Taming

Decay

Decay is a system of deterioration of structures, commonly measured in Decay Hits (although the measure itself isn’t very specific).

There are four main Decay patterns that can be observed:

  • Resilient Structures: These items do not decay at all if placed on paved ground within Personal Claim or Village Claim with authority. This category includes all immobile structures and most containers (Cupboard being notable exception).
  • Indoor Structures: These items are safe from decay only if placed inside buildings or caves/mines, wherein they will not take any decay hits. This category includes most moveable structures and some containers.
  • Fields and Terrain: Sometimes referred to as decaying, these actually transform into different terrains. Specifically Tree radius (and so tree-cutting and planting) and field plowing enables such changes. It happens regardless of claim coverage.
  • Carcasses: These always decay, there’s no way to prevent it. All unprocessed or skinned carcasses are subject to it.

Decay hits are completely random. Currently there is no good way to measure when decay hits will happen.

Quote from Jorb:

Jorb November 7th, 2010: «Decay Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example). Portable stuff that should typically be placed indoors still decays while outdoors. For example: Anvil, Wardrobe, Cupboard, Spinning Wheel, Loom, Meat Grinder, Coinpress. That may or may not be all.»

Forge of Empires [2.4] (2013)

Добро пожаловать в Forge of Empires! Каждому игроку дается возможность построить свой уникальный город, развивать его и переходить из одной эпохи в другую — от каменного века и до наших дней. В игре Forge of Empires вы займетесь исследованиями, будете открывать новые технологии, улучшать здания и военные постройки. Здесь нужно расширять т …

Год выпуска: 2013Жанр: Strategy, Simulator, Adventure, MMOРазработчик: InnoGamesИздательство: InnoGamesВерсия: 2.4Сайт разработчика: https://www.innogames.com/ru/Язык интерфейса: РусскийПлатформа: PCОперационная система: Win XP, 7, 8, 8.1, 10;Процессор: 1,4 ГГц и выше;Оперативная память: 512 Mб;Видеокарта: 512 Mб;

PC игры / MMO
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How to mine

To begin mining, you must first build a Mine Hole or find a Cave. Have a Stone Axe, Metal Axe or a Pickaxe equipped and use

Adventure > Mine

and click on a wall. Walls within the 49 tiles (7×7) of a cave entrance cannot be mined. Be careful, as mining without supports may cause a cave-in that can cause HHP and SHP damage and will kill you if you get hit by too many.

Mining drains stamina based on the type of the tool used, it’s quality and the hardness of the tile relative to a character’s mining ability. Make sure to bring plenty of drink to restore stamina quickly.

Using a torch or Miner’s helmet for light will help drastically when mining, particularly when working older mines whose ore deposits are located far away from the minehole. Note however that using a pickaxe requires both hands, thus making a miner’s helm the only portable light source that can be used. (Note: Use of current custom clients with Night vision negates the need for light sources if turned on.)

The world consists of multiple layers—the surface and five underground layers. Caves and mines all are part of the same underworld; a hearthling can tunnel from one mine or cave to another. In the underworld, if a hearthling selects ‘mine’ and clicks on a wall, he or she will attempt to chip out the wall, extracting Ore or stones, depending on the what mineral node it is.
Note:Initial Cave walls are neutral, and will not give stone or ore (except for occasional Cat Gold). They must be mined to expose what minerals are directly around it. Minerals (Stone and Ore) exist in nodes. Various stone nodes build almost all of the underground. Sometimes ore nodes will intersect cave walls, and sometimes you have to dig into the wall for some distance before finding ore. For you to mine a cave wall, you need to click on the wall that is at least 50 tiles from an entrance. You can also use Rustroot Extract to find ore in the layer below you.

Whether the hearthling is able to extract ore or stones depends on the hardness of the wall. That is to say, some wall tiles will require more strength (and/or better tools) to extract ore or rock from. If the hearthling has enough strength to mine it, the tile will be converted into floor.
The higher your strength is and the better quality tools you use, the faster the mining spot will be mined. Also, mining spots contain layers, which means that each tile can be mined multiple times before it converts to floor. Each time you mine there is a chance to get stone or ore. Whether it’s ore or stone depends entirely on tile — tile that belongs to vein will not give stones, and tile that does not belong to vein will not give ore. Mined stones and ore are automatically placed in inventory, or dropped to the ground if you lack the space in inventory.

Depending on the hardness of the wall compared to the quality of your tool and your strength, you will start to mine that wall or will receive an error message such as the following.
Messages that occur while mining (each message means you need 10-15 more Mining to mine successfully):

  • You don’t even manage to scratch that rock.
  • That rock is very much too hard for you to mine.
  • That rock is much too hard for you to mine.
  • That rock is slightly too hard for you to mine.
  • That rock is just slightly too hard for you to mine.

The ability to mine out walls easier scales with your Mining Ability , calculated in W8 as Strength∗avgTool{\displaystyle {\sqrt {Strength*avgTool}}}. Note that the tool’s average is calculated based on double the qualities for pickaxes and normal qualities for axes. Formula for it is suspected to be AvgTool=qTool232{\displaystyle AvgTool={\sqrt{\frac {{q}Tool^{2}}{3}}}} for axes or double that for pickaxes. Said formula has also been affectionately referred to as «the whole square average thinger», it’s a technical term.

Example: You have a Q20 Pickaxe (remember that pickaxe quality counts double in the formula) and 60 Strength. Your mining ability would equal to sqrt(60 * 40) = ~50 Mining ability. Let’s assume you tried to mine a wall and received «That rock is much too hard for you to mine» message. That means you would need at least 80 or more Mining ability to start mining that wall.

Using a better quality tool and better strength means more tiles to mine available. Strength can be increased by equipment such as a Bear Tooth Talisman, Bear Cape or by the following rings: Forge Ring, Thane’s Ring, or Beast Ring

Очки жизни — Hitpoints — HP

Шкала очков жизни (HP) имеет три ползунка следующих видов HP: лёгкие (SHP), тяжелые и (HHP) и максимальные (MHP).

SHP

SHP отображает текущее кол-во HP. Кол-во этих очков постоянно, но очень медленно восстанавливается до возможного максимума — HHP (если хартлинг очень голоден, регенерация останавливается). При падении значения SHP до ноля персонаж падает без сознания и примерно минуту лежит в отключке.

HHP

HHP это максимально возможное кол-во очков жизни, которые на данный момент мог бы иметь ваш персонаж. Эти HP не восстанавливается регенерацией сами по себе. HHP лечат только бинтами или пиявками. HHP не может быть больше MHP вашего хартлинга. Персонажи получают мало повреждений HHP от большинства атак, кроме случаев, когда они в нокауте. В таких ситуациях все повреждения весь урон приходится на HHP. Персонаж перманентно умрет, если его HHP опустятся до ноля.

MHP

MHP это максимально возможное кол-во очков жизни вашего персонажа с учетом ваших характеристик. У всех новых персонажей 100 MHP и может быть повышено или понижено только двумя способами. Рост параметра конституции персонажа увеличивает MHP, а понижение уменьшает. Это включает в себя CON бонус/пенальти от изменения Barbarism/Civilization слайдера личных верований . Перемещение Life/Death слайдера также изменяет MHP персонажа на 20% в соответствующие стороны.

Формула вычисления MHP: MHP = 100 * корень квадратный от (CON / 10). После этого накладываются бонусы/штрафы личных верований.

Hunting big game

Hunting big game is much different than hunting small game. While small game require no combat skills to hunt and kill, you must be able to kill big game through combat. The intricacies of combat are too great to explain here, so instead some methods to hunt which require little or no combat experience will be discussed

Boat Method

  • With this method, almost every big game can be hunted safely with very low Unarmed Combat
  • Once you have access to Boats, acquire two. One boat you will ride in, and the other you carry overhead.
  • One you have found your big game, initiate combat from the shore and lure the animal to shallow water, preferably somewhere that you can easily block the animal’s escape with the boat you are carrying. this can be done by finding a narrow strip of shallow water.
  • After ensuring the animal cannot escape or flee, attack the animal and then move away before it has a chance to retaliate. Any combat move that creates openings, such as punch, low blow, chop, or kick will work.
  • After a certain amount of damage is done, the animal will leave combat and begin to flee. however, as the animal cannot flee, you can simply kill it.

Cave Method

  • If you have a cave nearby you can aggro the animal you want to kill and lead it to the cave entrance.
  • Attack it to build up openings and when your defenses are getting high, enter the cave and lower them. Rinse and repeat.
  • It can take a while but eventually you will kill the animal and it rarely runs away.
  • Be careful with taking too long inside the cave as you may break combat and lose your IP.

Some things to note:

  • You will sometimes be attacked. be sure not to take too much damage.
  • Animals will attack your boat, so be sure it doesnt break beneath you.
  • If you butcher animals on shallow water, their bones will be dropped into the water and thus irrecoverable.
  • Bears will begin to flee after a certain amount of damage, and will then enter rage mode. Be aware of this fact while trying to kill bears.
  • Mammoths have a ranged attack that can be used at a distance, nullifying any advantage of boat hunting.
  • If you have access to the Knarr blueprint, you can build a knarr construction site behind an animal using a block of wood and negate its escape.

Other methods to be added later

Mining Difficulty and Ore Quality

Underground there are 3 types of mining related nodes. Ore veins, Rock quality and Hardness nodes. These nodes are all placed randomly and have no relation to each other except under chance conditions. All rock that is mined will be of the quality equal to the rock quality node (or the base quality if there is no node) of that area. This applies to both stones mined from «empty» rock and ore mined from an ore vein. Finding a soft, high quality ore vein is therefore a very good stroke of luck.

There is only one relation between hardness and quality. As you descend levels of the world, each one gains base quality and base hardness. Quality potential goes up each layer significantly, however it is unknown the exact amount hardness goes up.

Quality of mined ore is hardcapped by Masonry and softcapped by mining tool’s quality.

It is worth noting that having quality bonuses from Quarryman and/or Miner credos seem to add the bonuses after the hardcap calculation. This means it is possible to get rock/ore quality higher than your masonry hardcap.

Поиск постоянного пристанища

Поиск постоянного пристанища — очень ответственное дело и к нему надо подойти с умом. Судя по тому, как расположены клаймы опытных игроков и исходя из логики, клайм должен быть расположен недалеко от воды и леса, рядом с холмом, чтобы можно было выкопать шахту. Да и свободного места для строительства вокруг тоже должно быть много (лишний лес можно вырубить на стройматериалы, а пеньки выкорчевать с помощью пункта меню «Destroy» (уничтожить). Также стоит поискать вблизи глину, как один из важнейших ресурсов. Для поиска глины можно воспользоваться пунктом меню «Dig» (копать). Лучше всего, если у вас в руках при этом будет лопата.

Abilities

The abilities page details your learned abilities, as well as earned and . on this page you can also manage your study report, which is where you study Curiosities

Abilities

Abilities are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:100LP∗(currentlevel+1){\displaystyle 100LP*(currentlevel+1)}
Learned skills are nonrefundable, so choose wisely. Like Attributes, Abilities can be buffed or debuffed by Wounds and Equipment

Study Report

The Study Report is a 4×4 mental inventory, sometimes referred to as your ‘mentory’, used to study Curiosities at the cost of to gain .
things to know:

  • Studying curiosities is a passive activity and will occur automatically as long as curiosities are in your mentory.
  • Your Attention is equal to your intelligence, and determines how many curiosities you can study, determined by the curiosities’ mental weight.
  • You cannot have two of the same curiosities in your mentory at the same time.
  • A Personal Claim Bond is kept in your mentory in order to upkeep its presence.
  • Presence is added from a percent of lp gained from studying curios. Lp is not consumed from presence being present.
  • Once an object is finished being studied, you will receive its learning points and the object will disappear.

For more information, see the Curiosity page

Lore & Skills

The Character Skills preview

The Character Credos preview

The Character Lores preview

Lore & Skills is where you can evaluate which Skills, Credos, and Lores you have discovered or completed.

Skills

Skills are abilities you can purchase which enable you to perform specific actions, such as Boat Building and Mining. Skills cost and are permanently in effect once purchased. Skills are hierarchical and as such must be learned in a specific order. Generally, the more advanced the skill, the more Learning Points it costs.

Credos

Credos can be described as professions, which completed provide passive buffs and bonuses. Credos cost Learning Points to initiate, and only one Credo can be pursued at a time. Each Credo has 5 abilities that can be activated in order by completing quests for that credo. Once the Credo is completed, their bonuses will be permanently in effect and you can begin pursuing another Credo. Similar to skills, certain credos require prerequisite credos to be completed before you may begin them.

Lores

Lores are events which occur by playing and exploring. Lores award the player , which can then be spent on Curiosities to gain Learning Points. Lores are triggered randomly and it is encouraged to perform a variety of tasks through the day in attempt to trigger as many lores as possible.

Learning Points

Learning Points are used to buy Abilities, skills, and Property. You can currently earn Learning Points (LP) in three ways:

Disovering new objects

  • For example: picking your first branch off a tree will give you some LP, digging soil, clay for the first time will award you LP. This is the main source of LP for a new character.
  • Some actions that generate large sums of LP:
    • Picking tree products: branches, bark, fruits and seeds, boughs
    • Picking forageables such as Spindly Taproot or Blueberries
    • Fishing — every type of fish caught will give you some LP
    • Side Note: Items your ancestors have discovered won’t give you Learning Points.

Curiosity System

Curiosities are items that can be crafted, foraged, caught, or created as a side effect of doing certain activities. They are studied over time in your Study Report, and will give you LP after completion. They will also consume some experience points.

Killing Animals

  • Hunting and killing animals in combat gives a small amount of LP, roughly equal to how much damage your character inflicted on the creature
  • Do note that the amount of LP received will reduce if you continuously kill the same creature.

Base Attributes

Attributes

Attributes are the most basic stats in Haven, and are gained through eating food and receiving Food Event Points (FEP). Attributes can be both buffed and debuffed by various mechanics in the game, such as wounds, equipment, and certain Activities

Food Event Points

The FEP bar displays the current amount of FEP you have for a specific attribute, as well as how many points are needed to gain another attribute point. Generally, the number of FEPs needed to gain a new attribute is equal to your highest attribute value. For instance, if your highest attribute is strength at 30, then you will have to consume 30 FEP to gain a new attribute point.

Food Satiations

Food satiations are penalties from eating specific foods. Every food item satiates its own category. All food stuffs satiate equally, and there is no randomness or distribution.Satiated foods become less effective, which can be seen as a percentage on the Base Attributes screen of the , under Food Satiations. (See the Food Satiations page for additional details)

Hunger Level

Each food has a hunger value that adds to your hunger level when eaten. Each hunger level has a lower «Food efficiency» bonuses, but takes less time to return to a lower hunger level. The hunger level of food is a flat rate unaffected by quality..

Hunger Level FoodEfficiency Time to lose 1% hunger Time to lose 100% hunger Variety Bonus Variety Example @15 max stat
Ravenous 300% 2 hours 200 hours 1.097 28.3%
Famished 200% 1 hour 100 hours 0.894 23.1%
Hungry 100% 20 minutes 33.3 hours 0.632 16.3%
Content 90% 10 minutes 16.67 hours 0.602 15.5%
Full 50% 3 minutes 5 hours 0.447 11.5%
Stuffed 25% 46 seconds 1.25 hours 0.315 8.1%
Overstuffed 10% 7 seconds 0.19 hours

Miscellaneous[]

Seeds quality is affected by your farming skill and reduced by it if its lower then the crop’s Q.

Water recovers more stamina per hunger as its quality increases. Details unknown.
> Q 10 water goes at a rate of 5% per 5% hunger
> Q 65 water goes at a rate of 15-16% per 5% hunger

Animals give higher quality items as their level increases, affected by your sharp tool and survival skill .

The quality of crafted items is equal to the average quality of the ingredients rounded down. However, it is also capped by the appropriate skill level of the crafter. Different items have different weights in averaging the quality of a final product.For example, a Q50 bone combined with a Q10 branch would make a Q20 arrow, because a bone weighs 2 and a branch weighs 6. (The formula would be (50*2 + 10*6) / 8) — These are not the true weight values of these items, these are example values.

Cooking and Ceramics

Cooking and pottery are both very similar. When you bake, you produce a dough based on the average Q of your ingredients, softcapped by Cooking. You then place this into an oven, which requires fuel. The quality afterwards is given by a weighted average:

Pottery uses the same formula as well: the only difference is that you craft a ceramic based on the average Q of your clays used, softcapped by dexterity. Then the ceramic is the «dough», the kiln is the «oven», and the fuel is still the fuel.

Jewelry

  • Quality for all accessories except monocles and spectacles is calculated with quality = √ · . (Needs confirmation: do materials have no influence on jewelry,, or is this a softcap?)
  • Monocle and glass quality is the average of the materials, softcapped by smithing

Equipment

  • Bear Tooth Talisman quality = tooth quality, softcapped by psyche
  • Bone saw quality = (5*qBone + qBranch)/6, softcapped by survival
  • Traveller’s Sack quality = (qHardened Leather + qString)/2, softcapped by sewing.

Raw materials

  • Board quality = sqrt(qLog * qTool), softcapped by carpentry
  • Woodblock quality is simply log quality. Your Carpentry and stone axe don’t matter.
  • Leather quality = (3*qHide + qBark + qWater + qTub)/6.

Food

  • Cheese quality will get near the quality of the trays used, racks dont seem to affect quality
  • Butter quality = (4*qMilk + qChurn)/5, softcapped by cooking
  • Butter-steamed Cavebulbs are affected by butter, water and cavebulb quality (not by fuel though)
  • Beer quality = (qWort + qBarrel )/2
  • Fish quality = Fishing spot quality, softcapped by (qPole*qLine*qHook*qLureOrBait)^(1/4)
  • Grapejuice quality = (7*qGrapes + qWinepress) / 8
  • Wine quality = (qGrapejuice + qBarrel) / 2
  • Vinegar quality = (qWine + qBarrel) / 2

Philosophy

I (Fredrik Tolf) am quite a long and ardent supporter of free
software. I have previously published quite a number of programs under
various open source licenses for public perusal and I use almost
exclusively free software on my own computers; so I know well the
advantages for both users and developers of using free software.

Free Software and Games

However, games offer a very interesting clash of various property
interests. Obviously, it is always good for software to be as free as
possible. On the other hand, the game content itself (being not only
images or other multimedia data that constitute the game, but also the
code defining the game rules) is something I regard very much like,
say, a book of fiction or a movie: Releasing the content of a game
freely would not only prevent the makers of a game (us) to profit from
the game, but the full disclosure of game mechanics and all game
content would also detract from the exploration and discovery aspects
of the game in question, leading, in all likelyhood, to a worse
experience for the players. Yes, an individual can always avoid
looking at the code (maybe), but even then it may be hard to avoid the
greater community of players, and especially so in a MMO game such as
Haven.

As far as general opinions and rules of thumb go, it is therefore my
(current) opinion that the best situation for a game to be in is one
where the game engine is free software, and the game content is
clearly separate from the engine and proprietary.

Its Relation to Haven

Unfortunately, Haven is not quite at that point. The game engine,
located almost entirely in the game server, cannot currently be
cleanly separated from the game content, and it is not obvious if it
ever can be. Fortunately, however, the client is very much in a
situation where that is possible—fortunately especially since
the client is the program which players actually run and which is
therefore what matters the most to them. I designed the client from
the outset to be as little as possible, and I think I have succeeded
rather well in that goal: It is little more than a dumb terminal with
some interpolation logic. Furthermore, the client’s source code is
very cleanly separated from the actual content of the game; they even
reside in completely different files (the
and files)! The client implements only the
barest possible minimum of the game mechanics, so it ought be very
difficult to cheat by modifying the client. We actually (more or less)
decided on releasing the client code quite some time ago, and much of
the delay has simply been issues of deciding the exact legalistic
details of everything.

Free and Non-free Parts

The actual source code of the client is released under
the GNU LGPL,
which means that you’re basically free to do whatever you want with
it, as long as you yourself continue releasing it under the GNU
LGPL. That would include building a new game server of your own devise
and hosting a new game using the same client. We don’t mind—that
would basically be a new game anyway, and we might even enjoy playing
it! More importantly, having access to the client code allows you to
modify the game UI to fit you better, or to fix bugs that may be
peculiar to your system or any other issue that may be important to
you.

That applies only the source code of the client proper, though. When
you play Haven & Hearth, the client proper is combined with our
game resources, and it is that combination (along with the server to
which it connects) which creates the actual game. As long as you play
that combination, we consider that being our game that you play. As
such, there are a few restrictions which we consider proper. Most
importantly, there are a few ways in which the client can be modified
so as to constitute what we would consider cheating (rather minor
cheating, but cheating nonetheless). As a matter of policy, we do not
allow such clients to connect to our server, or use our resources. In
practice, we are, of course, not likely able to police all such use,
but if we do discover it being used blatantly, we’ll certainly take
action. Likewise, we would, naturally, consider it an offense to try
and crack or otherwise break the server. (Those points will probably
not apply to the vast majority of you reading this text, so please do
excuse my brusqueness. You probably agree that they are worth
mentioning.)

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