Game Updates/Changes/2020: Difference between revisions
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(Initial 2020 patch lines.) |
(+Cattle Roster.) |
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(15 intermediate revisions by 4 users not shown) | |||
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{{SubPage_BackLink}} | [[Category:GameUpdatesPages]] | ||
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__TOC__ | __TOC__ | ||
<!-- | <!-- (UTF Check: "°,μ,ß") --> | ||
===={{patch|Spring Cleaning}}==== | |||
==== Spring Cleaning | |||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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| change = Restored the old quality mechanic for symbel items. Symbel items now gain in efficiency with quality, and can be made actively better than their stated basline through quality work. When we originally changed this for World 11, we did so on the assumption that the quality mechanic was to blame for the severely deflated hunger levels people were seeing. We now doubt that, and would like to reduce the importance of hunger, and, thus we've reverted that change. | | change = Restored the old quality mechanic for symbel items. Symbel items now gain in efficiency with quality, and can be made actively better than their stated basline through quality work. When we originally changed this for World 11, we did so on the assumption that the quality mechanic was to blame for the severely deflated hunger levels people were seeing. We now doubt that, and would like to reduce the importance of hunger, and, thus we've reverted that change. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = All symbel items now have their wear, or, rather, number of uses left, indicated on them. | | change = All symbel items now have their wear, or, rather, number of uses left, indicated on them. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Chairs are now given quality when built. | | change = Chairs are now given quality when built. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 83: | Line 31: | ||
| change = Table cloths now have a special slot in the table interface. | | change = Table cloths now have a special slot in the table interface. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Burrower Beans can now be used to reduce hunger down to the "Famished" level. | | change = Burrower Beans can now be used to reduce hunger down to the "Famished" level. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = You may now teleport using charter stones with an outlaw debuff active. This mechanic was originally intended to prevent hearth vault jumping by outlaws, but given present siege system we're not confident that it matters much, while the ability to rapidly aid other fighters might. May change again in some way in the future, but for now you can travel freely. | | change = You may now teleport using charter stones with an outlaw debuff active. This mechanic was originally intended to prevent hearth vault jumping by outlaws, but given present siege system we're not confident that it matters much, while the ability to rapidly aid other fighters might. May change again in some way in the future, but for now you can travel freely. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Spring Cleaning | {{Patch_changes|patch = Spring Cleaning | ||
| change = When attacking, a damage modifier (< | | change = When attacking, a damage modifier (<i>m</i>) is calculated based on the ratio between the attacker's Strength (<i>S</i>) and the target's Constitution (<i>C</i>) such that <i>m</i> = (<i>C</i>/<i>S</i>)^(1/5). The purpose being to somewhat soften the gain from increasing Strength and Constitution. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== A Fistful of Love | ===={{patch|A Fistful of Love}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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| change = Added "Barter Pole", buildable object. A Barter Pole can be clad in the Giving or Taking hands from a Barter Stand, and can then place or take wares processed by the Barter Stand in or from containers or stockpiles within its reach. The idea being to provide better support for handling larger volumes of goods through stands. | | change = Added "Barter Pole", buildable object. A Barter Pole can be clad in the Giving or Taking hands from a Barter Stand, and can then place or take wares processed by the Barter Stand in or from containers or stockpiles within its reach. The idea being to provide better support for handling larger volumes of goods through stands. | ||
| pages = Barter Pole | | pages = Barter Pole | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = Reverted STR/CON change from last patch. | | change = Reverted STR/CON change from last patch. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Added a 3 second mount timer to coracles. | | change = Added a 3 second mount timer to coracles. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Reduced "Raw Hide" cost from 2500 to 500. | | change = Reduced "Raw Hide" cost from 2500 to 500. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = A Fistful of Love | {{Patch_changes|patch = A Fistful of Love | ||
| change = The two above points Inspired by | | change = The two above points Inspired by [//www.havenandhearth.com/forum/viewtopic.php?f=48&t=66939 this]. We recognize most other points on that list, but either do not have a good fix for them UI wise, or do not want to change the mechanics mid-world. All on my backlog. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Added a warning when trying to Ram objects which the Ram is not sufficiently dry to ram. | | change = Added a warning when trying to Ram objects which the Ram is not sufficiently dry to ram. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = A Fistful of Love | {{Patch_changes|patch = A Fistful of Love | ||
| change = Made it so that keys, and pipes, can be held in toolbelts. | | change = Made it so that keys, and pipes, can be held in toolbelts. | ||
| pages = | | pages = Toolbelt, Metal Lock, Bull Pipe, Clay Pipe | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== An Arrow to the Knee | ===={{patch|An Arrow to the Knee}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Reworked archery to; Remove randomness. Reduce damage per hit, but allow more hits. Make arrows projectiles. | | change = Reworked archery to; Remove randomness. Reduce damage per hit, but allow more hits. Make arrows projectiles. | ||
| pages = | | pages = Archery | ||
| remark = | | remark = (<i>New Implementations</i>) <b>Reworked archery:</b> | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Arrows are now projectiles fired at certain speeds in the precise angle aimed in. | | change = Arrows are now projectiles fired at certain speeds in the precise angle aimed in. | ||
| pages = | | pages = Archery, Stone Arrow, Metal Arrow, Bone Arrow | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
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| change = There is a fixed aim timer before each shot. | | change = There is a fixed aim timer before each shot. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
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| change = You need to match your ranged weapon's quality with your Marksmanship value to get full damage, and anything less implies a reduction in damage. | | change = You need to match your ranged weapon's quality with your Marksmanship value to get full damage, and anything less implies a reduction in damage. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
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| change = When hitting a target, a comparison is also made between the target's Agility * Marksmanship, and your Perception * Marksmanship, which can further reduce your damage. Note that Marksmanship, thus, provides both the ability to defend against, and attack with, ranged weapons. Debatable whether this is good, feel free to have input. | | change = When hitting a target, a comparison is also made between the target's Agility * Marksmanship, and your Perception * Marksmanship, which can further reduce your damage. Note that Marksmanship, thus, provides both the ability to defend against, and attack with, ranged weapons. Debatable whether this is good, feel free to have input. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
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| change = Base damages for ranged weapons have been significantly lowered. | | change = Base damages for ranged weapons have been significantly lowered. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
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| change = Shields still help to block/reduce the damage from incoming projectiles. | | change = Shields still help to block/reduce the damage from incoming projectiles. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = The mechanic by which arrows would reduce the quality of animals has been removed. (Later addition. In effect after next restart.) | | change = The mechanic by which arrows would reduce the quality of animals has been removed. <!--(Later addition. In effect after next restart.)--> | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked archery</i>) | ||
}} | }} | ||
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| change = Reworked knock out mechanics to: Remove strange incentives surrounding Rage. Try to strike a better balance between Knockout protection and death. | | change = Reworked knock out mechanics to: Remove strange incentives surrounding Rage. Try to strike a better balance between Knockout protection and death. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) <b>Reworked knock out mechanics:</b> | ||
}} | }} | ||
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| change = Weapons now display the percentage of grievous damage they will deal. Both damage values and griveous damage values have been looked at, and adjusted. | | change = Weapons now display the percentage of grievous damage they will deal. Both damage values and griveous damage values have been looked at, and adjusted. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Animals no longer respect Knockout Protection, but rather have, as they used to in Legacy, a fixed chance of disengaging every time they hit you while you are knocked out. Wolves, Boars, Bears, Lynx, Orca, Sperm Whales, Boreworms, Cave Anglers, Trolls, Mammoths, are all more or less lethal. Dungeon Creatures were already plenty lethal on account of the general inability to fast travel out of dungeons, have for that reason not been made more lethal, and will generally disengage a knocked out Hearthling. Slimes are non-lethal, and should always disengage a knocked out player. | | change = Animals no longer respect Knockout Protection, but rather have, as they used to in Legacy, a fixed chance of disengaging every time they hit you while you are knocked out. Wolves, Boars, Bears, Lynx, Orca, Sperm Whales, Boreworms, Cave Anglers, Trolls, Mammoths, are all more or less lethal. <!--Dungeon Creatures were already plenty lethal on account of the general inability to fast travel out of dungeons, have for that reason not been made more lethal, and will generally disengage a knocked out Hearthling. Slimes are non-lethal, and should always disengage a knocked out player.--> | ||
| pages = | | pages = Survive animal attacks, Execute | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Rage no longer implies anything for your Knockout Protection, and only means that you are allowed to aggro, much like it used to be. | | change = Rage no longer implies anything for your Knockout Protection, and only means that you are allowed to aggro, much like it used to be. | ||
| pages = | | pages = Rage | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Added new/old skill "Murder". Murder allows you to have combat relations with people who do not enjoy knockout protection, and unlocks the new ability "Murderous Rage". | | change = Added new/old skill "Murder". Murder allows you to have combat relations with people who do not enjoy knockout protection, and unlocks the new ability "Murderous Rage". | ||
| pages = | | pages = Murder | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Added new ability "Murderous Rage". Murderous Rage increases your Griveous Damage dealt by +20%, but removes your Knockout Protection while active. While active, you cannot fast travel to your Hearth Fire or Log Out while you are knocked out, and your combat relations are not automatically terminated on Knockout. A Murderous Rage lasts for 24 RL hours once activated. | | change = Added new ability "Murderous Rage". Murderous Rage increases your Griveous Damage dealt by +20%, but removes your Knockout Protection while active. While active, you cannot fast travel to your Hearth Fire or Log Out while you are knocked out, and your combat relations are not automatically terminated on Knockout. A Murderous Rage lasts for 24 RL hours once activated. | ||
| pages = | | pages = Murder | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = < | | change = <b>NB: Murder does not allow you to ignore Knockout protection completely, rather, it allows you to Murder anyone without Knockout Protection, which can presently be removed only through an active "Murderous Rage" buff. Knockout Protection is thus effectively canceled when you have Murder, and the opponent is in a Murderous Rage.</b> | ||
| pages = | | pages = Murder | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = < | | change = <b>NB: Do note that these changes imply that more or less anyone can be killed at any time. The total percentage amount of griveous damage which can theoretically be dealt in one combat engagement is ((Weapon Max Griveous Damage% + 20% from Murderous Rage) * 2) + 20% from a maximum concussion. You are never guaranteed Knockout Protection if the opposition can maneuver well enough so that the hit which knocks you out will also be sufficient to kill you. This is closer to the regime first implemented in W10.</b> | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked knock out mechanics</i>) | ||
}} | }} | ||
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| change = Added a generic Rubble effect to be used to display the footprint of destroyed buildings. May be selectively implemented for now, but it works in principle. | | change = Added a generic Rubble effect to be used to display the footprint of destroyed buildings. May be selectively implemented for now, but it works in principle. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = The exclusion zone for Archery Towers is now active while the rubble of it remains, meaning that destroyed towers will for some time block the construction of new towers. | | change = The exclusion zone for Archery Towers is now active while the rubble of it remains, meaning that destroyed towers will for some time block the construction of new towers. | ||
| pages = | | pages = Archery Tower | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Added new/old skill "Ancestral Worship", allows you to build and use Ancestral Shrines. | | change = Added new/old skill "Ancestral Worship", allows you to build and use Ancestral Shrines. | ||
| pages = | | pages = Ancestral Worship | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = Reduced the swimming speed bonuses from Pearl Diver and Fisherman from 0.25 each to 0.10 each. Reduced the swimming speed bonus from Rusalka's Water Moccasins from 0.50 to 0.25. | | change = Reduced the swimming speed bonuses from Pearl Diver and Fisherman from 0.25 each to 0.10 each. Reduced the swimming speed bonus from Rusalka's Water Moccasins from 0.50 to 0.25. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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{{Patch_changes|patch = An Arrow to the Knee | {{Patch_changes|patch = An Arrow to the Knee | ||
| change = Barter Poles no longer place items into, or take items from, inventories which the Hands that Take and Give could not themselves, respectively, be placed in. | | change = Barter Poles no longer place items into, or take items from, inventories which the Hands that Take and Give could not themselves, respectively, be placed in. | ||
| pages = | | pages = Barter Pole | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Minor Fixes | ===={{patch|Minor Fixes}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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| change = Rebalanced Griveous damage from weapons. Most now give a straight 40%, quite simply. Upon reflection, it seemed odd to give higher Griveous damage % to weapons which could pretty much only be used against lower level players. | | change = Rebalanced Griveous damage from weapons. Most now give a straight 40%, quite simply. Upon reflection, it seemed odd to give higher Griveous damage % to weapons which could pretty much only be used against lower level players. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
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| change = Slightly buffed damage from bows and arrows. | | change = Slightly buffed damage from bows and arrows. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Minor Fixes | {{Patch_changes|patch = Minor Fixes | ||
| change = Archery no longer has additional detrimental effects on animal quality, apart from the usual survival hardcap. Hunter's Credo effect that used to mitigate this effect now, instead, increases ranged weapon damage by +5. | | change = Archery no longer has additional detrimental effects on animal quality, apart from the usual survival hardcap. Hunter's Credo effect that used to mitigate this effect now, instead, increases ranged weapon damage by +5. | ||
| pages = | | pages = Archery | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Minor Fixes | {{Patch_changes|patch = Minor Fixes | ||
| change = Boreworms are no longer lethal. | | change = Boreworms are no longer lethal. | ||
| pages = | | pages = Execute, Survive animal attacks | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Twilight of World 11 | ===={{patch|Twilight of World 11}}==== | ||
* | *SKIPPED: Announcement only. | ||
==== | ===={{patch|World 12}}==== | ||
<!-- Real source: "Prelude: World 12" (2020-02-23) --> | |||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
<!-- | <!-- MAP GENERATOR --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Galena should no longer be everywhere on the lower cave levels. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>MAP GENERATOR</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Removed enclosed oceans, transformed to sweet water by the previous generator, and replaced them with proper terrain. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>MAP GENERATOR</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = All continents have persistent IDs, which allows us to potentially, for example, issue quests better. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>MAP GENERATOR</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Caves placed in staircase ridges should now create space in front of them to allow them to be entered. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>MAP GENERATOR</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- SIEGE --> | ||
| change = | |||
| pages = | {{Patch_changes|patch = World 12 | ||
| remark = | | change = Village & Personal Claims now have a "Power Level". ranging from 0 to 1. | ||
| pages = Village Claim, Personal Claim | |||
| remark = (<i>SIEGE</i>) <b>SKIPPED:</b> Superseded. | |||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = The "Power Level" of a newly established claim increases from 0 to 1 over the course of four RL weeks. (E.g: After one week the power level is 0.25, after two weeks the power level is 0.5, and so on.) | ||
| pages = | | pages = Village Claim, Personal Claim | ||
| remark = | | remark = (<i>SIEGE</i>) | ||
}} | }} | ||
< | {{Patch_changes|patch = World 12 | ||
| change = A Battering Ram requires 24h * the Claim's Power Level of drying time before it can destroy Palisades on the claim, and 32h * the Claim's Power Level of drying time before it can destroy Brick Walls on the claim. | |||
| pages = Battering Ram | |||
| remark = (<i>SIEGE</i>) | |||
}} | |||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = The stronger claim always applies in case of overlapping claims. (<i>Personal Claim v Village Claim</i>) | ||
| pages = | | pages = Village Claim, Personal Claim | ||
| remark = | | remark = (<i>SIEGE</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Anyone can find out the "Power Level" of claim by inspecting it. | ||
| pages = | | pages = Village Claim, Personal Claim | ||
| remark = | | remark = (<i>SIEGE</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = The idea behind this change is to provide a meaningful establishment time for new claims, during which they are easier to attack. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>SIEGE</i>) <b>SKIPPED:</b> General Dev. remark. | ||
}} | }} | ||
<!-- | <!-- COMBAT --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = For Melee and Unarmed combat, fighters within a factor 2 of eachother in relevant stats are for all intents and purposes considered to be exact equals. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>COMBAT</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = The gains from Melee and Unarmed combat beyond the factor 2 range increase more steeply than before to compensate somewhat, using a cube root instead of a fourth root as was historically the case. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>COMBAT</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = The intention behind this change is to reduce the reliance on stats in combat significantly, while still maintaing a decent incentive to increase stats. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>COMBAT</i>) <b>SKIPPED:</b> General Dev. remark. | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- REALMS --> | ||
| change = | |||
| pages = | {{Patch_changes|patch = World 12 | ||
| remark = | | change = Seamarks are now normal authority objects, spreading Realm authority in an area around them. They can be built even on deep ocean tiles. | ||
| pages = Seamark | |||
| remark = (<i>REALMS</i>) | |||
}} | }} | ||
<!-- LP & GAINS --> | |||
==== | {{Patch_changes|patch = World 12 | ||
| change = "Scholarly Accounts" now factor in the size of the curiosity which they describe when determining their final LP. You may only study one scholarly account at a time. | |||
| pages = Scholarly Account | |||
| remark = (<i>LP & GAINS</i>) | |||
}} | |||
{{Patch_changes| | {{Patch_changes|patch = World 12 | ||
| change = "Ageless Ice" now halves the remaining study time of all curiosities being studied, rather than completing them. | |||
| pages = Ageless Ice | |||
| remark = (<i>LP & GAINS</i>) | |||
}} | |||
< | {{Patch_changes|patch = World 12 | ||
| change = Applied a gain curve to the gains from dungeon reward "Heart Containers". Effectively the final HP gain is now subjected to a square root. | |||
| pages = Dungeon | |||
| remark = (<i>LP & GAINS</i>) | |||
}} | |||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Truffles are less potent. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>LP & GAINS</i>) | ||
}} | }} | ||
{{Patch_changes|patch = World 12 | |||
| change = Reworked Metorite qualities to something more reasonable. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>LP & GAINS</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Increased the potential recoup from a deceased ancestor's stats by 15% through ancestral worship, putting the total possible recoup at 60% of a dead character's stats. Full burial still gives 30%, and a state funeral still gives 45%, but any character can now reach up to a full 60% through ancestral worship. | ||
| pages = | | pages = Ancestral Worship | ||
| remark = | | remark = (<i>LP & GAINS</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- QUALITY --> | ||
| change = | |||
{{Patch_changes|patch = World 12 | |||
| change = Hammer and anvil quality no longer provide a positive influence on metal quality when pounding wrought iron. This effectively removes most of the metal spiraling. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>QUALITY</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = All crops have a local quality field, which caps their quality growth. However, crops will not lower in quality by being planted in an area of quality lower than their own, meaning that you can still import better crops from elsewhere, grow them in your own lower quality surrounding, without experiencing quality loss. The caps are set high enough that they shouldn't matter at all for a good while. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>QUALITY</i>) | ||
}} | }} | ||
<!-- | <!-- CREDOS --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Removed forest stamina bonus and ridge traversal bonus from Strider credo. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>CREDOS</i>) | ||
}} | }} | ||
<!-- FIXES --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Angling with fishing poles should now yield more consistent rewards, and locally rarer fish should be more of a prerogative of casting rod fishing or nets. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>FIXES</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = World 12 | ||
| change = | | change = Buffed the base damage of both Hunter's and Ranger's bows. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>FIXES</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|table_close}} | ||
| change = | |||
===={{patch|Searching for Action}}==== | |||
{{Patch_changes|table_open}} | |||
<!-- New Implementations --> | |||
{{Patch_changes|patch = Searching for Action | |||
| change = Added an "Action Search" (Default key-binding Ctrl+Z). You can use it to search in the Action Menu, and activate actions, crafting recipes, &c. Note that it is filtered by the subcategory you are currently viewing in the Action Menu, so if you have already opened a subcategory (E.g. "Adventure"), you will be searching recursively under that category. This could probably be extended several ways, so feel free to have feedback on extensions you'd like to see. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Searching for Action | ||
| change = | | change = Added a new skill "Trade", and moved all barter, coin, and merchant relevant recipes to it. | ||
| pages = | | pages = Trade <!--, ...--> | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Searching for Action | ||
| change = | | change = Added "Turtle Shell Bowl", symbel item. | ||
| pages = | | pages = Turtle Shell Bowl | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Searching for Action | ||
| change = | | change = Added "Soot Egg", you can roast any egg in the Fireplace by placing them in the Fireplace's inventory. | ||
| pages = | | pages = Soot Egg | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes| | {{Patch_changes|patch = Searching for Action | ||
| change = Added "Ant Paste", medicine. Apply the Ant Paste to a wound. The Ant Paste deals damage to you, and, for each point it heals, it also heals one point of the targeted wound. Ant Paste can also be applied to disinfect Infected Sores, and provides protection from that wound growing worse while the Ant Paste Wound remains. | |||
| pages = Ant Paste | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
{{Patch_changes|patch = Searching for Action | |||
| change = Added a new curiosity. | |||
{{Patch_changes|patch = | |||
| change = Added | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) <b>SKIPPED/ON HOLD:<b/> Unspecified curiosity. ... | ||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Searching for Action | ||
| change = | | change = You may now, with some time gating, reroll even the first quest of a credo, without abandoning it. There is now a separate "Abandon Credo" button, which you can use if you are on the first quest in the credo, which, if you really want to, can be accomplished by abandoning down to the first quest. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Searching for Action | ||
| change = | | change = Increased the force of the general quest rate limit somewhat. We have verified that it works in principle. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Searching for Action | ||
| change = | | change = Updated the tooltip on Ageless Icicles to reflect current mechanics. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Small Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Searching for Action | |||
| change = All Eggs can be boiled in Cauldrons. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes| | {{Patch_changes|patch = Searching for Action | ||
| change = Fixed a bug by which fishing from a moving boat didn't interrupt the fishing. | |||
| pages = | |||
| remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | |||
}} | |||
{{Patch_changes|patch = Searching for Action | |||
| change = Juniper Berries are now a spice. <!--Also fixed an old bug with some spices, causing them to have weird effects.--> | |||
| pages = Juniper Berries | |||
| remark = (<i>Small Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Searching for Action | |||
| change = Fixed a bug by which the Barter Pole had stopped placing items in stockpiles. | |||
| pages = | |||
| remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | |||
}} | |||
==== | {{Patch_changes|table_close}} | ||
===={{patch|Frozen Mushroom}}==== | |||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 564: | Line 551: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Frozen Mushroom | ||
| change = Added | | change = Added two new seasonal herbs for everyone's favorite season! | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) <b>SKIPPED/ON HOLD:<b/> Unspecified herbs. ... | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Key Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Frozen Mushroom | |||
| change = Fixed an issue whereby Maneuvers and Combat School μ-values interacted poorly with the new Attack Weight formula. Attack/Block Weight bonuses are now (roughly) applied after the stat comparison between characters. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Frozen Mushroom | ||
| change = | | change = Subscription Convenience now includes a bonus to digging soil (i.e. landscaping), rather than just sand. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Frozen Mushroom | |||
| change = Fixed a bug by which it was possible to attack through palisades. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Frozen Mushroom | ||
| change = | | change = Fixed an issue by which it was possible to remotely interact with hotkeyed items. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Frozen Mushroom | ||
| change = | | change = The error message given when trying to ram something with a Battering Ram not sufficiently dried should now present the required drying time left. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Frozen Mushroom | ||
| change = | | change = Fixed [//www.havenandhearth.com/forum/viewtopic.php?f=47&t=67513 an issue] with Ant Paste not working as intended. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Frozen Mushroom | ||
| change = | | change = Smashing stockpiles no longer destroys their content, but rather scatters it to the ground. | ||
| pages = Stockpile | |||
| remark = (<i>Small Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Frozen Mushroom | |||
| change = Rubble objects left behind by destroyed villages can now be inspected to see the time left until the claim disappears. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes| | {{Patch_changes|patch = Frozen Mushroom | ||
| change = Fixed a bug by which it was possible to place burning dugouts in rowboats. | |||
| pages = funny bugs | |||
| remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | |||
}} | |||
==== | {{Patch_changes|patch = Frozen Mushroom | ||
| change = Increased Boar Spear aim timer. Reduced Boar Spear projectile speed. | |||
| pages = Boar Spear | |||
| remark = (<i>Small Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Frozen Mushroom | |||
| change = Fixed a bug by which local quest givers gave bonuses to Whales and Orcas and all kinds of things not relevant to their location. Do note that questgivers who have already started dispensing such quests erroneously will continue to do so. Kill them if it bothers you. New quest givers should not have the problem. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) ... | ||
}} | }} | ||
{{Patch_changes|patch = Frozen Mushroom | |||
| change = Increased the amount of berries on Juniper Trees. | |||
{{Patch_changes|patch = | | pages = Juniper Tree, Juniper Berries | ||
| change = | | remark = (<i>Small Fixes</i>) | ||
| pages = | |||
| remark = | |||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Dressed in Ermine}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 646: | Line 641: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Dressed in Ermine | ||
| change = Added " | | change = Added "Stoat", creature. The Stoat has a special winter hide known as "Ermine". The intention is for Ermine to be good. Added a gilding for it. | ||
| pages = | | pages = Stoat | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Dressed in Ermine | ||
| change = | | change = Added support for dev changing of Realm names. The realm formerly known as ":falling: Player Population :falling:" is now known as "Balders Brå". The realm formerly known as "White Pride" is now known as "Pride". You made your bed, now lie in it. Should the ruler of any other realm wish to see a one-off name change, they may petition me in PM to do so, providing the alternative name they would like to use instead. Do note that I want the ruler to petition me. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Dressed in Ermine | |||
| change = Vandalism is now always required to bash Realm authority objects. | |||
{{Patch_changes|patch = | | pages = Vandalism <!--, (Realm authority objects) --> | ||
| change = | | remark = (<i>Key Fixes</i>) | ||
| pages = | |||
| remark = | |||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Dressed in Ermine | ||
| change = | | change = Personal Claims now have the same building restrictions as walls do, i.e. must be built more than three tiles away from water. | ||
| pages = | | pages = Claim, Personal Claim <!-- not sure about 'Village Claim', probably the same. --> | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Dressed in Ermine | ||
| change = | | change = The time required to ram a Personal Claim now scales with the claim's power level. | ||
| pages = | | pages = Battering Ram, Personal Claim | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Tough Cordage}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 688: | Line 681: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = Added " | | change = Added "Tough Bark". Some trees (eg Willow, Cedar, Linden, &c), rather than having normal bark, now give "Tough Bark". | ||
| pages = | | pages = Tough Bark | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
< | {{Patch_changes|patch = Tough Cordage | ||
| change = Added "Bark Cordage", string, made from Tough Bark. | |||
| pages = Bark Cordage | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = | | change = Added "Lemon Fish", food. | ||
| pages = | | pages = Lemon Fish | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = | | change = The Realm ability "Last-minute Diplomacy" now targets a particular Authority Object with a pending challenge, rather than all such objects. Select object by clicking it, or the GUI arrow pointing the way to the challenge. Increased the base cost from 2500 to 5000. Fixed a bug with timer presentation sometimes not being accurately updated. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = | | change = Hopefully solved some issues with characters being able to get stuck between ridges and objects, and unable to climb back up the ridge. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = | | change = Increased armor penetration of arrows by +5%. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = | | change = Decreased Boar Spear damage from 90 to 80. Decreased Boar Spear armor penetration from 20% to 15%. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Tough Cordage | ||
| change = | | change = Fixed an issue by which logs (or whatever) could fall on boats, and prevent entry into the boat. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|table_close}} | ||
===={{patch|Bound in Checkers}}==== | |||
| | |||
}} | {{Patch_changes|table_open}} | ||
<!-- New Implementations --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Bound in Checkers | ||
| change = | | change = We now have support for bounding box types, and for polygonal bounding boxes. Most wonders have been updated with more sensible bounding boxes that better reflect their graphical outlines, and the village idol has been made so that you can actually walk through it. Pretty cool, and will be useful for future purposes. We want to test this for a while before making further changes, as it is an invasive change to a core mechanic. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Bound in Checkers | ||
| change = | | change = You now need to have a Realm Authority Object on screen in order to challenge it. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Mine Jesus}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 778: | Line 763: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Mine Jesus | ||
| change = Added " | | change = Added "Mine Elevator". The "Mine Elevator" is effectively a container that can be shared between several different mine levels. Build the initial object on the top level, and extend downwards. Could use more animation and fancy stuff, but could perhaps be useful. | ||
| pages = | | pages = Mine Elevator | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Key Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Mine Jesus | |||
| change = Challenge timers to Realm authority objects can now be extended once, and only once, using "Last-minute Diplomacy". In so doing, you may set a time anywhere between 1 and 24 hours as your extension. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Mine Jesus | ||
| change = | | change = Fixed a bug by which ice blocks could not be placed in object containers with UIs. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Mine Jesus | ||
| change = | | change = Fixed a bug by which carts would detach when pulled by sleds. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = Mine Jesus | |||
| change = Fixed a bug by which people other than Jesus could walk on water. | |||
{{Patch_changes|patch = | | pages = funny bugs | ||
| change = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
| pages = | |||
| remark = | |||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Garden Bell}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 820: | Line 805: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Added "Sleighbell", winter foragable, flower. | ||
| pages = | | pages = Sleighbell | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = In light of [//www.youtube.com/watch?v=mlr_sbct7zU this], made it so that: People on ships (Knarr, Snekkja) can't attack targets not on the ship. People on ships can only attack other people on the ship. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Garden Bell | |||
| change = Issuing a Realm Challenge now increases a counter. Every time you successfully take down a Challenged enemy cairn, the counter is decreased. The counter decreases over time as well. The higher the counter is, the more Realm Challenges cost to issue. The idea being to increase incentives to actually try to win challenges. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Issuing Realm Challenges when the challenge counter is above 1 now requires the additional permission to use Realm Abilities. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Building a Realm Authority Object now costs authority. The cost increases over the 40 first Realm Authority Objects you build, up to a maximum of 15k authority per object. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Updated the delay message from Last-Minute Diplomacy to indicate how long a Realm challenge was delayed for. Reduced the cost of Last-Minute Diplomacy. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = Fixed a | | change = Garden Pots can now hold enough resources for three growth cycles, rather than just the one, meaning you can fill them up, and not have to refill them every time you replant. | ||
| pages = Garden Pot | |||
| remark = (<i>Small Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Garden Bell | |||
| change = Fixed [//www.havenandhearth.com/forum/viewtopic.php?p=858450 a bug] with Hartshorn Salve not capping how much Blunt Trauma it could produce. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Reduced the aim timer on Ranger's Bows. Suggested various places. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Owls and Eagles now give their Dark Hearts when cleaned, rather than when butchered, consisten with other animals. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Wagons and Carts should now, when destroyed, scatter their contents within their Bounding Boxes, rather than willy-nilly. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Garden Bell | ||
| change = | | change = Cave Lice/Other Monstrous butchering should now be affected by the Hunter Credo and yield more meat. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | |||
{{Patch_changes|patch = Garden Bell | |||
| change = Can no longer make fodder from Cave Slime. | |||
| pages = Cave Slime | |||
| remark = (<i>Small Fixes</i>) | |||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Smoked 'Shroom}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 904: | Line 895: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked 'Shroom | ||
| change = | | change = Added "Smoke Shed", smoker. Put meat (for now only red meat) in the smoker. Load the smoaker up with wood blocks. Light the smoker. Within 24 RL hours, you'll have Smoked Meats. The effect on the FEPs of the Smoked meat are determined by the types of woodblocks used to fire the Smoke Shed. Pretty cool! Will add support for smoking fish, poultry, &c. Cheese? Sausage? | ||
| pages = | | pages = Smoke Shed | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked 'Shroom | ||
| change = | | change = Added "Ruby Bolete", mushroom | ||
| pages = | | pages = Ruby Bolete | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Key Fixes --> | ||
| change = | |||
| pages = | {{Patch_changes|patch = Smoked 'Shroom | ||
| remark = | | change = Builds and crafts now present their cost in short form on their tooltips in the Action Menu wherever the cost is deterministic/straight-forward. | ||
| pages = | |||
| remark = (<i>Key Fixes</i>) | |||
}} | }} | ||
{{Patch_changes|patch = Smoked 'Shroom | |||
| change = In light of the discontent with the changes made to ships in the last patch, we now instead made it so that the driver, and only the driver, can hit from a Ship, as suggested in [//www.havenandhearth.com/forum/viewtopic.php?f=39&t=68381 that thread]. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked 'Shroom | ||
| change = | | change = You can no longer fire a bow while carrying things overhead. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Smoked Zebra}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 946: | Line 937: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Made poultry, fish, and crustacean meats/filets smokeable. | ||
| pages = | | pages = Smoke Shed | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Changing passwords should now invalidate old validation tokens. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Small Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Smoked Zebra | |||
| change = Reduced the general variance in quality from ore. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Fixed a bug by which domestic beehives would give twice the intended damage | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Adjusted the Field Cairn's bounding box to hopefully prevent it being blocked by nearby constructions. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | |||
{{Patch_changes|patch = Smoked Zebra | |||
| change = You can no longer seal corner posts without permission. | |||
| pages = Palisade, Brickwall | |||
| remark = (<i>Small Fixes</i>) | |||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Adjusted how Garden Pots calculate their soil and water levels. They can no longer be refilled immediately upon planting in them. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Smoked Zebra | |||
| change = Fixed a problem with rotated Great Halls sometimes popping players out inside the Great Hall's bounding box. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Prospecting above a water tile should now reveal the presence of water below. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Buffed Rabbit farming. Should eat a li'l less. Should breed a li'l more. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Buffed pipestuff a bit. Pipes hold more, and pipestuff restores a bit more. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Zebra | ||
| change = | | change = Dirt decayed on snow should now increase the height of the tile if possible. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Creel Quern}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,024: | Line 1,021: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creel Quern | ||
| change = | | change = Loftar has been [//www.havenandhearth.com/forum/viewtopic.php?f=39&t=66937 β-testing the client rendering rewrite], and, effective tonight, we are finally, three years later, pushing the new client as the effective default client of Haven & Hearth. We will, for some time, maintain a launcher for the old client -- <!-- m --><a class="postlink" href="http://game.havenandhearth.com/java/old-launcher.jar">http://game.havenandhearth.com/java/old-launcher.jar</a><!-- m --> -- perhaps to iron out some additional bugs, and to give players some time to adjust, but we do aim to drop support for the old client before too long, as it uses an old resource tree which we no longer wish to/can maintain. All custom client makers are advised to migrate to the new client code as soon as possible. I, for one, am very happy about this. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creel Quern | ||
| change = | | change = Updated the Blueprint system to provide easier access to various types of object data. Authority objects should now present their Authority costs, and containers their inventory sizes. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creel Quern | ||
| change = Added " | | change = Added "Creel". Fishing bag which allows the player to carry additional fish when equipped. | ||
| pages = | | pages = Creel | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creel Quern | ||
| change = | | change = Added variable materials to Querns. They should now take the stone material of whatever boulder you make them from. | ||
| pages = Quern | |||
| remark = (<i>Key Fixes</i>) | |||
| pages = | |||
| remark = | |||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creel Quern | ||
| change = | | change = Cave Hermit quests should no longer ask the player to descend to cave level 9. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Render Dock}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,072: | Line 1,063: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Render Dock | ||
| change = | | change = Implemented a rendering of any selected character on the Character Selection screen. Pretty cool, and allowed for some cleanup of related c0de structures. Note that character poses may be weird until you character has been saved the next time. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Key Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Render Dock | |||
| change = Docks can now only be destroyed using Siege Equipment. | |||
| pages = Ship Dock | |||
| remark = (<i>Key Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Render Dock | |||
| change = Ships can now "Dock" by a dock. Snekkjas can not be bashed while docked. | |||
| pages = Ship Dock, Snekkja, Knarr | |||
| remark = (<i>Key Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Render Dock | |||
| change = Knarrs still always require Siege Equipment to be destroyed, but we are considering giving them the same rules as Snekkjas. | |||
| pages = Knarr | |||
| remark = (<i>Key Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Render Dock | |||
| change = Also considering making undocked ships lockpickable. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Render Dock | |||
| change = Reverted a small fix to the push-out mechanic causing various issues reported [//www.havenandhearth.com/forum/viewtopic.php?f=39&t=68601&start=100#p861279 here]. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Render Dock | ||
| change = | | change = Added a timer when "Empty":ing granary slots. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes| | {{Patch_changes|patch = Render Dock | ||
| change = The Ancestors should no longer request Spitroast Mammoth, or the in-smelter item for Mercury. | |||
| pages = | |||
| remark = (<i>Small Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Render Dock | |||
| change = Fixed a problem with aggroing your own horse when shooting. | |||
| pages = funny bugs | |||
| remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | |||
| remark = | |||
}} | }} | ||
{{Patch_changes|patch = Render Dock | |||
| change = Fixed a problem with lower than Q10 rocks sometimes being produced. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Render Dock | |||
| change = Added debug code to try to catch an odd problem with a village gaining authority after having been destroyed. | |||
{{Patch_changes|patch = | |||
| change = | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Smoked Help}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,138: | Line 1,141: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Help | ||
| change = Added " | | change = Added a first entry "00. General Interaction" to an ingame Documentation/Manual/Help system. Feel free to suggest additional entries/stuff that needs to go into the Manual. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Help | ||
| change = Added | | change = Added Smoked Sausages. All Sausage types can now be smoked in the Smoke Shed, yielding significant improvements to their food values. | ||
| pages = | | pages = Smoke Shed | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Help | ||
| change = Added " | | change = Added "Rose Gold Clasps", gilding. | ||
| pages = | | pages = Rose Gold Clasps | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Help | ||
| change = | | change = Winter has been shortened to 5 RL days, and the 5 days lost have been given instead to Summer. Summer is now 35 RL days, Spring & Fall are 10 RL days each, and Winter, finally, is 5 RL days. We are naturally loathe to admit it, but in its present state Winter removes too much content from the game to be enjoyable for 10 days out of every 60. Hopefully it can be more of a fun change of pace at 5 days out of 60. We will keep adding to it. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Help | ||
| change = | | change = If a Realm has less Authority than 2x the Realm's fixed Authority drain per ingame day, memebers of the Realm will be unable to voluntarily spend Authority. This to avoid certain less than optimal gameplay incentives. We could consider adding more precise controls to how Authority can be spent, such as a setting per group in the extreme case, if that would be appreciated. Would it be? | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Smoked Help | ||
| change = | | change = Fixed a small bug by which stolen objects could be deleted if carried off-claim without triggering a theft crime (using houses, mine-holes, &c). | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Olive Pigment}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,198: | Line 1,189: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Olive Pigment | ||
| change = Added " | | change = Added four new pigments: Brown, Gray, Teal, and Lime. | ||
| pages = | | pages = Painting, Brown Pigment, Gray Pigment, Teal Pigment, Lime Pigment | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | |||
{{Patch_changes|patch = Olive Pigment | |||
| change = Added "Olive Oil", press from olives. Also added a generic "Vegetable Oil" input type. Some recipes changed. | |||
| pages = Olive Oil, Vegetable Oil | |||
| remark = (<i>New Implementations</i>) | |||
}} | }} | ||
<!-- Key Fixes --> | <!-- Key Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Olive Pigment | ||
| change = | | change = All travel weariness costs previously set in percentages are now set in units of Travel Weariness. The Travel Weary buff now presents how many units of Travel Weariness you have. Leveling up Will should, thus, no longer be a negative. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | <!-- Small Fixes --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Olive Pigment | ||
| change = | | change = You can now learn Tanning Fluid when making it. | ||
| pages = Tanning Fluid | |||
| remark = (<i>Small Fixes</i>) | |||
| pages = | |||
| remark = | |||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Sails Furled}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,234: | Line 1,225: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Sails Furled | ||
| change = | | change = Ship Sails -- For Knarrs and Snekkjas respectively -- are now built as separate objects from the ships themselves, and can thus be changed or taken down without rebuilding the entire ship. The quality of the sail, thus, presently has no impact on the quality of the ship for purposes of speed calculations. Some building cost resources were shifted over from the ships to the sails, but the net total building cost for a functioning ship was left unchanged. Only people with a Master Key may change sails. | ||
| pages = | | pages = Knarr, Snekkja, Knarr Sail, Snekkja Sail | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Key Fixes --> | ||
| change = | |||
| pages = | {{Patch_changes|patch = Sails Furled | ||
| remark = | | change = Tempered the amount of Den Mothers spawning in Bat Caves. <!--Only relevant for new Bat Caves spawned after this patch.--> | ||
| pages = Bat Cave, Dungeon | |||
| remark = (<i>Key Fixes</i>) | |||
}} | }} | ||
{{Patch_changes|patch = | <!-- Small Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Sails Furled | |||
| change = Fixed a small bug that caused two cargo meshes for Knarrs to never activate. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|table_close}} | ||
===={{patch|Pink Angler}}==== | |||
| | |||
}} | {{Patch_changes|table_open}} | ||
<!-- New Implementations --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = Added "Cave Angler Cape", equipment. Suggested somewhere. | ||
| pages = | | pages = Cave Angler Cape | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = Added "Lye". Boil ashes in a cauldron to produce Lye at a ratio of 10:1. Required when making Soap or Glass. We want to make this process a bit more involved, but this will do for now. | ||
| pages = | | pages = Lye <!--, Soap, Glass--> | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = Added "Pink" and "Beige" pigments. Cleaned up the "Pigments & Imagery" submenu of the Action Menu. | ||
| pages = | | pages = Painting, Pink Pigment, Beige Pigment | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
<!-- Key Fixes --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = You can now burn woodblocks and boards to produce ash in a kiln or fireplace. | ||
| pages = | | pages = Kiln, Fireplace, Block of Wood, Board | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = A | | change = A person with Vandalism permissions may now "Unmoor" ships moored at claimed docks. Ships can never be unmoored from unclaimed docks. | ||
| pages = | | pages = Ship Dock, Knarr, Snekkja | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = Knarrs may now be docked. We will, next week, make it so that Knarrs can be destroyed when not docked, just as the Snekkjas already are. Dock your Knarrs. <!--<b>(EDIT: Will consider this a bit. Feel free to argue for/against this.)</b>--> | ||
| pages = | | pages = Knarr | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = Knarrs no longer drift while furling or setting sails, or while docked. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
<!-- Small Fixes --> | |||
{{Patch_changes|patch = | {{Patch_changes|patch = Pink Angler | ||
| change = | | change = Fealty Stones can now always be destroyed using catapults. | ||
| pages = | | pages = Fealty Stone, Catapult | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
< | |||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== | ===={{patch|Creamy Crop Circle}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,340: | Line 1,315: | ||
<!-- New Implementations --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creamy Crop Circle | ||
| change = Added | | change = Added "Crop Circle", buildable. A Crop Circle increases the local Quality Cap for all crops by a base of 10 points, modified by the quality of the salt and leaves used to build them. Crop Circle effects stack, and you can build more than one. Crop Circles disappear in the winter. | ||
| pages = | | pages = Crop Circle | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Key Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Creamy Crop Circle | |||
| change = Archery now takes combat cooldown into consideration, meaning that you cannot fire a ranged weapon while a combat cooldown is active. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | <!-- Small Fixes --> | ||
| change = | |||
{{Patch_changes|patch = Creamy Crop Circle | |||
| change = The animation for firing a ranged weapon should now take precedence over the animation for drinking. May have had sideffects elsewhere, so do report such if you find them. | |||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = | {{Patch_changes|patch = Creamy Crop Circle | ||
| change = | | change = Rabbits now have proper avatar cameras. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | |||
{{ | ===={{patch|Alchemical Adventures}}==== | ||
{{Patch_changes| | {{Patch_changes|table_open}} | ||
}} | |||
<!-- Small Fixes --> | <!-- New Implementations --> | ||
{{Patch_changes|patch = Through a Glass Darkly | {{Patch_changes|patch = Alchemical Adventures | ||
| change = Snow objects now ask for "snow" rather than "a snow" when trying to repair them. Xanadu Wolf's Cape awarded to l0ft4r. | | change = Added Alchemy. | ||
| pages = | | pages = Alchemy | ||
| remark = | | remark = (<i>New Implementations</i>) <b>Added Alchemy:</b> | ||
}} | }} | ||
{{Patch_changes|patch = Through a Glass Darkly | {{Patch_changes|patch = Alchemical Adventures | ||
| change = Buffed the "Potent Rod", "Prism" and "Magnifying Glass" curiosities on account of the more involved crafting process. | | change = You can now create Elixirs, consumable potions, using alchemy. Beneficial Elixirs can give stat buffs for a duration, or heal wounds. | ||
| pages = | | pages = Alchemy | ||
| remark = | | remark = (... <i>Added Alchemy</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Elixirs are created by combining ingredients with alchemical properties. Presently, Herbs and Minerals generally have alchemical properties, but the list should be expanded. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Raw materials, i.e. items with alchemical properties acquired from nature, have four deterministically randomized potential effects, that (for now) are perfectly constant for that particular item, and always the same. (E.g. potential effects can be: Heal a particular wound, buff a particular stat, &c). | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Elixir Recipes, and there are several, combine various Alchemical Ingredients to produce consumable Elixirs. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = All potential effects present in at least two of the ingredients will be present in the final Elixir. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = If a potential effect is present in more than two of the ingredients, the effect will become increasingly more powerful. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = All unmatched potential effects, present in only one of the ingredients, will serve to increase the harmfulness of the elixir. Elixirs generally cause some type of wound in addition to their positive effect, unless all potential effects in the ingredients are perfectly matched. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = There are also Alchemical Processes, which consume alchemical ingredients to produce new, processed ingredients, combining, and often removing, the potential effects present in the materials used to produce them, to create cleaner ingredients, with fewer potential effects, and thus with less risk of harm. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = A raw material -- base ingredient acquired from nature -- can only be used once in an alchemical elixir or process, meaning that you can't, for example, use both Blueberries and an Herbal Grind made from two blueberries, to create a perfectly matched elixir. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Most processes require the use of some combination of Alchemical tools, such as the Alchemist's Table, Retort, Burette, Testtube Rack, Fine Scales, Mortar & Pestle, or Tripod Burner. | |||
| pages = | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Alchemy is unlocked using the Alchemy Skill, unlocked with Hearth Magic and Plant Lore. | |||
| pages = Alchemy | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = EDIT: Elixirs cannot be consumed while in combat, or when you have another Elixir already active. | |||
| pages = Alchemy | |||
| remark = (... <i>Added Alchemy</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = There is a lot that can be discussed, changed, added or thrown out here, but I think I'll defer further commentary until you've had a chance to toy around with this. It is by some necessity a tentative implementation. | |||
| pages = | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
<!-- Key Fixes --> | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Animals no longer destroy Siege Engines. | |||
| pages = | |||
| remark = (<i>Key Fixes</i>) | |||
}} | |||
{{Patch_changes|patch = Alchemical Adventures | |||
| change = Siege Engine Drying times for destroying Village Authority Objects (Idol, Flags, &c) now scales with the power level of the village claim, meaning that a young Village can be sieged with a shorter drying time on the battering ram. | |||
| pages = | |||
| remark = (<i>Key Fixes</i>) | |||
}} | |||
{{Patch_changes|table_close}} | |||
===={{patch|Through a Glass Darkly}}==== | |||
{{Patch_changes|table_open}} | |||
<!-- New Implementations --> | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Added new skill "Glass Blowing", now required for most, if not all, glass making. | |||
| pages = Glass Blowing | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Added "Glass Blowing Rod", tool. Used in conjunction with a Crucible to blow rounded glass items. | |||
| pages = Glass Blowing Rod | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Added "Glass Pane Frame", processing object, By letting molten glass cool on a mirror of quicksilver, you can create smooth and well-formed Glass Panes, useful for several crafts. | |||
| pages = Glass Pane Frame, Glass Pane | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Glass is now first created in a molten state, which, if left wherever, will form into Raw Glass. If left in an active Glass Pane Frame, it will turn into Glass Panes instead. | |||
| pages = Molten Glass, Glass Pane Frame | |||
| remark = (<i>New Implementations</i>) | |||
}} | |||
<!-- Key Fixes --> | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Fixed a bug by which the Elixir timers could occasionally fail to remove themselves, causing massive wounds. Saw aching joints @ 73.5k. Share your war stories below! | |||
| pages = | |||
| remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | |||
}} | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = If you manage to impart the same potential effect more than once on an alchemical ingredient, it will only count once for the purposes of positive Elixir effects, but still count as a matched effect, and reduce the potion's negative side effect. | |||
| pages = Alchemy | |||
| remark = (<i>Key Fixes</i>) | |||
}} | |||
<!-- Small Fixes --> | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Snow objects now ask for "snow" rather than "a snow" when trying to repair them. Xanadu Wolf's Cape awarded to l0ft4r. | |||
| pages = | |||
| remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | |||
}} | |||
{{Patch_changes|patch = Through a Glass Darkly | |||
| change = Buffed the "Potent Rod", "Prism" and "Magnifying Glass" curiosities on account of the more involved crafting process. | |||
| pages = Potent Rod, Prism, Magnifying Glass | |||
| remark = (<i>Small Fixes</i>) | |||
}} | |||
{{Patch_changes|table_close}} | |||
===={{patch|Beehive Fields Forever}}==== | |||
==== Beehive Fields Forever | |||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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| change = Added Import/Export functions to the client side maps. You may now import and export your local maps to file, to transfer them to another computer, or the like. We will probably be adding more functionality to this interface to be more specific about how to handle selective imports/merging, &c. Importing a map currently merges it with your existing map, but do note that the import feature may contain bugs, so it is wise to keep a backup before importing. | | change = Added Import/Export functions to the client side maps. You may now import and export your local maps to file, to transfer them to another computer, or the like. We will probably be adding more functionality to this interface to be more specific about how to handle selective imports/merging, &c. Importing a map currently merges it with your existing map, but do note that the import feature may contain bugs, so it is wise to keep a backup before importing. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = Reworked certain player character related resources, notably the cape, to support GPU skinning. This allows for instanced rendering of mesh animated meshes, (beehives, full trash piles, &c), which gives a very significant performance boost to such objects (pic related: 600+ beehives). This should also fix some flickering issues (certain) boots may have had before. Do report any strange animation behaviors or mesh bleeds, particularly in the character, that you may encounter. | | change = Reworked certain player character related resources, notably the cape, to support GPU skinning. This allows for instanced rendering of mesh animated meshes, (beehives, full trash piles, &c), which gives a very significant performance boost to such objects (pic related: 600+ beehives). This should also fix some flickering issues (certain) boots may have had before. Do report any strange animation behaviors or mesh bleeds, particularly in the character, that you may encounter. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Reworked wound healing from alchemical Elixirs, so that... | | change = Reworked wound healing from alchemical Elixirs, so that... | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>alchemical Elixirs:</b> | ||
}} | }} | ||
Line 1,423: | Line 1,540: | ||
| change = Wound healing from alchemical Elixirs is applied as a Wound treatment, rather than a part of the Elixir buff. As a consequence of this... | | change = Wound healing from alchemical Elixirs is applied as a Wound treatment, rather than a part of the Elixir buff. As a consequence of this... | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>alchemical Elixirs</i>) | ||
}} | }} | ||
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| change = Elixir Treatments now have their own timers, set apart from the rest of the Elixir buff effect entirely, and generally longer durations. | | change = Elixir Treatments now have their own timers, set apart from the rest of the Elixir buff effect entirely, and generally longer durations. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>alchemical Elixirs</i>) | ||
}} | }} | ||
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| change = Wounds have an internal severity rating, determining how responsive they are to Elixir treatment. Some wounds, notably Wretched Gore, Nidburns, Toad Wart, and Bum Burn, are now significantly harder to heal using Elixirs. There is still some efficacy to such treatment, but it shouldn't be nearly as busted as it has been. | | change = Wounds have an internal severity rating, determining how responsive they are to Elixir treatment. Some wounds, notably Wretched Gore, Nidburns, Toad Wart, and Bum Burn, are now significantly harder to heal using Elixirs. There is still some efficacy to such treatment, but it shouldn't be nearly as busted as it has been. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>alchemical Elixirs</i>) | ||
}} | }} | ||
Line 1,443: | Line 1,560: | ||
| change = The cape issues introduced with the last patch to custom clients using the old rendering architecture should hopefully be fixed. If not, get with the times? | | change = The cape issues introduced with the last patch to custom clients using the old rendering architecture should hopefully be fixed. If not, get with the times? | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Circle the Wagon | ===={{patch|Circle the Wagon}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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{{Patch_changes|patch = Circle the Wagon | {{Patch_changes|patch = Circle the Wagon | ||
| change = Added "Wagon Station", analogous to a Ship Dock, Wagons may now travel to the Wagon Station set as their Home station. Stations can be built most anywhere, but do not, unlike ship docks, confer any siege advantages to themselves or the wagon, so build them behind claimed walls. | | change = Added "Wagon Station", analogous to a Ship Dock, Wagons may now travel to the Wagon Station set as their Home station. Stations can be built most anywhere, but do not, unlike ship docks, confer any siege advantages to themselves or the wagon, so build them behind claimed walls. | ||
| pages = | | pages = Wagon Station | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Circle the Wagon | {{Patch_changes|patch = Circle the Wagon | ||
| change = Added "Encamp":ment option to Wagons. Wagons may now be Encamped, and, when they are, require Siege Engines to destroy. When Encamped, any draft animal pulling the wagon will be hidden inside the Encampment, and protected. There is a slight additional exclusion area around Encamped wagons which prevents building, to prevent Wagon walls, and the like. | | change = Added "Encamp":ment option to Wagons. Wagons may now be Encamped, and, when they are, require Siege Engines to destroy. When Encamped, any draft animal pulling the wagon will be hidden inside the Encampment, and protected. There is a slight additional exclusion area around Encamped wagons which prevents building, to prevent Wagon walls, and the like. | ||
| pages = | | pages = Wagon | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,470: | Line 1,587: | ||
{{Patch_changes|patch = Circle the Wagon | {{Patch_changes|patch = Circle the Wagon | ||
| change = Added the ability to lock wagons. Note that only wagons with locks installed can be Encamped. | | change = Added the ability to lock wagons. Note that only wagons with locks installed can be Encamped. | ||
| pages = | | pages = Wagon, Metal Lock, Wooden Lock, Steel Lock | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Circle the Wagon | {{Patch_changes|patch = Circle the Wagon | ||
| change = Added the ability to ride indefinitely in a particular direction with Shift+LMB to Wagons, analogous to how it works for other mounts. | | change = Added the ability to ride indefinitely in a particular direction with Shift+LMB to Wagons, analogous to how it works for other mounts. | ||
| pages = | | pages = Wagon <!--, some keys page--> | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Circle the Wagon | {{Patch_changes|patch = Circle the Wagon | ||
| change = Added a small exclusion zone for building around Border Cairns, to prevent shenanigans. | | change = Added a small exclusion zone for building around Border Cairns, to prevent shenanigans. | ||
| pages = | | pages = Border Cairn | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = "Knarr Dock" renamed "Ship Dock". Wrote at least one more description text for a building. Will try to add more of those, because I notice that it's pretty lacking atm. | | change = "Knarr Dock" renamed "Ship Dock". Wrote at least one more description text for a building. Will try to add more of those, because I notice that it's pretty lacking atm. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Pigeon Rock | ===={{patch|Pigeon Rock}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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{{Patch_changes|patch = Pigeon Rock | {{Patch_changes|patch = Pigeon Rock | ||
| change = Added "Rock Dove", bird. "Pigeon" to you normies. In b4 jokes about bird patch, with the observation that there is a slightly bigger plan in the works here. Stay tuned. | | change = Added "Rock Dove", bird. "Pigeon" to you normies. In b4 jokes about bird patch, with the observation that there is a slightly bigger plan in the works here. Stay tuned. | ||
| pages = | | pages = Rock Dove | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,511: | Line 1,628: | ||
{{Patch_changes|patch = Pigeon Rock | {{Patch_changes|patch = Pigeon Rock | ||
| change = Fixed a bug, reported | | change = Fixed a bug, reported [//www.havenandhearth.com/forum/viewtopic.php?f=47&t=68312 here] and [//www.havenandhearth.com/forum/viewtopic.php?f=48&t=68969 here] causing collapsing wall cascades to not propagate east-west. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 1,519: | Line 1,636: | ||
| change = You may now carry knocked out animals, fixing problems with them being used to block stuff. | | change = You may now carry knocked out animals, fixing problems with them being used to block stuff. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|patch = Pigeon Rock | {{Patch_changes|patch = Pigeon Rock | ||
| change = Moving the Claim Pole of a Private Claim by constructing a new one now gives the claim a new activation timer, as if it were newly built, making it vulnerable to destruction. | | change = Moving the Claim Pole of a Private Claim by constructing a new one now gives the claim a new activation timer, as if it were newly built, making it vulnerable to destruction. | ||
| pages = | | pages = Personal Claim | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Village Claims no longer linger 8hrs after the destruction of the Village Idol, but rather are removed instantly. | | change = Village Claims no longer linger 8hrs after the destruction of the Village Idol, but rather are removed instantly. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 1,537: | Line 1,654: | ||
| change = Hand-bashing palisades should now, again, cause cascade damage consistent with other forms of wall destruction. | | change = Hand-bashing palisades should now, again, cause cascade damage consistent with other forms of wall destruction. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
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{{Patch_changes|patch = Pigeon Rock | {{Patch_changes|patch = Pigeon Rock | ||
| change = Mounts can no longer be ridden into dungeons, preventing various problems with boats ending up in beaver dams, and the like. | | change = Mounts can no longer be ridden into dungeons, preventing various problems with boats ending up in beaver dams, and the like. | ||
| pages = | | pages = Dungeon | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Homing Dove | ===={{patch|Homing Dove}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,558: | Line 1,675: | ||
{{Patch_changes|patch = Homing Dove | {{Patch_changes|patch = Homing Dove | ||
| change = Added "Dovecote", building. Local wild Doves may settle for a time in Dovecotes, especially if provided food, water, space, and privacy. The attractiveness of the Dovecote to the local doves will increase with space available, food, and water, and decrease when cluttered, or raided for doves or eggs. | | change = Added "Dovecote", building. Local wild Doves may settle for a time in Dovecotes, especially if provided food, water, space, and privacy. The attractiveness of the Dovecote to the local doves will increase with space available, food, and water, and decrease when cluttered, or raided for doves or eggs. | ||
| pages = | | pages = Dovecote | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Homing Dove | {{Patch_changes|patch = Homing Dove | ||
| change = Added "Birdhouse", building. Doves may be kept and fed in a Birdhouse, but will not multiply in them. A domesticated dove (one born in a Dovecote) may be Homesteaded in a Birdhouse, and will then return to it if set free. Place a domesticated dove in the Birdhouse, and Right-click the dove to Homestead it. Domesticated Doves can carry one item. Try a hat! | | change = Added "Birdhouse", building. Doves may be kept and fed in a Birdhouse, but will not multiply in them. A domesticated dove (one born in a Dovecote) may be Homesteaded in a Birdhouse, and will then return to it if set free. Place a domesticated dove in the Birdhouse, and Right-click the dove to Homestead it. Domesticated Doves can carry one item. Try a hat! | ||
| pages = | | pages = Birdhouse | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Homing Dove | {{Patch_changes|patch = Homing Dove | ||
| change = Added "Rock Dove Squab", the chick of the Rock Dove. Excellent meat. | | change = Added "Rock Dove Squab", the chick of the Rock Dove. Excellent meat. | ||
| pages = | | pages = Rock Dove Squab | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Homing Dove | {{Patch_changes|patch = Homing Dove | ||
| change = Added "Dove Droppings". Compostable. Alchemical ingredient. | | change = Added "Dove Droppings". Compostable. Alchemical ingredient. | ||
| pages = | | pages = Dove Droppings | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== UI Scaling | ===={{patch|UI Scaling}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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{{Patch_changes|patch = UI Scaling | {{Patch_changes|patch = UI Scaling | ||
| change = Added support for scaleable UI. A neatly packaged pull request from | | change = Added support for scaleable UI. A neatly packaged pull request from [//www.havenandhearth.com/forum/viewtopic.php?f=49&t=68990 user ElSid] gave us a good start toward implementing UI-scaling in the client, and so we did, though the proper implementation and fixes took us a bit longer than we had hoped. Thank you, ElSid! | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = There is now a video setting to increase the size of the UI, useful if you're using a higher resolution monitor, and I (jorb) have also begun working over all UI elements, redrawing them in 4x their historical resolutions, to actually have higher res versions to meaningfully present. This is a pretty big task, and I have only gotten some elements done (the main window frame, for example) but I intend to work through all of it. Elements that I haven't reworked are simply scaled up programatically, and won't look great, but will at least work. The biggest single task in this would be to convert all inventory icons to higher resolutions, and I don't expect to finish that any time soon, but the ambition is to at least draw new items in higher resolution, and gradually convert old ones. | | change = There is now a video setting to increase the size of the UI, useful if you're using a higher resolution monitor, and I (jorb) have also begun working over all UI elements, redrawing them in 4x their historical resolutions, to actually have higher res versions to meaningfully present. This is a pretty big task, and I have only gotten some elements done (the main window frame, for example) but I intend to work through all of it. Elements that I haven't reworked are simply scaled up programatically, and won't look great, but will at least work. The biggest single task in this would be to convert all inventory icons to higher resolutions, and I don't expect to finish that any time soon, but the ambition is to at least draw new items in higher resolution, and gradually convert old ones. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = Old custom clients that have not implemented the latest push to the "old" branch of the client repository risk crashing due to changes to the resource format. | | change = Old custom clients that have not implemented the latest push to the "old" branch of the client repository risk crashing due to changes to the resource format. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = Note that you need to restart the client for UI-scale changes to take effect. | | change = Note that you need to restart the client for UI-scale changes to take effect. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = We've significantly increased the internal logging of siege events (building, repairing, firing siege engines, &c). | | change = We've significantly increased the internal logging of siege events (building, repairing, firing siege engines, &c). | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = When we added a new wound recently, the alchemy ingredient effects changed more than we had hoped, due to another change introduced in the same patch. We have now verified that alchemy should not completely redefine recipes when new wounds are introduced, rather, only a small subset of wound-effects should be reassigned to the new wound. | | change = When we added a new wound recently, the alchemy ingredient effects changed more than we had hoped, due to another change introduced in the same patch. We have now verified that alchemy should not completely redefine recipes when new wounds are introduced, rather, only a small subset of wound-effects should be reassigned to the new wound. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Archery towers now target the siege machine repaired the longest time ago, rather than the closest one, and also have a UI indicating when they will fire next. We are considering mechanics to allow explicit aiming of the towers. | | change = Archery towers now target the siege machine repaired the longest time ago, rather than the closest one, and also have a UI indicating when they will fire next. We are considering mechanics to allow explicit aiming of the towers. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
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| change = Rock Dove Meat uses the correct meat icon when asked for by ancestors. | | change = Rock Dove Meat uses the correct meat icon when asked for by ancestors. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
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| change = Birdhouse text describes the correct mechanic for homesteading Rock Doves (Hold the bird, and right-click the Birdhouse). | | change = Birdhouse text describes the correct mechanic for homesteading Rock Doves (Hold the bird, and right-click the Birdhouse). | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
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| change = Rock Dove eggs can be put (back) into Dovecotes. | | change = Rock Dove eggs can be put (back) into Dovecotes. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
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| change = Fixed distinction between rock dove bloody mess and chicken bloody mess. There now is none. Some ancestors were confused by that. | | change = Fixed distinction between rock dove bloody mess and chicken bloody mess. There now is none. Some ancestors were confused by that. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Setting Icons | ===={{patch|Setting Icons}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
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| change = Added "Icon Settings". By the minimap, there is now a new button opening an interface for toggling minimap icons on or off, which includes the ability to toggle icons for trees, boulders, and bushes. The list is populated as you discover icons by moving through the world, and trees, boulders, and bushes are off by default. The list is searchable, but uncategorized. | | change = Added "Icon Settings". By the minimap, there is now a new button opening an interface for toggling minimap icons on or off, which includes the ability to toggle icons for trees, boulders, and bushes. The list is populated as you discover icons by moving through the world, and trees, boulders, and bushes are off by default. The list is searchable, but uncategorized. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
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| change = The list as such, though not your particular settings, are kept server side, and you keep it if you clear your java cache or start playing on another computer, or whatever. | | change = The list as such, though not your particular settings, are kept server side, and you keep it if you clear your java cache or start playing on another computer, or whatever. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,681: | Line 1,798: | ||
| change = The list is kept per account, rather than character, so all characters on a specific account share their icon list, and it should persist over world resets and the like. | | change = The list is kept per account, rather than character, so all characters on a specific account share their icon list, and it should persist over world resets and the like. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,687: | Line 1,804: | ||
| change = Added, fwiw, quick and dirty icons for all trees and bushes. Boulders use their corresponding stone icon. | | change = Added, fwiw, quick and dirty icons for all trees and bushes. Boulders use their corresponding stone icon. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,693: | Line 1,810: | ||
| change = We added an ugly hack to the protocol to prevent custom clients from flooding over with tree and bush icons. | | change = We added an ugly hack to the protocol to prevent custom clients from flooding over with tree and bush icons. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,701: | Line 1,818: | ||
| change = Redid the button elements over the minimap window, and they should now have better fidelity in scaled up UIs. | | change = Redid the button elements over the minimap window, and they should now have better fidelity in scaled up UIs. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Map Rework | ===={{patch|Map Rework}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,715: | Line 1,832: | ||
| change = Reworked the map implementation. The world and minimaps now use the same rendering systems, and are, for all intents and purposes, two different viewports of the same underlying data. Some consequences hereof are: | | change = Reworked the map implementation. The world and minimaps now use the same rendering systems, and are, for all intents and purposes, two different viewports of the same underlying data. Some consequences hereof are: | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) <b>Reworked the map:</b> | ||
}} | }} | ||
Line 1,721: | Line 1,838: | ||
| change = Herbs, kritters, and other activated minimap icons, are visible on the world map. | | change = Herbs, kritters, and other activated minimap icons, are visible on the world map. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked the map</i>) | ||
}} | }} | ||
Line 1,727: | Line 1,844: | ||
| change = You can issue move orders and other commands on the world map. | | change = You can issue move orders and other commands on the world map. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked the map</i>) | ||
}} | }} | ||
Line 1,733: | Line 1,850: | ||
| change = Markers can be seen on the minimap. | | change = Markers can be seen on the minimap. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked the map</i>) | ||
}} | }} | ||
Line 1,739: | Line 1,856: | ||
| change = Ridges can be seen on the world map, albeit only on the closest zoom level, but the data is there. | | change = Ridges can be seen on the world map, albeit only on the closest zoom level, but the data is there. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked the map</i>) | ||
}} | }} | ||
Line 1,745: | Line 1,862: | ||
| change = The minimap can be zoomed in and out. It can't be panned around, mostly because we couldn't think of a good interface for resetting that map view to the normal follow mode. | | change = The minimap can be zoomed in and out. It can't be panned around, mostly because we couldn't think of a good interface for resetting that map view to the normal follow mode. | ||
| pages = | | pages = | ||
| remark = | | remark = (... <i>Reworked the map</i>) | ||
}} | }} | ||
Line 1,751: | Line 1,868: | ||
| change = Extended the left menu (above the minimap in the default client) with support for minimization. You can have the buttons, the minimap, or either of them, active, much like you always could toggle the right-hand menu. | | change = Extended the left menu (above the minimap in the default client) with support for minimization. You can have the buttons, the minimap, or either of them, active, much like you always could toggle the right-hand menu. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,757: | Line 1,874: | ||
| change = The world map now has a compact mode, which removes the outer frame, leaving only the smaller inner frame visible. While compact mode is active, you can hold shift to drag that window around, rather than pan the map. You can also move the compact map window around by simply grabbing the frame of the compact window, rather than the map. | | change = The world map now has a compact mode, which removes the outer frame, leaving only the smaller inner frame visible. While compact mode is active, you can hold shift to drag that window around, rather than pan the map. You can also move the compact map window around by simply grabbing the frame of the compact window, rather than the map. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Map Rework | {{Patch_changes|patch = Map Rework | ||
| change = Redrew the map window buttons to support higher UI resolutions, and added buttons for toggling markers, and for toggling compact mode. | | change = Redrew the map window buttons to support higher UI resolutions, and added buttons for toggling markers, and for toggling compact mode. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,769: | Line 1,886: | ||
| change = Redrew the right-hand menu buttons to support higher UI resolutions. | | change = Redrew the right-hand menu buttons to support higher UI resolutions. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,777: | Line 1,894: | ||
| change = Changed the hittesting algorithm to look a few pixels around an object, meaning that spindly stuff (herbs, crops, &c) should be somewhat easier to hit with the mouse. Report any issues. | | change = Changed the hittesting algorithm to look a few pixels around an object, meaning that spindly stuff (herbs, crops, &c) should be somewhat easier to hit with the mouse. Report any issues. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Off Grid | ===={{patch|Off Grid}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,791: | Line 1,908: | ||
| change = Added player indicators to the minimap. The icons still need some work, but, in principle, there are two icon types, one indicating self and party members, and another indicating other players. | | change = Added player indicators to the minimap. The icons still need some work, but, in principle, there are two icon types, one indicating self and party members, and another indicating other players. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,797: | Line 1,914: | ||
| change = Added the ability to show a tile grid overlay to the client. It has no graphical button, but rather is set by default to keyboard Ctrl-G, which can be changed in the keyboard settings menu. | | change = Added the ability to show a tile grid overlay to the client. It has no graphical button, but rather is set by default to keyboard Ctrl-G, which can be changed in the keyboard settings menu. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,805: | Line 1,922: | ||
| change = Redrew the Character Sheet buttons in 4x size to support higher UI resolutions. | | change = Redrew the Character Sheet buttons in 4x size to support higher UI resolutions. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,811: | Line 1,928: | ||
| change = We're planning on adding separate equipment slots for Mouth and Eyes, to support the all important "monocle, cigar, and amulet"-look. For that purpose, we have updated the "old" branch of the client git repository with stuff that customs will need to merge, on pain of crashing when we do make that change. | | change = We're planning on adding separate equipment slots for Mouth and Eyes, to support the all important "monocle, cigar, and amulet"-look. For that purpose, we have updated the "old" branch of the client git repository with stuff that customs will need to merge, on pain of crashing when we do make that change. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,819: | Line 1,936: | ||
| change = Shift-Clicking an herb will now pick it, without the intermediary step of a flower menu, and the character will then continue to pick all other herbs of the same type. | | change = Shift-Clicking an herb will now pick it, without the intermediary step of a flower menu, and the character will then continue to pick all other herbs of the same type. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Twinkle-Twinkle | ===={{patch|Twinkle-Twinkle}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,833: | Line 1,950: | ||
| change = The second head equipment slot has been split into three, effectively adding two more equipment slots. The three new slots, replacing secondary head slot, are: Mouth, Eyes, Amulet. | | change = The second head equipment slot has been split into three, effectively adding two more equipment slots. The three new slots, replacing secondary head slot, are: Mouth, Eyes, Amulet. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Twinkle-Twinkle | {{Patch_changes|patch = Twinkle-Twinkle | ||
| change = Extended the implementation of the light overlays first implemented in | | change = Extended the implementation of the light overlays first implemented in [//www.havenandhearth.com/forum/viewtopic.php?f=39&t=66852 last year's Christmas patch]. Light overlays can now be added with relative ease, and we have added twinkle and spark to the Candelabrum, and the Cave Angler's bait. Aiming to use this more. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,847: | Line 1,964: | ||
| change = Redrew the Equipment Screen background in 4x size to support higher UI resolutions. | | change = Redrew the Equipment Screen background in 4x size to support higher UI resolutions. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,853: | Line 1,970: | ||
| change = If you shift-click to open the Wagon interface, you will get a sticky unpack interface which doesn't close when moving away from the wagon. Should be implemented for ships as well. | | change = If you shift-click to open the Wagon interface, you will get a sticky unpack interface which doesn't close when moving away from the wagon. Should be implemented for ships as well. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,861: | Line 1,978: | ||
| change = Added helpful descriptive tooltips to the headlines on the first page of the character sheet. (Base Attributes, Food Events Points, Food Satiations, Hunger). | | change = Added helpful descriptive tooltips to the headlines on the first page of the character sheet. (Base Attributes, Food Events Points, Food Satiations, Hunger). | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Cattle Time | ===={{patch|Cattle Time}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,874: | Line 1,991: | ||
{{Patch_changes|patch = Cattle Time | {{Patch_changes|patch = Cattle Time | ||
| change = Added "Cattle Roster". Domesticated animals can now be "Memorized" from their flower menus, and doing so adds them to your Cattle Roster. The Cattle Roster provides a quick and easily accessible overview of known animals, where you can sort them by their names and other various qualities. Should simplify management of them significantly. You can find it under "Adventure" -> "Cattle Roster". | | change = Added "Cattle Roster". Domesticated animals can now be "Memorized" from their flower menus, and doing so adds them to your Cattle Roster. The Cattle Roster provides a quick and easily accessible overview of known animals, where you can sort them by their names and other various qualities. Should simplify management of them significantly. You can find it under "Adventure" -> "Cattle Roster". | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,883: | Line 2,000: | ||
| change = Fixed a long standing graphical issue by which the tile transitions would throw weird little shadows over water. Very nice if you were ever bothered by it/noticed. | | change = Fixed a long standing graphical issue by which the tile transitions would throw weird little shadows over water. Very nice if you were ever bothered by it/noticed. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,889: | Line 2,006: | ||
| change = Redrew the horizon meter in 4x size (shown here in 2x) to support higher UI resolutions. Sun and moon still not redrawn. | | change = Redrew the horizon meter in 4x size (shown here in 2x) to support higher UI resolutions. Sun and moon still not redrawn. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,895: | Line 2,012: | ||
| change = Redrew the menu down element in 4x size (shown here in 2x) to support higher UI resolutions. | | change = Redrew the menu down element in 4x size (shown here in 2x) to support higher UI resolutions. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,901: | Line 2,018: | ||
{{Patch_changes|patch = Cattle Time | {{Patch_changes|patch = Cattle Time | ||
| change = Fixed | | change = Fixed [//www.havenandhearth.com/forum/viewtopic.php?f=47&t=69334 a bug] with flags not displaying. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 1,909: | Line 2,026: | ||
| change = Added candle light to the miner's helm when lit. | | change = Added candle light to the miner's helm when lit. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Upon Further Inspection | ===={{patch|Upon Further Inspection}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,922: | Line 2,039: | ||
{{Patch_changes|patch = Upon Further Inspection | {{Patch_changes|patch = Upon Further Inspection | ||
| change = You may now area select animals for Cattle Roster memorization. You can access a cursor for this purpose by Shift-Clicking the Cattle Roster icon in the adventure menu. | | change = You may now area select animals for Cattle Roster memorization. You can access a cursor for this purpose by Shift-Clicking the Cattle Roster icon in the adventure menu. | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Upon Further Inspection | {{Patch_changes|patch = Upon Further Inspection | ||
| change = Domesticated Animals may now be assigned a color in their interface, much like hearthlings in the buddy list, and their names will be displayed in that color. Note that you may have to re-inspect or reload (log out/log in, for example) an animal to get their color updated in the roster, since the cattle info is a bit difficult to update, but hoping to improve on that down the road. | | change = Domesticated Animals may now be assigned a color in their interface, much like hearthlings in the buddy list, and their names will be displayed in that color. Note that you may have to re-inspect or reload (log out/log in, for example) an animal to get their color updated in the roster, since the cattle info is a bit difficult to update, but hoping to improve on that down the road. | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,937: | Line 2,054: | ||
| change = Memorizing a Domesticated Animal now only requires Trespassing rights, and does not require walking up to the animals, or having clear line of sight to them. | | change = Memorizing a Domesticated Animal now only requires Trespassing rights, and does not require walking up to the animals, or having clear line of sight to them. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Upon Further Inspection | {{Patch_changes|patch = Upon Further Inspection | ||
| change = Ticking the checkbox next to an animal in the Cattle Roster will now display that same checkmark over the animal itself. | | change = Ticking the checkbox next to an animal in the Cattle Roster will now display that same checkmark over the animal itself. | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|patch = Upon Further Inspection | {{Patch_changes|patch = Upon Further Inspection | ||
| change = Cattle names are now displayed over animals when the Cattle Roster is open. | | change = Cattle names are now displayed over animals when the Cattle Roster is open. | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,955: | Line 2,072: | ||
| change = Redrew the attribute icons (Str, Agi, Int, &c) in (more than) 4x size, to support higher UI resolutions. This may hurt non-updated customs quite a bit, so your custom client maker would do well to at the very least pull from the "old" client branch. | | change = Redrew the attribute icons (Str, Agi, Int, &c) in (more than) 4x size, to support higher UI resolutions. This may hurt non-updated customs quite a bit, so your custom client maker would do well to at the very least pull from the "old" client branch. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 1,963: | Line 2,080: | ||
| change = The Calendar will now display a date as a tooltip, expressed as (ingame) years, months, and days since the beginning of the current world. | | change = The Calendar will now display a date as a tooltip, expressed as (ingame) years, months, and days since the beginning of the current world. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 1,969: | Line 2,086: | ||
| change = The round interface buttons (Show claims, Equipment Screen, Inventory, &c) will now appear in their down-state while active, so you can tell whether "Show Claims", or whatever, is actually active. | | change = The round interface buttons (Show claims, Equipment Screen, Inventory, &c) will now appear in their down-state while active, so you can tell whether "Show Claims", or whatever, is actually active. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Chicken Run | ===={{patch|Chicken Run}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 1,982: | Line 2,099: | ||
{{Patch_changes|patch = Chicken Run | {{Patch_changes|patch = Chicken Run | ||
| change = Added several sorting options to the Cattle Roster for various boolean states: Male/Female, Child/Adult, Dead/Alive, and Pregnant/Non-Pregnant. You can toggle selection of all animals with a particular one of these states by clicking in the respective column. Also added buttons to select All/None. | | change = Added several sorting options to the Cattle Roster for various boolean states: Male/Female, Child/Adult, Dead/Alive, and Pregnant/Non-Pregnant. You can toggle selection of all animals with a particular one of these states by clicking in the respective column. Also added buttons to select All/None. | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,989: | Line 2,106: | ||
| change = Added a graphical meter indicator to display the fullness of various fluid containers (water skins, &c). Most of at least the drinkable fluids have their own unique color. | | change = Added a graphical meter indicator to display the fullness of various fluid containers (water skins, &c). Most of at least the drinkable fluids have their own unique color. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 1,996: | Line 2,113: | ||
{{Patch_changes|patch = Chicken Run | {{Patch_changes|patch = Chicken Run | ||
| change = The Cattle Roster should now update to reflect changes properly at least while animals are visible. | | change = The Cattle Roster should now update to reflect changes properly at least while animals are visible. | ||
| pages = | | pages = Cattle Roster | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 2,003: | Line 2,120: | ||
| change = Redrew the abilities icons (Unarmed Combat, Melee Combat, Marksmanship, &c) in (more than) 4x size, to support higher UI resolutions. | | change = Redrew the abilities icons (Unarmed Combat, Melee Combat, Marksmanship, &c) in (more than) 4x size, to support higher UI resolutions. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 2,010: | Line 2,127: | ||
{{Patch_changes|patch = Chicken Run | {{Patch_changes|patch = Chicken Run | ||
| change = Groups of chickens will now scatter and flee if they feel threatened, making them somewhat harder to massacre outright. | | change = Groups of chickens will now scatter and flee if they feel threatened, making them somewhat harder to massacre outright. | ||
| pages = | | pages = Hen, Cock, Chick | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} | ||
==== Merry Gingerbread! | ===={{patch|Merry Gingerbread!}}==== | ||
{{Patch_changes|table_open}} | {{Patch_changes|table_open}} | ||
Line 2,025: | Line 2,142: | ||
| change = A strange new star shines from the tops of various evergreens of the Hearthlands! | | change = A strange new star shines from the tops of various evergreens of the Hearthlands! | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 2,031: | Line 2,148: | ||
| change = Added Gingerbread. You can now craft Gingerbread Dough, and three Cookie Cutters -- Man, Woman, and Heart -- and use the latter to punch out gingerbread cookies from the dough. | | change = Added Gingerbread. You can now craft Gingerbread Dough, and three Cookie Cutters -- Man, Woman, and Heart -- and use the latter to punch out gingerbread cookies from the dough. | ||
| pages = Gingerbread Dough, Gingerbread Heart, Gingerbread Man, Gingerbread Woman, Heart Cookie Cutter, Man Cookie Cutter, Woman Cookie Cutter | | pages = Gingerbread Dough, Gingerbread Heart, Gingerbread Man, Gingerbread Woman, Heart Cookie Cutter, Man Cookie Cutter, Woman Cookie Cutter | ||
| remark = | | remark = (<i>New Implementations</i>) | ||
}} | }} | ||
Line 2,037: | Line 2,154: | ||
{{Patch_changes|patch = Merry Gingerbread! | {{Patch_changes|patch = Merry Gingerbread! | ||
| change = Charter Stones now memorize locations you have successfully visited in the past. You may have to travel to one to get your list updated. < | | change = Charter Stones now memorize locations you have successfully visited in the past. You may have to travel to one to get your list updated. <!--<strike>(This is temporarily reverted until it can be properly debugged.)</strike>--> | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Key Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 2,045: | Line 2,162: | ||
| change = You can now {{Key|Shift+Right-Click}} a snow tile to get an area select tool for shoveling snow. | | change = You can now {{Key|Shift+Right-Click}} a snow tile to get an area select tool for shoveling snow. | ||
| pages = Snow | | pages = Snow | ||
| remark = | | remark = (<i>Key Fixes</i>) | ||
}} | }} | ||
Line 2,053: | Line 2,170: | ||
| change = You can now {{Key|Shift+Right-Click}} ships to open a cargo inventory for them which doesn't close when moving around, akin to what can be done for wagons. | | change = You can now {{Key|Shift+Right-Click}} ships to open a cargo inventory for them which doesn't close when moving around, akin to what can be done for wagons. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | }} | ||
Line 2,059: | Line 2,176: | ||
| change = Fixed a bug with the Heraldic Cape bleeding through various things. | | change = Fixed a bug with the Heraldic Cape bleeding through various things. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 2,065: | Line 2,182: | ||
| change = Fixed a bug with the cape bleeding through the character when running/walking and drinking. | | change = Fixed a bug with the cape bleeding through the character when running/walking and drinking. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) <b>SKIPPED:</b> General bug fix. | ||
}} | }} | ||
Line 2,071: | Line 2,188: | ||
| change = Fixed a bug with yule decorations on trees not applying the tree's rotations. | | change = Fixed a bug with yule decorations on trees not applying the tree's rotations. | ||
| pages = | | pages = | ||
| remark = | | remark = (<i>Small Fixes</i>) | ||
}} | |||
<!-- (manual additions) --> | |||
{{Patch_changes|patch = Merry Gingerbread! | |||
| change = Added: Gingerbread stockpile. | |||
| pages = Stockpile, Gingerbread Heart, Gingerbread Man, Gingerbread Woman | |||
| remark = (<i>manual additions</i>) | |||
}} | }} | ||
{{Patch_changes|table_close}} | {{Patch_changes|table_close}} |
Latest revision as of 10:15, 18 September 2024
Spring Cleaning (2020-01-12)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
Restored the old quality mechanic for symbel items. Symbel items now gain in efficiency with quality, and can be made actively better than their stated basline through quality work. When we originally changed this for World 11, we did so on the assumption that the quality mechanic was to blame for the severely deflated hunger levels people were seeing. We now doubt that, and would like to reduce the importance of hunger, and, thus we've reverted that change. | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
All symbel items now have their wear, or, rather, number of uses left, indicated on them. | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
Chairs are now given quality when built. | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
Table cloths now have a special slot in the table interface. | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
Burrower Beans can now be used to reduce hunger down to the "Famished" level. | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
You may now teleport using charter stones with an outlaw debuff active. This mechanic was originally intended to prevent hearth vault jumping by outlaws, but given present siege system we're not confident that it matters much, while the ability to rapidly aid other fighters might. May change again in some way in the future, but for now you can travel freely. | ||
Spring Cleaning | 2020-01-12 | <No Pages> -- (Key Fixes) |
When attacking, a damage modifier (m) is calculated based on the ratio between the attacker's Strength (S) and the target's Constitution (C) such that m = (C/S)^(1/5). The purpose being to somewhat soften the gain from increasing Strength and Constitution. |
A Fistful of Love (2020-01-19)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
A Fistful of Love | 2020-01-19 | Barter Pole -- (New Implementations) |
Added "Barter Pole", buildable object. A Barter Pole can be clad in the Giving or Taking hands from a Barter Stand, and can then place or take wares processed by the Barter Stand in or from containers or stockpiles within its reach. The idea being to provide better support for handling larger volumes of goods through stands. | ||
A Fistful of Love | 2020-01-19 | <No Pages> -- (Key Fixes) |
Reverted STR/CON change from last patch. | ||
A Fistful of Love | 2020-01-19 | <No Pages> -- (Key Fixes) |
Added a 3 second mount timer to coracles. | ||
A Fistful of Love | 2020-01-19 | <No Pages> -- (Key Fixes) |
Reduced "Raw Hide" cost from 2500 to 500. | ||
A Fistful of Love | 2020-01-19 | <No Pages> -- (Key Fixes) |
The two above points Inspired by this. We recognize most other points on that list, but either do not have a good fix for them UI wise, or do not want to change the mechanics mid-world. All on my backlog. | ||
A Fistful of Love | 2020-01-19 | <No Pages> -- (Small Fixes) |
Added a warning when trying to Ram objects which the Ram is not sufficiently dry to ram. | ||
A Fistful of Love | 2020-01-19 | Toolbelt, Metal Lock, Bull Pipe, Clay Pipe -- (Small Fixes) |
Made it so that keys, and pipes, can be held in toolbelts. |
An Arrow to the Knee (2020-02-02)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
An Arrow to the Knee | 2020-02-02 | Archery -- (New Implementations) Reworked archery: |
Reworked archery to; Remove randomness. Reduce damage per hit, but allow more hits. Make arrows projectiles. | ||
An Arrow to the Knee | 2020-02-02 | Archery, Stone Arrow, Metal Arrow, Bone Arrow -- (... Reworked archery) |
Arrows are now projectiles fired at certain speeds in the precise angle aimed in. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked archery) |
There is a fixed aim timer before each shot. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked archery) |
You need to match your ranged weapon's quality with your Marksmanship value to get full damage, and anything less implies a reduction in damage. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked archery) |
When hitting a target, a comparison is also made between the target's Agility * Marksmanship, and your Perception * Marksmanship, which can further reduce your damage. Note that Marksmanship, thus, provides both the ability to defend against, and attack with, ranged weapons. Debatable whether this is good, feel free to have input. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked archery) |
Base damages for ranged weapons have been significantly lowered. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked archery) |
Shields still help to block/reduce the damage from incoming projectiles. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked archery) |
The mechanic by which arrows would reduce the quality of animals has been removed. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (New Implementations) Reworked knock out mechanics: |
Reworked knock out mechanics to: Remove strange incentives surrounding Rage. Try to strike a better balance between Knockout protection and death. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked knock out mechanics) |
Weapons now display the percentage of grievous damage they will deal. Both damage values and griveous damage values have been looked at, and adjusted. | ||
An Arrow to the Knee | 2020-02-02 | Survive animal attacks, Execute -- (... Reworked knock out mechanics) |
Animals no longer respect Knockout Protection, but rather have, as they used to in Legacy, a fixed chance of disengaging every time they hit you while you are knocked out. Wolves, Boars, Bears, Lynx, Orca, Sperm Whales, Boreworms, Cave Anglers, Trolls, Mammoths, are all more or less lethal. | ||
An Arrow to the Knee | 2020-02-02 | Rage -- (... Reworked knock out mechanics) |
Rage no longer implies anything for your Knockout Protection, and only means that you are allowed to aggro, much like it used to be. | ||
An Arrow to the Knee | 2020-02-02 | Murder -- (... Reworked knock out mechanics) |
Added new/old skill "Murder". Murder allows you to have combat relations with people who do not enjoy knockout protection, and unlocks the new ability "Murderous Rage". | ||
An Arrow to the Knee | 2020-02-02 | Murder -- (... Reworked knock out mechanics) |
Added new ability "Murderous Rage". Murderous Rage increases your Griveous Damage dealt by +20%, but removes your Knockout Protection while active. While active, you cannot fast travel to your Hearth Fire or Log Out while you are knocked out, and your combat relations are not automatically terminated on Knockout. A Murderous Rage lasts for 24 RL hours once activated. | ||
An Arrow to the Knee | 2020-02-02 | Murder -- (... Reworked knock out mechanics) |
NB: Murder does not allow you to ignore Knockout protection completely, rather, it allows you to Murder anyone without Knockout Protection, which can presently be removed only through an active "Murderous Rage" buff. Knockout Protection is thus effectively canceled when you have Murder, and the opponent is in a Murderous Rage. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (... Reworked knock out mechanics) |
NB: Do note that these changes imply that more or less anyone can be killed at any time. The total percentage amount of griveous damage which can theoretically be dealt in one combat engagement is ((Weapon Max Griveous Damage% + 20% from Murderous Rage) * 2) + 20% from a maximum concussion. You are never guaranteed Knockout Protection if the opposition can maneuver well enough so that the hit which knocks you out will also be sufficient to kill you. This is closer to the regime first implemented in W10. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (New Implementations) |
Added a generic Rubble effect to be used to display the footprint of destroyed buildings. May be selectively implemented for now, but it works in principle. | ||
An Arrow to the Knee | 2020-02-02 | Archery Tower -- (New Implementations) |
The exclusion zone for Archery Towers is now active while the rubble of it remains, meaning that destroyed towers will for some time block the construction of new towers. | ||
An Arrow to the Knee | 2020-02-02 | Ancestral Worship -- (New Implementations) |
Added new/old skill "Ancestral Worship", allows you to build and use Ancestral Shrines. | ||
An Arrow to the Knee | 2020-02-02 | <No Pages> -- (Key Fixes) |
Reduced the swimming speed bonuses from Pearl Diver and Fisherman from 0.25 each to 0.10 each. Reduced the swimming speed bonus from Rusalka's Water Moccasins from 0.50 to 0.25. | ||
An Arrow to the Knee | 2020-02-02 | Barter Pole -- (Small Fixes) |
Barter Poles no longer place items into, or take items from, inventories which the Hands that Take and Give could not themselves, respectively, be placed in. |
Minor Fixes (2020-02-09)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Minor Fixes | 2020-02-09 | <No Pages> -- (Small Fixes) |
Rebalanced Griveous damage from weapons. Most now give a straight 40%, quite simply. Upon reflection, it seemed odd to give higher Griveous damage % to weapons which could pretty much only be used against lower level players. | ||
Minor Fixes | 2020-02-09 | <No Pages> -- (Small Fixes) |
Slightly buffed damage from bows and arrows. | ||
Minor Fixes | 2020-02-09 | Archery -- (Small Fixes) |
Archery no longer has additional detrimental effects on animal quality, apart from the usual survival hardcap. Hunter's Credo effect that used to mitigate this effect now, instead, increases ranged weapon damage by +5. | ||
Minor Fixes | 2020-02-09 | Execute, Survive animal attacks -- (Small Fixes) |
Boreworms are no longer lethal. |
Twilight of World 11 (2020-03-04)
- SKIPPED: Announcement only.
World 12 (2020-03-06)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
World 12 | 2020-03-06 | <No Pages> -- (MAP GENERATOR) SKIPPED: General bug fix. |
Galena should no longer be everywhere on the lower cave levels. | ||
World 12 | 2020-03-06 | <No Pages> -- (MAP GENERATOR) |
Removed enclosed oceans, transformed to sweet water by the previous generator, and replaced them with proper terrain. | ||
World 12 | 2020-03-06 | <No Pages> -- (MAP GENERATOR) |
All continents have persistent IDs, which allows us to potentially, for example, issue quests better. | ||
World 12 | 2020-03-06 | <No Pages> -- (MAP GENERATOR) SKIPPED: General bug fix. |
Caves placed in staircase ridges should now create space in front of them to allow them to be entered. | ||
World 12 | 2020-03-06 | Village Claim, Personal Claim -- (SIEGE) SKIPPED: Superseded. |
Village & Personal Claims now have a "Power Level". ranging from 0 to 1. | ||
World 12 | 2020-03-06 | Village Claim, Personal Claim -- (SIEGE) |
The "Power Level" of a newly established claim increases from 0 to 1 over the course of four RL weeks. (E.g: After one week the power level is 0.25, after two weeks the power level is 0.5, and so on.) | ||
World 12 | 2020-03-06 | Battering Ram -- (SIEGE) |
A Battering Ram requires 24h * the Claim's Power Level of drying time before it can destroy Palisades on the claim, and 32h * the Claim's Power Level of drying time before it can destroy Brick Walls on the claim. | ||
World 12 | 2020-03-06 | Village Claim, Personal Claim -- (SIEGE) |
The stronger claim always applies in case of overlapping claims. (Personal Claim v Village Claim) | ||
World 12 | 2020-03-06 | Village Claim, Personal Claim -- (SIEGE) |
Anyone can find out the "Power Level" of claim by inspecting it. | ||
World 12 | 2020-03-06 | <No Pages> -- (SIEGE) SKIPPED: General Dev. remark. |
The idea behind this change is to provide a meaningful establishment time for new claims, during which they are easier to attack. | ||
World 12 | 2020-03-06 | <No Pages> -- (COMBAT) |
For Melee and Unarmed combat, fighters within a factor 2 of eachother in relevant stats are for all intents and purposes considered to be exact equals. | ||
World 12 | 2020-03-06 | <No Pages> -- (COMBAT) |
The gains from Melee and Unarmed combat beyond the factor 2 range increase more steeply than before to compensate somewhat, using a cube root instead of a fourth root as was historically the case. | ||
World 12 | 2020-03-06 | <No Pages> -- (COMBAT) SKIPPED: General Dev. remark. |
The intention behind this change is to reduce the reliance on stats in combat significantly, while still maintaing a decent incentive to increase stats. | ||
World 12 | 2020-03-06 | Seamark -- (REALMS) |
Seamarks are now normal authority objects, spreading Realm authority in an area around them. They can be built even on deep ocean tiles. | ||
World 12 | 2020-03-06 | Scholarly Account -- (LP & GAINS) |
"Scholarly Accounts" now factor in the size of the curiosity which they describe when determining their final LP. You may only study one scholarly account at a time. | ||
World 12 | 2020-03-06 | Ageless Ice -- (LP & GAINS) |
"Ageless Ice" now halves the remaining study time of all curiosities being studied, rather than completing them. | ||
World 12 | 2020-03-06 | Dungeon -- (LP & GAINS) |
Applied a gain curve to the gains from dungeon reward "Heart Containers". Effectively the final HP gain is now subjected to a square root. | ||
World 12 | 2020-03-06 | <No Pages> -- (LP & GAINS) |
Truffles are less potent. | ||
World 12 | 2020-03-06 | <No Pages> -- (LP & GAINS) |
Reworked Metorite qualities to something more reasonable. | ||
World 12 | 2020-03-06 | Ancestral Worship -- (LP & GAINS) |
Increased the potential recoup from a deceased ancestor's stats by 15% through ancestral worship, putting the total possible recoup at 60% of a dead character's stats. Full burial still gives 30%, and a state funeral still gives 45%, but any character can now reach up to a full 60% through ancestral worship. | ||
World 12 | 2020-03-06 | <No Pages> -- (QUALITY) |
Hammer and anvil quality no longer provide a positive influence on metal quality when pounding wrought iron. This effectively removes most of the metal spiraling. | ||
World 12 | 2020-03-06 | <No Pages> -- (QUALITY) |
All crops have a local quality field, which caps their quality growth. However, crops will not lower in quality by being planted in an area of quality lower than their own, meaning that you can still import better crops from elsewhere, grow them in your own lower quality surrounding, without experiencing quality loss. The caps are set high enough that they shouldn't matter at all for a good while. | ||
World 12 | 2020-03-06 | <No Pages> -- (CREDOS) |
Removed forest stamina bonus and ridge traversal bonus from Strider credo. | ||
World 12 | 2020-03-06 | <No Pages> -- (FIXES) |
Angling with fishing poles should now yield more consistent rewards, and locally rarer fish should be more of a prerogative of casting rod fishing or nets. | ||
World 12 | 2020-03-06 | <No Pages> -- (FIXES) |
Buffed the base damage of both Hunter's and Ranger's bows. |
Searching for Action (2020-03-11)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Searching for Action | 2020-03-11 | <No Pages> -- (New Implementations) |
Added an "Action Search" (Default key-binding Ctrl+Z). You can use it to search in the Action Menu, and activate actions, crafting recipes, &c. Note that it is filtered by the subcategory you are currently viewing in the Action Menu, so if you have already opened a subcategory (E.g. "Adventure"), you will be searching recursively under that category. This could probably be extended several ways, so feel free to have feedback on extensions you'd like to see. | ||
Searching for Action | 2020-03-11 | Trade -- (New Implementations) |
Added a new skill "Trade", and moved all barter, coin, and merchant relevant recipes to it. | ||
Searching for Action | 2020-03-11 | Turtle Shell Bowl -- (New Implementations) |
Added "Turtle Shell Bowl", symbel item. | ||
Searching for Action | 2020-03-11 | Soot Egg -- (New Implementations) |
Added "Soot Egg", you can roast any egg in the Fireplace by placing them in the Fireplace's inventory. | ||
Searching for Action | 2020-03-11 | Ant Paste -- (New Implementations) |
Added "Ant Paste", medicine. Apply the Ant Paste to a wound. The Ant Paste deals damage to you, and, for each point it heals, it also heals one point of the targeted wound. Ant Paste can also be applied to disinfect Infected Sores, and provides protection from that wound growing worse while the Ant Paste Wound remains. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (New Implementations) SKIPPED/ON HOLD: Unspecified curiosity. ... |
Added a new curiosity. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (Key Fixes) |
You may now, with some time gating, reroll even the first quest of a credo, without abandoning it. There is now a separate "Abandon Credo" button, which you can use if you are on the first quest in the credo, which, if you really want to, can be accomplished by abandoning down to the first quest. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (Key Fixes) |
Increased the force of the general quest rate limit somewhat. We have verified that it works in principle. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (Key Fixes) |
Updated the tooltip on Ageless Icicles to reflect current mechanics. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (Small Fixes) |
All Eggs can be boiled in Cauldrons. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which fishing from a moving boat didn't interrupt the fishing. | ||
Searching for Action | 2020-03-11 | Juniper Berries -- (Small Fixes) |
Juniper Berries are now a spice. | ||
Searching for Action | 2020-03-11 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which the Barter Pole had stopped placing items in stockpiles. |
Frozen Mushroom (2020-03-22)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (New Implementations) SKIPPED/ON HOLD: Unspecified herbs. ... |
Added two new seasonal herbs for everyone's favorite season! | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Fixed an issue whereby Maneuvers and Combat School μ-values interacted poorly with the new Attack Weight formula. Attack/Block Weight bonuses are now (roughly) applied after the stat comparison between characters. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Key Fixes) |
Subscription Convenience now includes a bonus to digging soil (i.e. landscaping), rather than just sand. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Fixed a bug by which it was possible to attack through palisades. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Fixed an issue by which it was possible to remotely interact with hotkeyed items. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Small Fixes) |
The error message given when trying to ram something with a Battering Ram not sufficiently dried should now present the required drying time left. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed an issue with Ant Paste not working as intended. | ||
Frozen Mushroom | 2020-03-22 | Stockpile -- (Small Fixes) |
Smashing stockpiles no longer destroys their content, but rather scatters it to the ground. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Small Fixes) |
Rubble objects left behind by destroyed villages can now be inspected to see the time left until the claim disappears. | ||
Frozen Mushroom | 2020-03-22 | funny bugs -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which it was possible to place burning dugouts in rowboats. | ||
Frozen Mushroom | 2020-03-22 | Boar Spear -- (Small Fixes) |
Increased Boar Spear aim timer. Reduced Boar Spear projectile speed. | ||
Frozen Mushroom | 2020-03-22 | <No Pages> -- (Small Fixes) ... |
Fixed a bug by which local quest givers gave bonuses to Whales and Orcas and all kinds of things not relevant to their location. Do note that questgivers who have already started dispensing such quests erroneously will continue to do so. Kill them if it bothers you. New quest givers should not have the problem. | ||
Frozen Mushroom | 2020-03-22 | Juniper Tree, Juniper Berries -- (Small Fixes) |
Increased the amount of berries on Juniper Trees. |
Dressed in Ermine (2020-03-29)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Dressed in Ermine | 2020-03-29 | Stoat -- (New Implementations) |
Added "Stoat", creature. The Stoat has a special winter hide known as "Ermine". The intention is for Ermine to be good. Added a gilding for it. | ||
Dressed in Ermine | 2020-03-29 | <No Pages> -- (Key Fixes) |
Added support for dev changing of Realm names. The realm formerly known as ":falling: Player Population :falling:" is now known as "Balders Brå". The realm formerly known as "White Pride" is now known as "Pride". You made your bed, now lie in it. Should the ruler of any other realm wish to see a one-off name change, they may petition me in PM to do so, providing the alternative name they would like to use instead. Do note that I want the ruler to petition me. | ||
Dressed in Ermine | 2020-03-29 | Vandalism -- (Key Fixes) |
Vandalism is now always required to bash Realm authority objects. | ||
Dressed in Ermine | 2020-03-29 | Claim, Personal Claim -- (Key Fixes) |
Personal Claims now have the same building restrictions as walls do, i.e. must be built more than three tiles away from water. | ||
Dressed in Ermine | 2020-03-29 | Battering Ram, Personal Claim -- (Key Fixes) |
The time required to ram a Personal Claim now scales with the claim's power level. |
Tough Cordage (2020-04-05)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Tough Cordage | 2020-04-05 | Tough Bark -- (New Implementations) |
Added "Tough Bark". Some trees (eg Willow, Cedar, Linden, &c), rather than having normal bark, now give "Tough Bark". | ||
Tough Cordage | 2020-04-05 | Bark Cordage -- (New Implementations) |
Added "Bark Cordage", string, made from Tough Bark. | ||
Tough Cordage | 2020-04-05 | Lemon Fish -- (New Implementations) |
Added "Lemon Fish", food. | ||
Tough Cordage | 2020-04-05 | <No Pages> -- (Key Fixes) |
The Realm ability "Last-minute Diplomacy" now targets a particular Authority Object with a pending challenge, rather than all such objects. Select object by clicking it, or the GUI arrow pointing the way to the challenge. Increased the base cost from 2500 to 5000. Fixed a bug with timer presentation sometimes not being accurately updated. | ||
Tough Cordage | 2020-04-05 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Hopefully solved some issues with characters being able to get stuck between ridges and objects, and unable to climb back up the ridge. | ||
Tough Cordage | 2020-04-05 | <No Pages> -- (Small Fixes) |
Increased armor penetration of arrows by +5%. | ||
Tough Cordage | 2020-04-05 | <No Pages> -- (Small Fixes) |
Decreased Boar Spear damage from 90 to 80. Decreased Boar Spear armor penetration from 20% to 15%. | ||
Tough Cordage | 2020-04-05 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed an issue by which logs (or whatever) could fall on boats, and prevent entry into the boat. |
Bound in Checkers (2020-04-12)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Bound in Checkers | 2020-04-12 | <No Pages> -- (New Implementations) |
We now have support for bounding box types, and for polygonal bounding boxes. Most wonders have been updated with more sensible bounding boxes that better reflect their graphical outlines, and the village idol has been made so that you can actually walk through it. Pretty cool, and will be useful for future purposes. We want to test this for a while before making further changes, as it is an invasive change to a core mechanic. | ||
Bound in Checkers | 2020-04-12 | <No Pages> -- (Small Fixes) |
You now need to have a Realm Authority Object on screen in order to challenge it. |
Mine Jesus (2020-04-19)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Mine Jesus | 2020-04-19 | Mine Elevator -- (New Implementations) |
Added "Mine Elevator". The "Mine Elevator" is effectively a container that can be shared between several different mine levels. Build the initial object on the top level, and extend downwards. Could use more animation and fancy stuff, but could perhaps be useful. | ||
Mine Jesus | 2020-04-19 | <No Pages> -- (Key Fixes) |
Challenge timers to Realm authority objects can now be extended once, and only once, using "Last-minute Diplomacy". In so doing, you may set a time anywhere between 1 and 24 hours as your extension. | ||
Mine Jesus | 2020-04-19 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which ice blocks could not be placed in object containers with UIs. | ||
Mine Jesus | 2020-04-19 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which carts would detach when pulled by sleds. | ||
Mine Jesus | 2020-04-19 | funny bugs -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which people other than Jesus could walk on water. |
Garden Bell (2020-04-26)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Garden Bell | 2020-04-26 | Sleighbell -- (New Implementations) |
Added "Sleighbell", winter foragable, flower. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Key Fixes) |
In light of this, made it so that: People on ships (Knarr, Snekkja) can't attack targets not on the ship. People on ships can only attack other people on the ship. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Key Fixes) |
Issuing a Realm Challenge now increases a counter. Every time you successfully take down a Challenged enemy cairn, the counter is decreased. The counter decreases over time as well. The higher the counter is, the more Realm Challenges cost to issue. The idea being to increase incentives to actually try to win challenges. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Key Fixes) |
Issuing Realm Challenges when the challenge counter is above 1 now requires the additional permission to use Realm Abilities. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Key Fixes) |
Building a Realm Authority Object now costs authority. The cost increases over the 40 first Realm Authority Objects you build, up to a maximum of 15k authority per object. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Key Fixes) |
Updated the delay message from Last-Minute Diplomacy to indicate how long a Realm challenge was delayed for. Reduced the cost of Last-Minute Diplomacy. | ||
Garden Bell | 2020-04-26 | Garden Pot -- (Small Fixes) |
Garden Pots can now hold enough resources for three growth cycles, rather than just the one, meaning you can fill them up, and not have to refill them every time you replant. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Small Fixes) |
Fixed a bug with Hartshorn Salve not capping how much Blunt Trauma it could produce. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Small Fixes) |
Reduced the aim timer on Ranger's Bows. Suggested various places. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Small Fixes) |
Owls and Eagles now give their Dark Hearts when cleaned, rather than when butchered, consisten with other animals. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Small Fixes) |
Wagons and Carts should now, when destroyed, scatter their contents within their Bounding Boxes, rather than willy-nilly. | ||
Garden Bell | 2020-04-26 | <No Pages> -- (Small Fixes) |
Cave Lice/Other Monstrous butchering should now be affected by the Hunter Credo and yield more meat. | ||
Garden Bell | 2020-04-26 | Cave Slime -- (Small Fixes) |
Can no longer make fodder from Cave Slime. |
Smoked 'Shroom (2020-05-03)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Smoked 'Shroom | 2020-05-03 | Smoke Shed -- (New Implementations) |
Added "Smoke Shed", smoker. Put meat (for now only red meat) in the smoker. Load the smoaker up with wood blocks. Light the smoker. Within 24 RL hours, you'll have Smoked Meats. The effect on the FEPs of the Smoked meat are determined by the types of woodblocks used to fire the Smoke Shed. Pretty cool! Will add support for smoking fish, poultry, &c. Cheese? Sausage? | ||
Smoked 'Shroom | 2020-05-03 | Ruby Bolete -- (New Implementations) |
Added "Ruby Bolete", mushroom | ||
Smoked 'Shroom | 2020-05-03 | <No Pages> -- (Key Fixes) |
Builds and crafts now present their cost in short form on their tooltips in the Action Menu wherever the cost is deterministic/straight-forward. | ||
Smoked 'Shroom | 2020-05-03 | <No Pages> -- (Key Fixes) |
In light of the discontent with the changes made to ships in the last patch, we now instead made it so that the driver, and only the driver, can hit from a Ship, as suggested in that thread. | ||
Smoked 'Shroom | 2020-05-03 | <No Pages> -- (Small Fixes) |
You can no longer fire a bow while carrying things overhead. |
Smoked Zebra (2020-05-10)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Smoked Zebra | 2020-05-10 | Smoke Shed -- (New Implementations) |
Made poultry, fish, and crustacean meats/filets smokeable. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Changing passwords should now invalidate old validation tokens. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) |
Reduced the general variance in quality from ore. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug by which domestic beehives would give twice the intended damage | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Adjusted the Field Cairn's bounding box to hopefully prevent it being blocked by nearby constructions. | ||
Smoked Zebra | 2020-05-10 | Palisade, Brickwall -- (Small Fixes) |
You can no longer seal corner posts without permission. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) |
Adjusted how Garden Pots calculate their soil and water levels. They can no longer be refilled immediately upon planting in them. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a problem with rotated Great Halls sometimes popping players out inside the Great Hall's bounding box. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) |
Prospecting above a water tile should now reveal the presence of water below. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) |
Buffed Rabbit farming. Should eat a li'l less. Should breed a li'l more. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) |
Buffed pipestuff a bit. Pipes hold more, and pipestuff restores a bit more. | ||
Smoked Zebra | 2020-05-10 | <No Pages> -- (Small Fixes) |
Dirt decayed on snow should now increase the height of the tile if possible. |
Creel Quern (2020-05-17)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Creel Quern | 2020-05-17 | <No Pages> -- (New Implementations) |
Loftar has been β-testing the client rendering rewrite, and, effective tonight, we are finally, three years later, pushing the new client as the effective default client of Haven & Hearth. We will, for some time, maintain a launcher for the old client -- <a class="postlink" href="http://game.havenandhearth.com/java/old-launcher.jar">http://game.havenandhearth.com/java/old-launcher.jar</a> -- perhaps to iron out some additional bugs, and to give players some time to adjust, but we do aim to drop support for the old client before too long, as it uses an old resource tree which we no longer wish to/can maintain. All custom client makers are advised to migrate to the new client code as soon as possible. I, for one, am very happy about this. | ||
Creel Quern | 2020-05-17 | <No Pages> -- (New Implementations) |
Updated the Blueprint system to provide easier access to various types of object data. Authority objects should now present their Authority costs, and containers their inventory sizes. | ||
Creel Quern | 2020-05-17 | Creel -- (New Implementations) |
Added "Creel". Fishing bag which allows the player to carry additional fish when equipped. | ||
Creel Quern | 2020-05-17 | Quern -- (Key Fixes) |
Added variable materials to Querns. They should now take the stone material of whatever boulder you make them from. | ||
Creel Quern | 2020-05-17 | <No Pages> -- (Small Fixes) |
Cave Hermit quests should no longer ask the player to descend to cave level 9. |
Render Dock (2020-05-28)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Render Dock | 2020-05-28 | <No Pages> -- (New Implementations) SKIPPED: General bug fix. |
Implemented a rendering of any selected character on the Character Selection screen. Pretty cool, and allowed for some cleanup of related c0de structures. Note that character poses may be weird until you character has been saved the next time. | ||
Render Dock | 2020-05-28 | Ship Dock -- (Key Fixes) |
Docks can now only be destroyed using Siege Equipment. | ||
Render Dock | 2020-05-28 | Ship Dock, Snekkja, Knarr -- (Key Fixes) |
Ships can now "Dock" by a dock. Snekkjas can not be bashed while docked. | ||
Render Dock | 2020-05-28 | Knarr -- (Key Fixes) |
Knarrs still always require Siege Equipment to be destroyed, but we are considering giving them the same rules as Snekkjas. | ||
Render Dock | 2020-05-28 | <No Pages> -- (Key Fixes) |
Also considering making undocked ships lockpickable. | ||
Render Dock | 2020-05-28 | <No Pages> -- (Key Fixes) |
Reverted a small fix to the push-out mechanic causing various issues reported here. | ||
Render Dock | 2020-05-28 | <No Pages> -- (Small Fixes) |
Added a timer when "Empty":ing granary slots. | ||
Render Dock | 2020-05-28 | <No Pages> -- (Small Fixes) |
The Ancestors should no longer request Spitroast Mammoth, or the in-smelter item for Mercury. | ||
Render Dock | 2020-05-28 | funny bugs -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a problem with aggroing your own horse when shooting. | ||
Render Dock | 2020-05-28 | <No Pages> -- (Small Fixes) |
Fixed a problem with lower than Q10 rocks sometimes being produced. | ||
Render Dock | 2020-05-28 | <No Pages> -- (Small Fixes) |
Added debug code to try to catch an odd problem with a village gaining authority after having been destroyed. |
Smoked Help (2020-06-27)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Smoked Help | 2020-06-27 | <No Pages> -- (New Implementations) |
Added a first entry "00. General Interaction" to an ingame Documentation/Manual/Help system. Feel free to suggest additional entries/stuff that needs to go into the Manual. | ||
Smoked Help | 2020-06-27 | Smoke Shed -- (New Implementations) |
Added Smoked Sausages. All Sausage types can now be smoked in the Smoke Shed, yielding significant improvements to their food values. | ||
Smoked Help | 2020-06-27 | Rose Gold Clasps -- (New Implementations) |
Added "Rose Gold Clasps", gilding. | ||
Smoked Help | 2020-06-27 | <No Pages> -- (Key Fixes) |
Winter has been shortened to 5 RL days, and the 5 days lost have been given instead to Summer. Summer is now 35 RL days, Spring & Fall are 10 RL days each, and Winter, finally, is 5 RL days. We are naturally loathe to admit it, but in its present state Winter removes too much content from the game to be enjoyable for 10 days out of every 60. Hopefully it can be more of a fun change of pace at 5 days out of 60. We will keep adding to it. | ||
Smoked Help | 2020-06-27 | <No Pages> -- (Key Fixes) |
If a Realm has less Authority than 2x the Realm's fixed Authority drain per ingame day, memebers of the Realm will be unable to voluntarily spend Authority. This to avoid certain less than optimal gameplay incentives. We could consider adding more precise controls to how Authority can be spent, such as a setting per group in the extreme case, if that would be appreciated. Would it be? | ||
Smoked Help | 2020-06-27 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a small bug by which stolen objects could be deleted if carried off-claim without triggering a theft crime (using houses, mine-holes, &c). |
Olive Pigment (2020-07-04)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Olive Pigment | 2020-07-04 | Painting, Brown Pigment, Gray Pigment, Teal Pigment, Lime Pigment -- (New Implementations) |
Added four new pigments: Brown, Gray, Teal, and Lime. | ||
Olive Pigment | 2020-07-04 | Olive Oil, Vegetable Oil -- (New Implementations) |
Added "Olive Oil", press from olives. Also added a generic "Vegetable Oil" input type. Some recipes changed. | ||
Olive Pigment | 2020-07-04 | <No Pages> -- (Key Fixes) |
All travel weariness costs previously set in percentages are now set in units of Travel Weariness. The Travel Weary buff now presents how many units of Travel Weariness you have. Leveling up Will should, thus, no longer be a negative. | ||
Olive Pigment | 2020-07-04 | Tanning Fluid -- (Small Fixes) |
You can now learn Tanning Fluid when making it. |
Sails Furled (2020-07-11)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Sails Furled | 2020-07-11 | Knarr, Snekkja, Knarr Sail, Snekkja Sail -- (New Implementations) |
Ship Sails -- For Knarrs and Snekkjas respectively -- are now built as separate objects from the ships themselves, and can thus be changed or taken down without rebuilding the entire ship. The quality of the sail, thus, presently has no impact on the quality of the ship for purposes of speed calculations. Some building cost resources were shifted over from the ships to the sails, but the net total building cost for a functioning ship was left unchanged. Only people with a Master Key may change sails. | ||
Sails Furled | 2020-07-11 | Bat Cave, Dungeon -- (Key Fixes) |
Tempered the amount of Den Mothers spawning in Bat Caves. | ||
Sails Furled | 2020-07-11 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a small bug that caused two cargo meshes for Knarrs to never activate. |
Pink Angler (2020-07-19)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Pink Angler | 2020-07-19 | Cave Angler Cape -- (New Implementations) |
Added "Cave Angler Cape", equipment. Suggested somewhere. | ||
Pink Angler | 2020-07-19 | Lye -- (New Implementations) |
Added "Lye". Boil ashes in a cauldron to produce Lye at a ratio of 10:1. Required when making Soap or Glass. We want to make this process a bit more involved, but this will do for now. | ||
Pink Angler | 2020-07-19 | Painting, Pink Pigment, Beige Pigment -- (New Implementations) |
Added "Pink" and "Beige" pigments. Cleaned up the "Pigments & Imagery" submenu of the Action Menu. | ||
Pink Angler | 2020-07-19 | Kiln, Fireplace, Block of Wood, Board -- (Key Fixes) |
You can now burn woodblocks and boards to produce ash in a kiln or fireplace. | ||
Pink Angler | 2020-07-19 | Ship Dock, Knarr, Snekkja -- (Key Fixes) |
A person with Vandalism permissions may now "Unmoor" ships moored at claimed docks. Ships can never be unmoored from unclaimed docks. | ||
Pink Angler | 2020-07-19 | Knarr -- (Key Fixes) |
Knarrs may now be docked. We will, next week, make it so that Knarrs can be destroyed when not docked, just as the Snekkjas already are. Dock your Knarrs. | ||
Pink Angler | 2020-07-19 | <No Pages> -- (Key Fixes) |
Knarrs no longer drift while furling or setting sails, or while docked. | ||
Pink Angler | 2020-07-19 | Fealty Stone, Catapult -- (Small Fixes) |
Fealty Stones can now always be destroyed using catapults. |
Creamy Crop Circle (2020-07-22)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Creamy Crop Circle | 2020-07-22 | Crop Circle -- (New Implementations) |
Added "Crop Circle", buildable. A Crop Circle increases the local Quality Cap for all crops by a base of 10 points, modified by the quality of the salt and leaves used to build them. Crop Circle effects stack, and you can build more than one. Crop Circles disappear in the winter. | ||
Creamy Crop Circle | 2020-07-22 | <No Pages> -- (Key Fixes) |
Archery now takes combat cooldown into consideration, meaning that you cannot fire a ranged weapon while a combat cooldown is active. | ||
Creamy Crop Circle | 2020-07-22 | <No Pages> -- (Small Fixes) |
The animation for firing a ranged weapon should now take precedence over the animation for drinking. May have had sideffects elsewhere, so do report such if you find them. | ||
Creamy Crop Circle | 2020-07-22 | <No Pages> -- (Small Fixes) |
Rabbits now have proper avatar cameras. |
Alchemical Adventures (2020-07-31)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Alchemical Adventures | 2020-07-31 | Alchemy -- (New Implementations) Added Alchemy: |
Added Alchemy. | ||
Alchemical Adventures | 2020-07-31 | Alchemy -- (... Added Alchemy) |
You can now create Elixirs, consumable potions, using alchemy. Beneficial Elixirs can give stat buffs for a duration, or heal wounds. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
Elixirs are created by combining ingredients with alchemical properties. Presently, Herbs and Minerals generally have alchemical properties, but the list should be expanded. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
Raw materials, i.e. items with alchemical properties acquired from nature, have four deterministically randomized potential effects, that (for now) are perfectly constant for that particular item, and always the same. (E.g. potential effects can be: Heal a particular wound, buff a particular stat, &c). | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
Elixir Recipes, and there are several, combine various Alchemical Ingredients to produce consumable Elixirs. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
All potential effects present in at least two of the ingredients will be present in the final Elixir. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
If a potential effect is present in more than two of the ingredients, the effect will become increasingly more powerful. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
All unmatched potential effects, present in only one of the ingredients, will serve to increase the harmfulness of the elixir. Elixirs generally cause some type of wound in addition to their positive effect, unless all potential effects in the ingredients are perfectly matched. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
There are also Alchemical Processes, which consume alchemical ingredients to produce new, processed ingredients, combining, and often removing, the potential effects present in the materials used to produce them, to create cleaner ingredients, with fewer potential effects, and thus with less risk of harm. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
A raw material -- base ingredient acquired from nature -- can only be used once in an alchemical elixir or process, meaning that you can't, for example, use both Blueberries and an Herbal Grind made from two blueberries, to create a perfectly matched elixir. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (... Added Alchemy) |
Most processes require the use of some combination of Alchemical tools, such as the Alchemist's Table, Retort, Burette, Testtube Rack, Fine Scales, Mortar & Pestle, or Tripod Burner. | ||
Alchemical Adventures | 2020-07-31 | Alchemy -- (... Added Alchemy) |
Alchemy is unlocked using the Alchemy Skill, unlocked with Hearth Magic and Plant Lore. | ||
Alchemical Adventures | 2020-07-31 | Alchemy -- (... Added Alchemy) |
EDIT: Elixirs cannot be consumed while in combat, or when you have another Elixir already active. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (New Implementations) |
There is a lot that can be discussed, changed, added or thrown out here, but I think I'll defer further commentary until you've had a chance to toy around with this. It is by some necessity a tentative implementation. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (Key Fixes) |
Animals no longer destroy Siege Engines. | ||
Alchemical Adventures | 2020-07-31 | <No Pages> -- (Key Fixes) |
Siege Engine Drying times for destroying Village Authority Objects (Idol, Flags, &c) now scales with the power level of the village claim, meaning that a young Village can be sieged with a shorter drying time on the battering ram. |
Through a Glass Darkly (2020-08-16)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Through a Glass Darkly | 2020-08-16 | Glass Blowing -- (New Implementations) |
Added new skill "Glass Blowing", now required for most, if not all, glass making. | ||
Through a Glass Darkly | 2020-08-16 | Glass Blowing Rod -- (New Implementations) |
Added "Glass Blowing Rod", tool. Used in conjunction with a Crucible to blow rounded glass items. | ||
Through a Glass Darkly | 2020-08-16 | Glass Pane Frame, Glass Pane -- (New Implementations) |
Added "Glass Pane Frame", processing object, By letting molten glass cool on a mirror of quicksilver, you can create smooth and well-formed Glass Panes, useful for several crafts. | ||
Through a Glass Darkly | 2020-08-16 | Molten Glass, Glass Pane Frame -- (New Implementations) |
Glass is now first created in a molten state, which, if left wherever, will form into Raw Glass. If left in an active Glass Pane Frame, it will turn into Glass Panes instead. | ||
Through a Glass Darkly | 2020-08-16 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Fixed a bug by which the Elixir timers could occasionally fail to remove themselves, causing massive wounds. Saw aching joints @ 73.5k. Share your war stories below! | ||
Through a Glass Darkly | 2020-08-16 | Alchemy -- (Key Fixes) |
If you manage to impart the same potential effect more than once on an alchemical ingredient, it will only count once for the purposes of positive Elixir effects, but still count as a matched effect, and reduce the potion's negative side effect. | ||
Through a Glass Darkly | 2020-08-16 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Snow objects now ask for "snow" rather than "a snow" when trying to repair them. Xanadu Wolf's Cape awarded to l0ft4r. | ||
Through a Glass Darkly | 2020-08-16 | Potent Rod, Prism, Magnifying Glass -- (Small Fixes) |
Buffed the "Potent Rod", "Prism" and "Magnifying Glass" curiosities on account of the more involved crafting process. |
Beehive Fields Forever (2020-08-23)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (New Implementations) |
Added Import/Export functions to the client side maps. You may now import and export your local maps to file, to transfer them to another computer, or the like. We will probably be adding more functionality to this interface to be more specific about how to handle selective imports/merging, &c. Importing a map currently merges it with your existing map, but do note that the import feature may contain bugs, so it is wise to keep a backup before importing. | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (Key Fixes) |
Reworked certain player character related resources, notably the cape, to support GPU skinning. This allows for instanced rendering of mesh animated meshes, (beehives, full trash piles, &c), which gives a very significant performance boost to such objects (pic related: 600+ beehives). This should also fix some flickering issues (certain) boots may have had before. Do report any strange animation behaviors or mesh bleeds, particularly in the character, that you may encounter. | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (Key Fixes) alchemical Elixirs: |
Reworked wound healing from alchemical Elixirs, so that... | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (... alchemical Elixirs) |
Wound healing from alchemical Elixirs is applied as a Wound treatment, rather than a part of the Elixir buff. As a consequence of this... | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (... alchemical Elixirs) |
Elixir Treatments now have their own timers, set apart from the rest of the Elixir buff effect entirely, and generally longer durations. | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (... alchemical Elixirs) |
Wounds have an internal severity rating, determining how responsive they are to Elixir treatment. Some wounds, notably Wretched Gore, Nidburns, Toad Wart, and Bum Burn, are now significantly harder to heal using Elixirs. There is still some efficacy to such treatment, but it shouldn't be nearly as busted as it has been. | ||
Beehive Fields Forever | 2020-08-23 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
The cape issues introduced with the last patch to custom clients using the old rendering architecture should hopefully be fixed. If not, get with the times? |
Circle the Wagon (2020-08-30)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Circle the Wagon | 2020-08-30 | Wagon Station -- (New Implementations) |
Added "Wagon Station", analogous to a Ship Dock, Wagons may now travel to the Wagon Station set as their Home station. Stations can be built most anywhere, but do not, unlike ship docks, confer any siege advantages to themselves or the wagon, so build them behind claimed walls. | ||
Circle the Wagon | 2020-08-30 | Wagon -- (New Implementations) |
Added "Encamp":ment option to Wagons. Wagons may now be Encamped, and, when they are, require Siege Engines to destroy. When Encamped, any draft animal pulling the wagon will be hidden inside the Encampment, and protected. There is a slight additional exclusion area around Encamped wagons which prevents building, to prevent Wagon walls, and the like. | ||
Circle the Wagon | 2020-08-30 | Wagon, Metal Lock, Wooden Lock, Steel Lock -- (Key Fixes) |
Added the ability to lock wagons. Note that only wagons with locks installed can be Encamped. | ||
Circle the Wagon | 2020-08-30 | Wagon -- (Key Fixes) |
Added the ability to ride indefinitely in a particular direction with Shift+LMB to Wagons, analogous to how it works for other mounts. | ||
Circle the Wagon | 2020-08-30 | Border Cairn -- (Key Fixes) |
Added a small exclusion zone for building around Border Cairns, to prevent shenanigans. | ||
Circle the Wagon | 2020-08-30 | <No Pages> -- (Small Fixes) |
"Knarr Dock" renamed "Ship Dock". Wrote at least one more description text for a building. Will try to add more of those, because I notice that it's pretty lacking atm. |
Pigeon Rock (2020-09-06)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Pigeon Rock | 2020-09-06 | Rock Dove -- (New Implementations) |
Added "Rock Dove", bird. "Pigeon" to you normies. In b4 jokes about bird patch, with the observation that there is a slightly bigger plan in the works here. Stay tuned. | ||
Pigeon Rock | 2020-09-06 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Fixed a bug, reported here and here causing collapsing wall cascades to not propagate east-west. | ||
Pigeon Rock | 2020-09-06 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
You may now carry knocked out animals, fixing problems with them being used to block stuff. | ||
Pigeon Rock | 2020-09-06 | Personal Claim -- (Key Fixes) |
Moving the Claim Pole of a Private Claim by constructing a new one now gives the claim a new activation timer, as if it were newly built, making it vulnerable to destruction. | ||
Pigeon Rock | 2020-09-06 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Village Claims no longer linger 8hrs after the destruction of the Village Idol, but rather are removed instantly. | ||
Pigeon Rock | 2020-09-06 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Hand-bashing palisades should now, again, cause cascade damage consistent with other forms of wall destruction. | ||
Pigeon Rock | 2020-09-06 | Dungeon -- (Small Fixes) |
Mounts can no longer be ridden into dungeons, preventing various problems with boats ending up in beaver dams, and the like. |
Homing Dove (2020-09-20)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Homing Dove | 2020-09-20 | Dovecote -- (New Implementations) |
Added "Dovecote", building. Local wild Doves may settle for a time in Dovecotes, especially if provided food, water, space, and privacy. The attractiveness of the Dovecote to the local doves will increase with space available, food, and water, and decrease when cluttered, or raided for doves or eggs. | ||
Homing Dove | 2020-09-20 | Birdhouse -- (New Implementations) |
Added "Birdhouse", building. Doves may be kept and fed in a Birdhouse, but will not multiply in them. A domesticated dove (one born in a Dovecote) may be Homesteaded in a Birdhouse, and will then return to it if set free. Place a domesticated dove in the Birdhouse, and Right-click the dove to Homestead it. Domesticated Doves can carry one item. Try a hat! | ||
Homing Dove | 2020-09-20 | Rock Dove Squab -- (New Implementations) |
Added "Rock Dove Squab", the chick of the Rock Dove. Excellent meat. | ||
Homing Dove | 2020-09-20 | Dove Droppings -- (New Implementations) |
Added "Dove Droppings". Compostable. Alchemical ingredient. |
UI Scaling (2020-10-11)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
UI Scaling | 2020-10-11 | <No Pages> -- (New Implementations) |
Added support for scaleable UI. A neatly packaged pull request from user ElSid gave us a good start toward implementing UI-scaling in the client, and so we did, though the proper implementation and fixes took us a bit longer than we had hoped. Thank you, ElSid! | ||
UI Scaling | 2020-10-11 | <No Pages> -- (New Implementations) |
There is now a video setting to increase the size of the UI, useful if you're using a higher resolution monitor, and I (jorb) have also begun working over all UI elements, redrawing them in 4x their historical resolutions, to actually have higher res versions to meaningfully present. This is a pretty big task, and I have only gotten some elements done (the main window frame, for example) but I intend to work through all of it. Elements that I haven't reworked are simply scaled up programatically, and won't look great, but will at least work. The biggest single task in this would be to convert all inventory icons to higher resolutions, and I don't expect to finish that any time soon, but the ambition is to at least draw new items in higher resolution, and gradually convert old ones. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (New Implementations) |
Old custom clients that have not implemented the latest push to the "old" branch of the client repository risk crashing due to changes to the resource format. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (New Implementations) |
Note that you need to restart the client for UI-scale changes to take effect. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Key Fixes) |
We've significantly increased the internal logging of siege events (building, repairing, firing siege engines, &c). | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Key Fixes) |
When we added a new wound recently, the alchemy ingredient effects changed more than we had hoped, due to another change introduced in the same patch. We have now verified that alchemy should not completely redefine recipes when new wounds are introduced, rather, only a small subset of wound-effects should be reassigned to the new wound. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Key Fixes) |
Archery towers now target the siege machine repaired the longest time ago, rather than the closest one, and also have a UI indicating when they will fire next. We are considering mechanics to allow explicit aiming of the towers. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Rock Dove Meat uses the correct meat icon when asked for by ancestors. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Birdhouse text describes the correct mechanic for homesteading Rock Doves (Hold the bird, and right-click the Birdhouse). | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Small Fixes) |
Rock Dove eggs can be put (back) into Dovecotes. | ||
UI Scaling | 2020-10-11 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed distinction between rock dove bloody mess and chicken bloody mess. There now is none. Some ancestors were confused by that. |
Setting Icons (2020-10-18)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Setting Icons | 2020-10-18 | <No Pages> -- (New Implementations) |
Added "Icon Settings". By the minimap, there is now a new button opening an interface for toggling minimap icons on or off, which includes the ability to toggle icons for trees, boulders, and bushes. The list is populated as you discover icons by moving through the world, and trees, boulders, and bushes are off by default. The list is searchable, but uncategorized. | ||
Setting Icons | 2020-10-18 | <No Pages> -- (New Implementations) |
The list as such, though not your particular settings, are kept server side, and you keep it if you clear your java cache or start playing on another computer, or whatever. | ||
Setting Icons | 2020-10-18 | <No Pages> -- (New Implementations) |
The list is kept per account, rather than character, so all characters on a specific account share their icon list, and it should persist over world resets and the like. | ||
Setting Icons | 2020-10-18 | <No Pages> -- (New Implementations) |
Added, fwiw, quick and dirty icons for all trees and bushes. Boulders use their corresponding stone icon. | ||
Setting Icons | 2020-10-18 | <No Pages> -- (New Implementations) |
We added an ugly hack to the protocol to prevent custom clients from flooding over with tree and bush icons. | ||
Setting Icons | 2020-10-18 | <No Pages> -- (Key Fixes) |
Redid the button elements over the minimap window, and they should now have better fidelity in scaled up UIs. |
Map Rework (2020-11-01)
Patch | Date | Pages -- Remark |
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Change | ||
Map Rework | 2020-11-01 | <No Pages> -- (New Implementations) Reworked the map: |
Reworked the map implementation. The world and minimaps now use the same rendering systems, and are, for all intents and purposes, two different viewports of the same underlying data. Some consequences hereof are: | ||
Map Rework | 2020-11-01 | <No Pages> -- (... Reworked the map) |
Herbs, kritters, and other activated minimap icons, are visible on the world map. | ||
Map Rework | 2020-11-01 | <No Pages> -- (... Reworked the map) |
You can issue move orders and other commands on the world map. | ||
Map Rework | 2020-11-01 | <No Pages> -- (... Reworked the map) |
Markers can be seen on the minimap. | ||
Map Rework | 2020-11-01 | <No Pages> -- (... Reworked the map) |
Ridges can be seen on the world map, albeit only on the closest zoom level, but the data is there. | ||
Map Rework | 2020-11-01 | <No Pages> -- (... Reworked the map) |
The minimap can be zoomed in and out. It can't be panned around, mostly because we couldn't think of a good interface for resetting that map view to the normal follow mode. | ||
Map Rework | 2020-11-01 | <No Pages> -- (New Implementations) |
Extended the left menu (above the minimap in the default client) with support for minimization. You can have the buttons, the minimap, or either of them, active, much like you always could toggle the right-hand menu. | ||
Map Rework | 2020-11-01 | <No Pages> -- (New Implementations) |
The world map now has a compact mode, which removes the outer frame, leaving only the smaller inner frame visible. While compact mode is active, you can hold shift to drag that window around, rather than pan the map. You can also move the compact map window around by simply grabbing the frame of the compact window, rather than the map. | ||
Map Rework | 2020-11-01 | <No Pages> -- (New Implementations) |
Redrew the map window buttons to support higher UI resolutions, and added buttons for toggling markers, and for toggling compact mode. | ||
Map Rework | 2020-11-01 | <No Pages> -- (New Implementations) |
Redrew the right-hand menu buttons to support higher UI resolutions. | ||
Map Rework | 2020-11-01 | <No Pages> -- (Small Fixes) |
Changed the hittesting algorithm to look a few pixels around an object, meaning that spindly stuff (herbs, crops, &c) should be somewhat easier to hit with the mouse. Report any issues. |
Off Grid (2020-11-08)
Patch | Date | Pages -- Remark |
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Change | ||
Off Grid | 2020-11-08 | <No Pages> -- (New Implementations) |
Added player indicators to the minimap. The icons still need some work, but, in principle, there are two icon types, one indicating self and party members, and another indicating other players. | ||
Off Grid | 2020-11-08 | <No Pages> -- (New Implementations) |
Added the ability to show a tile grid overlay to the client. It has no graphical button, but rather is set by default to keyboard Ctrl-G, which can be changed in the keyboard settings menu. | ||
Off Grid | 2020-11-08 | <No Pages> -- (Key Fixes) |
Redrew the Character Sheet buttons in 4x size to support higher UI resolutions. | ||
Off Grid | 2020-11-08 | <No Pages> -- (Key Fixes) |
We're planning on adding separate equipment slots for Mouth and Eyes, to support the all important "monocle, cigar, and amulet"-look. For that purpose, we have updated the "old" branch of the client git repository with stuff that customs will need to merge, on pain of crashing when we do make that change. | ||
Off Grid | 2020-11-08 | <No Pages> -- (Small Fixes) |
Shift-Clicking an herb will now pick it, without the intermediary step of a flower menu, and the character will then continue to pick all other herbs of the same type. |
Twinkle-Twinkle (2020-11-16)
Patch | Date | Pages -- Remark |
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Change | ||
Twinkle-Twinkle | 2020-11-16 | <No Pages> -- (New Implementations) |
The second head equipment slot has been split into three, effectively adding two more equipment slots. The three new slots, replacing secondary head slot, are: Mouth, Eyes, Amulet. | ||
Twinkle-Twinkle | 2020-11-16 | <No Pages> -- (New Implementations) |
Extended the implementation of the light overlays first implemented in last year's Christmas patch. Light overlays can now be added with relative ease, and we have added twinkle and spark to the Candelabrum, and the Cave Angler's bait. Aiming to use this more. | ||
Twinkle-Twinkle | 2020-11-16 | <No Pages> -- (Key Fixes) |
Redrew the Equipment Screen background in 4x size to support higher UI resolutions. | ||
Twinkle-Twinkle | 2020-11-16 | <No Pages> -- (Key Fixes) |
If you shift-click to open the Wagon interface, you will get a sticky unpack interface which doesn't close when moving away from the wagon. Should be implemented for ships as well. | ||
Twinkle-Twinkle | 2020-11-16 | <No Pages> -- (Small Fixes) |
Added helpful descriptive tooltips to the headlines on the first page of the character sheet. (Base Attributes, Food Events Points, Food Satiations, Hunger). |
Cattle Time (2020-11-29)
Patch | Date | Pages -- Remark |
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Change | ||
Cattle Time | 2020-11-29 | Cattle Roster -- (New Implementations) |
Added "Cattle Roster". Domesticated animals can now be "Memorized" from their flower menus, and doing so adds them to your Cattle Roster. The Cattle Roster provides a quick and easily accessible overview of known animals, where you can sort them by their names and other various qualities. Should simplify management of them significantly. You can find it under "Adventure" -> "Cattle Roster". | ||
Cattle Time | 2020-11-29 | <No Pages> -- (Key Fixes) |
Fixed a long standing graphical issue by which the tile transitions would throw weird little shadows over water. Very nice if you were ever bothered by it/noticed. | ||
Cattle Time | 2020-11-29 | <No Pages> -- (Key Fixes) |
Redrew the horizon meter in 4x size (shown here in 2x) to support higher UI resolutions. Sun and moon still not redrawn. | ||
Cattle Time | 2020-11-29 | <No Pages> -- (Key Fixes) |
Redrew the menu down element in 4x size (shown here in 2x) to support higher UI resolutions. | ||
Cattle Time | 2020-11-29 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug with flags not displaying. | ||
Cattle Time | 2020-11-29 | <No Pages> -- (Small Fixes) |
Added candle light to the miner's helm when lit. |
Upon Further Inspection (2020-12-06)
Patch | Date | Pages -- Remark |
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Change | ||
Upon Further Inspection | 2020-12-06 | Cattle Roster -- (New Implementations) |
You may now area select animals for Cattle Roster memorization. You can access a cursor for this purpose by Shift-Clicking the Cattle Roster icon in the adventure menu. | ||
Upon Further Inspection | 2020-12-06 | Cattle Roster -- (New Implementations) |
Domesticated Animals may now be assigned a color in their interface, much like hearthlings in the buddy list, and their names will be displayed in that color. Note that you may have to re-inspect or reload (log out/log in, for example) an animal to get their color updated in the roster, since the cattle info is a bit difficult to update, but hoping to improve on that down the road. | ||
Upon Further Inspection | 2020-12-06 | <No Pages> -- (Key Fixes) |
Memorizing a Domesticated Animal now only requires Trespassing rights, and does not require walking up to the animals, or having clear line of sight to them. | ||
Upon Further Inspection | 2020-12-06 | Cattle Roster -- (Key Fixes) |
Ticking the checkbox next to an animal in the Cattle Roster will now display that same checkmark over the animal itself. | ||
Upon Further Inspection | 2020-12-06 | Cattle Roster -- (Key Fixes) |
Cattle names are now displayed over animals when the Cattle Roster is open. | ||
Upon Further Inspection | 2020-12-06 | <No Pages> -- (Key Fixes) |
Redrew the attribute icons (Str, Agi, Int, &c) in (more than) 4x size, to support higher UI resolutions. This may hurt non-updated customs quite a bit, so your custom client maker would do well to at the very least pull from the "old" client branch. | ||
Upon Further Inspection | 2020-12-06 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
The Calendar will now display a date as a tooltip, expressed as (ingame) years, months, and days since the beginning of the current world. | ||
Upon Further Inspection | 2020-12-06 | <No Pages> -- (Small Fixes) |
The round interface buttons (Show claims, Equipment Screen, Inventory, &c) will now appear in their down-state while active, so you can tell whether "Show Claims", or whatever, is actually active. |
Chicken Run (2020-12-13)
Patch | Date | Pages -- Remark |
---|---|---|
Change | ||
Chicken Run | 2020-12-13 | Cattle Roster -- (New Implementations) |
Added several sorting options to the Cattle Roster for various boolean states: Male/Female, Child/Adult, Dead/Alive, and Pregnant/Non-Pregnant. You can toggle selection of all animals with a particular one of these states by clicking in the respective column. Also added buttons to select All/None. | ||
Chicken Run | 2020-12-13 | <No Pages> -- (New Implementations) |
Added a graphical meter indicator to display the fullness of various fluid containers (water skins, &c). Most of at least the drinkable fluids have their own unique color. | ||
Chicken Run | 2020-12-13 | Cattle Roster -- (Key Fixes) |
The Cattle Roster should now update to reflect changes properly at least while animals are visible. | ||
Chicken Run | 2020-12-13 | <No Pages> -- (Key Fixes) |
Redrew the abilities icons (Unarmed Combat, Melee Combat, Marksmanship, &c) in (more than) 4x size, to support higher UI resolutions. | ||
Chicken Run | 2020-12-13 | Hen, Cock, Chick -- (Small Fixes) |
Groups of chickens will now scatter and flee if they feel threatened, making them somewhat harder to massacre outright. |
Merry Gingerbread! (2020-12-20)
Patch | Date | Pages -- Remark |
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Change | ||
Merry Gingerbread! | 2020-12-20 | <No Pages> -- (New Implementations) |
A strange new star shines from the tops of various evergreens of the Hearthlands! | ||
Merry Gingerbread! | 2020-12-20 | Gingerbread Dough, Gingerbread Heart, Gingerbread Man, Gingerbread Woman, Heart Cookie Cutter, Man Cookie Cutter, Woman Cookie Cutter -- (New Implementations) |
Added Gingerbread. You can now craft Gingerbread Dough, and three Cookie Cutters -- Man, Woman, and Heart -- and use the latter to punch out gingerbread cookies from the dough. | ||
Merry Gingerbread! | 2020-12-20 | <No Pages> -- (Key Fixes) SKIPPED: General bug fix. |
Charter Stones now memorize locations you have successfully visited in the past. You may have to travel to one to get your list updated. | ||
Merry Gingerbread! | 2020-12-20 | Snow -- (Key Fixes) |
You can now Shift+Right-Click a snow tile to get an area select tool for shoveling snow. | ||
Merry Gingerbread! | 2020-12-20 | <No Pages> -- (Small Fixes) |
You can now Shift+Right-Click ships to open a cargo inventory for them which doesn't close when moving around, akin to what can be done for wagons. | ||
Merry Gingerbread! | 2020-12-20 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug with the Heraldic Cape bleeding through various things. | ||
Merry Gingerbread! | 2020-12-20 | <No Pages> -- (Small Fixes) SKIPPED: General bug fix. |
Fixed a bug with the cape bleeding through the character when running/walking and drinking. | ||
Merry Gingerbread! | 2020-12-20 | <No Pages> -- (Small Fixes) |
Fixed a bug with yule decorations on trees not applying the tree's rotations. | ||
Merry Gingerbread! | 2020-12-20 | Stockpile, Gingerbread Heart, Gingerbread Man, Gingerbread Woman -- (manual additions) |
Added: Gingerbread stockpile. |