Water Terrain: Difference between revisions

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* Both of the shallow variants of '''water''' can be walked through, with a speed penalty. Other [[creatures]] can move through shallow water at regular speed.
* Both of the shallow variants of '''water''' can be walked through, with a speed penalty. Other [[creatures]] can move through shallow water at regular speed.
* Both of the variants of '''deep water''' require the swimming skill to cross. Hearthlings without the swimming skill will be unable to enter this terrain. Being in deep water will drain your stamina. When out of stamina, the hearthling will take asphyxiation damage; taking too many points of this will result in death by drowning.
* Both of the variants of '''deep water''' require the swimming skill to cross. Hearthlings without the swimming skill will be unable to enter this terrain. Being in deep water will drain your stamina. When out of stamina, the hearthling will take asphyxiation damage; taking too many points of this will result in death by drowning.
* The '''very deep ocean''' terrain (referred to as "High Seas" by warning message you get when entering it.) Unlike all other water terrains, it deals periodical damage to all watercraft. Boats like [[dugout]]s and tarred [[rowboat]]s will not survive for long. Ships like [[Snekkja]]s or [[Knarr]] are more suited for High Seas, but still take damage over time. Only Knarr is recommended for extended voyages across the ocean for intercontinental travel or whaling. ('''Caution: ships can only be repaired when in shallow water''').
* The '''very deep ocean''' terrain (referred to as "'''High Seas'''" by warning message you get when entering it.) Unlike all other water terrains, it deals periodical damage to all watercraft. Boats like [[dugout]]s and tarred [[rowboat]]s will not survive for long. Ships like [[Snekkja]]s or [[Knarr]] are more suited for High Seas, but still take damage over time. Only Knarr is recommended for extended voyages across the ocean for intercontinental travel or whaling. ('''Caution: ships can only be repaired when in shallow water''').


==Danger==
==Danger==
Boats and ships take periodic damage while traversing through very deep water. {{Verify|is the ship damage based on distance sailed or time spent in High Seas.}}
Boats and ships take periodic damage while traversing through very deep water. {{Verify|is the ship damage based on distance sailed or time spent in High Seas.}}


*WARNING: even though Tarred [[Rowboat]]s can traverse through very deep water, it is usually not recommended as they can only take one tick of damage before they are destroyed. They can be used to travel through a small strip of Very Deep Water tiles at best (for the Hearthlings that are daring, foolish, or desperate).
==Alternative way to get on a different continent==
See [[Swirling Vortex]].


==Seafaring Preparation & Tips==
==Seafaring Preparation & Tips==
Hearthlings should use a boat or ship to cross very deep water, as it is a safer method of travel. Tarred [[Rowboat]]s, [[Snekkja]]s, or [[Knarr]]s are all considered seaworthy vessels -- although Knarrs are the most recommended as they travel fastest through very deep water and have more health to withstand damage from the rough sea, therefore being the safest choice on the list for traversing vast parts of the ocean.
While boats have "Seaworthiness" -meter, they are wholly incapable of crossing any length of High Seas safely.


[[Snekkja]] can last extended periods in High Seas, but is only suitable to making short crossings between continents, otherwise being bound to rivers and coasts.
[[Knarr]] is the most capable ship for voyages that include traversing long stretches of High Seas.


*NOTE: for long voyages where you are not able to teleport back to a [[Ship Dock|Home Dock]], it is recommended to bring extra [[Tarsticks]] to repair your [[Snekkja]] or [[Knarr]] for the journey back.  
*NOTE: for long voyages where you are not able to teleport back to a [[Ship Dock|Home Dock]], it is recommended to bring extra [[Tarsticks]] to repair your [[Snekkja]] or [[Knarr]] for the journey back.  
**Being on Very Deep Water will not allow you to repair the ship; that can only be done while the ship is in [[Shallow Water]].
**Being on (Very) Deep Water will not allow you to repair the ship; that can only be done while the ship is in [[Shallow Water]].


 
==River vs Lake==
*WARNING: even though Tarred [[Rowboat]]s can traverse through very deep water, it is usually not recommended as they can only take one tick of damage before they are destroyed. They can be used to travel through a small strip of Very Deep Water tiles at best (for the Hearthlings that are daring, foolish, or desperate).
Although the game/dev's never boasted about distinct difference between the two (''technically the game never did''). With the [[Watermill]] it becomes clear that the game now a days '''can''' see them as two different types of terrain. (''The Waterwill probably being a River vs Lake test case'')


<gallery>
<gallery>
DeepwaterMap.png | Very Deep Water terrain on the map preview
OdeeperChannel001.png | A channel of High Seas separates two continents.
Hnh screenshot water types with river.png | A freshwater river emptying into the ocean
Hnh screenshot water types with river.png | A freshwater river emptying into the ocean.
</gallery>
</gallery>


{{Game Development}}
{{Game Development}}

Latest revision as of 11:28, 24 July 2024

Types of Water Terrain

In HnH, there exist both freshwater and saltwater terrain. Freshwater and saltwater both have a shallow and deep form. The seas also have a "very deep water" terrain (colloquially referred to as "the high seas") which will cause continuous damage to watercraft.

Hnh screenshot water types.png

The different shades of water on this map represent different types and depths of water. From bottom left to top right: deep water (dark blue), water (shallow enough to walk in), ocean (shallow enough to walk through), deep ocean, very deep ocean (dark teal).

Different types of fish and forageables will appear in each of the types of water.

  • Both of the shallow variants of water can be walked through, with a speed penalty. Other creatures can move through shallow water at regular speed.
  • Both of the variants of deep water require the swimming skill to cross. Hearthlings without the swimming skill will be unable to enter this terrain. Being in deep water will drain your stamina. When out of stamina, the hearthling will take asphyxiation damage; taking too many points of this will result in death by drowning.
  • The very deep ocean terrain (referred to as "High Seas" by warning message you get when entering it.) Unlike all other water terrains, it deals periodical damage to all watercraft. Boats like dugouts and tarred rowboats will not survive for long. Ships like Snekkjas or Knarr are more suited for High Seas, but still take damage over time. Only Knarr is recommended for extended voyages across the ocean for intercontinental travel or whaling. (Caution: ships can only be repaired when in shallow water).

Danger

Boats and ships take periodic damage while traversing through very deep water. [Verify: is the ship damage based on distance sailed or time spent in High Seas.]

  • WARNING: even though Tarred Rowboats can traverse through very deep water, it is usually not recommended as they can only take one tick of damage before they are destroyed. They can be used to travel through a small strip of Very Deep Water tiles at best (for the Hearthlings that are daring, foolish, or desperate).

Alternative way to get on a different continent

See Swirling Vortex.

Seafaring Preparation & Tips

While boats have "Seaworthiness" -meter, they are wholly incapable of crossing any length of High Seas safely.

Snekkja can last extended periods in High Seas, but is only suitable to making short crossings between continents, otherwise being bound to rivers and coasts.

Knarr is the most capable ship for voyages that include traversing long stretches of High Seas.

  • NOTE: for long voyages where you are not able to teleport back to a Home Dock, it is recommended to bring extra Tarsticks to repair your Snekkja or Knarr for the journey back.
    • Being on (Very) Deep Water will not allow you to repair the ship; that can only be done while the ship is in Shallow Water.

River vs Lake

Although the game/dev's never boasted about distinct difference between the two (technically the game never did). With the Watermill it becomes clear that the game now a days can see them as two different types of terrain. (The Waterwill probably being a River vs Lake test case)

Game Development

  • Strange Crown (2022-10-23) >"Stuff carried overhead while over water will not be insta-deleted if you lose your session, but, rather, will only be so when the actual character logs out. Should imply a short grace time to log back in if you lose connection while carrying stuff over water, or such."