Author Topic: Haven & Hearth 2.0  (Read 29024 times)

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Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #360 on: October 23, 2015, 12:27:40 am »
0
Are you saying animals do green+blue so you only need green?

Yeah. Apparently blue is always in combination with either green or yellow (tho not sure if with yellow as well), never solo. Yellow is the IP attack they do I believe. That's why my animal fisting deck is basically just punch, chop, jump, quick dodge and take aim. All you need. (! not confirmed on bears !)
« Last Edit: October 23, 2015, 12:38:14 am by Vibe »

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #361 on: October 24, 2015, 06:47:06 pm »
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Offline Banok

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Re: Haven & Hearth 2.0
« Reply #362 on: October 25, 2015, 01:01:43 am »
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there was only 2 ainran in that skirmish. yet the whole thread is about ainran aparently ;)

PS: old but I keep wondering if this was cRPG people, ATS? http://puu.sh/kjHc3/0753e7556f.jpg

PSS: actually there was really only 1 ainran in the actual ambush. its partly jcoles post's fault imo.
« Last Edit: October 25, 2015, 01:15:30 am by Banok »

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #363 on: October 25, 2015, 01:19:01 am »
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PS: old but I keep wondering if this was cRPG people, ATS? http://puu.sh/kjHc3/0753e7556f.jpg

What makes you think so? What am I missing here :P

Offline Banok

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Re: Haven & Hearth 2.0
« Reply #364 on: October 25, 2015, 01:51:07 am »
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a "SeQueL" posted on HnH forums and in this thread. and ATS in this thread said they were playing. just wondering if they are one of the mysterious factions out on the hearthlands.

Offline AntiBlitz

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Re: Haven & Hearth 2.0
« Reply #365 on: October 25, 2015, 05:45:43 am »
+1
a "SeQueL" posted on HnH forums and in this thread. and ATS in this thread said they were playing. just wondering if they are one of the mysterious factions out on the hearthlands.

yes ATS is playing, has been for a while, but, with that said, i think im the only ATS guy who frequents these forums pretty much at all; and im not playing.  I havent a clue how big a village they had or what if anything happened to them.  I havent been on TS in a while(about a month or so) either so i couldnt even tell you if they kept playing or not. 

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #366 on: October 25, 2015, 12:08:09 pm »
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yes ATS is playing, has been for a while, but, with that said, i think im the only ATS guy who frequents these forums pretty much at all; and im not playing.  I havent a clue how big a village they had or what if anything happened to them.  I havent been on TS in a while(about a month or so) either so i couldnt even tell you if they kept playing or not.

coords pls

im friendly

Offline Banok

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Re: Haven & Hearth 2.0
« Reply #367 on: February 15, 2016, 10:25:34 pm »
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probs new world in couple of days. anyone else gona play?

I like world starts  :?

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #368 on: February 16, 2016, 10:00:52 am »
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bleh dunno, doesn't feel like they've changed enough to warrant investing any time

Offline Shemaforash

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Re: Haven & Hearth 2.0
« Reply #369 on: February 16, 2016, 11:23:41 pm »
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SHIt game actualy
You should be punished for having a shitty attitude.

Offline SeQuel

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Re: Haven & Hearth 2.0
« Reply #370 on: February 17, 2016, 04:48:38 am »
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Yeah I don't know, game is cool but all the progression felt pointless when you saw someone only once every 7 days.

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #371 on: February 17, 2016, 09:09:34 am »
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Yeah I don't know, game is cool but all the progression felt pointless when you saw someone only once every 7 days.

afaik they're making the world smaller now

though I actually liked the big world

Offline Banok

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Re: Haven & Hearth 2.0
« Reply #372 on: February 17, 2016, 06:55:59 pm »
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though I actually liked the big world

WHY?

I hope the new world is REALLY small.

Also hoping stat caps will mean more villages do reckless pvp instead of being so boringly cautious.

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #373 on: February 17, 2016, 08:04:34 pm »
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Also hoping stat caps will mean more villages do reckless pvp instead of being so boringly cautious.

Yeah, i've been rooting for stat caps for that reason for quite some time now, I'm glad they're finally putting them in. Though them putting it behind a paywall as well is shitty af, and would prevent me playing the game even if it was worth my time
« Last Edit: February 17, 2016, 08:09:04 pm by Vibe »

Offline Vibe

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Re: Haven & Hearth 2.0
« Reply #374 on: February 18, 2016, 10:00:32 am »
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World reset tomorrow. New patch notes:

Quote from: jorb
We've been developing, and here's what's new.

As you all know we will be releasing a new world tomorrow. A lot is changing, so this might be a long post. Bear with me.

Map Generator
  • Rivers should now connect various bodies of water.
  • Rivers should generally be larger.
  • There should now be bodies of water on the cave levels.
  • There should now be large, open, areas in caves.
  • Fixed a bug by which some caves bugged out and placed entrances in the middle of empty space.
  • There should now be boulders and stalagmites in caves.
  • The map will initially be generated at a size of 250x250 minimaps (the same as worlds 3-7). We may/most likely will extend the map soonish, but the intention is to make and keep a significantly smaller world.
  • New characters will spawn all over the initial 250x250 minimaps, rather than the central 50x50 as they presently do.
Metals
  • Copper & Tin ores should be more common.
  • Gold & Silver ores should be less common.
Quality Nodes
We considered removing the tri-quality system entirely, and we still may in the future, but in the end decided to simply generate more coherent quality nodes instead. Quality nodes you find should now generally/more often have some amount of quality in all dimensions, albeit with some distribution.

Fate Forage
Fate forageables have been significantly reworked, and should now appear more reliably.

Fast Travel
  • Charter stones cannot be built on the cave levels.
  • You may only travel to charter stones you have visited once. I.e. the first time you'll have to hike it there to get to know the stone.
  • You get travel weariness when traveling using a charter stone. This can be recouped by sleeping in a Sturdy Bed, and in one other way, which you can discover for yourselves.
  • Charter stones and Village Idols now require a new resource for their construction.
Localized Resources
  • In exploring the world you will find several new localized resources, all using some new and hopefully interesting mechanics. We may reveal more details as these are discovered, but generally speaking they all have in common that their regeneration rates are globally limited.
  • The boulder distribution should now be more even, so hopefully we can avoid completely stone empty areas this time.
  • Gold & Silver boulders should be rarer.
Siege & PvP
  • Added catapults. Catapults have 750HP, and can be used while they have more than 150HP. Catapults take 3HP damage per map pixel they move, and 200HP damage each time they fire. A catapult can be used six hours after it is built, and one hour after each repair. Catapults have a soak value of 3. Catapult shots deal, randomly, from 600HP and upwards. It is not possible to launch Hearthlings yet.
  • Added a Shield to all claims. In order to attack a claim using a Siege Engine you will first have to break the Shield. While the shield is up, all damage dealt by Siege Engines to structures under the claim will be diverted to the shield. The Shield has 60000 HP, but can only take a maximum of 4000HP damage per hour. The shield's damage resistance increases with damage it takes, but is reset every hour. The shield regenerates 1000HP each hour. Once a shield reaches zero HP left it will break. A broken shield comes back online once it reaches 8000HP. You can find out the status of a claim's shield by inspecting the ground.
  • Log Cabins have 5 soak and 5000HP. Timber Houses have 7 soak and 7000HP. Stone Steads have 10 soak and 10000HP. Stone Mansions have 12 soak and 12000HP. Great Halls have 25 soak and 25000HP. Stone Towers have 30soak and 30000HP.
  • Thus: By adding more catapults/battering rams to a siege you can break a claim shield faster, asymptotically approaching a theoretical maximum of 3000 damage per hour (4000HP damage minus 1000HP healed), meaning that the fastest speed in which you can break a claim is 20 hours from the first siege engine hit, which gives 26 hours if you count the initial drying time on catapults. Once a shield breaks, siege engines will deal damage to objects as normal.
  • Do note that destruction by hand is unaffected by the shield.
  • We intend to align the battering ram more with this system as well, but for now it works as it always has until we've had time to implement a more civilian wrecking ball for peaceful purposes.
  • Construction and repair of Siege Engines are all limited by a new resource.
  • Nidbanes are now limited by a new resource.
Payment Model & Level Caps
  • We have tried to listen to the feedback you gave us on our first announcement, and thus we have altered the ideas we presented there.
  • There are no time limits in the game. Anyone may play as much as they like.
  • There is a level cap on Attributes & Abilities of 300 points. You can go higher than that using equipment and other stat bonuses.
  • Verified Accounts level up 10% faster (gain 10% more LP and FEPs) than Free Accounts, and can gain 10 more levels than Free Accounts (e.g. 310 total).
  • Subscribed Accounts level up 30% faster than Free Accounts, and can gain 30 levels more than Free Accounts (e.g. 330 total).
  • You are always capped according to your present account status, so if you level up to 330, and then stop subscribing, you will play at level 300 until you resubscribe.
  • Do note that we still consider level caps an experiment. Our intention is to evaluate them, not necessarily to implement them permanently.
  • There is a new skill called Painting which allows access to Sketch and Pigment crafting, which are available to anyone. Sketchpages from the store can instead be used to craft any pattern, irrespective of complexity, without the need for pigments or other inputs.
  • All previously bought Sketch Pages will be redistributed to their buyers for the new world.
  • We're hoping you'll find this a more equitable payment model.
Miscellanea
  • The base inventory size has been increased by one row and one column to 5x5.
  • The energy meter has been extended to hold 10000 energy, rather than 5000. New characters start at 5000 energy. Healing occurs above 8000 energy. Hard labour -- soil digging & mining -- is only possible above 5000 energy. We realize that levling soil sucks, and we want to improve that significantly, but for now we just hate your slave alts. Fuck 'em.
  • You now need relevant skills to build objects. I.e. you need to have Stone Working both to place and to build on, a Stone Tower.
  • You will now receive a special Wound when knocked out.
In the Pipe
  • With some luck we may have Xsolla online before the month is out.
  • We are going to do something to reward earlier subscribers.
  • We will go over the store more generally before release.
  • The world reset will occurr tomorrow once we get up, can verify that the generated maps are acceptable, and have dealt with various lingering administrivias, and whatnot.
We would have liked to be around for the world ending, but need our beauty sleep before the reset.

Feel free to opine, and for the rest I'll see y'all tomorrow.

Enjoy!


This actually doesn't sound half-bad. They changed the stat cap for subscribers and free players so that it's pretty close now and should not have a significant difference in combat. Considering the new stat caps for free players, this is a win compared to previous system since you can play without time constraint now.