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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



v0.66.26 - Hotfixes

I've decided to make a single post combining the changes from the past 3 updates (v0.66.24 to v0.66.26), so some items in this post is a little late since May the Fourth is already over.

v0.66.24
- Added new decoration to celebrate May the Fourth
- Test out hotfix for underwater settlers stuck
- Oil Rig duration increased: 15s -> 20s
- Fixed UI scale warning tooltip showing 'No translations found'
- Fixed error when using Forge
- Fixed error where fence to second floor was blocking path

v0.66.25
- Fixed glass appearing awkwardly when dropped by the Item Dropper in multiplayer
- Some actions that only worked with left Shift/Ctrl now also work with right Shift/Ctrl
- Fixed issue where sometimes settlers would idle even when there were items to carry

Experimental Branch:
- Desalination Plants can now be fitted with pipes
- Added experimental feature at the lighthouse to summon traders

v0.66.26
- Added Human Cannon to be buildable on Bird Island
- Fixed issue where leveling traits do not immediately apply the increased bonuses until the save is reloaded
- Fixed inventory not closing via close button
- Fixed Desalination Plant bugged

In the next update, "landing pads" will be added so the human cannon can be controlled to launch you to different locations and not just to a fixed point. As I was expanding my own base, I realise I had to walk a long distance to get to where I wanted to go, so I wanted to add this as an alternative mode of transport within your base as well, not just to other islands. This can perhaps help those of you with large bases get around.



I am also testing out sprinklers that will also help early game players:

v0.66.23 (Inventory Tabs)

In the later stages of the game, I've gotten some feedback that your inventory can get cluttered with many items. So I've added some basic organization to hopefully help you find items easier.



- Inventory can now be organized or filtered by tabs if you have at least 30 item types
- Added 'unstuck' button that can be pressed in an attempt to free stuck settlers
- Alcohol restores more thirst: 20 -> 30
- Logbook and Objectives overview panel UI windows now pause the game when opened

I've also fixed a bug with water tanks consuming water incorrectly at low quantities, causing a thirst trap.

Fixes:
- Fixed bug where water tanks at exactly 1 water will fail to restore the correct thirst amount for the next settler
- Fix bug where you could insert past max capacity if you Shift+Click storages when one of its slots lack items
- Fixed Water Tank not refilling through pipes if you drank from it
- Fixed Forge upgrade description empty, now says x2 Speed
- Fixed bug where a settler still showed broken bone after being cured of injury

v0.66.22 - Human Cannons

I'm experimenting with a new, alternate mode of transportation for your character aside from boats!

I guess since I can't fly in real life maybe I can at least soar through the air in-game.

The cannon starts out slow but can be upgraded to launch you faster, and has additional research to decrease its cost to use it. It's still being balanced so further changes may be made to improve it.

This is just the first iteration of cannons so it only launches you to a specific spot. I was just testing out a quirky idea that had been in my head for awhile and decided to see how it plays out. In a subsequent update, I think it would be cool if you could build your own "landing pads" and change where the cannon should launch you to, so you can use it to get around different parts of your base quicker.

- Added new building: Human Cannon, unlocked by a new research below 'Coffee Makers'
- Added 2 more researches related to the Human Cannon
- Added new item 'Dynamite', produced at Chemical Plants
- Fixed clones spawning with depleted stats and not working on female characters
- Reduced the chance of the last storage slot overflowing by huge amounts
(old storage boxes that overflow will not get reset)
- Fix trader sort function causing items and values to display inaccurately
- Fixed optional input not filled if 'Bring Inputs' is not ticked even if 'Fill Optional' is ticked

Experimental branch:
- Fixed mice losing hunger/thirst/happiness/sleep stats

v0.66.21 - Upgradeable Prayer's Lounge and fixes


- Prayer's Lounge can now be upgraded 1 time
- In 'Mouse to Move' mode, the mouse can now attempt to move the boat primitively
Current limitation: Boat movement with mouse is extremely basic and will ignore collisions & pass through objects
- Added 'back' button for players with 'Move with mouse' to exit the house without a keyboard
- Fixed issue where UI scale setting not saving or applying properly (requires further testing)
- Fixed UI scale setting blocking shortcut keys popup
- Power plants now show 'Full power' instead of blank text when they are paused due to already having full power
- Disabled pipes in multiplayer due to sync issues
- Changed the pathfinding on upgraded recharge stations to possibly be more forgiving
- Clones won't attempt to meet needs and start at full happiness

Experimental branch:
- Added new building: Human Cannon, unlocked by a new research below 'Coffee Makers'
- Added new item 'Dynamite', produced at Chemical Plants
- Fixed player equipment also increasing monster damage
- Fixed issue where character appearance was reset to black outfit when entering the cave
- Added small easter egg with Cheese