lol, yeah, I'm working on a kind of tedious non salem mapping project. I'm really bad with projects because I get super caught up in them and forget about all my other responsibilities. I do appreciate that people noticed tho. Keep me honest and make me feel appreciated, or at least effectively annoying, at the same time.
Getting Caught UpDay 39: TreasureTreasure Chest are a new structure. Treasure Chests can be buried like a Coffin, but only on Ocean or Sandy Beach. While they have inventory slots and one can place items in to bury if they wish, they also work a bit like hollow logs and will generate "Treasure" over time, therefore keeping them buried for a long time can give you cool items but risks someone finding them before you dig it up.
Treasure Chests cannot be buried on claimed land, and if claimed over they cannot be dug up until the land is unclaimed. Treasure Chests
can be buried on claimed land, but do not spawn treasure items, but in this way they can still be used to hide personal objects if you have sand on your claim.
Treasure Spawns:Cuts Gems (all cuts, large and small gems)
Silver Pieces
Gold Pieces (used in secondary salem store)
Golden Goblet
Gold Bars
Silver Bars
Coin Collections
Any Chains
Be-Jeweled Dagger
Silver Dagger
Gold Dagger
Silver Reales - Function like Golden Eggs, where they can be melted into a Silver Bar on a crucible using the Golden Bar recipe.
The most common item to spawn will be Any Tokens
Daggers will be to swords what like pistols are to firearms. They can be dual wielded but do less damage and can't be used to parry.
A note on how to do invisible items. Devs mentioned they wanted to do buried treasure a wild back but couldn't figure out how. My guess the problem is the items tend to show up on the minimap if you know how to edit your radar xml, however I think they happened upon the solution already with their wishing well. Don't try to hide the item, but change its model to one that already exists but is common. For Animal Traps I suggested earlier use Autumn Grass. For Treasure Chests you could use something like seaweed.
Day 40: Sea Monsters *My choice for creatures are based mostly on medieval concepts of sharks and whales. These are probably temporally incorrect, as in relatively outdated by the time period of Salem, but thematically these fe;t right enough to make an exception. I kind of was thinking it would be cool to make the Deep Ocean would feel mysterious, dangerous, and fantastical.*Overall Concepts: Sharks are aggressive, and because hitting creatures with watercraft damages the watercraft sharks will be very dangerous for canoes and rowboats which are the weakest watercraft. Sharks will be much less a problem for Ocean-craft. When Sharks attack they deal damage to pilgrims in the quadrant it attacks. Quadrants are covered in the Piracy Suggestion but rowboats and canoes only have 1 quadrant and rafts have 2, one for each side. Whales are non-aggressive but will attack if provoked and do more damage than sharks. The current sperm whale will remain the same and will not do damage if hit.
Sharks:Ziphius
Nereydes
Delphinus
Sharks Give:Sharks Teeth
Slabs, Steaks, and Cuts of Sea Dog Meat (Sharks were called sea dogs at the time).
Glossopetrae: Artifact that primarily gives spellpower. Counts as any fang, can be used in blowdarts and poison recipe, makes timber ratter antidote/ venom blowdarts most times but rarely will make Quetzalcoatl antidote/potent venom darts.
Shark Liver: Inspirational that can be drained to produce shark liver oil, which can be used as fuel in hurricane lamps and lampposts.
Raw Shark Skin
Shark Jaw, decorative inspirational which can be dissected to give shark teeth and rarely Glossopetrae.
Shark Fin
Shark Stomach - Can be dissected has an chance to gain ANY object currently in the game with equal chance.
Being bit by a shark has a small chance to give you "Dogger Bank itch", a new disease.
Whales:Trolual
Physeter
Ambergris
Whale Blubber
Spermaceti - perfume item, can be used as an oil for hurricane lamps and lampposts, 1 liter gives the same affects as 10 liters of train oil. Produces a blue fire rather than an orange fire.
Whale Bones: Now counts as an Ivory item like Mammoth Tusks)
Slabs of Craspois (whale meat, low gourmet value), slabs can be boiled to make train oil as well.
Whale Tongue: food item
New Crafts:Shark Skin Cape
Shark Tooth Club
Whale Bone Armour
Other Changes:Providence Vendors buy full buckets of train oil.
Day 41: Deep Sea FishThis adds Deep Sea Fish that can only be caught while in the Deep Sea Biome. Rather than being food. Deep sea fish are all perfect efficiency inspirationals, one for each proficiency type. Additionally Deep Sea fish don't cost extra inspiration for studying the same one in the same session. While each fish won't give a ton of inspiration points, their efficiency means can help drive a market for deep sea fishing and additionally drive people to explore the deep ocean.
Abremon - Arts and Crafts
Capitaius - Cloak and Dagger
Focas - Faith and Wisdom
Botte - Flora and Fauna
Halata - Hammer and Nail
Gladius - Herbs and Sprouts
Utelif - Hunting and Hideworking
Gobio - Law and lore
Murena - Mines and Mountains
Salpa - Sparks and Embers
Solaris - Sugar and Spices
Trebius - Thread and Needle
Each fish weights 2 kgs. Cutters have a single Providence type Barrel as storage and a Schooner has 2 barrel. The point of this and the high fish weight is to promote large crews as personal inventory will be the main storage on watercraft.
New Tool - Fishing Net ---> 4 Fibre Netting, 1x Rope
While a Fishing Net is equipped right-click on deep sea tiles will give option to throw net. The animation is slightly longer than fishing, but gives more fish, with the amount of fish related that players Fishing Artifact bonus. Fishing Net's take wear each time they are cast. Using the shoot action with a Fishing Net equipped works a bit like the lasso, although if it connect it will cause the target to be snared with the same animation one has when getting hit by a Spider web shot.