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Update: Colonization
December 1, 2023

https://i.imgur.com/OwBFbIW.png

The four different groups of people in the game have had different specialties for a while. Three of the groups have biome specialties, making them the experts who can obtain resources from the jungle, the desert, or the arctic. The forth group had no specialty biome to call their own, so they became the language experts---the one group that could talk to all the other groups with no language barrier. The idea was that they could serve as a kind of trading group, traveling from area to area in the world and exchanging specialty resources.

But in the harsh survival reality of the game, this fourth group, the language experts, were always seen as dead wood. While the other groups were necessary for collective survival, because they provided access to necessary resources for technological advancement, the players could really care less about the fourth group. If they died out, the rest could still survive and progress just fine.

This week, the language experts get an additional buff: they can travel and settle anywhere, even outside of their homeland. This means that they can join other villages and help out long-term, across generations, which will give them more opportunity to put their language translation abilities to good use.

There's also a fix to the way /DIE cycling works on the low-population servers, making parallel solo play on low-population servers viable again.

And finally, there's a new, more detailed food consumption log, which will allow third-party statistics services to compute some interesting things. The log gets populated on a 24-hour delay, but data will eventually start posting here:

http://publicdata.onehouronelife.com/foodLogDetails/

This was partly inspired by DopiePanda's amazing work on this new leaderboard and stats site:

https://oholcurse.com
[Link][5 Comments]






Update: Boneless
November 23, 2023

https://i.imgur.com/n83Q46v.png

A small update, just in time for Thanksgiving.

Eating a drumstick from a plate no longer causes the leg bone to vanish. This might seem trivial, except that a full set of turkey bones are needed to make turkey broth. People ended up with a bunch of useless partial sets of bones that piled up.

You can now reclaim rope from the long shaft, along with being able to reclaim it from other wooden shafts. This was a small oversight that has been lurking in the game content for years now.

And the biggest change this week: what happens when you type /DIE as a baby (succumbing to SIDS).

Before, the server would remember only your previous SIDS mother, avoiding her for your next birth. After you typed /DIE for a second mother, that mother, that second mother would be remembered, allowing you to potentially return back to the first mother. There are also other factors that are taken into account in birth placement, such as lineage bans, birth cooldowns, etc. These factors together could mean that if you typed /DIE repeatedly, you might ping-pong back and forth between two different mothers. This would cause lots of annoyance for these mothers, as well as an accumulation of baby bones.

Now the complete list of every mother that you typed /DIE to avoid is remembered, and you avoid all of them in subsequent births, without ever returning to one. However, what happens when you run out of mothers by doing this? You go to Donkeytown. This is your signal that there are no mothers left for you to try, or at least that the mother that you're looking for is not available based on some other factor. However, upon visiting Donkeytown, you aren't stuck there: your SIDS list is cleared entirely when that happens. After that, you can use /DIE to cycle through the mothers again. But Donkeytown is a signal to you: you've run out of options. Hopefully, this new system will help to alleviate the annoyance of repeat visits from /DIE-cycling babies.
[Link][18 Comments]






Update: More Fixes
November 3, 2023

https://i.imgur.com/PwfFxks.png

More fixes this week, based on some newly reported issues.

A possible exploit that would allow a daisy-chain of carts to be used as an impenetrable wall has been fixed. Trash pit behavior has been improved to avoid nuisance trashing of some items, and accept some other waste items. Large animal bones now decay faster. Defaced graves are no longer permanent (and defaced baby graves decay after two minutes, just like regular baby graves). Stone walls with shelves can become ancient. And you can FINALLY place a drumstick down on a plate.
[Link][Comment]






Update: Demon Haunted World
October 28, 2023

https://i.imgur.com/28YKg4S.png

It might be more than just your imagination.
[Link][6 Comments]






Update: Zero Issues
October 20, 2023

https://i.imgur.com/1RnEfnq.png

Thanks to everyone who helped by posting One Thousand Seven Hundred and Ninety bugs and issues over the life of this game. I'm sure there will be more things discovered in the future, but for now, I've finally made it to the end of a very long list.

While that seems like a lot of bugs and issues, it helps to keep the complexity of this game in perspective. There are 2400 hand-drawn sprites, which are assembled into 4339 unique objects. And those objects interact with each other through 5106 transitions. To put it a different way, this is a game with 4000+ pieces and 5000+ rules. Obviously, there are lots of opportunities for little things to get overlooked along the way, or for things to not work quite right.

This week, you can spoon ice cream back and forth between bowls, you can no longer walk through rail carts (but you can deconstruct them), there's a new large storage box, stuff inside closed chests doesn't stick out through the lid, you can throw old boots back in while fishing, and blocked bears no longer get stranded in front of their caves forever. Several bugs with the new gesture system have been fixed. There are new notifications when you try to assign property (for both success and failure), and brand new players, who might have inflated gene scores, are removed from consideration for special roles until they have lived at least 25 lives.
[Link][1 Comment]






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