Game Updates

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This Page is missing different Updates for WORLD 9 which prolly never get worked in here - so just moving on with World 10 ...--Borka (talk) 01:52, 29 January 2017 (EST) For more update informations go to forums [1]


For a list of updates in order, visit Here


Update template: copy + paste this template when adding a new update

DATE

[LINK + UPDATE NAME] - by jorb » DATE POSTED

UPDATE INFO

January 26, 2017

+ Game Development: Bench Crab - by jorb » 26 Jan 2017

New Implementations
   Did server work to add "instanceless methods". Down the road this will allow us to automatically generate tooltips for food, and perhaps building recipes, in the crafting menu, as well as fix the barter stands to take all item types, and all kinds of very nice whatnots. Merely trying this out in principle for now -- you won't notice any difference -- but nevertheless.
   Added "Crab", beach kritter. Doesn't fight, but hurts to pick up. Several related resources and crafts.
   Added "Black-Eyed", wound.
   Added "Finebone Trinkets", gilding.
   Added "Garden Bench", bench.
   Added a quest target to deliver certain goods to quest-givers. Mostly sticks and stones.


Key Fixes


   Fixed a bug with the Wild Windsown Weeds in that their distribution areas -- in which they yield the same couple of crops and seeds -- were far too large.
   You can no longer inspect wild animals.
   You can now catch trash while lure fishing. Sorry about that.
   Leantos now enforce a minimum building distance of one tile, fixing this. This is why we can't have nice things.
   Nidbanes can no longer be summoned using character specific scents -- assault, battery, and murder -- committed against characters lacking the "Rage" skill. Killing an entirely fresh alt spawn will, thus, no longer imply having Nidbanes sent after you. Crimes against property -- Vandalism and Theft -- are unaffected by this. At least in part adressing this.


Small Fixes


   Functional -- i.e. fully equipped -- fishing poles should now be equipped from toolbelts when you try to fish.
   Buffed the udder sizes of animals to 25l.
   Fixed a bug by which animals would continue to eat more, to produce milk, even with their udders full.


In the Pipe


   Smallish patch, but steaming on!


Enjoy!

January 07, 2017

+ Game Development: World 10 - by jorb » 07 Jan 2017

We've been developing, and here's what's new.

WORLD 10

World Reset


   Tonight we reset all variable game data -- maps & characters -- as first announced here, and generate a new, hopefully improved, world: World 10.
   Fall of this year will be Haven's tenth anniversary -- counting from the first git commit -- so it feels numerologically significant that this is also the tenth world. Good omens!
   The custom client of your choice should still work in the new world, albeit without displaying the new character attributes until updated by its maker.
   There is more than one new thing to discover, and the change list presented here is not exhaustive.


Payment Model


   A Verified account now implies 20% Character Development Bonus, 50% Convenience Bonus, and one extra column of inventory space.
   A Subscribed account now implies 30% Character Development Bonus, 100% Convenience Bonus, and one extra row of inventory space.
   The bonuses are now cumulative, meaning that an account which is both subscribed and verified will receive a total of 20 + 30 = 50% Character Development Bonus, 50 + 100 = 150% Convenience Bonus, and both one extra row and column of inventory space.
   All Store Hats except the Campaign Cap and the Protest sign have been replaced by new offerings.
   All Subscription hats have also been replaced. Anyone who purchased a subscription between the world reset announcement and the timestamp on this post, will have received both the old and new hats relevant for his particular subscription level.
   Snowballs bought during World 9 will have been placed in your Hearthfire again for this world.


Map Generator


   Caverns should no longer be mirrored on all lower levels, and should generally be significantly less prevalent the farther down you get.
   The various minerals all have their own quality fields, and quality is also slightly randomized for each individual stone dug.
   There should generally be slightly less ore, of lower qualities, more distributed across the map.
   Precious metals should be rarer still.
   Ore boulders in the surface world have been removed, and are no more.
   Mining hardness has been adjusted upwards, increasing more than linearly the farther down you go. The first cave level should still be about where it has been.
   Natural Wonders -- Salt Basins, &c, should now flatten the ground below them when placed by the map generator, hopefully cleaning up some ugliness.
   Several other changes that you may or may not notice, and which I shall leave for you to discover.


Quality


   The Tri-Quality system -- Essence, Substance & Vitality -- has been removed, in favor of the one-dimensional -- Quality -- system of Legacy. The reason for this change is that we deemed it the case that tri-quality added complexity without adding much gameplay, as the crafting came to focus on average quality anyway. Gradually we have, in various ways, been moving away from tri-quality, and at this point it seemed that there was little point to keeping any of it. This opens up for other, ideally better, quality mechanics instead.
   All food is, by virtue of this change, technically worse than it was in worlds eight and nine. Quality -- as it was in Legacy -- only increases FEPs given by food, and does not also -- as has up to now been the case here -- reduce hunger and particular satiations. The end result should be lower Base Attribute values -- and they have been high this world -- but it also opens up new development avenues in affecting those things in other ways instead.
   Crops have been returned to the mechanics in Legacy. If their quality is below the local quality field for that type of crop -- all crops have their own -- they will, for each generation, change their quality from -5 to +5. If they are above the local quality field they will instead change in quality from -5 to +2, for each generation. If your farming value is lower than the quality of the crop, the result of the quality change will always be negative. Each crop harvested is randomized individually. The collective field effect has been removed entirely. (If this is a good change -- stacking and such -- remains to be seen)


New Implementations


   There is one new base Attribute -- "Will" -- and two new Abilities -- "Masonry", and "Lore". Will is intended as a measure of the character's ability to force him/herself through the roughs and toughs. Masonry governs all things related to pottery, ceramics, and stoneworking. Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks. All values play roles in various crafting recipes.
   Mining now softcaps quality of stone/ore by tool quality, and hardcaps by "Masonry" value.
   "Masonry" -- rather than "Survival" -- now also hardcaps digging for clay, digging stone from stone grounds, and quality of foraged clay.
   Several others.


Combat Changes


   Restored the aiming speed of spears to what it was before the recent nerf.
   Shields now block some damgae from ranged weapons. From ~50 % if fired straight at the Shield bearer, decreasing down to zero over 180° in either direction.
   If you switch weapons/handhelds in combat you receive a ~6 second fighting cooldown.
   Switching Maneuvers has a significantly lower cooldown.
   Buffs from Combat meditation and Bloodlust should now decay over time.
   Reduced "Sting" IP cost from 3 to 2.
   Increased "Chop" IP cost from 0 to 1.
   Changed the damage calculation formula for bows. Bows now compare the shooter's perception against the target's agility. If the target's agility is higher than the shooter's perception, the damage scales down with the ratio between them. Perception can thus no longer increase bow damage beyond the base damage.
   Reduced the Armor Penetration on B12 Axe from 15% to 10%. B12 Axe now increases attack cooldowns, on attacks that actually use it, by 25%.
   Reduced "Opportunity Knocks" efficiency from 50% * μ to 40% * μ.
   Most of the changes suggested here. Big thanks for that post.


Siege & Kingdoms


   There is now a minimum safety distance of 100 tiles between Villages.
   There are now diminishing returns on building more Menhirs / Idols. This is mostly a placeholder for more qualitative Kingdom buffs.
   Kingdom Challenge cost reduced from 10k to 2.5K.


Key Fixes


   Natural Wonders all start with exactly one item of whatever their produce is. Hopefully this is less broken than what we had last world.
   LP given from animals on death is now reduced gradually the more animals of a particular type you kill. It will return over about a week's time.
   Quest-giving stones now die if you chop them down to carryable size.
   Fixed a bug by which successful Nidbanes would not return the skull of their targets.
   Nidbanes should no longer drop aggro, but rather pursue, if you enter a house. A couple of separate AI fixes involved.
   Made it so that Nidbanes can be aggroed by their target without all other Nidbanes waiting for that same target also attacking. These three fixes should resolve this.


Food


Nerf'd: Red-Shred Salad, Creamy Camembert, Generic Gouda, Brodgar Blue, Cellar Cheddar, Oscpyki, Carrot, Delicious Deer Dog, Tubermash. All cheeses now debuff themselves. Buff'd: Citrouille, Noisette, Pommace, Sacrebleu, Mushroom mash, Encumbered Roast, Jotun's Morsel, Spitroast Meat, Stinging salad, Bark Bread, Cheesecake, Grubpie, Creamy Cock, Onion Rings, King of the Woods, Rabbit Food, Chicken Chorizo, Wonderful Wilderness Wurst, Cow Chorizo, Sweetbeets. Buffed almost all fruits, nuts, and berries.

Curiosities


Buffed: Auroch's Hair, Leather Ball, Horrible Knot, Dark Heart, Petrified Seashell, Rattle-Tattle-Talisman, Enthroned Toad, Golden Tooth, Everglowing Ember, Mirkwood Offering.

Small Fixes


   Tarkiln should now take ~3.5 RL days to finish burning coal.
   Retouched the village banner. Added overlay texture and removed the leaf/branch nonsense in favor of a blank default banner.
   Hopefully fixed an orientation problem with the minehole resource.
   Fixed a small text issue.
   Porcelain plate uses potter's wheel. Reported here.
   Hunter's belt no longer requires anvil and smithy's hammer to make. Reported here.


We Didn't Change


   There is no level cap yet. It'll be a while before anyone hits it, and we didn't want to use it in the payment model, so we figured we could hold off. We are considering setting it lower than the 999 previously suggested. 666 could be something, albeit a bit blasphemous.
   We did not change Kingdom expansion in any immediate way. We suspect that, due to the changes in metals and whatnot, it'll be a while before anyone has a Kingdom, and perhaps that can be enough.
   For that same reason we have not yet changed State funerals, but they are due for a major change.
   Generally speaking there should probably be some more thought given to the Death Mechanics.


In the Pipe


   A lot of you have decided to use the store since we announced the world reset, and we are very grateful for this. I'd like to take the opportunity to again apologize if the original monetization scheme we rolled out with W8 was clumsily implemented. Big thank yous to all of you for keeping H&H great!
   We'll be keeping an eye on the server tomorrow, but aim to deliver at least some bug fixes sometime during next week.
   Finishing the push-out mechanic is an immediate priority.
   I may update this post with answers to question that may come up, and edits for clarity, or whatever.


Best of Luck in...

WORLD 10

Enjoy!

Janurary 05, 2016

Game Development: Fun Allowed - by jorb » Tue Jan 05, 2016 12:41 am

We've been developing, and here's what's new.

New Implementations


Added Charter Stones. You can build one Charter Stone per village. A Charter Stone can be given a (unique) name, much the same as a Hearth Secret. From a Charter Stone you can travel to any other Charter Stone you know the name of. You can spawn new characters by Charter Stones by giving the Charter Stone name to the skull pole in the character creation room. You cannot use Charter Stones for travel if you are Outlawed.

This, obviously, is complete madness, but it seemed like it could be an interesting madness to try out, if nothing else as a counterpoint experiment to the "roads only"-regime. We, along with many of you, have been disappointed with how roads have actually turned out to work in terms of allowing for player interaction. When we implemented roads we did so primarily in order to remove some of the exploity and locality-negating effects we felt that Crossroads had -- and because we thought it could be cleaner -- and not per se to create ridiculous hurdles for trade and simple hanging out. I'd like to stress that we -- at least presently -- don't really think of this as a permanent end solution to fast travel, as much as, indeed, an experiment, but it should at least prove a fun one to watch!

Small Fixes


Buffed decay time for yellow onion as suggested here. Fixed a small problem with uncleared error messages, reported here. Set building resources required for village idol closer to Legacy values.

In the Pipe


The Xsolla implementation has been on a complete hold during the holidays, and we're only now booting it back up. I'm not expecting it to take anything less than a month, but I could perhaps be pleasantly surprised. We've had a planning session tonight, and the areas we primarily want to attempt to tackle in the coming months are: Siege & Warfare, and Death (death screen, cause of death, maybe some ancestral worship, &c). Also we still need to add some more introductory quests and help topics. We're kind of hoping that this patch gets player interaction off the ground enough for the time being, at least. We've very much enjoyed having the game be free over the holidays, so it is with at least some regret that we turn the subscriptions back on tonight. We are continuously evaluating the model.

Not much, really, but we've mostly been talking. Nevertheless I hope you'll...

Enjoy!


December 17, 2015

Game Development: Seasons Greetings - by jorb » Thu Dec 17, 2015

We've been developing, and here's what's new.

New Implementations


  • Added quest system. When you start a new character you are given quests to help get you into the game. We've done a few to start with, and will add more continously! Existing characters are unfortunately not updated to get quests presently. Update your clients for quests to work!
  • Added a targeting arrow indicating your active target when in combat with multiple enemies. Not sure if it's clear enough, feel free to suggest improvements.
  • Added Moose and some related produce.
  • Added a new attack.
  • Added snow. You can dig it from a snow biome (on mountain peaks) near you.
  • Added "Flint & Steel". Craft, light fires.
  • Added Snowman, can be built, and most hats can be placed on it.
  • Added Snowballs. Craft them and throw them by right-clicking. We are considering making all ranged combat projectile based now, because fun. There's also some snow in Valhalla now if you want to try it out.
  • Added "Egg Cake", food

Key Fixes


  • Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use. Curiosities thus no longer use compound quality to determine their effectiveness, but rather: Substance increases the amount of Wear the item can take, Essence affects the amount of LP given per study cycle, and vitality reduces mental weight, approaching a reduction to half of base. The amount of LP given also scales linearly with the amount of wear left on the item, meaning that items give less LP per study iteration the more worn they are. Not at all sure if the amount of wear each curiosity has been assigned is at all reasonable, so feel free to suggest changes.
  • Made it so that animals only selectively bash objects on claims, hopefully alleviating/fixing the exploit used here.
  • It is now possible to Evict a visiting player from your claim (Right-Click->Evict), forcing him to travel to his Hearth Fire. If travel home is impossible for some reason, such as a crime buff, or a combat relation, the visiting player will instead be knocked out.

Small Fixes


  • You now get three Goldbeater's Skins per Suckling's Maw, rather than two.
  • Fixed a small update problem with Sheep indicating shearability. Cape awarded to jorb.
  • Fixed a small bug from last update which made water tiles impermeable to arrows.
  • It is no longer possible to build roundpole fences indoors
  • Harvesting now somewhat faster both with and without scythe
  • Added explanatory tooltip to barrel, demijohn, cheese tray.
  • Retouched the bindings in the drying frames for big hides.
  • Added a proper terrain object for chantrelles as dropped.
  • Gave Teapot a hotkey, as reported here.

...Enjoy!

December 10, 2015

Game Development: Animash - by jorb » Thu Dec 10, 2015

We've been developing, and here's what's new.

New Implementations


  • Added squirrels.
  • Added/re-added "Smoke & Fire" buff from smoking pipeweed.

Small Fixes


  • Fixed a bug with Dawn on the Mountain appearing at dusk.
  • The weight of Melee attacks has always been sqrt(Vitality of weapon * Melee Skill), but this has not been properly indicated in attack descriptions, and I received a bug report probably rooted in this. The descriptions are now updated.
  • Made it so that you can attack intruders on a personal claim, despite having a visitor debuff, if you have trespassing permissions to the personal claim in question. Fixing this.
  • Characters whose players are not presently logged in should always auto-yield. Hermine cloak awarded to loftar.
  • Animals that can be picked up can also be run over by carts and wagons, fixing this.
  • Weapon quality should now affect parry damage as reported here.
  • "Satiation reduction" on symbel items and tables renamed "Hunger reduction" for terminological consistency, as reported here.
  • Quarried stone goes to cursor rather than disappear, as reported here.
  • Quarrying now costs stamina, as reported here.
  • Black Coal can no longer be quarried, as reported here.
  • Caveins no longer give curiosities when dug, as reported here.
  • Fixed a bug by which corner posts could present you with option to build gate even though a gate was already built, as reported here.
  • Cutting down small trees should sometimes yield branches.
  • Ground pepper now stacks to 500g, rather than 50.
  • Tooltip for peppered things now state that they have been peppered.
  • Exiting mineholes now checks for tile obstruction, fixing this.
  • You now exit mineholes on the side of the ladder, fixing this.
  • Fixed a bug by which certain object angles obscured targeting erroneously.
  • Tanning fluid is now consumed per unit of leather, rather than per unit of hide, fixing this.
  • Projectiles can no longer go through cave walls, fixing this.
  • Flotsam is no longer a flower, but Frog's Crown now is, as erroneously double reported here.
  • Poppy garland significantly better, fixing this.
  • Wheelbarrows can be dumped to containers, as suggested here.
  • The old bug with the HHP counter not updating with wounds healing should now be fixed.
  • Bought sketchpages are now withdrawn one at a time from your Hearth Fire, rather than all at once, as suggested here.
  • All Jewelry actually requires the skill Jewelry.
  • Tin Fly now requires Metalworking, rather than Jewelry. Hermine cape awarded to loftar.

...Enjoy!

December 3, 2015

Game Development: Leather Feather - by jorb » Thu Dec 03, 2015

We've been developing, and here's what's new.

New Implementations


  • Added a "Stone Casket", container.
  • Added a stockpile for leather, and for that purpose a common type for leather and hardened leather called any leather.
  • Added a stockpile for feathers. Feathers are no longer trash. May cause existing trash piles with feathers in them to turn into feather piles.

Key Fixes


  • Fairly invasive overhaul of claim checks during player movement, especially as relates to mounts, aiming at correcting the problem of mounts entering claims without notification, trespassing and theft requirements, village name presentation, &c. This can potentially cause unintended consequences, so keep an eye out for that. Fixing this and this.

Small Fixes


  • Fixed titlebar for large chest. Cape awarded to loftar.
  • Moving with a wagon should close open containers.

...Enjoy!

December 1, 2015

Game Development: Apperances of Fix - by jorb » Tue Dec 01, 2015

We've been developing, and here's what's new.

New Implementations


  • Added "Display Sign", buildable object. Small, wooden sign which can be assigned and display the icon of any inventory item.
  • Re-implemented Parchment. Can be written upon to leave notes, quite simply.
  • Added coin stockpile.
  • Added "Facepalm", emote.
  • Added "Silver Rose", curio.
  • Added "Golden Tooth", curio.

Barter Stands


  • Barter stands graphically display goods for sale in them.
  • Barter stands employ variable materials in the ownership sign.
  • Barter stand ownership signs can have custom graphics applied to them. Hold a sketch and right-click the ownership sign to apply or reapply. This consumes the sketch.
  • Can now renounce ownership of barter stands.
  • Fixed some bugs related to barter stands. Quality fields now accept zero as input value, barter stand generally updates better, and barter stand distance checks safer.

Small Fixes


  • Added "Production & Processing" subcategory to the first build menu, and put Bee Skeps, Herbalist Tables, &c in there.
  • Renamed "Wooden Sign" to "Written Sign", and gave it a descriptive text.
  • Spear, Hunter's Quiver, Hunter's Bow, Saws, Shovels, Sledgehammer, Scythe, Pickaxe, and pretty much all equipment, should now be possible to hang on walls. *Not all items have great native orientation, so your aesthetic mileage may vary.
  • Animal butchering and sheep shearing check for crime permissions. Reported here.
  • Odd Tuber has a meaningfully long decay rate. Reported here.
  • Wheelbarrows should now remember their last driver as owner, making it possible to recover them from claims you bump into. Reported here.
  • Wagons should be unable to cross ridges, but able to cross shallow water. Reported/suggested here.
  • Curding tub should be possible to put into wagon, reported here.
  • Land surveys are now properly exclusive, fixing this. Also selectively fixed a small update problem with large surveys.

...Enjoy!

November 26, 2015

Game Development: Dubloons - by jorb » Thu Nov 26, 2015

We've been developing, and here's what's new.

New Implementations


  • Coinpress. The coinpress, much as in Legacy, presses bars of metal to stacks of 100 coins. A coinpress can, optionally, be named. Coins produced in a named press are unique items which do not mix with other coins of other types, and which are not matched as coins of other types by barter stands. This means that you can, for example, create a stand which accepts only your own fiat currency. 100 coins of any type (named or otherwise) can be re-smelted into a bar of that same metal.
  • Coins

Small Fixes


  • Archery now enabled in Valhalla.

...Enjoy!

November 24, 2015

Game Development: Le Happy Merchant - by jorb » Tue Nov 24, 2015

We've been developing, and here's what's new...

Barter Stands


Re-implemented Barter Stands. Barter Stands are automatic vendors which trade items from containers in exchange for specified goods, placing the acquired goods in a(nother) container. Each barter stand can hold five offers. To setup an offer with trade links to appropriate containers, first withdraw the taking and giving hands -- abstract linking items -- corresponding to the particular offer you'd like to set, and place them in appropriate containers. The stand has a range of ~225 tiles, and requires the Stand owner to have theft permissions on the relevant container. Items will be drawn from the container with the giving hand (green), and sold in exchange for specified items, to be placed in the container with the taking hand (red). The product on sale need not be specified, but rather is automatically drawn and presented as such from the container with the giving hand. You specify the type of goods you expect in return by pressing the "Change" button and clicking an item of the kind you want. If the item you are thusly imprinting as desired trade good has multiple item types available, you will be presented with a choice among its various types. You can also specify amount of items, and minimum qualities desired.

For example: I wish to trade beetroots for 3 chantrelles a piece. I place the giving hand in the container containing my beetroots, and the taking hand in an empty container. To set the cost in chantrelles, I click "Change", and click a chantrelle with the scroll cursor, then choosing chantrelles as type, rather than mushrooms. I set quantity on desired item to 3, and leave the qualities unchanged.

There are several things left to do on the implementation which we will be looking at on Wednesday, but we figured we could at least push what we do have. The stands should be functional and possible to use as such.

  • Reduce barter stand GUI to fit buyer's perspective
  • Introduce custom imagery to barter stand signs.
  • Display goods on barter stand
  • Add small marking signs that can be placed in the world, imprinted with and displaying any inventory icon (somewhat unrelated).
  • Coins (somewhat unrelated).

One thing to note is that, much as in Legacy, the stand can only accept items which have input types set for them (internal mumbo-jumbo, but loosely corresponds to items used in crafting). We are looking to fix this, but the imagined fix is more involved.

You cannot presently request compound quality. Unsure on how necessary it is.

Unsure on a lot of things. Feel free to have any type of input on how the stands could be made to work more optimal

New Implementations

  • Added "Grilled Frog Legs", food

...Enjoy!

November 19, 2015

Game Development: A touch of Fix - by jorb » Thu Nov 19, 2015

We've been developing, and here's what's new...

New Implementations

  • Added a new curiosity that can be found.
  • Added "Fishpie", food
  • Added "Shrug", emote
  • Slag is now a proper rock and can be paved/built with, as suggested here.

Key Fixes

  • Sparring should no longer break armor, as suggested here among lots of places.

Small fixes

  • Implemented a Right-Click->Shoo command for domestic animals as suggested here, among other places.
  • Animals should no longer attack while fleeing. Cape awarded to jorb.
  • Cleave should actually be fixed according to last patch's note, fixing this.
  • Cloth stockpile better adapted to its bounding box size, fixing this.
  • Perception/Exploration demands for Peculiar Flotsam are the same as they were in legacy, fixing this.
  • Reduced crafting time required for loom, spinning wheel, rope walk, and churn, as suggested here.
  • Sand castle gives 7500lp base, rather than 2500.
  • Stone Tower costs stamina to build, fixing this.
  • Beech nuts are edible as suggested here.
  • There is now a preview for paintings, as requested here.
  • Fixed a combat text inconsistency.
  • Actually committed previously mentioned changes to female path in character creation room, fixing this.

...Enjoy!

November 17, 2015

Game Development: Dem Feels - by jorb » Tue Nov 17, 2015

We've been developing, and here's what's new...

New Implementations

  • Added support for emotes, and six of them.
  • Added spear, "Boar Spear". Can be used as a melee weapon, and as a ranged weapon.
  • Added "Sting", attack to Spears and Swords.

Cobat Changes

  • Activating fighting actions no longer interrupts other actions.
  • Punch attack weight reduced from 1 to 0.8
  • Chop is now Sweeping in addition to Striking.
  • Cleave is now Back-Handed in addition to Oppressive, and deals 1.5xDamage, rather than 2x.

Key Fixes

  • Village Idols cannot be activated until 24hrs after completion.
  • Visitor buffs should now on login check whether they should persist, thus hopefully alleviating, if not fixing, this. Visitor buffs may still linger due to mounts, but fixing that is a bigger deal.
  • Initiating a combat relation with a tame animal on a claim should now be a crime of vandalism, rather than not a crime at all, as reported here.

Small fixes

  • Players should now display their names in Valhalla.
  • Greaves, shields, bows, arrows and spears should now appear in Valhalla.
  • Animals should now dehitch when slaughtered. Cape awarded to jorb.
  • Gave arrows a generic input type, fixing this.

...Enjoy!

November 12, 2015

Game Development: Castles in the Sand - by jorb » Thu Nov 12, 2015

We've been developing, and here's what's new...

New Implementations

  • Added "Stone Tower", building.
  • Re-implemented Sand, now required for glass.
  • Re-implemented Sand Castle.

Key fixes

  • As some of you may know we are currently toying with several ideas with an aim toward improving the social dynamics of the game, making larger civilizations and, ideally, open cities, possible. While most of this is still on the fairly raw idea stage, this one idea suddenly stood out us as so simple and elegant, yet potentially game changing for the better, that we simply decided to go ahead and implement it, as a test, if nothing else: Whenever you pass through an open, claimed Gate -- on a claim, village or private, which you are not a member/owner of -- you become a visitor of the claim in question, and can no longer commit crimes against said claim for the duration of your visit, i.e. until you leave it. You might want to explore this implementation carefully, as it may contain bugs, unforseen consequences, or strange edge cases we haven't thought of, but, theoretically, we believe that this means that you should more or less be able to leave your gates open to strangers, as said strangers should be unable to commit crimes inside your settlement. We would also like to include an option to evict visitors from the claim, but haven't been able to think of a good implementation yet.
  • Changed combat delta formula -- affects comparisons between attack & block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.

Small fixes

  • Cellars built after this patch should have walls.
  • Wheelbarrows can now be put in wagons, fixing this. Arguably a bit odd, but at least consistent with boats and carts.
  • Fixed a bug by which the battering ram could be used to ram over walls.


...Enjoy!

November 10, 2015

Game Development: Le Petit Fix - by jorb » Tue Nov 10, 2015

We've been developing, and here's what's new...

New Implementations

  • Added "Cornucopia", curiosity, food, symbel item.

Key fixes

  • Combined symbel items changed from geometric to arithmetic progression, as it was in Legacy, thereby fixing/alleviating this and this. Tables now display their sums.

Small fixes

  • Cucumbers now influenced by beehives
  • Fixed a small bug by which lettuce seeds disappeared when splitting heads with full inventory.
  • Claims take 8, rather than 24, hours to activate, as was always the intention. Reported here.

...Enjoy!

November 03, 2015

Game Development: Leniency Central - by jorb » Tue Nov 03, 2015

We've been developing, and here's what's new...

New Implementations

  • Added Cloth stockpile
  • Added Wool Cloth
  • Added "Birchbark Basket", container
  • Added "Bone Marrow", food
  • Added "Worm-Eaten Apple", curiosity

Key fixes

  • Changed quality tracking to floating point to track quality fractions. Qualities gathered from nature are almost always integral. Most qualities belonging to "cycling" processes are made integral by rounding to nearest: crops, silk, tree planting, cattle, &c. Building qualities are made integral by rounding to nearest. The short item tooltip always displays qualities as rounded to nearest, and the long item tooltip displays qualities to the first decimal, except when qualities are exact integers, when the long tooltip also displays them as such, and without decimals. This is a fairly invasive change, and we have not been able to test every single quality mechanic or interaction beforehand, so we have taken the precaution of making a server backup in case this blows up entirely. Hopefully, however, this fixes the problem of poor quality tracking of substances and fluids. Feel free to keep your eyes on this and report any suspicious activitiy.
  • Seed piles of varying qualities no longer mix automatically when harvesting.
  • Fixed two reported (albeit highly situational) walljump bugs. Thank you for reporting, rather than exploiting.
  • Fixed the road bug.
  • Fixed the index out of bounds client bug.
  • Made it so that you cannot aggro over walls, hopefully fixing the problem with hitched animals despawning.

Small fixes

  • Improved bumpmap for brick tiles
  • Polished female character mesh slightly to avoid hand distortions.
  • Made Round shield a wall item.
  • Fixed a problem with shield equipping poorly.
  • Fixed a bug causing discovery of shield recipe to require sketches
  • Hogs, sows, piglets, calves and lambs now have avatar views set properly
  • Candles only cost one wax rather than two
  • Strawdolls only cost four straw rather than six
  • Wheelbarrow costs leather, rather than hard leather (Inb4, "Dzorby y u no reimburse?! UNFIAR! D:<")
  • Wheelbarrow can carry a full stockpile, rather than 40 units.
  • Wheelbarrow can now dump content to other objects if applicable. E.g. coop, trough, tarkiln, &c.
  • Fixed a bug with wheelbarrows interacting poorly with ridges.
  • Added sound to Wheelbarrow
  • Reduced water consumption when boiling cocoons and mussels from default 1 liter to 0.2 liters.
  • Flaxfibre and hempfibre drop to ground when harvesting, instead of being placed in inventory
  • Flaxfibre and hempfibre last ~two hours, rather than one, when dropped
  • Carrots, beets and beet leaves, and lettuceheads, last two hours when dropped, rather than ~40min
  • Bones last longer before despawning
  • Seed piles last ~an hour, rather than 40 minutes, when dropped.
  • Building a Minehole takes significantly more stamina
  • Crafting by alloying crucible generally faster
  • Birch has two units of bark, rather than one
  • Added new animation when using frying pan. Unfortunately it has a synch issue, but we shall have to live with that for the time being.
  • Added animation to harvesting beeswax and coal.
  • Added explanatory text to Wrought Iron crafting.
  • Added explanatory text to Firebrand.
  • Hopefully fixed a small graphical issue causing the pumpkin lantern to flicker at times.
  • Metal stockpile now holds 25 rather than 14.
  • Barkbread can now be made with any bark, rather than just birchbark
  • Opening natural galleries should no longer repave for you, as reported here.
  • Can dig away paving in caves using the dig command. Fixing this.
  • Fixed a bug with custom images breaking the profile avatar.
  • Fixed a bug with declaimed, inherited claims still existing for purposes of claiming cost.
  • Buffed chances of quality increases when planting trees and bushes, hopefully fixing this.
  • Widened the female river ford in the character creation room, fixing this report.
  • Made the deep water minimap texture a deeper blue as per this suggestion.
  • You can now turn hardened leather (back) into leather by Right-click:ing it to "Crack & Soften", allowing for quality shenaningas as per this suggestion.
  • Soil now decays significantly slower, as suggested here.
  • Input icon for tea now asks for "Cured Tea", rather than green tealeaves specifically, as reported here.
  • Improved interaction between Druid's cape and female hair and jackomask, partly as reported here.
  • Slightly improved setting of Winged Helmet, as suggested here.
  • Should now display name overlays on known Hearth Fires, as suggested here.
  • Qualities determined when butchering chickens now use the highest value of Survial or Farming, rather than only Survial, as suggested here.
  • Fixed a bug by which you could destroy objects, notably bodies, by logging out close to unmined tiles.


...Enjoy!

October 29, 2015

Game Development: Samhain - by jorb » Thu Oct 29, 2015

We've been developing, and here's what's new...

New Implementations

  • Added "Wheelbarrow". Right-Click the Wheelbarrow to move it around. Right-click a stockpile to draw from the stockpile to the Wheelbarrow. Right-click a stockpile while carrying load to dump to that stockpile. Right-click the ground while carrying load to place and dump to a new stockpile. Right-click the Wheelbarrow while carrying load to drop the Wheelbarrow. Right-click anywhere while not carrying load to drop the Wheelbarrow.
  • Added "Pumpkin Lantern". Build, light, enjoy.
  • Added "Painting". Wall item which can accept Custom Image Sketches.
  • Added optional support for Custom Image Sketches in the Round Shield.
  • Added "Linseed Loaf", bread
  • Added "Cottage Throne", furniture
  • Added "Cottage Table", furniture

Key fixes

  • It is no longer possible to teleport along trails while in combat, as suggested here.
  • Fixed the damn cliff bug for the Nth time. Now stay dead.

Small fixes

  • Moved Cake Knife from "Symbel- & Tableware" to "Forks, Knives & Cutlery" as suggested here.
  • Battle Standard is now a wall item.
  • Should now learn Linseed Oil properly when pressing.
  • Trees should now grow at accelerated pace on all forest terrains.
  • If trees stand on a forest terrain, they will also spread that particular forest terrain when growing up, rather than wald specifically.
  • Terrains with the same draw order will now be second-hand orderd by name, thereby making overlaps consistent over time, place and randomness.
  • Added a descriptive text to dowsing rods explaining their functionality. Dowsing rods should now also give error messages when dowsing from the highest local point in the water table. Hopefully fixing this.
  • Updated descriptive text on "Parry" block to avoid this confusion.
  • Reduced the hitbox of chairs a bit.
  • Reduced the amount of water removed per thing boiled in the cauldron's inventory from one liter to 0.2 liters, fixing this. Also reduced passive water consumption when boiling to half.
  • Reverted a change that cause branches to not take quality from the axe used to split them, fixing this.
  • Fixed a bug by which chickens did not drink water, as reported here.
  • Arrow-shattered arrow should now take quality from the arrows used to create it, fixing this.
  • Should now be able to put dead tamed animals of all genders and types into the wagon, fixing this.
  • Added input types for generic mutton, pork, and beef, which accept meat from both domesticated and wild animals, thus fixing this. Recipes have been updated to mirror.
  • Can now eat Beef raw as in Legacy Haven.
  • Fixed a bug with differing standards for raising and lowering soil, as reported here.
  • Fixed a bug with the Gold plate.

...Enjoy!

October 27, 2015

Game Development: Coat of Many Colors - by jorb » Tue Oct 27, 2015

We've been developing, and here's what's new...

Custom Imagery

You may now, from your account page, upload images to our server, which can then be crafted ingame to be displayed on items and objecs such as battle standards, tabards, and village flags, using a pigmentation system.

Each image you upload is analyzed and reduced to the cardinal colors the game uses -- presently: red, green, blue, yellow, orange, purple, turquoise, white, and black -- and measured for number of color fields and amount of contours. A breakdown of the results is presented on the webpage, and you may preview the image you uploaded as it would appear on the various objects the imagery can be placed on.

CHECK THE PREVIEWS BEFORE CRAFTING SKETCHES

Images may have a resolution of up to 512x512, but need to use power-of-two numbers. If the dimensions of the image uploaded are not power-of-two numbers, they will be rescaled to fit, so your mileage may vary on that.

With an image uploaded on the website you may then, ingame, craft a "Sketch" for the image in question, using various pigments, linseed oil, &c. The resources required by the crafting recipe are determined by the analysis of the image.

You need one page from a Sketchbook per Sketch crafted. Sketchbook pages can be bought from the store, or crafted using a rare fatespawn.

The number of color fields in the image uploaded determines the amount of linseed oil required for the Sketch. Sketches cost 0.05 liters of linseed oil per color field.

The amount of contours in the image uploaded determines the amount of Psyche your character needs to craft a Sketch for the image in question. You need 0.5PSY per contour.

Once you have a Sketch you simply provide this to the recipe or construction object you want to have the image on. This consumes the Sketch.

Notice that the Sketch is a voluntary input for, for example, Village Flags. This means that the construction will be finished as soon as it has all necessary inputs, so make sure to provide the Sketch before completing the rest of the project.

New Implementations

  • Added Meatpie

Key fixes

  • Made it -- derp -- so that qualities actually affect symbel/feast/table item values. Essence affects the FEP-mod, Substance affects the Hunger-mod, and Vitality affects (and was the one among them that actually always did) the Wear.
  • Gave Flotsams spawning values. They should now spawn. Sorry about that.

Small fixes

  • Fixed a minor bug causing lettuce seeds in buckets to crash the client.

...Enjoy!

October 20, 2015

Game Development: Lettuce Imagine - by jorb » Tue Oct 20, 2015

We've been developing, and here's what's new...

New Implementations

  • Added Lettuce to your local Windsown Weed.
  • Added generic input type "Salad Greens", presently matched by Beetroot Leaves, Lettuce Leaves, and Stinging Nettles.
  • Reimplemented Earthenware Platter from Legacy.

Key fixes

  • Quality percentage modifiers for tamed animals now go from 100% to 200%, rather than from 50% to 100%.
  • Fixed a small client crash bug which had reportedly been used offensively to crash people's clients. I'd like to remind everyone that using bugs offensively against others is frowned upon, and if anyone could -- now that it has been fixed -- be so forthcoming as to inform us of how they managed to trigger the bug in question on demand, that'd be swell. Also stop being retards, thanks.
  • Village Claims can no longer be extended from Field Cairns. Authority objects can, thus, not be built in an area claimed only by Field Cairns.

Small fixes

  • Fixed a typo in the satiation events for Steak & Tubers.
  • Fixed a small bug by which passengers in boats hearthing home would cause the boat to face the wrong way even if in motion.
  • Fixed a small bug by which people in boats would block eachother from getting out of said boats, hopefully thereby fixing this problem.
  • Fixed some small bugs with horses fleeing unnecessarily fast and using the wrong animation. Cape awarded to jorb for finding this.
  • Fixed a small bug with trying to leash multiple wild animals to the same hitching post not throwing an error message. Wolf Cape awarded to jorb for finding this.
  • Fixed a bug by which roaming animals would eat from all swill containers (coops, barrels). It occurs to us that this may be why some of you have reported suspiciously high food consumption on your chickens.
  • Fixed a few issues with animals breaking objects too aggressively, hopefully fixing this.
  • Fixed a bug which caused the close-the-window-X on animal character sheets to do nothing. Hermine Cloak awarded to jorb for finding this.
  • Made it so that you can mix various kinds of milk into generic milk, as suggested here.
  • Made it so that minehole soak ticks up over time as it should, as reported here.
  • Fixed a bug by which roundpole fences next to water could not be extended on account of being walls.
  • Made it so that you need vandalism or claim to destroy other people's hearthfires.
  • Lifting a boat now evicts anyone logged out in it, preventing him or her from relogging to the boat. This to prevent teleportation by boat.
  • Beetroot leaves now use leaf stockpile, rather than trash. Existing stockpiles containing leaves may behave oddly.
  • Chicken Salad, Red-Shred Salad, & Rabbit Food now require Salad Greens rather than Beetroot Leaves/Stinging Nettles specifically.
  • Toy Chariot now requires acre clay, rather than any clay. Need to discover acre clay.

...Enjoy!

Octuber 15, 2015

Game Development: Lucid Lynx - by jorb » Thu Oct 15, 2015

We've been developing, and here's what's new...

New Implementations

  • Added Lynx
  • It is now possible to dig Acre Clay from the natural dirt flats, as it was in Legacy.
  • Animals should now wreck shit if boxed in.
  • Added "Glazed Grazer Dog", food
  • Added "Steak & Tubers", food
  • Added "Tuber Mash", food
  • Added "Liver & Onions", food

Key fixes

  • Fixed a bug by which an animal slaughtered while tethered could resurrect after death.

Small fixes

  • Fixed a bug with Bonds of Blood & Soil not being studyable when you already had one in the study.
  • Fixed a bug by which you could get "Sensing the Beast" from dead animals.
  • Fixed a bug with inventory windows not resizing properly when plundering inventory boosting equipment.
  • Added a requested error message when attempting to Hearth while carrying an object the removal of which would be theft.
  • Buffed silk moth life time as suggested here.
  • Fixed a bug with bats spawning on claimed land.
  • Made it so that chickens count an average of water and swill qualities, rather than effectively "hardcapping" on both, as observed here.
  • Reduced the bounding box of cattle as suggested here.
  • Should now receive discovery when butchering fish, rather than when picking up butchered filets, as reported here.
  • Fixed a minor bug with dream catchers producing dreams very soon after harvesting. Much gaem braek.
  • Fixed a bug by which attacks created by blocks could reach over dimensions by not checking for that. (Bat hitting a player having left the cave world).
  • Reduced the amount of rennet required per cheese curd by a factor of five. One liter of rennet is, thus, now good for 50 curds.
  • Reduced stamina consumption when building trelli from 35 to 20.
  • Chicken salad icon requesting boiled egg sets correctly as reported here
  • Fixed hair bleeding through Winged Helmet.

...Enjoy!

Octuber 13, 2015

Game Development: Bugapalooza - by jorb » Tue Oct 13, 2015

We've been fixing bugs, and here's what's new...

Key Fixes

  • Made it so that scents, if built over, can be harvested when bumping into the edge of the object built over them.
  • Hopefully fixed a bug causing ridge traversion to not update state properly, causing swimming ontop of ridges and running in water.
  • Made it so that you are logged out from, but can never log on to, claims where you are trespassing. It used to be that you remained logged in while trespassing -- which was intended, as it is a nice thing if you, say, drop your internet connection while visiting someplace, or such -- but the new solution was deemed the lesser evil. Also made it so that the buddy list online status indicates whether a buddy has a game session with a particular character or not, rather than whether the character is in the game world or not. All after this report. Should also solve this report, and most of this one as well.
  • Made a temporary fix to make it possible to summon people from Wagons by holding a relevant scent and right-clicking the wagon.

Small fixes

  • Fixed a bug where carried objects would visually remain carried if you were thrown out of a house being destroyed.
  • Fixed a bug with some terrains being possible to raise by decaying soil.
  • Fixed a bug with flour ending up in buckets not giving a discovery.
  • You can now empty flour buckets.
  • Fixed a bug with curding tubs not curding when on unloaded maps.
  • Fixed a better (hopefully) system for handling theft of substances, thereby fixing this.
  • There is now a limit (5) on the amount of land surveys you can place in a day. Everytime you remove a survey, however, one is also subtracted from your survey count for the day. This should hopefully fix this. We can't have nice things.
  • You should now get an error message when trying to extend walls too close to water, as per this.
  • Implemented a temporary fix hopefully alleviating this problem with gate placements.
  • Fixed a bug causing cauldrons to boil when they shouldn't.
  • Plows should now disable before breaking, as reported here
  • Should no longer be possible to steal plows by plowing them off-claim, as reported here.
  • Fixed a terraforming bug causing extreme holes to be impossible to fill. This should have fixed the previous ability to create ridges as well.
  • Fixed a bug by which, if you left a claim while carrying something with theft permissions off that claim, only to then lose said theft permissions while still carrying the object, you could get stuck.
  • Fixed a bug with stone column range not being checked for properly.
  • Fixed a bug with the area selection tool freezing. Requires client update!
  • Adjusted chances of animals producing multiple offspring, pigs now most likely to, as per here.
  • Fixed a bug with female hair bleeding through farmer's hat.
  • You can now put skeletons in wagons as reported here.
  • Wagon, Chef's hat, Ashen Robe, Vapntreyiu, Ranger's Shirt, Pants & Cape, Lawspeaker's Hat & Robe, Bandit's Mask and Carpet, Primitive Casting Rod, now require cloth instead of linen cloth.

...Enjoy!

Octuber 08, 2015

Game Development: A Few Little Things - by jorb » Thu Oct 08, 2015

We've been developing, and here's what's new:

New implementation

  • Added Plate Greaves
  • Added Cloth Chair
  • Added Hemp Cloth
  • Added Mushroom Mash
  • Added Red-Shred Salad

Key Fixes

  • Fixed a bug causing logged in characters on offloaded maps to be untrackable.
  • Fixed a bug with authority objects decaying on claim.
  • Hopefully fixed a bug (reported several places) causing surveys to cause permission problems.

Small fixes

  • Fixed a bug with precious metals being counted as Q0, rather than not at all.
  • Fixed a bug with caves and mountains not being possible to repave.
  • Fixed a minor text issue with oaths of allegiance.
  • Generally improved focus handling for invisible or unfocused widgets. For example, open PM-chats are not given window focus when they get new messages. This may have broken other things, so keep an eye out for that.
  • Linen Crate can now be built with any cloth
  • Fixed a bug with hair peeping through boar tusk helmet.
  • Hatching eggs in chicken coops now have a progress indicator as reported here
  • Quality of pearls should now be unaffected by boiling as reported here.
  • Ranger's Shirt & Pants should now have their traditional stat buffs as reported here.
  • Fixed a bug with tasty emmentaler/cellar cheddar.
  • Now checking permissions when digging clay.

...Enjoy!

Octuber 06, 2015

Game Development: Bugskatchewan - by jorb » Tue Oct 06, 2015

We've been developing, and here's what's new:

New implementation

  • Added new sausage "Badger Botillo"
  • Added new treatment "Stitch Patch", for healing Cruel Incisions & Wretched Gore

Key Fixes

  • "Grind Flour" recipe now requires five seeds, rather than 25, making barley to flour ratio 5x better.
  • Unmaintained claim poles (without presence) should now actually decay, as was always the intention.
  • Bonds of Blood & Soil can now be used (Right-Click them) by the claim owner to declaim their corresponding plots.
  • All newly built personal claims now start with negative 720 authority, meaning that there is at least some window of opportunity, before claims go live, during which they can be destroyed.
  • All personal claims beyond the first cost 4000LP to finish building. All claim fixes taken together hopefully alleviating this problem.
  • Should now be possible to describe memorized characters to others as per this. Requires client update!
  • Engaging fight moves while in combat should now never cause your character to extend the pursuit range by waiting. Case in point, "Taking Aim" while in pursuit should not cause you to stop and wait until the maximum range of Take Aim has been reached.

Small fixes

  • Fixed a bug where ashes from spitroasting were counted as Q 0.
  • Fixed a bug by which stuff in vessels was not protected by the theft skill.
  • Fixed a bug by which Field Cairns would try to throw trespassing warnings. They no longer should.
  • Fixed a bug by which animal babies would be cannonaded over walls on birth. Babies are now placed inside the mother's bounding box if no legal space can be found.
  • Tool quality no longer relevant when butchering bones as per this.
  • Can no longer mass plant without farming skill as reported here.
  • Can no longer study Bonds of Blood & Soil without Yeomanry, fixing this.
  • Cave exits should now exclude building by having a small bounding box, fixing this.
  • Can now load mirkwood logs onto Wagons.
  • Anvils should now be possible to destroy, the previous impossibility of which was reported here.
  • Should no longer be possible to get "Striking the Root" experience when lifting bushes from container objects as reported here.
  • "Shield Up" should now block sweeping attacks as intended, and as reported here.
  • "Parry" should no longer fire attacks when it itself isn't targeted, as reported here.
  • Should no longer be possible to drive a wagon if knocked out.
  • Should no longer be possible to shift-steal out of claimed stockpiles.
  • Should no longer be possible to take claimed tree resources without theft.
  • Should now be possible to plant grass using seeds from an equipped bucket, as reported here.
  • Should now be possible to stockpile cat gold as stone, as reported here.
  • Should now be possible to use stone to "Make level" in a land survey. Should also be generally possible to put earthworms into soil stockpiles. All as reported here.

...Enjoy!

Octuber 02, 2015

Game Development: Valhalla Rising - by jorb » Fri Oct 02, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • If a player has worthy, dead, characters (INT 50+, LP 100k+) he may now as one of them visit The Hall of the Gods by exiting the character creation room using the Rainbow now appearing to the left of the starting pool. The Hall of the Gods lies in the midst of a field of neverending battle. Weapons and armor of every kind lie scattered, and death is a passing condition in this twilight realm. In the Great Hall itself a mighty swine hangs ever roasting, and when you partake of its flesh your combat relevant stats (strength, agility, constitution, unarmed & melee) are instantly buffed to wherever you want them. Eating of the swine also restores your stamina and health. Feast and do battle until the End of All Times!
  • Players may now build a Great Hall
  • You can now pave and build with Cat Gold, which generally counts as stone.
  • Added "Shield" block.
  • Added "Parry" block.

Key Fixes

  • Fixed a bug with paving preventing caveins.
  • Caveins no longer damage objects with soak
  • All fights are now initiated with a cooldown active. Initiating a new combat relation gives you a cooldown. The defender has a slightly lower cooldown than the attacker.
  • "Chop" now requires one IP.

Small fixes

  • Fixed a bug causing "Dawn Breaking" experience to trigger during dusk as well as dawn.
  • Fixed a bug with Ranger's Cape not setting hair properly.
  • Fixed a textual error in the description for slave keys.

...Enjoy!

September 24, 2015

Game Development: Steady Drumbeat of Progress - by jorb » Thu Sep 24, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Implemented new roadtype "Milestone", made from stone. Can hold 4 trails.
  • Added Drum.

Key Fixes

  • Trails/roads can now also be connected to an already existing road marker upon creation, rather than only by placing a new, initial road marker.
  • The instrument interface should now grab keyboard input entirely, making it possible to walk and play instrument, among other things.
  • Soil can now be placed in a stockpile. The previous ability to place a single unit of soil by right-clicking ground is no more, but you can still place one unit and pick up another by holding down shift and right-clicking the ground.
  • Stone can now be used in the world as landfill to raise terrain just as soil can.

Small fixes

  • Instruments should now interact better graphically with claypipe.
  • Should now be able to dig away plants from trellies using the Destroy command on the plant itself.
  • Fixed some minor graphical issues with the cylinder hat as reported here.
  • Should no longer starve when missing a game session, fixing this problem.
  • Starvation damage should now have a prettier distribution over the energy scale. Do note that this means that starvation deals more damage *sooner than previously. Damage on the lower end of the energy meter should be less extreme.
  • Fixed a bug which caused several beehives to influence the same crop several times, causing them to grow ultra fast as was reported here.
  • Steel crucibles should now need to be refueled every 12 RL hours, fixing a problem reported here.
  • Fixed a bug preventing mass planting from more than one seed stack if one of the stacks was of irregular size.
  • Fixed a bug causing cauldron timers to go bonkers when cauldron ran out of water while map was unloaded.
  • Tables should now drop their contents when destroyed, fixing this.

...Enjoy!

September 17, 2015

Game Development: Spit'n'Polish - by jorb » Thu Sep 17, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Reimplemented Timber House.
  • Implemented a skill "Tunneling", which improves ores you find a fair bit. Metallurgy less important for ores by that same amount.
  • Implemented a Stone Column, which acts as a slightly improved mine support
  • Implemented 2 new experiences/lores

Key Fixes

  • Fixed an inverted condition causing industry skills to yield less, rather than more, wrought iron.
  • In response to this report we have introduced a stronger general upward trend in crop quality development per generation. Each quality dimension should have a chance per generation of losing as much as 2 points, and gaining as much as 5.
  • On some level I think we all know that we were having a wee bit too much fun, and thus archery damage now scales by the square of the aim-meter.
  • Paving tiles should now have hopefully nicer transitions
  • Fixed a bug which allowed you to steal without leaving theft scents by teleporting out of claims using a roadsign.
  • Fixed a problem with mining not checking for vandalism crime.
  • Fixed a bug which could accidentally pick up zero-quality for Bee Skep produce.
  • Should now always be able to log back in as per this report.
  • Bonds of Blood & Soil should renew automatically and free of charge when inheriting claims as per this report.
  • Attack!:ing a new target when already in combat should set the new target as your primary fighting relation as discussed here

Small fixes

  • Should now be able to pave caves and mountains
  • Objects with a flower menu should now properly cancel active flower menus if tampered with, fixing this bug.
  • Can now both see and place construction signs for Authority objects and Hearth Fires without knowing their materials, fixing reports made in this thread that you could see but not place them.
  • Error message "Can't build there" changed to "You cannot build that on this type of terrain."
  • Cutthroat Knuckles should now improve damage of: Haymaker, Punch, Low Blow, Knock his Teeth out, and Left Hook.
  • Chicken Coop now checks for straw before checking for thatching. This was apparently very important.
  • Itsy Bitsy and his web should now be created with the proper qualities of whatever you were picking when you found them.
  • Added explanatory text to: Keys, Lock, Walls & Fences submenu, and Bee Skep.
  • Skulls and prepared hides can be hung on walls.
  • When digging for soil, your highest value of farming or survival, is used to determine your quality hardcap, rather than simply survival being used, all per this suggestion.
  • Tea Pots & Mugs should now have symbel values.
  • A player dying when mounted should dismount the player
  • Coop now has reasonable flatness requirements thanks to this report.
  • Object carrying objects (Leanto, Cart, Boat, Wagon) being destroyed should now properly scatter the objects in them, rather than delete those objects.
  • Plant Fibre now has a proper input type.
  • Built Mineholes can now be destroyed
  • Shovel should now aid in the removal of old stumps
  • Should now be possible to leave a village even if you are the lawspeaker, thus resigning your lawspeaker position.
  • Land surveys now time out after 1/3 of a week (one ingame week) of no use. Press "make level" once to keep active.
  • Cauldron now takes the same amount of fuel as a Fireplace, rather than more.
  • Cauldron should now properly update when water is taken from it
  • Fixed a bug with the cave entrance's bounding box.
  • Fixed a bug with the stone mansion's door blocking cupboard placement unnecessarily.
  • You no longer need the trespassing skill to enter or exit caves as per this report.
  • Reduced Tar Kiln soak.
  • Dragon Flies should no longer spazz out on non swamp/water tiles, but rather simply never leave swamp/water tiles.

...Enjoy!

September 15, 2015

Game Development: Paving the Way - by jorb » Tue Sep 15, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • You may now pave with all stone types, as well as with yellow brick. Existing paving is considered gneiss
  • We have implemented a plethora of new skills which, when you have all of them, increase the yields from treeplanting, forging wrought iron, unraveling silk cocoons, mining ores, and farming, to what they in Legacy were on +5 nature/industry personal beliefs respectively. This means that your character can now be great at everything, provided you invest the LP. Consider this a half-way implementation.
  • Druid's Cloak is now craftable

Key Fixes

  • Animals should no longer thrash wildly/escape when beaten in combat during taming.
  • Tamed animal qualities should now be set and implemented correctly
  • Butchering tamed animals is now quality limited by Farming, rather than Survival
  • Ye olde wall extension bug should now be fixed.
  • Play time should now be accurately accrued on account pages.
  • There is now an error message when logged out due to lack of game/play time.

Minor fixes

  • Pickaxe no longer requires branch, but rather boughs
  • Minehelm requires hardmetal, rather than castiron
  • Bloated bolete should no longer have a 90% satiation event
  • Ashen Robes should have proper stat gains
  • Herbalist table now requires Plant Lore
  • Steel Crucible now requires Steel Making
  • Dreams/Dream Catchers should now have qualities. Old dream catchers permanently terrible. Rebuild.
  • Small animals should now be correctly quality modified when picked up to cursor. Relevant bugreport.
  • Loom qualities should now be set properly. Old looms forever useless.
  • Should now be able to plant grass on dirt or plowed terrain

...Enjoy!

September 10, 2015

Game Development: Rollin'-rollin'-rollin' - by jorb » Thu Sep 10, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Added Yellowfoot Mushroom
  • Added Wagon. Hitch a bull to it and ride around. Takes a bunch of objects, four guys in the back and two upfront. Pretty much as in Legacy. We haven't done the raft to ford rivers with it yet, and it doesn't track ownership, but it might in the future.

Do note that the wagon uses a movement mode of its own, with a whip cursor. If you click away the cursor, just right-click the wagon again to get it back.

Fixes

  • All animals should now have their own, unique, quality fields
  • Modified animal baseline qualities somewhat
  • Fate-based herbs require proper levels of perception and exploration
  • Removed underground building restrictions causing this problem.
  • Can no longer disembark over terrain as per this bugreport
  • Dryads can no longer walk through walls.
  • Animals should no longer be able to attack from a different game world as per this bugreport
  • Animals should no longer spawn under village claims (suck it)
  • Live animals should no longer be considered liftable
  • Fixed a bug where a NULL-name in the kinlist would crash clients as per this bugreport.
  • Fixed an inverted condition which may have caused a general declining tendencey in crop qualities, instead of the opposite. This bugreport may be relevant.
  • Firebrands made with the Light Fire command should now have quality.
  • Fixed a bug with which dropped barkboat qualities would be affected by player skill when picked up. Also potentially relevant for small animals.
  • Bearcape should now set hair properly
  • Pickaxe now takes hardmetal, rather than castiron
  • Smithy's Hammer now takes hardmetal, rather than castiron
  • Cavedogs and Cow chorizos should now have proper hunger fill

...Enjoy!

September 08, 2015

Game Development: Leeching Dry - by jorb » Tue Sep 08, 2015 by jorb

We've been developing, and here's what's new:

New implementation

  • Added Leeches to swamps. Leeches will convert Swollen Bumps, Bruises, Unfaced & Blunt Trauma wounds to Leech Burns, which in turn heal slowly over time.
  • Added Bat Wing (cape)
  • Added Badger Hide Vest
  • Added Cavedog (sausage)
  • Added Still Life (decorative curiosity)
  • Added Torch (carry fire around, look cool)
  • Added Wooden Sign (write on)
  • Added Bough stockpile

Fixes

  • Can no longer pull aurochs hair from dead animals, this to prevent infinite gains
  • May now rotate/zoom camera with arrow keys. Home key resets to default view.
  • Clay cauldron now repairs with clay
  • Clay cauldron easier to destroy
  • Ropewalk no longer liftable
  • Feathers go in the trash stockpile
  • Chieftain's Hat has stat buff
  • Solved a wonky interaction with ash stack qualities.
  • Fixed a text issue with Rustroot extract talking about tanning fluid when crafting without appropriate container
  • Fixed this bug with timers.
  • All hearthfires are now traversable by everyone
  • Fixed a bug where splash damage from new walls could be used to damage old walls. Walls now only deal splash damage to walls with the same or *lower soak than themselves.
  • Bronze recipe now correctly yields three bars
  • You should no longer be able to "Study" curiosities out of a knocked-out person's study report without theft.
  • Villages no longer (contrary to personal claims) provide attack/crime permission without prerequisite skills
  • Should now be able to withdraw store items only from your own Hearth Fire
  • Lifting a log, boulder or animal carcass now properly interrupts carving/chopping/chipping from those same
  • Herbalist Tables (at least those built after tonight) should now have proper qualities set.
  • Animals should no longer be lethal when engaged by several people, as per this bugreport.
  • Fixed a bug which caused some inventory windows to be possible to interact with after they were closed
  • You can now always drop objects where you stand, (except if blocked by other objects).
  • Should no longer be able to (it was only ever) visibly carry people in looms as per this bugreport.
  • Character should no longer rise to point out direction home if attempting to hearth when knocked out.
  • Should now get an error message when you attempt to pave, stomp, plow or plant grass on a terrain that cannot be derped with in that manner.
  • Fixed text refering to hearth secrets as homestead secrets
  • Made it so that walls cannot be built within three tiles of water
  • Lock installation should now abort if lock is dropped to ground or inventory
  • Lock installation is now somewhat slower to prevent volatility
  • Skills are now red in skill list when unable to afford them
  • There is now a reset button next to the buy button in the abilities screen
  • Should be able to read runestones on claims
  • Should no longer be able to use land survey on undiggable terrain.
  • Claims override leantos if the claim is older than the leanto's latest ownership change. Leantos claimed before this update count their ownership from this update.
  • Gauze should now turn into a bloody rag as soon as the wound it was applied to has been healed.
  • Bats should now seek trees to idle in when outside
  • There should now be fewer bats in smaller clusters
  • Bats should now be less aggressive
  • Fixed a bug which made tarkilns slow to the point of never finishing.
  • Nicks & Knacks now heals 4 times as fast
  • Bruises now heal naturally

...Enjoy!

September 03, 2015

Game development: Without Batting an Eye, - by jorb » Thu Sep 03, 2015 by jorb

We've been developing, and here's what's new:
  • Wounds now heal while you are offline.
  • You now take Asphyxiation damage when you run out of stamina in the water, instead of drowning instantly.
  • Added a stockpile for hides. Takes both raw and prepared.
  • Added Bats.
  • Added Gauze. Gauze can be applied to Cruel Incisions, Deep Cuts, Fell Slashes, and Blunt Trauma.
  • Added two new Lores/Experiences.

Fixes

  • Increased Brick & Clay stockpiles from 34, 40 to 80, 80 respectively.
  • Your character now uses his shovel when digging for clay, and clay digging speed is also improved when using a shovel.
  • Planting a tile now requires five seeds, as was always the intention.
  • Food tooltip now says "Energy" rather than "Stamina"
  • Bearcape should now give intended stat modifiers (Not that you deserve it)
  • Can no longer drink from hotkeyed vessels while swimming. Hotkeying to activate items should generally check the same permissions as right-clicking.
  • Chat button now illuminates whenever you have unread chats -- blue for village, orange for party, and red for PMs
  • Chat list entries now illuminate whenever there are unread messages in them, same colors.
  • You can now scroll the list of chats using your mouse wheel. Shift + Mousewheel selects active chat.
  • Can no longer pull cart through swamps at anything but crawl speed
  • Carryable items should no longer interrupt travel along roads
  • You can now interact with Land Surveys from anywhere within their area
  • Names over memorized/kinned Hearhtlings should now be persistent
  • The "Display" option when right-clicking memorized/kinned Hearhtlings should now work as intended (i.e. open your kin list with the person in question highlighted)
  • Lady's Mantles & Dewey Lady's Mantles should now be properly differentiated
  • Should now always be able to drop items on cursor while swimming
  • Should now not be able to pick items to cursor while swimming
  • When you rebuild your Hearth Fire it should now correctly burn in a saturated green to indicate that you are online
  • Skill entry button says "Known" rather than "Current"
  • Tealeaves, Morels, Toy Chariot and Mug, should now have their qualities properly influenced by their respective driers.
  • Tar kiln now makes "foff"-sound when lit
  • The poor transition from wading to jumping a ridge, or vice versa, should now be fixed.
  • Changed the UI Fraktur font to a perhaps slightly more readable one. Cry everytiem, nevar forget.

Enjoy!

September 01, 2015

Game development: A Sound Badgering - by jorb » Tue Sep 01, 2015 by jorb

We've been developing, and here's what's new:

New Implementations

  • Added Badgers
  • Added a "Stinging Poultice" to heal Deep Cuts and Swollen Bumps
  • Added a "Mirkwood Offering" early curio for fast LP at high XP cost. (good night sweet price)

Fixes

  • Meat types (Bear, among others) should present correctly.
  • Bear Tooth Talisman should give usual stat increases
  • Wooden plow repairs with wood
  • Objects with setting time count from when the construction object was placed, rather than completed
  • Cupboards cannot be placed in container objects (boats, carts, &c) if there is anything in the cupboard.
  • Dream Catchers & Tables can be destroyed
  • Leantos should now be inherited properly
  • You may now only own one leanto
  • Leantos now graphically indicate when they are owned with a small note on them.
  • Swithced places for "Learning Points" and "Experience Points" in the character sheet (Abilities screen) to better indicate the actual flow of *points. Also changed "Cost" to "Learning Cost", to avoid confusion.
  • Curiosities state an "Experience cost" rather than "Experience points"
  • Should now get an error message when not able to plant grapes due to lack of winemaking.
  • Scrollbar should no longer cover the second digit of wounds in wound list.
  • Should now be able to run with the cart on beach terrain
  • Should now be able to log back in again if you logged out while mounting a wild horse
  • Should now be able to lift dead horses
  • Should now be able to enter minehole while carrying something
  • The hotkey indication in the Actions Grid (bottom right corner) should now stand out more, orange & bold as it has been made
  • The party chat texts have been brightened for better readability
  • Pushing "Make level" in a land survey should now properly abort drinking, open containers, &c.
  • Should now properly need a sharp tool to butcher small animals
  • The horse's stamina meter should now have a tooltip
  • Food & water meters in chicken coop should now have tooltips
  • Honey now has quality
  • Palisades now have the correct cost
  • Corner posts can now be sealed.
  • Rootfills can now treat Cruel Incisions
  • All stones, trees & bush seeds should now give discovery LP (better late than never, right?).
  • Party Arrows have been restored to full functionality, and can now be used to find friends.

...Enjoy!

August 28, 2015

With the release of new codebase World 8 started and jorb regularly posts about updates in the english forums announcement [2] thread

August 13, 2015

Release Postponement: Eternal Alpha, Aug. 28th 2015 by jorb

Amigos,

I realize that I will be breaking hearts and killing puppies with this announcement, but our ambitions for the new map generator have broken the release schedule a bit, and we will thus require another week to bring everything up to speed for launch. Our new target date for release is now instead the 28th of August. Deepest apologies.

May 21, 2015 00:28

Release Date Trailer: Eternal Alpha, Aug. 21st 2015 by jorb

We will open the eternal alpha of the new and improved Haven & Hearth: August 21st, 2015

Enjoy :)

Jun 27, 2013

Game Development: The Land of Wine, Milk and Honey - by jorb » Thu Jun 27, 2013

We've been developing, and here's what's new:

  • There's a demijohn. It stores wine, vinegar, milk, beer or water. Wine does not decay into vinegar in a demijohn.
  • Skeletons now indicate whether the skull has been taken or not.
  • String quality is no longer relevant when making Traveller's Sacks.
  • There's one new craftable dish/fooditem.

Enjoy!

Jun 06, 2013

Game Development: Boner - by jorb » Thu Jun 06, 2013

We've been developing, and...

Image

Blood for the blood God.

Oct 18, 2013

Bugfixes: Banners & Familiars - by loftar » Fri Oct 18, 2013

Dear all,

I believe myself once again to have fixed the bug where animals can be "tamed" and used to demolish mostly anything. I'm sure you'll prove me wrong again, but at least it'll be in another way. :)

Also, authority objects now need to be built on paved tiles.

Jun 03, 2013

Game Development: World 7 - by jorb » Mon Jun 03, 2013

Full Patch Notes:
  • Ram repair bug fixed
  • Authority objects now possible to ram
  • Mineholes destructible
  • All resources gathered from the wild now have their quality hardcapped by Survival.
  • Bears no longer break everything
  • Gaps in default ridges fixed
  • Previously opened summoning dialogues can no longer be used if the person to be summoned is logged in.
  • You now take 1 HHP of damage everytime you leave a scent (Battery & Murder excluded)
  • Claim stakes now passable
  • Claim stakes can now be destroyed when the owner hasn't been logged in for one RL month.
  • Dragon flies no longer mysteriously disappear in driers.
  • Movement now properly interrupted when queuing attacks that initiate following ("thunderwalking").
  • Deer should no longer spazz out when engaged from certain angles.
  • Swords nerf't
  • Mo0vament Kamembert nerf't
  • Private claims now have their aspect ratio locked to 1:5.
  • The "taming" bug should be fixed.
  • "Flex" now costs -0.5 advantage per use.
  • Float like a Butterfly now gives +5% offense, +12% defense and +0.5 advantage.
  • Feign Flight now reduces opponents offense by -5%, has a shorter cooldown and gives +2% defense per use.
  • Punch has slightly longer cooldown