Game Updates
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.
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.
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.
Smallish patch, but steaming on!
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January 19, 2017
+ Game Development: Swan Fishing - by jorb » 19 Jan 2017
New Implementations
Re-made lure-fishing. The old fishing minigame has been removed, and replaced with a new one. Instead of guessing inane poetry, you are now instead presented with a list of options on fish to catch, determined by your fishing gear, the moon phase, and the local conditions otherwise, along with a chance to catch that particular fish, quite simply. You can take whichever lottery ticket you wish. The more "Will" and "Survival" you have, the longer and more exhaustive list you will be presented with, and the longer time you will also have to make your choice. If you chose nothing within the timeframe, you will automatically pick the fish with the highest catching chance. As with angle fishing you always have a chance to lose your lure, and whatnot. Also we significantly sped up both angle and lure fishing. Added "Granary". A large, fixed vessel for seeds. Added "Swans". Swans are mildly aggressive water fowl. Added "Notice Board". You can hang parchments on these for plebs to read. Feel free to suggest improvements. Recently suggested here. Added "Strawberries", herb. Earlier today suggested here. Added "Fisherman's Hat", hat. Added "Fine Feather Brooch", gilding.
For farming: Removed generational quality randomization per plant, and thus seed sorting, from farming, and returned to the previous W9 quality randomization mechanic per locality and point in time. Removed inspect feedback on crops. Remade crop quality fields to crop speed fields, so that crops now grow with somewhat varying speeds in varying locales, rather than have their qualities affected by the crop fields. Fixed the problem with (primarily) carts/boats borking out and becoming inaccesible. Reported here, here, and here.
Walrii should now give attack discoveries properly. Fixed a problem with the pack logic for Walrii causing necromancy. Some minor touch-ups on the walrus' knocked-out poses. Auto-drink should now work with building. Attack hotkeys no longer remove a queued attack. This implementation was a legacy since when character movement did not interrupt queued attacks, and is no longer necessary as movement now does cancel queued attacks. Suggested here. Melee attack descriptions still mentioned Vitality. Fixed this, and updated them to reflect present mechanics. Fixed a text issue in the descriptive text for "Shield Up". Fixed a bug by which breaking the neck of a mallard would disappear the mallard. Reported here. Written parchment tooltips now display the first couple of letters of their text.
We had a pretty nasty crash earlier today with some local rollbacks and two lost villages. It seems sorted now, but it ate a fair bit of dev time. Nothing much to add.
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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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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
Key Fixes
Small Fixes
...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
Small Fixes
...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
Key Fixes
Small Fixes
...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
Barter Stands
Small Fixes
...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
Small Fixes
...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.
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
...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
Key Fixes
Small fixes
...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
Cobat Changes
Key Fixes
Small fixes
...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
Key fixes
Small fixes
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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
Key fixes
Small fixes
...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
Key fixes
Small fixes
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October 29, 2015
Game Development: Samhain - by jorb » Thu Oct 29, 2015
We've been developing, and here's what's new...
New Implementations
Key fixes
Small fixes
...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
Key fixes
Small fixes
...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
Key fixes
Small fixes
...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
Key fixes
Small fixes
...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
Small fixes
...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
Key Fixes
Small fixes
...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
Key Fixes
Small fixes
...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
Key Fixes
Small fixes
...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
Key Fixes
Small fixes
...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
Key Fixes
Small fixes
...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
Key Fixes
Minor fixes
...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
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
...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
Fixes
...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:
Fixes
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
Fixes
...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:
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:
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