Posting Game Suggestions Everyday Til JC Acknowledges Salem

Forum for suggesting changes to Salem.

Re: Posting Game Suggestions Everyday Til JC Acknowledges Sa

Postby pistolshrimp » Mon Oct 12, 2020 9:22 pm

Thanks for all your support Reaper, and Taipion for posting, and anyone else for reading. Sorry for not posting for a couple of days, suppose I need to disappear from time to time to get in JC's head.

On that note, feel free to post here Mr. Carver, or if you are shy send me a private message, would really help the existential dread of spending way too much time on a game even the devs don't care about that sometimes which sometimes bubbles to the surface and I don't have strong enough cognitive dissonance to deal with yet. lol.

On that note, I'm going to try to get caught up again. I think I have a couple of metal changes to I already wrote up which I will post but I will leave them off there and pick them up after October ends. Instead I want to do some more October appropriate suggestions. So this means more ghostly, Halloweeny, and magical stuff along with New England and Autumn-y changes.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Metal Making Changes Part 1: Crucible Changes

Postby pistolshrimp » Mon Oct 12, 2020 9:29 pm

Day 68: Metal Making Changes Part 1: Crucible Changes

Gold Bar Recipe changed to Bar of Natural Metal and requires 26 of any Natural Metal and makes a variable bar depending on the natural metal used. natural metal types cannot be mixed. Golden Eggs counts as a Natural Metal. Gold Ore does not count as a natural metal.

New Cold Spot Swamp Exploration Event: Bog Iron. The texture for this event are bubbles in the swamp water. With any shovel equipped right-clicking and selecting "Dig for Iron" will give 36 Lumps of Bog Iron. Bog Iron is a Natural Metal.

New Mountain/Quarry Exploration Event: Meteor. This is a boulder with similar uses as an obsidian boulder. Chipping a Meteor will give 26 pieces Lumps of Meteoric Iron. Meteoric Iron is a Natural Metal

Bars of Bog Iron can be used interchangeably in recipes or structures that call for Bars of Pig Iron. Meteoric Iron can be used interchangeably in recipes or structures that call for Bars of Wrought Iron. These generally exist to give new players a chance to find some of the first metal they need rather than having to buy it.

Items made from Gold or Silver and Copper or any of the Alloy Metals also count as Natural Metals can therefore can be remelted back into Bars. Obviously this is super inefficient but may be better than nothing for some people.

Nail Recipe changed to only use Iron Bars.
Buttons Recipes mostly removed and replaced with "Metal Buttons" calls for 1x Any Metal Bar and gives variable outputs based on the bar of metal used.

Cinnabar can be melted over a lit Crucible to produce .1 liters of Mercury.
Last edited by pistolshrimp on Mon Oct 12, 2020 9:34 pm, edited 1 time in total.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Re: Posting Game Suggestions Everyday Til JC Acknowledges Sa

Postby pistolshrimp » Mon Oct 12, 2020 9:34 pm

Day 69: Metal Making Changes Part 2: Alloys Metals

Making Metals in an Ore Smelter significantly tweaked. A Bar of metal now always takes 10 ore and 10 lime. Alloying bonus no longer affects this, and there is no chance involved. Loading in 20 Ore and 20 Lime yields 2 bars, etc. The number however is rounded down based on the Ore, so 19 Ore and 50 lime = 1 bar and there is no carry over. This should make making base metals a little more clear.

Additional Ore from other metals can be placed in Smelter at the same time and can make an bar of an alloy metal by chance. Alloy Metals are specific extra bars of metal that are produced by chance when making base metal bars.

The type of alloy bar is determined by the Main Ore and the Secondary Ore. The Main Ore is whichever Ore there is the most of and the secondary the second most common Ore. Alloys exist for only combinations of 2, and not all combinations exist. If the two ores are equal it will default to the lower tier metal as the Main Ore.

EXAMPLE: 10 Lime, 10 Copper Ore and 1 Silver Ore may create a Bar of Billion.
Chance of this happening is determined by (in order of importance) your Alloying Artifact Bonus at time of lighting, how many extra secondary ore you used, how many extra lime you used, and chance.
EXAMPLE: 20 Lime, 10 Copper Ore and 9 Silver Ore have a higher chance of making a Bar of Billion than 10 Lime, 10 Copper Ore and 1 Silver Ore.

==LEAD ALLOYS==

Bar of Terne
Base: Lead Ore
Alloy Metal: Tin Ore

Bar of Molybdochalkos
Base: Lead Ore
Alloy Metal: Copper Ore

Bar of Galena
Base: Lead Ore
Alloy Metal: Silver Ore

==TIN ALLOYS==

Bar of Babbitt
Base: Tin Ore
Alloy Metal: Lead Ore or Copper Ore

Pewter
Bar of Pewter
Base: Tin Ore
Alloy Metal: Silver Ore

==COPPER ALLOYS:==

Bar of Gunmetal
Base: Copper Ore
Alloy Metal: Lead Ore

Bar of Bronze
Base: Copper Ore
Alloy Metal: Tin Ore

Bar of Billion
Base: Copper Ore
Alloy Metal: Silver Ore

Bar of Tumbaga
Base: Copper Ore
Alloy Metal: Gold Ore

Bar of Speculum
Base: Copper Ore
Alloy Metal: Cinnabar

==SILVER ALLOYS==

Bar of Stannum
Base: Silver Ore
Alloy Metal: Tin Ore

Bar of Sterling
Base: Silver Ore
Alloy Metal: Copper Ore

Bar of Doré
Base: Silver Ore
Alloy Metal: Gold Ore

Bar of Amalgam
Base: Silver Ore
Alloy Metal: Cinnabar

==GOLD ALLOYS==

Bar of Electrum
Base: Gold Ore
Alloy Metal: Silver Ore

Bar of Orichalcum
Base: Gold Ore
Alloy Metal: Copper Ore
Last edited by pistolshrimp on Tue Oct 13, 2020 7:24 pm, edited 1 time in total.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Autumn Leaf Changes

Postby pistolshrimp » Mon Oct 12, 2020 9:41 pm

Day 70: Autumn Leaf Changes

Pagan leaves are now found in autumnal biomes in their corresponding temperature/"season".

New pagan leaves for the rest of the year. Yule, Imbolc, Ostara, Beltane, and Litha Leaves.

Spring Zone: Ostara and Beltane Leaves
Summer Zone: Litha and Lughnasadh Leaves
Autumn Zone: Mabon and Samhain Leaves
Winter Zone: Yule and Imbolc Leaves

All pagan leaves now count as tinder. New variable masks for each of the new leaves. All leaves can be placed inside a Book Press, selecting press will turn them into inspirational decorative which can be mounted on a wall.

Leaf Pile: Warm Spot Autumnal Exploration Event.

Using the Jump action into a leaf pile destroys it and fills your inventory is 50 leaves. 5 are guaranteed to be Colorful Autumn Leaves. All other leaves are random. This also gives you Max Young at Heart Buff for 1 hour (same as drinking Grape Juice).

Caterpillars are now only found in the Spring and Summer Zones.
New Bug: Woolly Bully, replaces caterpillar in Autumn and Winter Zones, turns into a moth instead of a butterfly. Right-clicking on a Woolly Bully and selecting "Measure Stripes" raises or reduces your thermal by 5 for 10 minutes based on chance. Using a Woolly Bully for a caterpillar in a jar gives different proficiencies.

Image
*This is a Woolly Bully Caterpillar, New England folklore is that bigger the brown stripe in the middle the colder the winter will be that year.*
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

New England Thematic Changes Part 1: Hydropower

Postby pistolshrimp » Mon Oct 12, 2020 10:20 pm

Day 71: New England Thematic Changes Part 1: Hydropower

New Skill: Hydropower
Water Tower unlock moved to Hydropower.

Water Tower costs 0 wrought iron but costs 20 Dry instead. Graphic changed look slightly more wooden and less metal. Current water tower looks cool but I feel it looks a little bit too modern and kinda stands out.

Water Towers now have large radius. As long as there is water in the Water Tower it will power water-powered structures, either making them process quicker or in some cases automatically process, but slowly drain water while those structures are active.

Cradle is water-powered structure, so if a water tower with water inside is nearby placing rubble inside will instantly replace the rubble with what ever was inside without having to "Rock" it, and drain a little water from the Water Tower.

Windmill is also water-powered. If a water tower with water inside is nearby processing flour or cornmeal is instantaneous, but drains a little water to do so.

New Structure: Raised Bed Planter. 10x dry board, 4x nails. This counts as a gardening pot but holds requires 4x everything to plant, but will multiply the outputs by 4 as well. Raised Bed Planter is a water-powered structure and will fill automatically with water and drain that much water from the water tower.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

New England Thematic Changes Part 2: Church Changes

Postby pistolshrimp » Mon Oct 12, 2020 10:24 pm

Day 72: New England Thematic Changes Part 2: Church Changes

*Note: As darkness drain is removed in favor of temperature churches have been left with reduced functionality. Churches still push away monster spawns.*

Churches are the bastions of civilization in the new world and therefore their primary function will also have to do with productivity. Churches have a large radius and reduce slightly the time it takes to do any activity with this radius. Additionally any character within the radius of a Church gets a +10 Productivity Bonus.

Paying Respects at a Crypt or Grave within the radius of a Church yields slightly higher increase in humors rather than outside the radius of a church.

Splitting a Singing Old Log yields 2x Singing Old Splinters, an inspirational that counts as tinder. Church Recipe now changes to require 5x Any Splinter. Using 5x Cross-Shaped Splinters builds the church the same as it is now, using Singing Old Splinters makes a variable church that looks more like this:
Image
*IE Wood and White. This is more the style of early New England Churches.*
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Re: Posting Game Suggestions Everyday Til JC Acknowledges Sa

Postby Taipion » Tue Oct 13, 2020 7:56 am

billon, not billion :lol:
Need something? Here is my Shop (Including some useful info for new/returning players at the bottom of the first post)
Taipion
 
Posts: 2659
Joined: Fri Mar 08, 2013 4:12 pm

External Decoratives

Postby pistolshrimp » Tue Oct 13, 2020 7:26 pm

Day 73: New England Thematic Changes Part 3: External Decoratives

Steer Skull, Horse Skull, Furfur Antlers, and Deer Antlers can be right-clicked ¦] on any house type building to hang them above the door of that building.

Wreath, Simple Crucifix, and Garlic Braid can be clicked on any house type building to be hung on the door.

New Recipe, unlocked from Pig Rearing: Barnstar ---> 2x Pig Iron and requires an Anvil. Barnstar is an external decorative that can be hung on any house type building or barn.

New Recipe: Hex sign ---> 2x Planned Board, Any Milk Paint. The recipe creates a variable Hex sign based on Milk Paint Used. Hex sign is an external decorative that can be hung on any house type building or barn.

Rocking Chair can be placed outside as well as inside. Any craft that requires a Whittler's Bench can be preformed while sitting in a Rocking Chair.
Last edited by pistolshrimp on Tue Oct 13, 2020 11:32 pm, edited 2 times in total.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

Re: Posting Game Suggestions Everyday Til JC Acknowledges Sa

Postby reeper_aut » Tue Oct 13, 2020 11:31 pm

Day 68:
Tar from swamps?

Day 69: :P

Day 70:
i love it!

Day 71:
make the watertower more rustic with almost no straight lines

Day 72:
churches in the new world should generally be more wooden than stony.
so maybe the wooden is the standard and stone church the "hidden"?

Day 73:
gramps pistol in his chair on his veranda :lol:
reeper_aut
 
Posts: 367
Joined: Thu Aug 30, 2012 5:07 pm

Ghosts & Skeletons Part 1 - Ghosts

Postby pistolshrimp » Thu Oct 15, 2020 9:52 am

Day 74: Ghosts & Skeletons Part 1 - Ghosts

New Creature: Ghost

Un-intered skeletons have a small chance to summon a ghost every 24 hours, but only if the relative has over 100 points in at least 1 bile. Chance of a ghost spawning is generally low but is lowered more by the Faith and Wisdom of the descendant. If more than 1 decedent exists the one with the highest scalp score is choosen.

When spawned a Ghost will always move towards the descendant or if he or she is logged off towards their homestead, passing though all structures.

Once it reaches the descendant it will attack them, or if they are not logged in it will wait 24 hours at their homestead. If it is not killed by someone else or the descendant doesn't log on, the ghost will "possesses" the descendant. Additionally if any player is knocked out by a Ghost it will possesses them.

Being possessed by a ghost does not have a debuff icon, but it increases all bile drain and occasionally causes you to move in the opposite direction than where you clicked. Every so often a your character will do a random emote. Any attacks that hit you do extra damage. Rarely a possessed pilgrim will act out violently, using Stomp at random. These changes should start out subtle but ramp up slowly like disease. Possession will not increase while the player is seated on a Bench in a church.

The Priest in Providence has a new option to "Preform Exorcism" at a fee of 500 silver. This has a long animation visible to everyone in providence and the length of this animation is relate to the progression of the possession.

Killing a ghost yields 2x Ghostly Cloth, which counts as both a Silk Cloth and a Cotton Cloth.
User avatar
pistolshrimp
 
Posts: 1826
Joined: Sun Mar 31, 2013 6:38 pm

PreviousNext

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 19 guests