Game Development: Theatrum Chemicum

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Re: Game Development: Theatrum Chemicum

Postby Darwoth » Thu Apr 18, 2013 3:15 am

reserving comment until i see how badly they ***** gluttony now.

also i really dont think the proficiency levelling was a problem, therefore it does not make much sense to level them twice as fast only to increase the skill requirements later since you will be in the same boat anyway. in reality this was just a ***** you to people that levelled things like stocks and cults up over 200.
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Re: Game Development: Theatrum Chemicum

Postby CockyBastard » Thu Apr 18, 2013 3:15 am

You made my playtime go "Kcrark!"
I was really getting into the digging at the time.
Like Wilfred (australian 1/12 dingo)
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Re: Game Development: Theatrum Chemicum

Postby Mereni » Thu Apr 18, 2013 3:16 am

jorb wrote:Proficiency Change: Whenever you level up a proficiency, all proficiency meters that are currently full and processed (green) are now increased by one point, except for the proficiency you actually clicked to increase, which is instead increased by two points.

Perennial Philosophy is still leveled at a pace of one point at a time, and never increases as a side effect of levling another proficiency.


Ooooooooo, I like this. I wonder just what PP is going to do in the future that it is being kept so difficult to increase. Witchcraft?! o.O


jorb wrote:(new alchemy stuff)


This will be interesting to test. Going to try the test tubes first.

jorb wrote:--- Siege Changes ---
Trial by Fire reduced to half HP and has less soak
Walls slightly reduced in HP & Soak

We realize that the present changes to Alchemy have made raiding hard. We expect to gradually try to rebalance to better reflect the present paradigm. We're throwing this change out there as a first attempt.


Yay, rebalancing. :D
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Re: Game Development: Theatrum Chemicum

Postby Darkside » Thu Apr 18, 2013 3:17 am

jorb wrote:--- Purity Fields ---
Loftar made a slight foobar with them, so they may have shifted. They will not do this again.


But no mention of the previous purity fields being restored? The current one will remain? :( Man... all that time exploring for nothing

--- Hermeticism & Alchemy ---
Alchemy Table: A repository and enabler for and of Alchymical Equipment and processes.

Conjunctive Retort: While placed on an Alchemy Table, the Conjunctive Retort transfers from the lowest Alchemical dimension of an item placed in it, to the next to lowest Alchemical dimension of the same item. Note that the dimension being transfered to cannot come to exceed the next to highest dimension of the item.

Coagulative Alembic: While placed on an Alchemy Table, the Coagulative Alembic reduces both the Chymicall Instability and the Purity of items placed in it.

Rectificative Test Tubes: While placed on an Alchemy Table, the Rectificative Test Tubes slowly randomize the Alchemical dimensions of items placed in them.


Ok if I can understand your jargon it sounds like more tools which shift lower alchemies around a bit... but nothing that increases alchemies beyond the seemingly hard cap of 10% purity in nature right? I am just curious if it is possible to break ~50 in the alchemies yet with the current system since water, lime and granite never exists higher than that in nature and they are the basis for what cap you have in the pots, water, trees, humus etc..

--- Some thoughts ---
We realize that the present changes to Alchemy have made raiding hard. We expect to gradually try to rebalance to better reflect the present paradigm. We're throwing this change out there as a first attempt.

We will be adding further Alchymical Equipment.

We have an ambition to try to avoid adding more elements of hard grind, and an ambition to try to reduce them where they do exist.

We have an ambition to try to increase the importance of player skill in the fighting system.

We are thinking about Animal Husbandry, Fearsome Creatures and Priesthood, in no particular order.

Enjoy!


Hmm, maybe raiding is harder for new players, but it sure as hell just got easier for the 200+ bile folks with lower wall HP and soak lol...

Not so much "hard" grind but the tedious super long time cycles in the tree purity grind is killing me :(

Thanks for the update.
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Re: Game Development: Theatrum Chemicum

Postby loftar » Thu Apr 18, 2013 3:19 am

Darkside wrote:But no mention of the previous purity fields being restored?

Sorry, but I couldn't restore them. Their basic problem was that they were random, so I can't reconstruct their values.
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Re: Game Development: Theatrum Chemicum

Postby Darkside » Thu Apr 18, 2013 3:21 am

loftar wrote:
Darkside wrote:But no mention of the previous purity fields being restored?

Sorry, but I couldn't restore them. Their basic problem was that they were random, so I can't reconstruct their values.


Okies, please, please dont make it happen again :oops:
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Re: Game Development: Theatrum Chemicum

Postby loftar » Thu Apr 18, 2013 3:21 am

Darkside wrote:but nothing that increases alchemies beyond the seemingly hard cap of 10% purity in nature right?

It's clearly possible to go beyond that using the test tubes.
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Re: Game Development: Theatrum Chemicum

Postby jorb » Thu Apr 18, 2013 3:23 am

Darwoth wrote:just a ***** you to people that...


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Re: Game Development: Theatrum Chemicum

Postby Darkside » Thu Apr 18, 2013 3:28 am

loftar wrote:
Darkside wrote:but nothing that increases alchemies beyond the seemingly hard cap of 10% purity in nature right?

It's clearly possible to go beyond that using the test tubes.


Ooh, ok I couldn't extract that from the description provided. Very interesting then.

Glass pane + Oiled board to make test tubes... yikes

do the test tubes have chance of breaking like the pressure cookers?
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Re: Game Development: Theatrum Chemicum

Postby Yourgrandmother » Thu Apr 18, 2013 3:31 am

The wall change :lol:

Went thru a stone wall in 35 seconds.
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