Havendock cover
Havendock screenshot
Genre: Simulator, Strategy, Indie

Havendock

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



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

v0.66.20 - Clone Potions

Wouldn't it be nice to be able to clone yourself so you can sit back and relax while clones do your chores and laundry for you? Well, there's no laundry in Havendock, but I wanted to test something a little unique here so I added something called Clone Potions.



It started as a little experiment and there was quite some work to turn yourself into a settler because the player character isn't actually a settler, but I think I got parts of it working! It's still early but I think it would be cool to let you guys try it out to see what your thoughts are and how it works!

Let's hope they don't develop a hive mind and takeover the settlement though, heh! (Clones aren't properly tested on islands yet)

Update notes:
- Enchanted Witch trader now sells experimental Clone Potions
- Dance Floor is now affected by 'music' instead of 'sound' volume setting
- Attempted to improve certain texts' readability
- Add warning when UI scale is set to above 100%

Fixes:
- Fixed issue where settlers don't take food/drinks from the 2nd/3rd/4th slot of a storage box if the first slot has 0 food
- Fixed bug where the settlers overview panel could be shown at 0 settlers
- Fixed bug where both wikia and guidebook were overlapping and shown when opened
- Translated some un-translated texts
- Fixed error on thai when selecting a piped building
- Fixed clones showing up in characters panel and negative human count when clones expire
- Fixed character disappearing when changing gender in character selection

Hotfix - v0.66.19 (UI Scaling, Pipe fixes, Experimental self host)

v0.66.19:
Multiplayer:
- Added experimental self hosted option for multiplayer

v0.66.18:
Game changes:
- Added new 'UI Scale' setting option
- Build distance is now increased by the Long Reach research at half effectiveness
- The first 50 dives will have a 0% injury chance to prevent RNG giving you a bad start
- Prevent showing other island building unlocked notification after researching boatyard
- Pipe-up arrow icon tooltip now indicates what building(s) it is receiving inputs from

Bug Fixes:
- Fixed pollution still increasing even when disabled in World Settings
- Fixed a possible issue with pipes not delivering to storage boxes
- Fixed issue where kicking a character opens the characters panel for the first time
- Fixed bug where duration to level up traits were faster than intended
(meant to be 0.5x in the previous patch but it became 0.25x)
- Fixed 'Shortcut key: 10' text. There is no such button on the common keyboard sadly.
- Storage boxes no longer show 'activated' and 'refill optional input' toggles as they don't do anything