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Havendock News

Island Expansion WIP

[h2]Hi all![/h2]

I thought I'd share an overview of content I'm working on. (Post will contain spoilers of upcoming content!)

1) Fishing Village


2) Bird Island Expansion

(Bird island will soon live up to its name!)

3) Inter-island transport


4) Underwater mini expansion


5) More story

The injured bird on the second floor deck will also have a use.

6) Magic Academy


7) And more to come in the future...
I am also experimenting with other features, but these are still in an extremely early prototype stage, such as a more advanced House Building System. Such systems are still in a very immature state and will only be put out in experimental branch first.


Other ideas are also in the baking oven


I do my best to share ideas and keep my development process open to all! So if you want to see more, you can take a look here if you wish to:
https://zircon-rhodium-ce8.notion.site/1f020340907640c8960b29aaf45d37e4?v=963d42241deb4123a8a4fe62098d371e

And if you have suggestions for cool ideas, let me know here or hit me up on Discord! :)

— YYZ

v0.66.31 (Stuck settler fixes)

This update attempts to fix an issue with settlers getting stuck at one position, such as at choke points.



Currently, settlers that get stuck are teleported to their destination. It will take a much longer time to determine the actual causes and to rectify all of them in the proper way, so I created this workaround to at least help in the meantime.

Changelog:
- Stuck settlers will try to un-stuck themselves after a few seconds
- Added new friendly visitors

Quality of Life:
- When hitting '+' on storage boxes, it now auto-focuses on the search input field

Other:
- Landing Pad cost changed to 5 Feathers (previously 5 Wood)
- Camera rotation is now saved when loading savefile
- Update Cotton description to clarify it is obtainable from Scavenger's Tent
- Fixed fisherman at village dialog text overflowing out of the speech bubble behind it
- Fixed removing whip from inventory causing chest raft to come infinitely

Experimental Branch:
- Fixed mice floating on cow island bug
- Fixed storage boxes appearing as a 'garbage dump'

v0.66.29 - Birdhouse Upgrades

As you expand, your need for birdhouses increases, but its upgrade caps quite early. Thus, I have added two more upgrades so you need less of them and can use the build space for other things!



I also added some QoL updates.

Changelog:
- Birdhouses can now be upgraded to level 4

Quality of Life:
- Knowledge and Coins can now be transferred in stacks of up to 10.
(can be further amplified by the Big Hands trait)
(current limitation to improve in future: settlers don't take stack size into account when deciding what to carry next)
- Ctrl+Click should now be able to be used to take resources from storage boxes
- Whip can now be stored in the storage box

Fixes:
- Cranes no longer work if on fire
- Hide empty docks that only show experimental content on experimental branch to prevent confusion
- Fixed clones becoming regular settlers after saving
- Clone potions can no longer be used on a boat
- Clone potions now disappear after being used
- Fixed other islands' "Base" tab button showing wizard island tooltip

Experimental branch:
- Mouse house should deliver to itself now
- Clone potions no longer useable in cave

v0.66.28 - Sprinklers

I'm testing out a new addition: Sprinklers, a new structure that lets you water surrounding farms.



Parrots have also been improved to deliver to sprinklers in this update.

I've also changed the encyclopedia to alphabetical for now to see if it's easier to find things.



I've also zoomed in more in the character selection in the main menu so you can observe your character better when customizing your avatar!

Changelog:
- Added a new research to unlock Sprinklers
- Added a new building: Sprinklers water up to 8 adjacent farms
- Encyclopedia items are now sorted alphabetically
- Character selection is now much more zoomed in

Experimental branch:
- Salt can now be sold to traders

v0.66.27 - Landing Pads

I was playing Havendock earlier this week. I started a new save file and played for about 12 hours. I took notes as I went along. As I expanded, I found myself walking quite a distance to get to where I wanted to go. Same with having to travel to other islands to collect coffee beans and other resources. So one of the things I wanted to improve was mobility around your own base.

So I pushed out the first iteration of cannons in the previous update to test it out. It was just the first iteration so it was limited, but with this update I hope to improve it further and enhance it as it goes. I've added "Landing Pads" in this update, which don't actually look like landing pads as it's just a descriptive name. Previously you could only launch to a specific spot, but now you can customize and place down pads to specify where you want to launch yourself to. You can even launch to another part of your base. I hope this gives you a bit more flexibility in how you want to get around.

I've also added some minor quality of life improvements.
You can now build cranes and storage boxes on all islands (including the other island on experimental).
Anyway, enough of my musings, here is the changelog for this update!

v0.66.27:
- Cannons now require landing pads and you can select where to launch to
- You can now build landing pads
- Cannons can now be built on all islands
- Cranes, Storage boxes and Workshop can now be built on all islands
- Added new setting to optionally reduce update frequency of AI calculations for performance on large bases
- Keypad '+' and keypad '-' can now be used to zoom in/out (this only works with a keypad)

Experimental branch:
- Mouse House can now be built on all islands
- Desalination Plants Upgrade I buffed: 2x -> 5x storage