This is an unofficial list of all updates that the devs can be quoted on.
Eternal Alpha Release Date:
Wall updates at some point in the future.
can there be "stronghold crusader" type walls that people walk on with ladders and stairs?
I ambition to enable that sooner or later (depending on other priorities), but it's not going to be possible initially.
Improvements to construction and farming.
Plums and plum accessories.
Maps are back.
We will attempt to give you tools that allow you to quickly and efficiently traverse quite large distances. You can make maps.
Changes to crime and scents.
As for summoning, we're strongly considering changing that to a system where one simply cannot log off as long as there are clues left to crimes that you committed.
Possibility of requirements to make additional characters.
If anything, we have considered the ability to make babies and nurse them for many expensive resources which, when grown up, would create a slot for a new character to start playing there. We'll see if it turns into reality. ^^
Changes to or removal of the current village teleporting system.
Considering that oathing is effectively a bug, as it abuses numerous limiters such as travel weariness and that's why it's so good, I don't think that it's far fetched that it could be removed in its current form, so people probably shouldn't get too attached. =)
QFT
Changes to or removal of claim refunds.
IIRC, the original reason was to make it possible to "modify" a claim, quite simply, as there's no support for shrinking them. That's the only reason I still consider (somewhat) valid; they were certainly not intended as LP banks. And I'm sure that can be worked out some other way, for sure.
Expandable/Customizable housing.
I also support expandable/custom housing. I hardly think it's going to be in the first release of Hafen, but I would very much like to implement something like it sooner rather than later.
Overhaul or removal of the personal belief system.
any thoughts on a rework of personal beliefs?
Don't expect them to be there in any form even remotely resembling their current one.
Retention of teleporting to your own hearthfire.
Ah, well, teleporting back to one's own hearth is not necessarily going to be removed.
Changes to darkness.
It is generally intended to be light enough to make people not require lighthacks. As long as the server can't strictly enforce it, darkness as limitation is pretty pointless anyway.
Firebrands to light fires.
There are no tinderdrills. There are firebrands instead. They do have 100% success rate. Make what you will of that. ^^
Structure placement rotation and constructing from stockpiles:
Removal of most forms of teleportation, addition of teleportation along established roads.
By the by. Teleportation only along formal roads. No hearth secrets. Random wilderness spawns only.
We actually implemented road-travel just the other day. So far it's very similar to what Potjeh initially proposed, in that milestones simply give you the option to fast-travel to the other end of the road, given that there are no obstacles on the way. If there are, you'll be stopped there. (It's not entirely complete yet however, as we haven't yet decided exactly what to do with travel-weariness.)
UI updates.
We just spent the whole of tonight doing nothing but (nice) UI, so that haters could keep hating.
Rework to stats.
We will, under all circumstances, most likely be working with relative improvements from stat gains, i.e....
Up to N points worth of difference (in everything useful, per some metric) will cause improvements to your combat results relative a player who has less than yourself, but improving beyond N implies no further gain.
Hard stealth and hard stealthed objects.
I have a very general ambition that it would be fun if one could -- in various ways -- reduce one's footprint in the world to a whisper, provided one is willing to live under perhaps somewhat humble circumstances.
Hidden trap doors that actually need to be detected, earth mounds that are hard to notice, trees providing some amount of hard stealth to things around them, not just players but objects and whatnot as well.
Changes to construction to prevent abuse.
2. Will signs have hitboxes and be abused in combat like force fields?
They probably can now, but we could perhaps add some delay to their placement or whatever.
Said jokingly? I don't have a sense of humor, so probably. Possible removal of the inheritance system.
I guess we'll have to axe inheritances as well, then. Oh well. ^^
Plum trees!
Way ahead of you. Plum was one of the first trees I made.
Grape vines.
Ftfy. They will probably grow on trellises along with other vine-ish plants, but we haven't quite decided on the exact implementation of that yet.
Instruments, maybe.
We have discussed instruments at some length.
Seed storage, trash piles, pipeweed, and stockpiles.
We're implementing farming, bits and pieces of it. Seeds can be stored in barrels and buckets, and over yonder I've made a stockpile for trash. The pumpkins are just props. Flax and pipeweed growing.
Tar kilns.
Tar kilns. So, yes. You make coal in them as well.
Food decay, preservation, and transitioning into other resources and goods.
I pretty much agree with this. I imagine food decay very much not just as a simple drain on player resources, but far more just as natural conversion processes that open up for conservation mechanics and whatnot. You pick berries, for example, and have a window of a few days or whatever to eat them, use them in cooking, or make jam, before they go bad. Jam is now a thing, and making blueberry pie serves a purpose beyond getting another set of food stats. Several perishables thus compress to more stable forms. Salting, &c can be a thing.
Fermentation and further uses for decayed food.
Even somewhat spoiled foods could have a bunch of alternate uses as livestock feed or fertilizer or whatever. All fermented produce essentially use decay processes.
Removal of the fuel bug.
Mining and smelting have been implemented verbatim from Haven, except the longstanding fuel bug with ovens in general no longer exists.
Changes and improvements to the LP and Curio system.
Whatever gave you that idea? In no way do we consider it to be any shade of perfect. We have every intention of changing it.
Improvements to the LP system
Simply allow each curio to pay it's LP over-time, based on it's study-rate, instead of a lump sum.
loftar and I have already discussed this at some length, and something to that effect will most likely be happening, yes.
Horses and their speeds.
Yes. There is a wild horse. It has four gaits (walk, pace, trot, gallop), and you can ride it.
The idea is that you will be able to ride it for a while if you feed it clover.
Reduction in features exclusive to custom clients.
Server side everything. Hoo-ha.
Customizable features, potentially tabards.
Also, I would also very much like, at least, to be able to do something in terms of customizable tabards or some other thing(s) that one can actually put images on.
Improved combat with fleeing and movement combat in mind for the core of it.
We are currently in the process of reimplementing combat (which is also why it's taking time to produce and new images; don't expect results immediately), and we are indeed changing aspects of it. As part of that, we are keeping flight and pursuit in mind.
Crop rotation, maybe.
I quite doubt there will be crop tiers as in Salem, but we are considering other forms of crop rotation. None implemented thus far, though.
Stop asking for bridges.
It is outside the engine's abilities right now, but I am considering changes that should make them possible. Whether those considerations will actually bear fruit is not something I can predict, however.
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Source:
http://www.havenandhearth.com/forum/viewtopic.php?f=7&t=38489