since when character movement did not interrupt queued attacks, and is no longer necessary as movement now does cancel queued attacks. Suggested here.&lt;br /&gt;
    Melee attack descriptions still mentioned Vitality. Fixed this, and updated them to reflect present mechanics.&lt;br /&gt;
    Fixed a text issue in the descriptive text for &amp;quot;Shield Up&amp;quot;.&lt;br /&gt;
    Fixed a bug by which breaking the neck of a mallard would disappear the mallard. Reported here.&lt;br /&gt;
    Written parchment tooltips now display the first couple of letters of their text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    We had a pretty nasty crash earlier today with some local rollbacks and two lost villages. It seems sorted now, but it ate a fair bit of dev time.&lt;br /&gt;
    Nothing much to add.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===January 07, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
World Reset&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tonight we reset all variable game data -- maps &amp;amp; characters -- as first announced here, and generate a new, hopefully improved, world: World 10.&lt;br /&gt;
    Fall of this year will be Haven&#039;s tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!&lt;br /&gt;
    The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.&lt;br /&gt;
    There is more than one new thing to discover, and the change list presented here is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Payment Model&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.&lt;br /&gt;
    A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.&lt;br /&gt;
    The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.&lt;br /&gt;
    All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.&lt;br /&gt;
    All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.&lt;br /&gt;
    Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Generator&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.&lt;br /&gt;
    The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.&lt;br /&gt;
    There should generally be slightly less ore, of lower qualities, more distributed across the map.&lt;br /&gt;
    Precious metals should be rarer still.&lt;br /&gt;
    Ore boulders in the surface world have been removed, and are no more.&lt;br /&gt;
    Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.&lt;br /&gt;
    Natural Wonders -- Salt Basins, &amp;amp;c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.&lt;br /&gt;
    Several other changes that you may or may not notice, and which I shall leave for you to discover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quality&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    The Tri-Quality system -- Essence, Substance &amp;amp; Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.&lt;br /&gt;
    All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.&lt;br /&gt;
    Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is one new base Attribute -- &amp;quot;Will&amp;quot; -- and two new Abilities -- &amp;quot;Masonry&amp;quot;, and &amp;quot;Lore&amp;quot;. Will is intended as a measure of the character&#039;s ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for &amp;quot;magical&amp;quot; or otherwise involved tasks. All values play roles in various crafting recipes.&lt;br /&gt;
    Mining now softcaps quality of stone/ore by tool quality, and hardcaps by &amp;quot;Masonry&amp;quot; value.&lt;br /&gt;
    &amp;quot;Masonry&amp;quot; -- rather than &amp;quot;Survival&amp;quot; -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.&lt;br /&gt;
    Several others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat Changes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Restored the aiming speed of spears to what it was before the recent nerf.&lt;br /&gt;
    Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.&lt;br /&gt;
    If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.&lt;br /&gt;
    Switching Maneuvers has a significantly lower cooldown.&lt;br /&gt;
    Buffs from Combat meditation and Bloodlust should now decay over time.&lt;br /&gt;
    Reduced &amp;quot;Sting&amp;quot; IP cost from 3 to 2.&lt;br /&gt;
    Increased &amp;quot;Chop&amp;quot; IP cost from 0 to 1.&lt;br /&gt;
    Changed the damage calculation formula for bows. Bows now compare the shooter&#039;s perception against the target&#039;s agility. If the target&#039;s agility is higher than the shooter&#039;s perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.&lt;br /&gt;
    Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.&lt;br /&gt;
    Reduced &amp;quot;Opportunity Knocks&amp;quot; efficiency from 50% * μ to 40% * μ.&lt;br /&gt;
    Most of the changes suggested here. Big thanks for that post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege &amp;amp; Kingdoms&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is now a minimum safety distance of 100 tiles between Villages.&lt;br /&gt;
    There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.&lt;br /&gt;
    Kingdom Challenge cost reduced from 10k to 2.5K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.&lt;br /&gt;
    LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week&#039;s time.&lt;br /&gt;
    Quest-giving stones now die if you chop them down to carryable size.&lt;br /&gt;
    Fixed a bug by which successful Nidbanes would not return the skull of their targets.&lt;br /&gt;
    Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.&lt;br /&gt;
    Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
----------------&lt;br /&gt;
Nerf&#039;d: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves.&lt;br /&gt;
Buff&#039;d: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun&#039;s Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.&lt;br /&gt;
&lt;br /&gt;
Curiosities&lt;br /&gt;
-------------------&lt;br /&gt;
Buffed: Auroch&#039;s Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tarkiln should now take ~3.5 RL days to finish burning coal.&lt;br /&gt;
    Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.&lt;br /&gt;
    Hopefully fixed an orientation problem with the minehole resource.&lt;br /&gt;
    Fixed a small text issue.&lt;br /&gt;
    Porcelain plate uses potter&#039;s wheel. Reported here.&lt;br /&gt;
    Hunter&#039;s belt no longer requires anvil and smithy&#039;s hammer to make. Reported here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We Didn&#039;t Change&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is no level cap yet. It&#039;ll be a while before anyone hits it, and we didn&#039;t want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.&lt;br /&gt;
    We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it&#039;ll be a while before anyone has a Kingdom, and perhaps that can be enough.&lt;br /&gt;
    For that same reason we have not yet changed State funerals, but they are due for a major change.&lt;br /&gt;
    Generally speaking there should probably be some more thought given to the Death Mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I&#039;d like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&amp;amp;H great!&lt;br /&gt;
    We&#039;ll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.&lt;br /&gt;
    Finishing the push-out mechanic is an immediate priority.&lt;br /&gt;
    I may update this post with answers to question that may come up, and edits for clarity, or whatever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best of Luck in...&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45265</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45265"/>
		<updated>2017-01-29T06:53:37Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;This Page is missing different Updates for WORLD 9 which prolly never get worked in here - so just moving on with World 10 ...--[[User:Borka|Borka]] ([[User talk:Borka|talk]]) 01:52, 29 January 2017 (EST) &#039;&#039;&#039;&lt;br /&gt;
For more update informations go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[LINK + UPDATE NAME] - &#039;&#039;by jorb » DATE POSTED&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 26, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=53601#p710482 + Game Development: Bench Crab] - &#039;&#039;by jorb » 26 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Did server work to add &amp;quot;instanceless methods&amp;quot;. Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won&#039;t notice any difference -- but nevertheless.&lt;br /&gt;
    Added &amp;quot;Crab&amp;quot;, beach kritter. Doesn&#039;t fight, but hurts to pick up. Several related resources and crafts.&lt;br /&gt;
    Added &amp;quot;Black-Eyed&amp;quot;, wound.&lt;br /&gt;
    Added &amp;quot;Finebone Trinkets&amp;quot;, gilding.&lt;br /&gt;
    Added &amp;quot;Garden Bench&amp;quot;, bench.&lt;br /&gt;
    Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.&lt;br /&gt;
    You can no longer inspect wild animals.&lt;br /&gt;
    You can now catch trash while lure fishing. Sorry about that.&lt;br /&gt;
    Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can&#039;t have nice things.&lt;br /&gt;
    Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the &amp;quot;Rage&amp;quot; skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.&lt;br /&gt;
    Buffed the udder sizes of animals to 25l.&lt;br /&gt;
    Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Smallish patch, but steaming on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 07, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
World Reset&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tonight we reset all variable game data -- maps &amp;amp; characters -- as first announced here, and generate a new, hopefully improved, world: World 10.&lt;br /&gt;
    Fall of this year will be Haven&#039;s tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!&lt;br /&gt;
    The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.&lt;br /&gt;
    There is more than one new thing to discover, and the change list presented here is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Payment Model&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.&lt;br /&gt;
    A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.&lt;br /&gt;
    The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.&lt;br /&gt;
    All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.&lt;br /&gt;
    All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.&lt;br /&gt;
    Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Generator&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.&lt;br /&gt;
    The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.&lt;br /&gt;
    There should generally be slightly less ore, of lower qualities, more distributed across the map.&lt;br /&gt;
    Precious metals should be rarer still.&lt;br /&gt;
    Ore boulders in the surface world have been removed, and are no more.&lt;br /&gt;
    Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.&lt;br /&gt;
    Natural Wonders -- Salt Basins, &amp;amp;c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.&lt;br /&gt;
    Several other changes that you may or may not notice, and which I shall leave for you to discover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quality&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    The Tri-Quality system -- Essence, Substance &amp;amp; Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.&lt;br /&gt;
    All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.&lt;br /&gt;
    Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is one new base Attribute -- &amp;quot;Will&amp;quot; -- and two new Abilities -- &amp;quot;Masonry&amp;quot;, and &amp;quot;Lore&amp;quot;. Will is intended as a measure of the character&#039;s ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for &amp;quot;magical&amp;quot; or otherwise involved tasks. All values play roles in various crafting recipes.&lt;br /&gt;
    Mining now softcaps quality of stone/ore by tool quality, and hardcaps by &amp;quot;Masonry&amp;quot; value.&lt;br /&gt;
    &amp;quot;Masonry&amp;quot; -- rather than &amp;quot;Survival&amp;quot; -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.&lt;br /&gt;
    Several others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat Changes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Restored the aiming speed of spears to what it was before the recent nerf.&lt;br /&gt;
    Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.&lt;br /&gt;
    If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.&lt;br /&gt;
    Switching Maneuvers has a significantly lower cooldown.&lt;br /&gt;
    Buffs from Combat meditation and Bloodlust should now decay over time.&lt;br /&gt;
    Reduced &amp;quot;Sting&amp;quot; IP cost from 3 to 2.&lt;br /&gt;
    Increased &amp;quot;Chop&amp;quot; IP cost from 0 to 1.&lt;br /&gt;
    Changed the damage calculation formula for bows. Bows now compare the shooter&#039;s perception against the target&#039;s agility. If the target&#039;s agility is higher than the shooter&#039;s perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.&lt;br /&gt;
    Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.&lt;br /&gt;
    Reduced &amp;quot;Opportunity Knocks&amp;quot; efficiency from 50% * μ to 40% * μ.&lt;br /&gt;
    Most of the changes suggested here. Big thanks for that post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege &amp;amp; Kingdoms&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is now a minimum safety distance of 100 tiles between Villages.&lt;br /&gt;
    There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.&lt;br /&gt;
    Kingdom Challenge cost reduced from 10k to 2.5K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.&lt;br /&gt;
    LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week&#039;s time.&lt;br /&gt;
    Quest-giving stones now die if you chop them down to carryable size.&lt;br /&gt;
    Fixed a bug by which successful Nidbanes would not return the skull of their targets.&lt;br /&gt;
    Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.&lt;br /&gt;
    Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
----------------&lt;br /&gt;
Nerf&#039;d: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves.&lt;br /&gt;
Buff&#039;d: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun&#039;s Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.&lt;br /&gt;
&lt;br /&gt;
Curiosities&lt;br /&gt;
-------------------&lt;br /&gt;
Buffed: Auroch&#039;s Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tarkiln should now take ~3.5 RL days to finish burning coal.&lt;br /&gt;
    Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.&lt;br /&gt;
    Hopefully fixed an orientation problem with the minehole resource.&lt;br /&gt;
    Fixed a small text issue.&lt;br /&gt;
    Porcelain plate uses potter&#039;s wheel. Reported here.&lt;br /&gt;
    Hunter&#039;s belt no longer requires anvil and smithy&#039;s hammer to make. Reported here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We Didn&#039;t Change&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is no level cap yet. It&#039;ll be a while before anyone hits it, and we didn&#039;t want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.&lt;br /&gt;
    We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it&#039;ll be a while before anyone has a Kingdom, and perhaps that can be enough.&lt;br /&gt;
    For that same reason we have not yet changed State funerals, but they are due for a major change.&lt;br /&gt;
    Generally speaking there should probably be some more thought given to the Death Mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I&#039;d like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&amp;amp;H great!&lt;br /&gt;
    We&#039;ll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.&lt;br /&gt;
    Finishing the push-out mechanic is an immediate priority.&lt;br /&gt;
    I may update this post with answers to question that may come up, and edits for clarity, or whatever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best of Luck in...&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45264</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45264"/>
		<updated>2017-01-29T06:52:26Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;This Page is missing different Updates for WORLD 9 which prolly never get worked in here - so just moving on with World 10 ...--[[User:Borka|Borka]] ([[User talk:Borka|talk]]) 01:52, 29 January 2017 (EST) &#039;&#039;&#039;&lt;br /&gt;
For more update informations go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[LINK + UPDATE NAME] - &#039;&#039;by jorb » DATE POSTED&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 26, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=53601#p710482 + Game Development: Bench Crab] - &#039;&#039;by jorb » 26 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Did server work to add &amp;quot;instanceless methods&amp;quot;. Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won&#039;t notice any difference -- but nevertheless.&lt;br /&gt;
    Added &amp;quot;Crab&amp;quot;, beach kritter. Doesn&#039;t fight, but hurts to pick up. Several related resources and crafts.&lt;br /&gt;
    Added &amp;quot;Black-Eyed&amp;quot;, wound.&lt;br /&gt;
    Added &amp;quot;Finebone Trinkets&amp;quot;, gilding.&lt;br /&gt;
    Added &amp;quot;Garden Bench&amp;quot;, bench.&lt;br /&gt;
    Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.&lt;br /&gt;
    You can no longer inspect wild animals.&lt;br /&gt;
    You can now catch trash while lure fishing. Sorry about that.&lt;br /&gt;
    Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can&#039;t have nice things.&lt;br /&gt;
    Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the &amp;quot;Rage&amp;quot; skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.&lt;br /&gt;
    Buffed the udder sizes of animals to 25l.&lt;br /&gt;
    Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Smallish patch, but steaming on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 07, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
World Reset&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tonight we reset all variable game data -- maps &amp;amp; characters -- as first announced here, and generate a new, hopefully improved, world: World 10.&lt;br /&gt;
    Fall of this year will be Haven&#039;s tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!&lt;br /&gt;
    The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.&lt;br /&gt;
    There is more than one new thing to discover, and the change list presented here is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Payment Model&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.&lt;br /&gt;
    A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.&lt;br /&gt;
    The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.&lt;br /&gt;
    All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.&lt;br /&gt;
    All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.&lt;br /&gt;
    Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Generator&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.&lt;br /&gt;
    The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.&lt;br /&gt;
    There should generally be slightly less ore, of lower qualities, more distributed across the map.&lt;br /&gt;
    Precious metals should be rarer still.&lt;br /&gt;
    Ore boulders in the surface world have been removed, and are no more.&lt;br /&gt;
    Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.&lt;br /&gt;
    Natural Wonders -- Salt Basins, &amp;amp;c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.&lt;br /&gt;
    Several other changes that you may or may not notice, and which I shall leave for you to discover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quality&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    The Tri-Quality system -- Essence, Substance &amp;amp; Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.&lt;br /&gt;
    All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.&lt;br /&gt;
    Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is one new base Attribute -- &amp;quot;Will&amp;quot; -- and two new Abilities -- &amp;quot;Masonry&amp;quot;, and &amp;quot;Lore&amp;quot;. Will is intended as a measure of the character&#039;s ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for &amp;quot;magical&amp;quot; or otherwise involved tasks. All values play roles in various crafting recipes.&lt;br /&gt;
    Mining now softcaps quality of stone/ore by tool quality, and hardcaps by &amp;quot;Masonry&amp;quot; value.&lt;br /&gt;
    &amp;quot;Masonry&amp;quot; -- rather than &amp;quot;Survival&amp;quot; -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.&lt;br /&gt;
    Several others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat Changes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Restored the aiming speed of spears to what it was before the recent nerf.&lt;br /&gt;
    Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.&lt;br /&gt;
    If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.&lt;br /&gt;
    Switching Maneuvers has a significantly lower cooldown.&lt;br /&gt;
    Buffs from Combat meditation and Bloodlust should now decay over time.&lt;br /&gt;
    Reduced &amp;quot;Sting&amp;quot; IP cost from 3 to 2.&lt;br /&gt;
    Increased &amp;quot;Chop&amp;quot; IP cost from 0 to 1.&lt;br /&gt;
    Changed the damage calculation formula for bows. Bows now compare the shooter&#039;s perception against the target&#039;s agility. If the target&#039;s agility is higher than the shooter&#039;s perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.&lt;br /&gt;
    Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.&lt;br /&gt;
    Reduced &amp;quot;Opportunity Knocks&amp;quot; efficiency from 50% * μ to 40% * μ.&lt;br /&gt;
    Most of the changes suggested here. Big thanks for that post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege &amp;amp; Kingdoms&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is now a minimum safety distance of 100 tiles between Villages.&lt;br /&gt;
    There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.&lt;br /&gt;
    Kingdom Challenge cost reduced from 10k to 2.5K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.&lt;br /&gt;
    LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week&#039;s time.&lt;br /&gt;
    Quest-giving stones now die if you chop them down to carryable size.&lt;br /&gt;
    Fixed a bug by which successful Nidbanes would not return the skull of their targets.&lt;br /&gt;
    Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.&lt;br /&gt;
    Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
----------------&lt;br /&gt;
Nerf&#039;d: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves.&lt;br /&gt;
Buff&#039;d: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun&#039;s Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.&lt;br /&gt;
&lt;br /&gt;
Curiosities&lt;br /&gt;
-------------------&lt;br /&gt;
Buffed: Auroch&#039;s Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tarkiln should now take ~3.5 RL days to finish burning coal.&lt;br /&gt;
    Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.&lt;br /&gt;
    Hopefully fixed an orientation problem with the minehole resource.&lt;br /&gt;
    Fixed a small text issue.&lt;br /&gt;
    Porcelain plate uses potter&#039;s wheel. Reported here.&lt;br /&gt;
    Hunter&#039;s belt no longer requires anvil and smithy&#039;s hammer to make. Reported here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We Didn&#039;t Change&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is no level cap yet. It&#039;ll be a while before anyone hits it, and we didn&#039;t want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.&lt;br /&gt;
    We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it&#039;ll be a while before anyone has a Kingdom, and perhaps that can be enough.&lt;br /&gt;
    For that same reason we have not yet changed State funerals, but they are due for a major change.&lt;br /&gt;
    Generally speaking there should probably be some more thought given to the Death Mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I&#039;d like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&amp;amp;H great!&lt;br /&gt;
    We&#039;ll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.&lt;br /&gt;
    Finishing the push-out mechanic is an immediate priority.&lt;br /&gt;
    I may update this post with answers to question that may come up, and edits for clarity, or whatever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best of Luck in...&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45263</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45263"/>
		<updated>2017-01-29T06:51:51Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;This Page is Missing different Updates for WORLD 9 which prolly never get worked in here - moving on with World 10 ... &#039;&#039;&#039;&lt;br /&gt;
For more update informations go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[LINK + UPDATE NAME] - &#039;&#039;by jorb » DATE POSTED&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 26, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=53601#p710482 + Game Development: Bench Crab] - &#039;&#039;by jorb » 26 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Did server work to add &amp;quot;instanceless methods&amp;quot;. Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won&#039;t notice any difference -- but nevertheless.&lt;br /&gt;
    Added &amp;quot;Crab&amp;quot;, beach kritter. Doesn&#039;t fight, but hurts to pick up. Several related resources and crafts.&lt;br /&gt;
    Added &amp;quot;Black-Eyed&amp;quot;, wound.&lt;br /&gt;
    Added &amp;quot;Finebone Trinkets&amp;quot;, gilding.&lt;br /&gt;
    Added &amp;quot;Garden Bench&amp;quot;, bench.&lt;br /&gt;
    Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.&lt;br /&gt;
    You can no longer inspect wild animals.&lt;br /&gt;
    You can now catch trash while lure fishing. Sorry about that.&lt;br /&gt;
    Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can&#039;t have nice things.&lt;br /&gt;
    Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the &amp;quot;Rage&amp;quot; skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.&lt;br /&gt;
    Buffed the udder sizes of animals to 25l.&lt;br /&gt;
    Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Smallish patch, but steaming on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 07, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
World Reset&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tonight we reset all variable game data -- maps &amp;amp; characters -- as first announced here, and generate a new, hopefully improved, world: World 10.&lt;br /&gt;
    Fall of this year will be Haven&#039;s tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!&lt;br /&gt;
    The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.&lt;br /&gt;
    There is more than one new thing to discover, and the change list presented here is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Payment Model&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.&lt;br /&gt;
    A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.&lt;br /&gt;
    The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.&lt;br /&gt;
    All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.&lt;br /&gt;
    All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.&lt;br /&gt;
    Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Generator&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.&lt;br /&gt;
    The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.&lt;br /&gt;
    There should generally be slightly less ore, of lower qualities, more distributed across the map.&lt;br /&gt;
    Precious metals should be rarer still.&lt;br /&gt;
    Ore boulders in the surface world have been removed, and are no more.&lt;br /&gt;
    Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.&lt;br /&gt;
    Natural Wonders -- Salt Basins, &amp;amp;c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.&lt;br /&gt;
    Several other changes that you may or may not notice, and which I shall leave for you to discover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quality&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    The Tri-Quality system -- Essence, Substance &amp;amp; Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.&lt;br /&gt;
    All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.&lt;br /&gt;
    Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is one new base Attribute -- &amp;quot;Will&amp;quot; -- and two new Abilities -- &amp;quot;Masonry&amp;quot;, and &amp;quot;Lore&amp;quot;. Will is intended as a measure of the character&#039;s ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for &amp;quot;magical&amp;quot; or otherwise involved tasks. All values play roles in various crafting recipes.&lt;br /&gt;
    Mining now softcaps quality of stone/ore by tool quality, and hardcaps by &amp;quot;Masonry&amp;quot; value.&lt;br /&gt;
    &amp;quot;Masonry&amp;quot; -- rather than &amp;quot;Survival&amp;quot; -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.&lt;br /&gt;
    Several others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat Changes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Restored the aiming speed of spears to what it was before the recent nerf.&lt;br /&gt;
    Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.&lt;br /&gt;
    If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.&lt;br /&gt;
    Switching Maneuvers has a significantly lower cooldown.&lt;br /&gt;
    Buffs from Combat meditation and Bloodlust should now decay over time.&lt;br /&gt;
    Reduced &amp;quot;Sting&amp;quot; IP cost from 3 to 2.&lt;br /&gt;
    Increased &amp;quot;Chop&amp;quot; IP cost from 0 to 1.&lt;br /&gt;
    Changed the damage calculation formula for bows. Bows now compare the shooter&#039;s perception against the target&#039;s agility. If the target&#039;s agility is higher than the shooter&#039;s perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.&lt;br /&gt;
    Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.&lt;br /&gt;
    Reduced &amp;quot;Opportunity Knocks&amp;quot; efficiency from 50% * μ to 40% * μ.&lt;br /&gt;
    Most of the changes suggested here. Big thanks for that post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege &amp;amp; Kingdoms&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is now a minimum safety distance of 100 tiles between Villages.&lt;br /&gt;
    There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.&lt;br /&gt;
    Kingdom Challenge cost reduced from 10k to 2.5K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.&lt;br /&gt;
    LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week&#039;s time.&lt;br /&gt;
    Quest-giving stones now die if you chop them down to carryable size.&lt;br /&gt;
    Fixed a bug by which successful Nidbanes would not return the skull of their targets.&lt;br /&gt;
    Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.&lt;br /&gt;
    Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
----------------&lt;br /&gt;
Nerf&#039;d: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves.&lt;br /&gt;
Buff&#039;d: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun&#039;s Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.&lt;br /&gt;
&lt;br /&gt;
Curiosities&lt;br /&gt;
-------------------&lt;br /&gt;
Buffed: Auroch&#039;s Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tarkiln should now take ~3.5 RL days to finish burning coal.&lt;br /&gt;
    Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.&lt;br /&gt;
    Hopefully fixed an orientation problem with the minehole resource.&lt;br /&gt;
    Fixed a small text issue.&lt;br /&gt;
    Porcelain plate uses potter&#039;s wheel. Reported here.&lt;br /&gt;
    Hunter&#039;s belt no longer requires anvil and smithy&#039;s hammer to make. Reported here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We Didn&#039;t Change&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is no level cap yet. It&#039;ll be a while before anyone hits it, and we didn&#039;t want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.&lt;br /&gt;
    We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it&#039;ll be a while before anyone has a Kingdom, and perhaps that can be enough.&lt;br /&gt;
    For that same reason we have not yet changed State funerals, but they are due for a major change.&lt;br /&gt;
    Generally speaking there should probably be some more thought given to the Death Mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I&#039;d like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&amp;amp;H great!&lt;br /&gt;
    We&#039;ll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.&lt;br /&gt;
    Finishing the push-out mechanic is an immediate priority.&lt;br /&gt;
    I may update this post with answers to question that may come up, and edits for clarity, or whatever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Best of Luck in...&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45262</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45262"/>
		<updated>2017-01-29T06:45:19Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS CURRENTLY BEING UPDATED&#039;&#039;&#039;&lt;br /&gt;
For latest updates go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[LINK + UPDATE NAME] - &#039;&#039;by jorb » DATE POSTED&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 26, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=53601#p710482 + Game Development: Bench Crab] - &#039;&#039;by jorb » 26 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Did server work to add &amp;quot;instanceless methods&amp;quot;. Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won&#039;t notice any difference -- but nevertheless.&lt;br /&gt;
    Added &amp;quot;Crab&amp;quot;, beach kritter. Doesn&#039;t fight, but hurts to pick up. Several related resources and crafts.&lt;br /&gt;
    Added &amp;quot;Black-Eyed&amp;quot;, wound.&lt;br /&gt;
    Added &amp;quot;Finebone Trinkets&amp;quot;, gilding.&lt;br /&gt;
    Added &amp;quot;Garden Bench&amp;quot;, bench.&lt;br /&gt;
    Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.&lt;br /&gt;
    You can no longer inspect wild animals.&lt;br /&gt;
    You can now catch trash while lure fishing. Sorry about that.&lt;br /&gt;
    Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can&#039;t have nice things.&lt;br /&gt;
    Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the &amp;quot;Rage&amp;quot; skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.&lt;br /&gt;
    Buffed the udder sizes of animals to 25l.&lt;br /&gt;
    Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Smallish patch, but steaming on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===January 07, 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + &lt;br /&gt;
&lt;br /&gt;
Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
&lt;br /&gt;
World Reset&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tonight we reset all variable game data -- maps &amp;amp; characters -- as first announced here, and generate a new, hopefully improved, world: World 10.&lt;br /&gt;
    Fall of this year will be Haven&#039;s tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!&lt;br /&gt;
    The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.&lt;br /&gt;
    There is more than one new thing to discover, and the change list presented here is not exhaustive.&lt;br /&gt;
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Payment Model&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.&lt;br /&gt;
    A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.&lt;br /&gt;
    The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.&lt;br /&gt;
    All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.&lt;br /&gt;
    All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.&lt;br /&gt;
    Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Generator&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.&lt;br /&gt;
    The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.&lt;br /&gt;
    There should generally be slightly less ore, of lower qualities, more distributed across the map.&lt;br /&gt;
    Precious metals should be rarer still.&lt;br /&gt;
    Ore boulders in the surface world have been removed, and are no more.&lt;br /&gt;
    Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.&lt;br /&gt;
    Natural Wonders -- Salt Basins, &amp;amp;c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.&lt;br /&gt;
    Several other changes that you may or may not notice, and which I shall leave for you to discover.&lt;br /&gt;
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&lt;br /&gt;
Quality&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    The Tri-Quality system -- Essence, Substance &amp;amp; Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.&lt;br /&gt;
    All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.&lt;br /&gt;
    Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)&lt;br /&gt;
&lt;br /&gt;
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New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is one new base Attribute -- &amp;quot;Will&amp;quot; -- and two new Abilities -- &amp;quot;Masonry&amp;quot;, and &amp;quot;Lore&amp;quot;. Will is intended as a measure of the character&#039;s ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for &amp;quot;magical&amp;quot; or otherwise involved tasks. All values play roles in various crafting recipes.&lt;br /&gt;
    Mining now softcaps quality of stone/ore by tool quality, and hardcaps by &amp;quot;Masonry&amp;quot; value.&lt;br /&gt;
    &amp;quot;Masonry&amp;quot; -- rather than &amp;quot;Survival&amp;quot; -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.&lt;br /&gt;
    Several others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat Changes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Restored the aiming speed of spears to what it was before the recent nerf.&lt;br /&gt;
    Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.&lt;br /&gt;
    If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.&lt;br /&gt;
    Switching Maneuvers has a significantly lower cooldown.&lt;br /&gt;
    Buffs from Combat meditation and Bloodlust should now decay over time.&lt;br /&gt;
    Reduced &amp;quot;Sting&amp;quot; IP cost from 3 to 2.&lt;br /&gt;
    Increased &amp;quot;Chop&amp;quot; IP cost from 0 to 1.&lt;br /&gt;
    Changed the damage calculation formula for bows. Bows now compare the shooter&#039;s perception against the target&#039;s agility. If the target&#039;s agility is higher than the shooter&#039;s perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.&lt;br /&gt;
    Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.&lt;br /&gt;
    Reduced &amp;quot;Opportunity Knocks&amp;quot; efficiency from 50% * μ to 40% * μ.&lt;br /&gt;
    Most of the changes suggested here. Big thanks for that post.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege &amp;amp; Kingdoms&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is now a minimum safety distance of 100 tiles between Villages.&lt;br /&gt;
    There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.&lt;br /&gt;
    Kingdom Challenge cost reduced from 10k to 2.5K.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.&lt;br /&gt;
    LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week&#039;s time.&lt;br /&gt;
    Quest-giving stones now die if you chop them down to carryable size.&lt;br /&gt;
    Fixed a bug by which successful Nidbanes would not return the skull of their targets.&lt;br /&gt;
    Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.&lt;br /&gt;
    Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Food&lt;br /&gt;
----------------&lt;br /&gt;
Nerf&#039;d: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves.&lt;br /&gt;
Buff&#039;d: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun&#039;s Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.&lt;br /&gt;
&lt;br /&gt;
Curiosities&lt;br /&gt;
-------------------&lt;br /&gt;
Buffed: Auroch&#039;s Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    Tarkiln should now take ~3.5 RL days to finish burning coal.&lt;br /&gt;
    Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.&lt;br /&gt;
    Hopefully fixed an orientation problem with the minehole resource.&lt;br /&gt;
    Fixed a small text issue.&lt;br /&gt;
    Porcelain plate uses potter&#039;s wheel. Reported here.&lt;br /&gt;
    Hunter&#039;s belt no longer requires anvil and smithy&#039;s hammer to make. Reported here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We Didn&#039;t Change&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    There is no level cap yet. It&#039;ll be a while before anyone hits it, and we didn&#039;t want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.&lt;br /&gt;
    We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it&#039;ll be a while before anyone has a Kingdom, and perhaps that can be enough.&lt;br /&gt;
    For that same reason we have not yet changed State funerals, but they are due for a major change.&lt;br /&gt;
    Generally speaking there should probably be some more thought given to the Death Mechanics.&lt;br /&gt;
&lt;br /&gt;
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In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
    A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I&#039;d like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&amp;amp;H great!&lt;br /&gt;
    We&#039;ll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.&lt;br /&gt;
    Finishing the push-out mechanic is an immediate priority.&lt;br /&gt;
    I may update this post with answers to question that may come up, and edits for clarity, or whatever.&lt;br /&gt;
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Best of Luck in...&lt;br /&gt;
&lt;br /&gt;
WORLD 10&lt;br /&gt;
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Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
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===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
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Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
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Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
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===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
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...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
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===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
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===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45261</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45261"/>
		<updated>2017-01-29T06:39:48Z</updated>

		<summary type="html">&lt;p&gt;Borka: Reverted edits by Borka (talk) to last revision by Ricky&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS CURRENTLY BEING UPDATED&#039;&#039;&#039;&lt;br /&gt;
For latest updates go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[LINK + UPDATE NAME] - &#039;&#039;by jorb » DATE POSTED&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45260</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45260"/>
		<updated>2017-01-29T06:38:34Z</updated>

		<summary type="html">&lt;p&gt;Borka: Undo revision 45259 by Borka (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS CURRENTLY NOT BEING UPDATED&#039;&#039;&#039;&lt;br /&gt;
For latest updates go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
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For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45259</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45259"/>
		<updated>2017-01-29T06:37:31Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* DATE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS CURRENTLY NOT BEING UPDATED&#039;&#039;&#039;&lt;br /&gt;
For latest updates go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
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&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===January 07 2017===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45258</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45258"/>
		<updated>2017-01-29T06:36:58Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* DATE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS CURRENTLY NOT BEING UPDATED&#039;&#039;&#039;&lt;br /&gt;
For latest updates go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45257</id>
		<title>Game Updates</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Game_Updates&amp;diff=45257"/>
		<updated>2017-01-29T06:36:15Z</updated>

		<summary type="html">&lt;p&gt;Borka: /* DATE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS CURRENTLY NOT BEING UPDATED&#039;&#039;&#039;&lt;br /&gt;
For latest updates go to forums&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a list of updates in order, visit [http://www.havenandhearth.com/forum/search.php?keywords=Game+Development&amp;amp;terms=all&amp;amp;author=jorb&amp;amp;fid%5B%5D=39&amp;amp;sc=1&amp;amp;sf=titleonly&amp;amp;sr=topics&amp;amp;sk=t&amp;amp;sd=d&amp;amp;st=0&amp;amp;ch=50&amp;amp;t=0&amp;amp;submit=Search Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update template: copy + paste this template when adding a new update&lt;br /&gt;
===DATE===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822#p700991 + Game Development: World 10] - &#039;&#039;by jorb » 07 Jan 2017 18:32 &#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| UPDATE INFO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Janurary 05, 2016===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=46240 Game Development: Fun Allowed] - &#039;&#039;by jorb » Tue Jan 05, 2016 12:41 am&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
New Implementations&lt;br /&gt;
-----------------------&lt;br /&gt;
Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.&lt;br /&gt;
&lt;br /&gt;
This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the &amp;quot;roads only&amp;quot;-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I&#039;d like to stress that we -- at least presently -- don&#039;t really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!&lt;br /&gt;
&lt;br /&gt;
Small Fixes&lt;br /&gt;
-----------------------&lt;br /&gt;
Buffed decay time for yellow onion as suggested here.&lt;br /&gt;
Fixed a small problem with uncleared error messages, reported here.&lt;br /&gt;
Set building resources required for village idol closer to Legacy values.&lt;br /&gt;
&lt;br /&gt;
In the Pipe&lt;br /&gt;
-----------------------&lt;br /&gt;
The Xsolla implementation has been on a complete hold during the holidays, and we&#039;re only now booting it back up. I&#039;m not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised.&lt;br /&gt;
We&#039;ve had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege &amp;amp; Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &amp;amp;c). Also we still need to add some more introductory quests and help topics. We&#039;re kind of hoping that this patch gets player interaction off the ground enough for the time being, at least.&lt;br /&gt;
We&#039;ve very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.&lt;br /&gt;
&lt;br /&gt;
Not much, really, but we&#039;ve mostly been talking. Nevertheless I hope you&#039;ll...&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===December 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45978 Game Development: Seasons Greetings] - &#039;&#039;by jorb » Thu Dec 17, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added quest system. When you start a new character you are given quests to help get you into the game. We&#039;ve done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!&lt;br /&gt;
*Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it&#039;s clear enough, feel free to suggest improvements.&lt;br /&gt;
*Added Moose and some related produce.&lt;br /&gt;
*Added a new attack.&lt;br /&gt;
*Added snow. You can dig it from a snow biome (on mountain peaks) near you.&lt;br /&gt;
*Added &amp;quot;Flint &amp;amp; Steel&amp;quot;. Craft, light fires.&lt;br /&gt;
*Added Snowman, can be built, and most hats can be placed on it.&lt;br /&gt;
*Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There&#039;s also some snow in Valhalla now if you want to try it out.&lt;br /&gt;
*Added &amp;quot;Egg Cake&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.&lt;br /&gt;
*Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.&lt;br /&gt;
*It is now possible to Evict a visiting player from your claim (Right-Click-&amp;gt;Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*You now get three Goldbeater&#039;s Skins per Suckling&#039;s Maw, rather than two.&lt;br /&gt;
*Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.&lt;br /&gt;
*Fixed a small bug from last update which made water tiles impermeable to arrows.&lt;br /&gt;
*It is no longer possible to build roundpole fences indoors&lt;br /&gt;
*Harvesting now somewhat faster both with and without scythe&lt;br /&gt;
*Added explanatory tooltip to barrel, demijohn, cheese tray.&lt;br /&gt;
*Retouched the bindings in the drying frames for big hides.&lt;br /&gt;
*Added a proper terrain object for chantrelles as dropped.&lt;br /&gt;
*Gave Teapot a hotkey, as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45835 Game Development: Animash] - &#039;&#039;by jorb » Thu Dec 10, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added squirrels.&lt;br /&gt;
*Added/re-added &amp;quot;Smoke &amp;amp; Fire&amp;quot; buff from smoking pipeweed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed a bug with Dawn on the Mountain appearing at dusk.&lt;br /&gt;
*The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.&lt;br /&gt;
*Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.&lt;br /&gt;
*Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.&lt;br /&gt;
*Animals that can be picked up can also be run over by carts and wagons, fixing this.&lt;br /&gt;
*Weapon quality should now affect parry damage as reported here.&lt;br /&gt;
*&amp;quot;Satiation reduction&amp;quot; on symbel items and tables renamed &amp;quot;Hunger reduction&amp;quot; for terminological consistency, as reported here.&lt;br /&gt;
*Quarried stone goes to cursor rather than disappear, as reported here.&lt;br /&gt;
*Quarrying now costs stamina, as reported here.&lt;br /&gt;
*Black Coal can no longer be quarried, as reported here.&lt;br /&gt;
*Caveins no longer give curiosities when dug, as reported here.&lt;br /&gt;
*Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.&lt;br /&gt;
*Cutting down small trees should sometimes yield branches.&lt;br /&gt;
*Ground pepper now stacks to 500g, rather than 50.&lt;br /&gt;
*Tooltip for peppered things now state that they have been peppered.&lt;br /&gt;
*Exiting mineholes now checks for tile obstruction, fixing this.&lt;br /&gt;
*You now exit mineholes on the side of the ladder, fixing this.&lt;br /&gt;
*Fixed a bug by which certain object angles obscured targeting erroneously.&lt;br /&gt;
*Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.&lt;br /&gt;
*Projectiles can no longer go through cave walls, fixing this.&lt;br /&gt;
*Flotsam is no longer a flower, but Frog&#039;s Crown now is, as erroneously double reported here.&lt;br /&gt;
*Poppy garland significantly better, fixing this.&lt;br /&gt;
*Wheelbarrows can be dumped to containers, as suggested here.&lt;br /&gt;
*The old bug with the HHP counter not updating with wounds healing should now be fixed.&lt;br /&gt;
*Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.&lt;br /&gt;
*All Jewelry actually requires the skill Jewelry.&lt;br /&gt;
*Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 3, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45716 Game Development: Leather Feather] - &#039;&#039;by jorb » Thu Dec 03, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added a &amp;quot;Stone Casket&amp;quot;, container.&lt;br /&gt;
*Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.&lt;br /&gt;
*Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &amp;amp;c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Fixed titlebar for large chest. Cape awarded to loftar.&lt;br /&gt;
*Moving with a wagon should close open containers.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===December 1, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45673 Game Development: Apperances of Fix] - &#039;&#039;by jorb » Tue Dec 01, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Display Sign&amp;quot;, buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.&lt;br /&gt;
*Re-implemented Parchment. Can be written upon to leave notes, quite simply.&lt;br /&gt;
*Added coin stockpile.&lt;br /&gt;
*Added &amp;quot;Facepalm&amp;quot;, emote.&lt;br /&gt;
*Added &amp;quot;Silver Rose&amp;quot;, curio.&lt;br /&gt;
*Added &amp;quot;Golden Tooth&amp;quot;, curio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Barter stands graphically display goods for sale in them.&lt;br /&gt;
*Barter stands employ variable materials in the ownership sign.&lt;br /&gt;
*Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.&lt;br /&gt;
*Can now renounce ownership of barter stands.&lt;br /&gt;
*Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Added &amp;quot;Production &amp;amp; Processing&amp;quot; subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &amp;amp;c in there.&lt;br /&gt;
*Renamed &amp;quot;Wooden Sign&amp;quot; to &amp;quot;Written Sign&amp;quot;, and gave it a descriptive text.&lt;br /&gt;
*Spear, Hunter&#039;s Quiver, Hunter&#039;s Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.&lt;br /&gt;
*Animal butchering and sheep shearing check for crime permissions. Reported here.&lt;br /&gt;
*Odd Tuber has a meaningfully long decay rate. Reported here.&lt;br /&gt;
*Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.&lt;br /&gt;
*Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.&lt;br /&gt;
*Curding tub should be possible to put into wagon, reported here.&lt;br /&gt;
*Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 26, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45556 Game Development: Dubloons] - &#039;&#039;by jorb » Thu Nov 26, 2015&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.&lt;br /&gt;
*Coins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Fixes&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
*Archery now enabled in Valhalla.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45508 Game Development: Le Happy Merchant] - &#039;&#039;by jorb » Tue Nov 24, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barter Stands&#039;&#039;&#039;&lt;br /&gt;
-----------------------&lt;br /&gt;
Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you&#039;d like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the &amp;quot;Change&amp;quot; button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.&lt;br /&gt;
&lt;br /&gt;
For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click &amp;quot;Change&amp;quot;, and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.&lt;br /&gt;
&lt;br /&gt;
There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.&lt;br /&gt;
&lt;br /&gt;
*Reduce barter stand GUI to fit buyer&#039;s perspective&lt;br /&gt;
*Introduce custom imagery to barter stand signs.&lt;br /&gt;
*Display goods on barter stand&lt;br /&gt;
*Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).&lt;br /&gt;
*Coins (somewhat unrelated).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.&lt;br /&gt;
&lt;br /&gt;
You cannot presently request compound quality. Unsure on how necessary it is.&lt;br /&gt;
&lt;br /&gt;
Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Grilled Frog Legs&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 19, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45389 Game Development: A touch of Fix] - &#039;&#039;by jorb » Thu Nov 19, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added a new [[Odd Tuber|curiosity]] that can be found.&lt;br /&gt;
*Added &amp;quot;Fishpie&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Shrug&amp;quot;, emote&lt;br /&gt;
*Slag is now a proper rock and can be paved/built with, as suggested here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sparring should no longer break armor, as suggested here among lots of places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented a Right-Click-&amp;gt;Shoo command for domestic animals as suggested here, among other places.&lt;br /&gt;
*Animals should no longer attack while fleeing. Cape awarded to jorb.&lt;br /&gt;
*Cleave should actually be fixed according to last patch&#039;s note, fixing this.&lt;br /&gt;
*Cloth stockpile better adapted to its bounding box size, fixing this.&lt;br /&gt;
*Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.&lt;br /&gt;
*Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.&lt;br /&gt;
*Sand castle gives 7500lp base, rather than 2500.&lt;br /&gt;
*Stone Tower costs stamina to build, fixing this.&lt;br /&gt;
*Beech nuts are edible as suggested here.&lt;br /&gt;
*There is now a preview for paintings, as requested here.&lt;br /&gt;
*Fixed a combat text inconsistency.&lt;br /&gt;
*Actually committed previously mentioned changes to female path in character creation room, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===November 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45329 Game Development: Dem Feels] - &#039;&#039;by jorb » Tue Nov 17, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added support for emotes, and six of them.&lt;br /&gt;
*Added spear, &amp;quot;Boar Spear&amp;quot;. Can be used as a melee weapon, and as a ranged weapon.&lt;br /&gt;
*Added &amp;quot;Sting&amp;quot;, attack to Spears and Swords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cobat Changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Activating fighting actions no longer interrupts other actions.&lt;br /&gt;
*Punch attack weight reduced from 1 to 0.8&lt;br /&gt;
*Chop is now Sweeping in addition to Striking.&lt;br /&gt;
*Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Village Idols cannot be activated until 24hrs after completion.&lt;br /&gt;
*Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.&lt;br /&gt;
*Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Players should now display their names in Valhalla.&lt;br /&gt;
*Greaves, shields, bows, arrows and spears should now appear in Valhalla.&lt;br /&gt;
*Animals should now dehitch when slaughtered. Cape awarded to jorb.&lt;br /&gt;
*Gave arrows a generic input type, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 12, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45176 Game Development: Castles in the Sand] - &#039;&#039;by jorb » Thu Nov 12, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Stone Tower&amp;quot;, building.&lt;br /&gt;
*Re-implemented Sand, now required for glass.&lt;br /&gt;
*Re-implemented Sand Castle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven&#039;t thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven&#039;t been able to think of a good implementation yet.&lt;br /&gt;
*Changed combat delta formula -- affects comparisons between attack &amp;amp; block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cellars built after this patch should have walls.&lt;br /&gt;
*Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.&lt;br /&gt;
*Fixed a bug by which the battering ram could be used to ram over walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=45128 Game Development: Le Petit Fix] - &#039;&#039;by jorb » Tue Nov 10, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Cornucopia&amp;quot;, curiosity, food, symbel item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Cucumbers now influenced by beehives&lt;br /&gt;
*Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.&lt;br /&gt;
*Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===November 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44877 Game Development: Leniency Central] - &#039;&#039;by jorb » Tue Nov 03, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Cloth stockpile&lt;br /&gt;
*Added Wool Cloth&lt;br /&gt;
*Added &amp;quot;Birchbark Basket&amp;quot;, container&lt;br /&gt;
*Added &amp;quot;Bone Marrow&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Worm-Eaten Apple&amp;quot;, curiosity&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to &amp;quot;cycling&amp;quot; processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &amp;amp;c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.&lt;br /&gt;
*Seed piles of varying qualities no longer mix automatically when harvesting.&lt;br /&gt;
*Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.&lt;br /&gt;
*Fixed the road bug.&lt;br /&gt;
*Fixed the index out of bounds client bug.&lt;br /&gt;
*Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Improved bumpmap for brick tiles&lt;br /&gt;
*Polished female character mesh slightly to avoid hand distortions.&lt;br /&gt;
*Made Round shield a wall item.&lt;br /&gt;
*Fixed a problem with shield equipping poorly.&lt;br /&gt;
*Fixed a bug causing discovery of shield recipe to require sketches&lt;br /&gt;
*Hogs, sows, piglets, calves and lambs now have avatar views set properly&lt;br /&gt;
*Candles only cost one wax rather than two&lt;br /&gt;
*Strawdolls only cost four straw rather than six&lt;br /&gt;
*Wheelbarrow costs leather, rather than hard leather (Inb4, &amp;quot;Dzorby y u no reimburse?! UNFIAR! D:&amp;lt;&amp;quot;)&lt;br /&gt;
*Wheelbarrow can carry a full stockpile, rather than 40 units.&lt;br /&gt;
*Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &amp;amp;c.&lt;br /&gt;
*Fixed a bug with wheelbarrows interacting poorly with ridges.&lt;br /&gt;
*Added sound to Wheelbarrow&lt;br /&gt;
*Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.&lt;br /&gt;
*Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory&lt;br /&gt;
*Flaxfibre and hempfibre last ~two hours, rather than one, when dropped&lt;br /&gt;
*Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min&lt;br /&gt;
*Bones last longer before despawning&lt;br /&gt;
*Seed piles last ~an hour, rather than 40 minutes, when dropped.&lt;br /&gt;
*Building a Minehole takes significantly more stamina&lt;br /&gt;
*Crafting by alloying crucible generally faster&lt;br /&gt;
*Birch has two units of bark, rather than one&lt;br /&gt;
*Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.&lt;br /&gt;
*Added animation to harvesting beeswax and coal.&lt;br /&gt;
*Added explanatory text to Wrought Iron crafting.&lt;br /&gt;
*Added explanatory text to Firebrand.&lt;br /&gt;
*Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.&lt;br /&gt;
*Metal stockpile now holds 25 rather than 14.&lt;br /&gt;
*Barkbread can now be made with any bark, rather than just birchbark&lt;br /&gt;
*Opening natural galleries should no longer repave for you, as reported here.&lt;br /&gt;
*Can dig away paving in caves using the dig command. Fixing this.&lt;br /&gt;
*Fixed a bug with custom images breaking the profile avatar.&lt;br /&gt;
*Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.&lt;br /&gt;
*Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.&lt;br /&gt;
*Widened the female river ford in the character creation room, fixing this report.&lt;br /&gt;
*Made the deep water minimap texture a deeper blue as per this suggestion.&lt;br /&gt;
*You can now turn hardened leather (back) into leather by Right-click:ing it to &amp;quot;Crack &amp;amp; Soften&amp;quot;, allowing for quality shenaningas as per this suggestion.&lt;br /&gt;
*Soil now decays significantly slower, as suggested here.&lt;br /&gt;
*Input icon for tea now asks for &amp;quot;Cured Tea&amp;quot;, rather than green tealeaves specifically, as reported here.&lt;br /&gt;
*Improved interaction between Druid&#039;s cape and female hair and jackomask, partly as reported here.&lt;br /&gt;
*Slightly improved setting of Winged Helmet, as suggested here.&lt;br /&gt;
*Should now display name overlays on known Hearth Fires, as suggested here.&lt;br /&gt;
*Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.&lt;br /&gt;
*Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 29, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44724 Game Development: Samhain] - &#039;&#039;by jorb » Thu Oct 29, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added &amp;quot;Wheelbarrow&amp;quot;. Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.&lt;br /&gt;
*Added &amp;quot;Pumpkin Lantern&amp;quot;. Build, light, enjoy.&lt;br /&gt;
*Added &amp;quot;Painting&amp;quot;. Wall item which can accept Custom Image Sketches.&lt;br /&gt;
*Added optional support for Custom Image Sketches in the Round Shield.&lt;br /&gt;
*Added &amp;quot;Linseed Loaf&amp;quot;, bread&lt;br /&gt;
*Added &amp;quot;Cottage Throne&amp;quot;, furniture&lt;br /&gt;
*Added &amp;quot;Cottage Table&amp;quot;, furniture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It is no longer possible to teleport along trails while in combat, as suggested here.&lt;br /&gt;
*Fixed the damn cliff bug for the Nth time. Now stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Moved Cake Knife from &amp;quot;Symbel- &amp;amp; Tableware&amp;quot; to &amp;quot;Forks, Knives &amp;amp; Cutlery&amp;quot; as suggested here.&lt;br /&gt;
*Battle Standard is now a wall item.&lt;br /&gt;
*Should now learn Linseed Oil properly when pressing.&lt;br /&gt;
*Trees should now grow at accelerated pace on all forest terrains.&lt;br /&gt;
*If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.&lt;br /&gt;
*Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.&lt;br /&gt;
*Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.&lt;br /&gt;
*Updated descriptive text on &amp;quot;Parry&amp;quot; block to avoid this confusion.&lt;br /&gt;
*Reduced the hitbox of chairs a bit.&lt;br /&gt;
*Reduced the amount of water removed per thing boiled in the cauldron&#039;s inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.&lt;br /&gt;
*Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.&lt;br /&gt;
*Fixed a bug by which chickens did not drink water, as reported here.&lt;br /&gt;
*Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.&lt;br /&gt;
*Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.&lt;br /&gt;
*Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.&lt;br /&gt;
*Can now eat Beef raw as in Legacy Haven.&lt;br /&gt;
*Fixed a bug with differing standards for raising and lowering soil, as reported here.&lt;br /&gt;
*Fixed a bug with the Gold plate.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 27, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44664 Game Development: Coat of Many Colors] - &#039;&#039;by jorb » Tue Oct 27, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Imagery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.&lt;br /&gt;
&lt;br /&gt;
Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on. &lt;br /&gt;
&lt;br /&gt;
CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES&lt;br /&gt;
&lt;br /&gt;
Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.&lt;br /&gt;
&lt;br /&gt;
With an image uploaded on the website you may then, ingame, craft a &amp;quot;Sketch&amp;quot; for the image in question, using various pigments, linseed oil, &amp;amp;c. The resources required by the crafting recipe are determined by the analysis of the image.&lt;br /&gt;
&lt;br /&gt;
You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.&lt;br /&gt;
&lt;br /&gt;
The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.&lt;br /&gt;
&lt;br /&gt;
The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.&lt;br /&gt;
&lt;br /&gt;
Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.&lt;br /&gt;
&lt;br /&gt;
Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Meatpie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.&lt;br /&gt;
*Gave Flotsams spawning values. They should now spawn. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a minor bug causing lettuce seeds in buckets to crash the client.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===October 20, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44462 Game Development: Lettuce Imagine] - &#039;&#039;by jorb » Tue Oct 20, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lettuce to your local Windsown Weed.&lt;br /&gt;
*Added generic input type &amp;quot;Salad Greens&amp;quot;, presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.&lt;br /&gt;
*Reimplemented Earthenware Platter from Legacy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.&lt;br /&gt;
*Fixed a small client crash bug which had reportedly been used offensively to crash people&#039;s clients. I&#039;d like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that&#039;d be swell. Also stop being retards, thanks.&lt;br /&gt;
*Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a typo in the satiation events for Steak &amp;amp; Tubers.&lt;br /&gt;
*Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.&lt;br /&gt;
*Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.&lt;br /&gt;
*Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.&lt;br /&gt;
*Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.&lt;br /&gt;
*Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.&lt;br /&gt;
*Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.&lt;br /&gt;
*Made it so that you can mix various kinds of milk into generic milk, as suggested here.&lt;br /&gt;
*Made it so that minehole soak ticks up over time as it should, as reported here.&lt;br /&gt;
*Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.&lt;br /&gt;
*Made it so that you need vandalism or claim to destroy other people&#039;s hearthfires.&lt;br /&gt;
*Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.&lt;br /&gt;
*Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.&lt;br /&gt;
*Chicken Salad, Red-Shred Salad, &amp;amp; Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.&lt;br /&gt;
*Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44285 Game Development: Lucid Lynx] - &#039;&#039;by jorb » Thu Oct 15, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Lynx&lt;br /&gt;
*It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.&lt;br /&gt;
*Animals should now wreck shit if boxed in.&lt;br /&gt;
*Added &amp;quot;Glazed Grazer Dog&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Steak &amp;amp; Tubers&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Tuber Mash&amp;quot;, food&lt;br /&gt;
*Added &amp;quot;Liver &amp;amp; Onions&amp;quot;, food&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug by which an animal slaughtered while tethered could resurrect after death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with Bonds of Blood &amp;amp; Soil not being studyable when you already had one in the study.&lt;br /&gt;
*Fixed a bug by which you could get &amp;quot;Sensing the Beast&amp;quot; from dead animals.&lt;br /&gt;
*Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.&lt;br /&gt;
*Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.&lt;br /&gt;
*Buffed silk moth life time as suggested here.&lt;br /&gt;
*Fixed a bug with bats spawning on claimed land.&lt;br /&gt;
*Made it so that chickens count an average of water and swill qualities, rather than effectively &amp;quot;hardcapping&amp;quot; on both, as observed here.&lt;br /&gt;
*Reduced the bounding box of cattle as suggested here.&lt;br /&gt;
*Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.&lt;br /&gt;
*Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.&lt;br /&gt;
*Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).&lt;br /&gt;
*Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.&lt;br /&gt;
*Reduced stamina consumption when building trelli from 35 to 20.&lt;br /&gt;
*Chicken salad icon requesting boiled egg sets correctly as reported here&lt;br /&gt;
*Fixed hair bleeding through Winged Helmet.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 13, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44203 Game Development: Bugapalooza] - &#039;&#039;by jorb » Tue Oct 13, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been fixing bugs, and here&#039;s what&#039;s new...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.&lt;br /&gt;
*Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.&lt;br /&gt;
*Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.&lt;br /&gt;
*Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.&lt;br /&gt;
*Fixed a bug with some terrains being possible to raise by decaying soil.&lt;br /&gt;
*Fixed a bug with flour ending up in buckets not giving a discovery.&lt;br /&gt;
*You can now empty flour buckets.&lt;br /&gt;
*Fixed a bug with curding tubs not curding when on unloaded maps.&lt;br /&gt;
*Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.&lt;br /&gt;
*There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can&#039;t have nice things.&lt;br /&gt;
*You should now get an error message when trying to extend walls too close to water, as per this.&lt;br /&gt;
*Implemented a temporary fix hopefully alleviating this problem with gate placements.&lt;br /&gt;
*Fixed a bug causing cauldrons to boil when they shouldn&#039;t.&lt;br /&gt;
*Plows should now disable before breaking, as reported here&lt;br /&gt;
*Should no longer be possible to steal plows by plowing them off-claim, as reported here.&lt;br /&gt;
*Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.&lt;br /&gt;
*Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.&lt;br /&gt;
*Fixed a bug with stone column range not being checked for properly.&lt;br /&gt;
*Fixed a bug with the area selection tool freezing. Requires client update!&lt;br /&gt;
*Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.&lt;br /&gt;
*Fixed a bug with female hair bleeding through farmer&#039;s hat.&lt;br /&gt;
*You can now put skeletons in wagons as reported here.&lt;br /&gt;
*Wagon, Chef&#039;s hat, Ashen Robe, Vapntreyiu, Ranger&#039;s Shirt, Pants &amp;amp; Cape, Lawspeaker&#039;s Hat &amp;amp; Robe, Bandit&#039;s Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=44018 Game Development: A Few Little Things] - &#039;&#039;by jorb » Thu Oct 08, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Plate Greaves&lt;br /&gt;
*Added Cloth Chair&lt;br /&gt;
*Added Hemp Cloth&lt;br /&gt;
*Added Mushroom Mash&lt;br /&gt;
*Added Red-Shred Salad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing logged in characters on offloaded maps to be untrackable.&lt;br /&gt;
*Fixed a bug with authority objects decaying on claim.&lt;br /&gt;
*Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with precious metals being counted as Q0, rather than not at all.&lt;br /&gt;
*Fixed a bug with caves and mountains not being possible to repave.&lt;br /&gt;
*Fixed a minor text issue with oaths of allegiance.&lt;br /&gt;
*Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.&lt;br /&gt;
*Linen Crate can now be built with any cloth&lt;br /&gt;
*Fixed a bug with hair peeping through boar tusk helmet.&lt;br /&gt;
*Hatching eggs in chicken coops now have a progress indicator as reported here&lt;br /&gt;
*Quality of pearls should now be unaffected by boiling as reported here.&lt;br /&gt;
*Ranger&#039;s Shirt &amp;amp; Pants should now have their traditional stat buffs as reported here.&lt;br /&gt;
*Fixed a bug with tasty emmentaler/cellar cheddar.&lt;br /&gt;
*Now checking permissions when digging clay.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 06, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Bugskatchewan] - &#039;&#039;by jorb » Tue Oct 06, 2015&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added new sausage &amp;quot;Badger Botillo&amp;quot;&lt;br /&gt;
*Added new treatment &amp;quot;Stitch Patch&amp;quot;, for healing Cruel Incisions &amp;amp; Wretched Gore&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Grind Flour&amp;quot; recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.&lt;br /&gt;
*Unmaintained claim poles (without presence) should now actually decay, as was always the intention.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.&lt;br /&gt;
*All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.&lt;br /&gt;
*All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.&lt;br /&gt;
*Should now be possible to describe memorized characters to others as per this. Requires client update!&lt;br /&gt;
*Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, &amp;quot;Taking Aim&amp;quot; while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug where ashes from spitroasting were counted as Q 0.&lt;br /&gt;
*Fixed a bug by which stuff in vessels was not protected by the theft skill.&lt;br /&gt;
*Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.&lt;br /&gt;
*Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother&#039;s bounding box if no legal space can be found.&lt;br /&gt;
*Tool quality no longer relevant when butchering bones as per this.&lt;br /&gt;
*Can no longer mass plant without farming skill as reported here.&lt;br /&gt;
*Can no longer study Bonds of Blood &amp;amp; Soil without Yeomanry, fixing this.&lt;br /&gt;
*Cave exits should now exclude building by having a small bounding box, fixing this.&lt;br /&gt;
*Can now load mirkwood logs onto Wagons.&lt;br /&gt;
*Anvils should now be possible to destroy, the previous impossibility of which was reported here.&lt;br /&gt;
*Should no longer be possible to get &amp;quot;Striking the Root&amp;quot; experience when lifting bushes from container objects as reported here.&lt;br /&gt;
*&amp;quot;Shield Up&amp;quot; should now block sweeping attacks as intended, and as reported here.&lt;br /&gt;
*&amp;quot;Parry&amp;quot; should no longer fire attacks when it itself isn&#039;t targeted, as reported here.&lt;br /&gt;
*Should no longer be possible to drive a wagon if knocked out.&lt;br /&gt;
*Should no longer be possible to shift-steal out of claimed stockpiles.&lt;br /&gt;
*Should no longer be possible to take claimed tree resources without theft.&lt;br /&gt;
*Should now be possible to plant grass using seeds from an equipped bucket, as reported here.&lt;br /&gt;
*Should now be possible to stockpile cat gold as stone, as reported here.&lt;br /&gt;
*Should now be possible to use stone to &amp;quot;Make level&amp;quot; in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Octuber 02, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43749 Game Development: Valhalla Rising] - &#039;&#039;by jorb » Fri Oct 02, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed &amp;amp; melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!&lt;br /&gt;
*Players may now build a Great Hall&lt;br /&gt;
*You can now pave and build with Cat Gold, which generally counts as stone.&lt;br /&gt;
*Added &amp;quot;Shield&amp;quot; block.&lt;br /&gt;
*Added &amp;quot;Parry&amp;quot; block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug with paving preventing caveins.&lt;br /&gt;
*Caveins no longer damage objects with soak&lt;br /&gt;
*All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.&lt;br /&gt;
*&amp;quot;Chop&amp;quot; now requires one IP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a bug causing &amp;quot;Dawn Breaking&amp;quot; experience to trigger during dusk as well as dawn.&lt;br /&gt;
*Fixed a bug with Ranger&#039;s Cape not setting hair properly.&lt;br /&gt;
*Fixed a textual error in the description for slave keys.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 24, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=43236 Game Development: Steady Drumbeat of Progress] - &#039;&#039;by jorb » Thu Sep 24, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Implemented new roadtype &amp;quot;Milestone&amp;quot;, made from stone. Can hold 4 trails.&lt;br /&gt;
*Added Drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.&lt;br /&gt;
*The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.&lt;br /&gt;
*Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.&lt;br /&gt;
*Stone can now be used in the world as landfill to raise terrain just as soil can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Instruments should now interact better graphically with claypipe.&lt;br /&gt;
*Should now be able to dig away plants from trellies using the Destroy command on the plant itself.&lt;br /&gt;
*Fixed some minor graphical issues with the cylinder hat as reported here.&lt;br /&gt;
*Should no longer starve when missing a game session, fixing this problem.&lt;br /&gt;
*Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.&lt;br /&gt;
*Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.&lt;br /&gt;
*Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.&lt;br /&gt;
*Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.&lt;br /&gt;
*Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.&lt;br /&gt;
*Tables should now drop their contents when destroyed, fixing this.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 17, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42730 Game Development: Spit&#039;n&#039;Polish] - &#039;&#039;by jorb » Thu Sep 17, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Reimplemented Timber House.&lt;br /&gt;
*Implemented a skill &amp;quot;Tunneling&amp;quot;, which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.&lt;br /&gt;
*Implemented a Stone Column, which acts as a slightly improved mine support&lt;br /&gt;
*Implemented 2 new experiences/lores&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.&lt;br /&gt;
*In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.&lt;br /&gt;
*On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.&lt;br /&gt;
*Paving tiles should now have hopefully nicer transitions&lt;br /&gt;
*Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.&lt;br /&gt;
*Fixed a problem with mining not checking for vandalism crime.&lt;br /&gt;
*Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.&lt;br /&gt;
*Should now always be able to log back in as per this report.&lt;br /&gt;
*Bonds of Blood &amp;amp; Soil should renew automatically and free of charge when inheriting claims as per this report.&lt;br /&gt;
*Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Should now be able to pave caves and mountains&lt;br /&gt;
*Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.&lt;br /&gt;
*Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.&lt;br /&gt;
*Error message &amp;quot;Can&#039;t build there&amp;quot; changed to &amp;quot;You cannot build that on this type of terrain.&amp;quot;&lt;br /&gt;
*Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.&lt;br /&gt;
*Chicken Coop now checks for straw before checking for thatching. This was apparently very important.&lt;br /&gt;
*Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.&lt;br /&gt;
*Added explanatory text to: Keys, Lock, Walls &amp;amp; Fences submenu, and Bee Skep.&lt;br /&gt;
*Skulls and prepared hides can be hung on walls.&lt;br /&gt;
*When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.&lt;br /&gt;
*Tea Pots &amp;amp; Mugs should now have symbel values.&lt;br /&gt;
*A player dying when mounted should dismount the player&lt;br /&gt;
*Coop now has reasonable flatness requirements thanks to this report.&lt;br /&gt;
*Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.&lt;br /&gt;
*Plant Fibre now has a proper input type.&lt;br /&gt;
*Built Mineholes can now be destroyed&lt;br /&gt;
*Shovel should now aid in the removal of old stumps&lt;br /&gt;
*Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.&lt;br /&gt;
*Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press &amp;quot;make level&amp;quot; once to keep active.&lt;br /&gt;
*Cauldron now takes the same amount of fuel as a Fireplace, rather than more.&lt;br /&gt;
*Cauldron should now properly update when water is taken from it&lt;br /&gt;
*Fixed a bug with the cave entrance&#039;s bounding box.&lt;br /&gt;
*Fixed a bug with the stone mansion&#039;s door blocking cupboard placement unnecessarily.&lt;br /&gt;
*You no longer need the trespassing skill to enter or exit caves as per this report.&lt;br /&gt;
*Reduced Tar Kiln soak.&lt;br /&gt;
*Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 15, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42556 Game Development: Paving the Way] - &#039;&#039;by jorb » Tue Sep 15, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss&lt;br /&gt;
*We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.&lt;br /&gt;
*Druid&#039;s Cloak is now craftable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Animals should no longer thrash wildly/escape when beaten in combat during taming.&lt;br /&gt;
*Tamed animal qualities should now be set and implemented correctly&lt;br /&gt;
*Butchering tamed animals is now quality limited by Farming, rather than Survival&lt;br /&gt;
*Ye olde wall extension bug should now be fixed.&lt;br /&gt;
*Play time should now be accurately accrued on account pages.&lt;br /&gt;
*There is now an error message when logged out due to lack of game/play time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Pickaxe no longer requires branch, but rather boughs&lt;br /&gt;
*Minehelm requires hardmetal, rather than castiron&lt;br /&gt;
*Bloated bolete should no longer have a 90% satiation event&lt;br /&gt;
*Ashen Robes should have proper stat gains&lt;br /&gt;
*Herbalist table now requires Plant Lore&lt;br /&gt;
*Steel Crucible now requires Steel Making&lt;br /&gt;
*Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.&lt;br /&gt;
*Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.&lt;br /&gt;
*Loom qualities should now be set properly. Old looms forever useless.&lt;br /&gt;
*Should now be able to plant grass on dirt or plowed terrain&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 10, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=42159 Game Development: Rollin&#039;-rollin&#039;-rollin&#039;] - &#039;&#039;by jorb » Thu Sep 10, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Yellowfoot Mushroom&lt;br /&gt;
*Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven&#039;t done the raft to ford rivers with it yet, and it doesn&#039;t track ownership, but it might in the future.&lt;br /&gt;
&lt;br /&gt;
Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All animals should now have their own, unique, quality fields&lt;br /&gt;
*Modified animal baseline qualities somewhat&lt;br /&gt;
*Fate-based herbs require proper levels of perception and exploration&lt;br /&gt;
*Removed underground building restrictions causing this problem.&lt;br /&gt;
*Can no longer disembark over terrain as per this bugreport&lt;br /&gt;
*Dryads can no longer walk through walls.&lt;br /&gt;
*Animals should no longer be able to attack from a different game world as per this bugreport&lt;br /&gt;
*Animals should no longer spawn under village claims (suck it)&lt;br /&gt;
*Live animals should no longer be considered liftable &lt;br /&gt;
*Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.&lt;br /&gt;
*Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.&lt;br /&gt;
*Firebrands made with the Light Fire command should now have quality.&lt;br /&gt;
*Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.&lt;br /&gt;
*Bearcape should now set hair properly&lt;br /&gt;
*Pickaxe now takes hardmetal, rather than castiron&lt;br /&gt;
*Smithy&#039;s Hammer now takes hardmetal, rather than castiron&lt;br /&gt;
*Cavedogs and Cow chorizos should now have proper hunger fill&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 08, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41914 Game Development: Leeching Dry] - &#039;&#039;by jorb » Tue Sep 08, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New implementation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced &amp;amp; Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.&lt;br /&gt;
&lt;br /&gt;
*Added Bat Wing (cape)&lt;br /&gt;
*Added Badger Hide Vest&lt;br /&gt;
*Added Cavedog (sausage)&lt;br /&gt;
*Added Still Life (decorative curiosity)&lt;br /&gt;
*Added Torch (carry fire around, look cool)&lt;br /&gt;
*Added Wooden Sign (write on)&lt;br /&gt;
*Added Bough stockpile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Can no longer pull aurochs hair from dead animals, this to prevent infinite gains&lt;br /&gt;
*May now rotate/zoom camera with arrow keys. Home key resets to default view.&lt;br /&gt;
*Clay cauldron now repairs with clay&lt;br /&gt;
*Clay cauldron easier to destroy&lt;br /&gt;
*Ropewalk no longer liftable&lt;br /&gt;
*Feathers go in the trash stockpile&lt;br /&gt;
*Chieftain&#039;s Hat has stat buff&lt;br /&gt;
*Solved a wonky interaction with ash stack qualities.&lt;br /&gt;
*Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container&lt;br /&gt;
*Fixed this bug with timers.&lt;br /&gt;
*All hearthfires are now traversable by everyone&lt;br /&gt;
*Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.&lt;br /&gt;
*Bronze recipe now correctly yields three bars&lt;br /&gt;
*You should no longer be able to &amp;quot;Study&amp;quot; curiosities out of a knocked-out person&#039;s study report without theft.&lt;br /&gt;
*Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills&lt;br /&gt;
*Should now be able to withdraw store items only from your own Hearth Fire&lt;br /&gt;
*Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same&lt;br /&gt;
*Herbalist Tables (at least those built after tonight) should now have proper qualities set.&lt;br /&gt;
*Animals should no longer be lethal when engaged by several people, as per this bugreport.&lt;br /&gt;
*Fixed a bug which caused some inventory windows to be possible to interact with after they were closed&lt;br /&gt;
*You can now always drop objects where you stand, (except if blocked by other objects).&lt;br /&gt;
*Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.&lt;br /&gt;
*Character should no longer rise to point out direction home if attempting to hearth when knocked out.&lt;br /&gt;
*Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.&lt;br /&gt;
*Fixed text refering to hearth secrets as homestead secrets&lt;br /&gt;
*Made it so that walls cannot be built within three tiles of water&lt;br /&gt;
*Lock installation should now abort if lock is dropped to ground or inventory&lt;br /&gt;
*Lock installation is now somewhat slower to prevent volatility&lt;br /&gt;
*Skills are now red in skill list when unable to afford them&lt;br /&gt;
*There is now a reset button next to the buy button in the abilities screen&lt;br /&gt;
*Should be able to read runestones on claims&lt;br /&gt;
*Should no longer be able to use land survey on undiggable terrain.&lt;br /&gt;
*Claims override leantos if the claim is older than the leanto&#039;s latest ownership change. Leantos claimed before this update count their ownership from this update.&lt;br /&gt;
*Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.&lt;br /&gt;
*Bats should now seek trees to idle in when outside&lt;br /&gt;
*There should now be fewer bats in smaller clusters&lt;br /&gt;
*Bats should now be less aggressive&lt;br /&gt;
*Fixed a bug which made tarkilns slow to the point of never finishing.&lt;br /&gt;
*Nicks &amp;amp; Knacks now heals 4 times as fast&lt;br /&gt;
*Bruises now heal naturally&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 03, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=41168 Game development: Without Batting an Eye,] - &#039;&#039;by jorb » Thu Sep 03, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*Wounds now heal while you are offline.&lt;br /&gt;
*You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.&lt;br /&gt;
*Added a stockpile for hides. Takes both raw and prepared.&lt;br /&gt;
*Added Bats.&lt;br /&gt;
*Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.&lt;br /&gt;
*Added two new Lores/Experiences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Increased Brick &amp;amp; Clay stockpiles from 34, 40 to 80, 80 respectively.&lt;br /&gt;
*Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.&lt;br /&gt;
*Planting a tile now requires five seeds, as was always the intention.&lt;br /&gt;
*Food tooltip now says &amp;quot;Energy&amp;quot; rather than &amp;quot;Stamina&amp;quot;&lt;br /&gt;
*Bearcape should now give intended stat modifiers (Not that you deserve it)&lt;br /&gt;
*Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.&lt;br /&gt;
*Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs&lt;br /&gt;
*Chat list entries now illuminate whenever there are unread messages in them, same colors.&lt;br /&gt;
*You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.&lt;br /&gt;
*Can no longer pull cart through swamps at anything but crawl speed&lt;br /&gt;
*Carryable items should no longer interrupt travel along roads&lt;br /&gt;
*You can now interact with Land Surveys from anywhere within their area&lt;br /&gt;
*Names over memorized/kinned Hearhtlings should now be persistent&lt;br /&gt;
*The &amp;quot;Display&amp;quot; option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)&lt;br /&gt;
*Lady&#039;s Mantles &amp;amp; Dewey Lady&#039;s Mantles should now be properly differentiated&lt;br /&gt;
*Should now always be able to drop items on cursor while swimming&lt;br /&gt;
*Should now not be able to pick items to cursor while swimming&lt;br /&gt;
*When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online&lt;br /&gt;
*Skill entry button says &amp;quot;Known&amp;quot; rather than &amp;quot;Current&amp;quot;&lt;br /&gt;
*Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.&lt;br /&gt;
*Tar kiln now makes &amp;quot;foff&amp;quot;-sound when lit&lt;br /&gt;
*The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.&lt;br /&gt;
*Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===September 01, 2015===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=40782 Game development: A Sound Badgering] - &#039;&#039;by jorb » Tue Sep 01, 2015&#039;&#039;&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Implementations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Added Badgers&lt;br /&gt;
*Added a &amp;quot;Stinging Poultice&amp;quot; to heal Deep Cuts and Swollen Bumps&lt;br /&gt;
*Added a &amp;quot;Mirkwood Offering&amp;quot; early curio for fast LP at high XP cost. (good night sweet price)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Meat types (Bear, among others) should present correctly.&lt;br /&gt;
*Bear Tooth Talisman should give usual stat increases&lt;br /&gt;
*Wooden plow repairs with wood&lt;br /&gt;
*Objects with setting time count from when the construction object was placed, rather than completed&lt;br /&gt;
*Cupboards cannot be placed in container objects (boats, carts, &amp;amp;c) if there is anything in the cupboard.&lt;br /&gt;
*Dream Catchers &amp;amp; Tables can be destroyed&lt;br /&gt;
*Leantos should now be inherited properly&lt;br /&gt;
*You may now only own one leanto&lt;br /&gt;
*Leantos now graphically indicate when they are owned with a small note on them.&lt;br /&gt;
*Swithced places for &amp;quot;Learning Points&amp;quot; and &amp;quot;Experience Points&amp;quot; in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed &amp;quot;Cost&amp;quot; to &amp;quot;Learning Cost&amp;quot;, to avoid confusion.&lt;br /&gt;
*Curiosities state an &amp;quot;Experience cost&amp;quot; rather than &amp;quot;Experience points&amp;quot;&lt;br /&gt;
*Should now get an error message when not able to plant grapes due to lack of winemaking.&lt;br /&gt;
*Scrollbar should no longer cover the second digit of wounds in wound list.&lt;br /&gt;
*Should now be able to run with the cart on beach terrain&lt;br /&gt;
*Should now be able to log back in again if you logged out while mounting a wild horse&lt;br /&gt;
*Should now be able to lift dead horses&lt;br /&gt;
*Should now be able to enter minehole while carrying something&lt;br /&gt;
*The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange &amp;amp; bold as it has been made&lt;br /&gt;
*The party chat texts have been brightened for better readability&lt;br /&gt;
*Pushing &amp;quot;Make level&amp;quot; in a land survey should now properly abort drinking, open containers, &amp;amp;c.&lt;br /&gt;
*Should now properly need a sharp tool to butcher small animals&lt;br /&gt;
*The horse&#039;s stamina meter should now have a tooltip&lt;br /&gt;
*Food &amp;amp; water meters in chicken coop should now have tooltips&lt;br /&gt;
*Honey now has quality&lt;br /&gt;
*Palisades now have the correct cost&lt;br /&gt;
*Corner posts can now be sealed.&lt;br /&gt;
*Rootfills can now treat Cruel Incisions&lt;br /&gt;
*All stones, trees &amp;amp; bush seeds should now give discovery LP (better late than never, right?).&lt;br /&gt;
&lt;br /&gt;
*Party Arrows have been restored to full functionality, and can now be used to find friends.&lt;br /&gt;
&lt;br /&gt;
...Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===August 28, 2015===&lt;br /&gt;
With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [https://www.havenandhearth.com/forum/viewforum.php?f=39]&lt;br /&gt;
thread &lt;br /&gt;
===August 13, 2015===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=39469 Release Postponement: Eternal Alpha, Aug. 28th 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Amigos,&lt;br /&gt;
I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch.&lt;br /&gt;
Our new target date for release is now instead the 28th of August.&lt;br /&gt;
Deepest apologies.&lt;br /&gt;
|}&lt;br /&gt;
===May 21, 2015 00:28===&lt;br /&gt;
[https://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=38988#p517027 Release Date Trailer: Eternal Alpha, Aug. 21st 2015]&lt;br /&gt;
by jorb&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We will open the eternal alpha of the new and improved Haven &amp;amp; Hearth: August 21st, 2015&lt;br /&gt;
Enjoy :)&lt;br /&gt;
|}&lt;br /&gt;
===Jun 27, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=32045 Game Development: The Land of Wine, Milk and Honey] - &#039;&#039;by jorb » Thu Jun 27, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
We&#039;ve been developing, and here&#039;s what&#039;s new:&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.&lt;br /&gt;
&lt;br /&gt;
*Skeletons now indicate whether the skull has been taken or not.&amp;lt;br&amp;gt;&lt;br /&gt;
*String quality is no longer relevant when making Traveller&#039;s Sacks.&lt;br /&gt;
&lt;br /&gt;
*There&#039;s one new craftable dish/fooditem.&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
|}&lt;br /&gt;
===Jun 06, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31462 Game Development: Boner] - &#039;&#039;by jorb » Thu Jun 06, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| We&#039;ve been developing, and...&lt;br /&gt;
&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
Blood for the blood God.&lt;br /&gt;
|}&lt;br /&gt;
===Oct 18, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=34129 Bugfixes: Banners &amp;amp; Familiars] - &#039;&#039;by loftar » Fri Oct 18, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| Dear all,&lt;br /&gt;
&lt;br /&gt;
I believe myself once again to have fixed the bug where animals can be &amp;quot;tamed&amp;quot; and used to demolish mostly anything. I&#039;m sure you&#039;ll prove me wrong again, but at least it&#039;ll be in another way. :)&lt;br /&gt;
&lt;br /&gt;
Also, authority objects now need to be built on paved tiles.&lt;br /&gt;
|}&lt;br /&gt;
===Jun 03, 2013===&lt;br /&gt;
[http://www.havenandhearth.com/forum/viewtopic.php?f=6&amp;amp;t=31289 Game Development: World 7] - &#039;&#039;by jorb » Mon Jun 03, 2013&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Full Patch Notes:&#039;&#039;&lt;br /&gt;
*Ram repair bug fixed&lt;br /&gt;
*Authority objects now possible to ram&lt;br /&gt;
*Mineholes destructible&lt;br /&gt;
*All resources gathered from the wild now have their quality hardcapped by Survival.&lt;br /&gt;
*Bears no longer break everything&lt;br /&gt;
*Gaps in default ridges fixed&lt;br /&gt;
*Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.&lt;br /&gt;
*You now take 1 HHP of damage everytime you leave a scent (Battery &amp;amp; Murder excluded)&lt;br /&gt;
*Claim stakes now passable&lt;br /&gt;
*Claim stakes can now be destroyed when the owner hasn&#039;t been logged in for one RL month.&lt;br /&gt;
*Dragon flies no longer mysteriously disappear in driers.&lt;br /&gt;
*Movement now properly interrupted when queuing attacks that initiate following (&amp;quot;thunderwalking&amp;quot;).&lt;br /&gt;
*Deer should no longer spazz out when engaged from certain angles.&lt;br /&gt;
*Swords nerf&#039;t&lt;br /&gt;
*Mo0vament Kamembert nerf&#039;t&lt;br /&gt;
*Private claims now have their aspect ratio locked to 1:5.&lt;br /&gt;
*The &amp;quot;taming&amp;quot; bug should be fixed.&lt;br /&gt;
*&amp;quot;Flex&amp;quot; now costs -0.5 advantage per use.&lt;br /&gt;
*Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.&lt;br /&gt;
*Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.&lt;br /&gt;
*Punch has slightly longer cooldown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45256</id>
		<title>Talk:Tri Quality System</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45256"/>
		<updated>2017-01-29T06:32:19Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Obsolete with World 10 ==&lt;br /&gt;
https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822&amp;amp;sid=f07116ff4b71ac9f38d635111bb46127#p700991&lt;br /&gt;
&amp;gt; #Quality&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
     Rawrz ┊ the 3 qualities make things confusing as hell, i still dont know what essence does on sword&lt;br /&gt;
      ...&lt;br /&gt;
     loftar ┊ Essence on weapons generally increase your effective agility.&lt;br /&gt;
&lt;br /&gt;
--[[User:Marisa|Marisa]] ([[User talk:Marisa|talk]]) 22:41, 9 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regarding Weapon Damage ==&lt;br /&gt;
&lt;br /&gt;
The damage formula for swords (I&#039;m about 90% sure of this) is the old damage formula, except replacing the quality with the new average quality formula.&lt;br /&gt;
&lt;br /&gt;
It would look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\frac{\sqrt{Strength*\sqrt{\frac{Essence^2+Substance^2+Vitality^2}{3}}}}{10}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However there may be some truncation somewhere, or the formula is slightly different than this.&lt;br /&gt;
&lt;br /&gt;
This would approximate the Hirdsman&#039;s Sword having a base damage of 130.&lt;br /&gt;
&lt;br /&gt;
--[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 15:09, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: are you sure it&#039;s not just using substance instead of average quality? &lt;br /&gt;
: bow damage seems to rely only on sub (not 100% on that), and there is a lot of talk on the forums about sub being most important for weapons. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 18:42, 16 October 2015 (EDT)&lt;br /&gt;
::That could be the case, it is giving more consistent numbers. The modifier should then be &amp;lt;math&amp;gt;\sqrt[4]{\frac{Strength*Substance}{100}}&amp;lt;/math&amp;gt;. I will look into this more and try to get more data points to confirm --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 19:11, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page location ==&lt;br /&gt;
&lt;br /&gt;
Shouldn&#039;t this be on the &amp;quot;Quality&amp;quot; page instead of a redirect? After all, the tooltip in the game says &amp;quot;Quality,&amp;quot; and it&#039;s what most people are going to look for when coming here. --[[User:MagicManICT|MagicManICT]] ([[User talk:MagicManICT|talk]]) 17:06, 10 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to agree that this should be the &amp;quot;Quality&amp;quot; page, however the old quality page should be moved to the legacy namespace first. I will do this action when I am confident in the bow formulas. --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 16:51, 14 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45255</id>
		<title>Talk:Tri Quality System</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45255"/>
		<updated>2017-01-29T06:31:54Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Obsolete with World 10 ==&lt;br /&gt;
https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822&amp;amp;sid=f07116ff4b71ac9f38d635111bb46127#p700991&lt;br /&gt;
&amp;gt; #Quality&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
      Rawrz ┊ the 3 qualities make things confusing as hell, i still dont know what essence does on sword&lt;br /&gt;
      ...&lt;br /&gt;
     loftar ┊ Essence on weapons generally increase your effective agility.&lt;br /&gt;
&lt;br /&gt;
--[[User:Marisa|Marisa]] ([[User talk:Marisa|talk]]) 22:41, 9 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regarding Weapon Damage ==&lt;br /&gt;
&lt;br /&gt;
The damage formula for swords (I&#039;m about 90% sure of this) is the old damage formula, except replacing the quality with the new average quality formula.&lt;br /&gt;
&lt;br /&gt;
It would look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\frac{\sqrt{Strength*\sqrt{\frac{Essence^2+Substance^2+Vitality^2}{3}}}}{10}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However there may be some truncation somewhere, or the formula is slightly different than this.&lt;br /&gt;
&lt;br /&gt;
This would approximate the Hirdsman&#039;s Sword having a base damage of 130.&lt;br /&gt;
&lt;br /&gt;
--[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 15:09, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: are you sure it&#039;s not just using substance instead of average quality? &lt;br /&gt;
: bow damage seems to rely only on sub (not 100% on that), and there is a lot of talk on the forums about sub being most important for weapons. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 18:42, 16 October 2015 (EDT)&lt;br /&gt;
::That could be the case, it is giving more consistent numbers. The modifier should then be &amp;lt;math&amp;gt;\sqrt[4]{\frac{Strength*Substance}{100}}&amp;lt;/math&amp;gt;. I will look into this more and try to get more data points to confirm --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 19:11, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page location ==&lt;br /&gt;
&lt;br /&gt;
Shouldn&#039;t this be on the &amp;quot;Quality&amp;quot; page instead of a redirect? After all, the tooltip in the game says &amp;quot;Quality,&amp;quot; and it&#039;s what most people are going to look for when coming here. --[[User:MagicManICT|MagicManICT]] ([[User talk:MagicManICT|talk]]) 17:06, 10 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to agree that this should be the &amp;quot;Quality&amp;quot; page, however the old quality page should be moved to the legacy namespace first. I will do this action when I am confident in the bow formulas. --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 16:51, 14 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45254</id>
		<title>Talk:Tri Quality System</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45254"/>
		<updated>2017-01-29T06:31:09Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Obsolete with World 10&lt;br /&gt;
https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822&amp;amp;sid=f07116ff4b71ac9f38d635111bb46127#p700991&lt;br /&gt;
&amp;gt; #Quality&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
      Rawrz ┊ the 3 qualities make things confusing as hell, i still dont know what essence does on sword&lt;br /&gt;
      ...&lt;br /&gt;
     loftar ┊ Essence on weapons generally increase your effective agility.&lt;br /&gt;
&lt;br /&gt;
--[[User:Marisa|Marisa]] ([[User talk:Marisa|talk]]) 22:41, 9 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regarding Weapon Damage ==&lt;br /&gt;
&lt;br /&gt;
The damage formula for swords (I&#039;m about 90% sure of this) is the old damage formula, except replacing the quality with the new average quality formula.&lt;br /&gt;
&lt;br /&gt;
It would look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\frac{\sqrt{Strength*\sqrt{\frac{Essence^2+Substance^2+Vitality^2}{3}}}}{10}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However there may be some truncation somewhere, or the formula is slightly different than this.&lt;br /&gt;
&lt;br /&gt;
This would approximate the Hirdsman&#039;s Sword having a base damage of 130.&lt;br /&gt;
&lt;br /&gt;
--[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 15:09, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: are you sure it&#039;s not just using substance instead of average quality? &lt;br /&gt;
: bow damage seems to rely only on sub (not 100% on that), and there is a lot of talk on the forums about sub being most important for weapons. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 18:42, 16 October 2015 (EDT)&lt;br /&gt;
::That could be the case, it is giving more consistent numbers. The modifier should then be &amp;lt;math&amp;gt;\sqrt[4]{\frac{Strength*Substance}{100}}&amp;lt;/math&amp;gt;. I will look into this more and try to get more data points to confirm --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 19:11, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page location ==&lt;br /&gt;
&lt;br /&gt;
Shouldn&#039;t this be on the &amp;quot;Quality&amp;quot; page instead of a redirect? After all, the tooltip in the game says &amp;quot;Quality,&amp;quot; and it&#039;s what most people are going to look for when coming here. --[[User:MagicManICT|MagicManICT]] ([[User talk:MagicManICT|talk]]) 17:06, 10 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to agree that this should be the &amp;quot;Quality&amp;quot; page, however the old quality page should be moved to the legacy namespace first. I will do this action when I am confident in the bow formulas. --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 16:51, 14 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45253</id>
		<title>Talk:Tri Quality System</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45253"/>
		<updated>2017-01-29T06:30:37Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Obsolete with World 10&lt;br /&gt;
https://www.havenandhearth.com/forum/viewtopic.php?f=39&amp;amp;t=52822&amp;amp;sid=f07116ff4b71ac9f38d635111bb46127#p700991&lt;br /&gt;
#Quality&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
      Rawrz ┊ the 3 qualities make things confusing as hell, i still dont know what essence does on sword&lt;br /&gt;
      ...&lt;br /&gt;
     loftar ┊ Essence on weapons generally increase your effective agility.&lt;br /&gt;
&lt;br /&gt;
--[[User:Marisa|Marisa]] ([[User talk:Marisa|talk]]) 22:41, 9 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regarding Weapon Damage ==&lt;br /&gt;
&lt;br /&gt;
The damage formula for swords (I&#039;m about 90% sure of this) is the old damage formula, except replacing the quality with the new average quality formula.&lt;br /&gt;
&lt;br /&gt;
It would look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\frac{\sqrt{Strength*\sqrt{\frac{Essence^2+Substance^2+Vitality^2}{3}}}}{10}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However there may be some truncation somewhere, or the formula is slightly different than this.&lt;br /&gt;
&lt;br /&gt;
This would approximate the Hirdsman&#039;s Sword having a base damage of 130.&lt;br /&gt;
&lt;br /&gt;
--[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 15:09, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: are you sure it&#039;s not just using substance instead of average quality? &lt;br /&gt;
: bow damage seems to rely only on sub (not 100% on that), and there is a lot of talk on the forums about sub being most important for weapons. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 18:42, 16 October 2015 (EDT)&lt;br /&gt;
::That could be the case, it is giving more consistent numbers. The modifier should then be &amp;lt;math&amp;gt;\sqrt[4]{\frac{Strength*Substance}{100}}&amp;lt;/math&amp;gt;. I will look into this more and try to get more data points to confirm --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 19:11, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page location ==&lt;br /&gt;
&lt;br /&gt;
Shouldn&#039;t this be on the &amp;quot;Quality&amp;quot; page instead of a redirect? After all, the tooltip in the game says &amp;quot;Quality,&amp;quot; and it&#039;s what most people are going to look for when coming here. --[[User:MagicManICT|MagicManICT]] ([[User talk:MagicManICT|talk]]) 17:06, 10 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to agree that this should be the &amp;quot;Quality&amp;quot; page, however the old quality page should be moved to the legacy namespace first. I will do this action when I am confident in the bow formulas. --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 16:51, 14 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45252</id>
		<title>Talk:Tri Quality System</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Talk:Tri_Quality_System&amp;diff=45252"/>
		<updated>2017-01-29T06:29:09Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Obsolete with World 10&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
      Rawrz ┊ the 3 qualities make things confusing as hell, i still dont know what essence does on sword&lt;br /&gt;
      ...&lt;br /&gt;
     loftar ┊ Essence on weapons generally increase your effective agility.&lt;br /&gt;
&lt;br /&gt;
--[[User:Marisa|Marisa]] ([[User talk:Marisa|talk]]) 22:41, 9 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regarding Weapon Damage ==&lt;br /&gt;
&lt;br /&gt;
The damage formula for swords (I&#039;m about 90% sure of this) is the old damage formula, except replacing the quality with the new average quality formula.&lt;br /&gt;
&lt;br /&gt;
It would look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\sqrt{\frac{\sqrt{Strength*\sqrt{\frac{Essence^2+Substance^2+Vitality^2}{3}}}}{10}} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However there may be some truncation somewhere, or the formula is slightly different than this.&lt;br /&gt;
&lt;br /&gt;
This would approximate the Hirdsman&#039;s Sword having a base damage of 130.&lt;br /&gt;
&lt;br /&gt;
--[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 15:09, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: are you sure it&#039;s not just using substance instead of average quality? &lt;br /&gt;
: bow damage seems to rely only on sub (not 100% on that), and there is a lot of talk on the forums about sub being most important for weapons. --[[User:Turtlesir|Turtlesir]] ([[User talk:Turtlesir|talk]]) 18:42, 16 October 2015 (EDT)&lt;br /&gt;
::That could be the case, it is giving more consistent numbers. The modifier should then be &amp;lt;math&amp;gt;\sqrt[4]{\frac{Strength*Substance}{100}}&amp;lt;/math&amp;gt;. I will look into this more and try to get more data points to confirm --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 19:11, 16 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page location ==&lt;br /&gt;
&lt;br /&gt;
Shouldn&#039;t this be on the &amp;quot;Quality&amp;quot; page instead of a redirect? After all, the tooltip in the game says &amp;quot;Quality,&amp;quot; and it&#039;s what most people are going to look for when coming here. --[[User:MagicManICT|MagicManICT]] ([[User talk:MagicManICT|talk]]) 17:06, 10 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to agree that this should be the &amp;quot;Quality&amp;quot; page, however the old quality page should be moved to the legacy namespace first. I will do this action when I am confident in the bow formulas. --[[User:ApocalypsePlease|ApocalypsePlease]] ([[User talk:ApocalypsePlease|talk]]) 16:51, 14 November 2015 (EST)&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Tri_Quality_System&amp;diff=45251</id>
		<title>Tri Quality System</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Tri_Quality_System&amp;diff=45251"/>
		<updated>2017-01-29T06:28:06Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
As of world 10, all items have a singular quality, which effects various formulas depending on the typeof object. for example, Curiosity quality directly effects its LP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdated as from Pre World 10:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Items in Hafen now have 3 distinct quality meters: Essence, Substance and Vitality.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depending on the type of item, be it a [[Food]] or a [[Curiosity]], the effect that each quality has is different. The [[Weapons]] row at the moment only contains information about melee weapons: bows appear to have different effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- change font-size % if formulas obstruct readability --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center; font-size:100%&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!style=&amp;quot;background-color: #DBC0FD&amp;quot;|[[File:Essence.png]] Essence&lt;br /&gt;
!style=&amp;quot;background-color: #FDDFB3&amp;quot;|[[File:Substance.png]] Substance&lt;br /&gt;
!style=&amp;quot;background-color: #B5FDB5&amp;quot;|[[File:Vitality.png]] Vitality&lt;br /&gt;
!style=&amp;quot;background-color: #C8E3FE&amp;quot;|Average (&amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;Avg = \sqrt{\frac{Ess^2+Sub^2+Vit^2}{3}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;)&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[Curiosities]]&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Increases [[LP]]: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt; LP Gain = Base LP \sqrt[4]{\frac{Essence^2+Substance^2+Vitality^2}{300}} &amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
|Lowers [[Food Satiations|Satiation]] amount (not chance): &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;Sat = \frac{Base}{\sqrt{\frac{Ess}{10}}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Lowers [[Hunger]]: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;Hun = \frac{Base}{\sqrt{\frac{Sub}{10}}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases [[FEP]]&#039;s: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;FEP = Base * \sqrt{\frac{Vit}{10}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&lt;br /&gt;
|Increases Deflection (X of X/Y): &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;X = Base * \sqrt{\frac{Ess}{10}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases Absorption (Y of X/Y): &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;Y = Base * \sqrt{\frac{Sub}{10}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases max Wear: &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;W = Base * \frac{Vit}{10}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases stat modifiers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Weapons]]&#039;&#039;&#039;&lt;br /&gt;
|Increases effective agility: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;eagi = \sqrt{agi*Ess}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;, confirm?&lt;br /&gt;
|Increases damage: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt; damage = Base*\sqrt{\sqrt{str*Sub}/10}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases weight of [[Melee Combat|MC]] attacks: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt; emc = \sqrt{mc*Vit}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Weapons#Ranged Weapons|Ranged Weapons]]&#039;&#039;&#039;&lt;br /&gt;
|Affects range.&lt;br /&gt;
|Increases damage, alongside [[Perception]]: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt; damage = Base*\sqrt{Per*Sub}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Affects max aim and aim speed, alongside [[Marksmanship|MM]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;[[The Symbel|Symbel]]&#039;&#039;&#039;&lt;br /&gt;
|Increases FEP Bonus: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;_{FEP}Mod = Base * \sqrt{\frac{\frac{Ess}{10} * (maxWear - curWear)}{maxWear}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases Hunger Reduction: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;_HRed = Base * \sqrt{\frac{\frac{Sub}{10} * (maxWear - curWear)}{maxWear}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|Increases max Wear: &amp;lt;span style=&amp;quot;font-size:100%&amp;quot;&amp;gt;&amp;lt;math&amp;gt;W = Base * \sqrt{\frac{Vit}{10}}&amp;lt;/math&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;Note: Final values are rounded to nearest value instead of being truncated.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
	<entry>
		<id>https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=45250</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://ringofbrodgar.com/index.php?title=Glossary&amp;diff=45250"/>
		<updated>2017-01-29T06:23:51Z</updated>

		<summary type="html">&lt;p&gt;Borka: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
The Character Sheet displays all the information related to your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It contains 5 tabs:&lt;br /&gt;
&lt;br /&gt;
Base Attributes, which is open by default and contains your [[Attributes]], [[FEP]], [[Hunger]] Level, and [[Satiations]].&lt;br /&gt;
&lt;br /&gt;
Abilities, which contains your [[Abilities]] and the [[Study Report]], where you can gain [[Learning Points]] through [[Curiosities]].&lt;br /&gt;
&lt;br /&gt;
Lore &amp;amp; Skills, which contains available and known [[Skills]], and the [[Lore]] events you discovered.&lt;br /&gt;
&lt;br /&gt;
Martial Arts &amp;amp; Combat Schools, which contains your available [[Attacks]] and [[Blocks]] cards, and your [[Combat School]] decks.&lt;br /&gt;
&lt;br /&gt;
Health &amp;amp; Wounds, which shows all you current [[Wounds]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Attributes==&lt;br /&gt;
&#039;&#039;See [[Attributes]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attributes affect many actions that you can perform and are raised by eating [[food|Foods]] that provide [[FEP|Food Event Points (FEPs)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&#039;&#039;See [[Abilities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You ability score is a measure of your proficiency with a given task, such as [[Abilities#Unarmed Combat|Fighting with your bare hands]], or [[Abilities#Sewing|Sewing]].&lt;br /&gt;
&lt;br /&gt;
(You can actually see the cost of LP shown under your current LP but you will still be unable to buy it.)&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&#039;&#039;See [[Equipment Screen]] and {{#ask: [[Category:Equipment]]}} .&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=HUD=&lt;br /&gt;
[[File:Hudbar.png]]&lt;br /&gt;
&lt;br /&gt;
The Heads Up Display (HUD) provides important information about your character&#039;s current status.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Health&amp;lt;/span&amp;gt;===&lt;br /&gt;
Health is divided into three categories, indicated in the mouse-over as SHP/HHP/MHP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soft Hit Points. When this reaches 0, your character is knocked out, making it so you can temporarily do nothing. SHP recover over time (if you&#039;re not starving) up to the amount of HHP you have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HHP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hard Hit Points. When this reaches 0, your character dies. You can see what is lowering your current HHP in the Health &amp;amp; Wounds tab of the Character Sheet. Some wounds will heal over time, others may require [[heal|direct intervention]], and yet others may not have any current healing methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MHP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Max Hit Points. Your HHP can never be greater than this number. It can only be increased by eating certain [[food|Foods]] that increase your [[Constitution]] attribute.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Stamina&amp;lt;/span&amp;gt;===&lt;br /&gt;
Indicates how tired your character is. This goes down as you do various activities, eventually making your character move slower as it goes below certain levels. Over time, your stamina will recover by taking points from the energy bar. It can also be recovered by drinking [[tea|Tea]]&amp;amp;nbsp;and water with a water skin, bucket, or waterflask.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Energy&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Energy is a measure of how much work your character can do. The stamina and health bars are refilled by the energy bar. Eating [[Food]] will restore energy.&lt;br /&gt;
&lt;br /&gt;
If your energy is 8000-10000 your energy is in &amp;quot;healing&amp;quot; state. This will regenerate your SHP if you have some missing. Having energy below 5000 makes you unable to do heavy labor such as digging soil. Energy below 2000 will result in [Heal|Starving] status which will slowly drain your health and result in starving wounds. when your energy goes below 0% you will start rapidly losing HHP and die very quickly.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;Speed&amp;lt;/span&amp;gt;===&lt;br /&gt;
From left to right: &lt;br /&gt;
&lt;br /&gt;
Crawl - 1.5 tile per second.&lt;br /&gt;
&lt;br /&gt;
Walk - 3 tile per second.&lt;br /&gt;
&lt;br /&gt;
Run - 4.5 tile per second.&lt;br /&gt;
&lt;br /&gt;
Sprint - 6 tile per second.&lt;br /&gt;
&lt;br /&gt;
Faster speeds consume more stamina, and might be unavailable on certain types of terrain.&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
Combat in Haven and Hearth is built around the deck system, with players building a deck of attack, defense and ability cards which are then drawn and selected by the player.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
&#039;&#039;See [[Unarmed Combat]] for a more detailed guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unarmed combat is the first close-quarters style of fighting. Unarmed attacks are varied and hit quickly, but lack the defense or damage output of [[Melee Combat]].&lt;br /&gt;
==Melee Combat==&lt;br /&gt;
&#039;&#039;See [[Melee Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee combat is fighting with a sword and shield or axe. Melee attacks are typically hard-hitting but slow. Many people use a hybrid technique of unarmed attacks to break down defences and melee to deal the finishing blow.&lt;br /&gt;
==Ranged Combat==&lt;br /&gt;
&#039;&#039;See [[Ranged Combat]] for a more detailed guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged combat is the simplest technique. Simply equip a [[Hunter&#039;s Bow]] or [[Sling]], and press {{GM|S$hoot}}.&lt;br /&gt;
&lt;br /&gt;
Archers deal extremely high single-shot damage, but lack the close-quarters defensiveness of other styles.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
===Size===&lt;br /&gt;
How many squares an object takes up. The first number refers to the x or horizontal direction, the second to the y or vertical direction. When talking about objects, size refers to how much inventory space it takes up, whereas when talking about structures it refers to the number of tiles it occupies.&lt;br /&gt;
===Softcap===&lt;br /&gt;
&#039;&#039;See [[Softcap]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A softcap refers to the effect that skills and attributes have on crafting items and building structures.&lt;br /&gt;
&lt;br /&gt;
===Hardcap===&lt;br /&gt;
&#039;&#039;See [[Hardcap]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A hardcap is the maximum quality of a crafted item based on the quality of materials used to make it.&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
&lt;br /&gt;
===Starvation===&lt;br /&gt;
This condition occurs if Energy levels drop below a certain threshold. The character begins taking damage and can eventually die if Energy levels aren&#039;t brought back up by eating food. See [[Hitpoints]] for more information.&lt;/div&gt;</summary>
		<author><name>Borka</name></author>
	</entry>
</feed>