Development Roadmap

Announcements of major changes to Salem.

Re: Development Roadmap

Postby loftar » Sun Sep 21, 2014 10:24 pm

JohnCarver wrote:Test tubes get quite useless the higher the purity of the item being cooked.

I can say with confidence that it was theoretically possible to test-tube things up to 100%. :)
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Re: Development Roadmap

Postby RonPaulFTW » Sun Sep 21, 2014 10:28 pm

loftar wrote:
JohnCarver wrote:Test tubes get quite useless the higher the purity of the item being cooked.

I can say with confidence that it was theoretically possible to test-tube things up to 100%. :)


How?
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Re: Development Roadmap

Postby JohnCarver » Sun Sep 21, 2014 10:30 pm

It is also possible to 1-shot somebody with a gun. We were not talking about those possibilities :).

RonPaulFTW wrote:
How?


Old system added +X/+X/+X/+X to alchemical values and then divided by their sum to get back to 100%. It was weighted against the purity at play though to where once you broke 50-60 in an alchemical you were seeing some pretty forceful push-back. The reason nothing close to those purities came to light in the year it was this way. Arguably we did not change that all that much as purity will push back pretty hard on you now as well the higher you climb. The difference just being the point in which it does.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Development Roadmap

Postby loftar » Sun Sep 21, 2014 10:31 pm

RonPaulFTW wrote:How?

Both from a probability-theoretical viewpoint and from doing actual simulations. Not that it was likely. :)
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Re: Development Roadmap

Postby JohnCarver » Fri Sep 26, 2014 8:39 am

Roadmap Updated.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Development Roadmap

Postby Procne » Fri Sep 26, 2014 9:58 am

Sounds exciting
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Re: Development Roadmap

Postby DarkNacht » Fri Sep 26, 2014 10:09 am

JohnCarver wrote:Roadmap Updated.

Feel free to move animal husbandry a little closer.
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Re: Development Roadmap

Postby JohnCarver » Fri Sep 26, 2014 10:25 am

DarkNacht wrote:Feel free to move animal husbandry a little closer.


The closer something gets, the less time it has to be polished and refined for it's launch. There is a reason I am leaving the nicer things in the back. It gives us that much more time to get it right.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.

Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Development Roadmap

Postby Gacrux » Fri Sep 26, 2014 3:22 pm

The sculpture system and mining system sound like they have a lot of potential to be amazing especially if sculptures play into inspirational study :D
Any spoiler or bonus ideas/info on what you plan on doing with the mining system?

Will there be more levels of mining (different layers of mines)
Overhaul of nodes or prospecting?

Also will archaeology play into this new mining system or will it be a separate kind of mechanic? ALSO! Will there be any correlation with archaeology and cthulhu mythos ideals?
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Re: Development Roadmap

Postby Procne » Fri Sep 26, 2014 3:58 pm

[quote]Moving on to Stalls for the month of October.[quote]
If the October update is supposed to be mainly about stalls does that mean stall mechanics (and everything related to them) will be much more complex than what we had in previous world?
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