Sneak Peek at Expeditions

Announcements of major changes to Salem.

Re: Sneak Peek at Expeditions

Postby Vexus » Fri Jun 12, 2015 1:00 am

daopa wrote:
Scilly_guy wrote:He has already stated in this thread that only animals and perhaps a suitcase of items will be allowed back from the expeditions.


Ugh, was kinda hoping it can be like Diablo 3 seasons, at the end you keep your character.


Same here. Keeping the character would be a big plus to get people in and playing, and make murders/deaths even more ruinous. Otherwise we all have to juggle two servers.

Question:

Will the vendor prices be the same as they currently are on Providence?
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Re: Sneak Peek at Expeditions

Postby TwiztidJay » Fri Jun 12, 2015 6:07 am

how will u become a witch for expeditions or do we bring our player from one server to the other? I thought we made a brand new player but than makes it very confusing on how you would become a witch since the doll has to be given to become one.
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Re: Sneak Peek at Expeditions

Postby Wikiultra » Fri Jun 12, 2015 6:14 am

TwiztidJay wrote:how will u become a witch for expeditions or do we bring our player from one server to the other? I thought we made a brand new player but than makes it very confusing on how you would become a witch since the doll has to be given to become one.


JC said they will seed the server trough events again.
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Re: Sneak Peek at Expeditions

Postby agentlemanloser » Fri Jun 12, 2015 7:35 am

I’m not sure if this has been asked yet, but have you made any alterations to the map generator for expeditions? I seem to recall at least one of your team being as dissatisfied with the biome/river distributions as I am.

Incidentally, do you realize that this is the perfect opportunity to experiment with adding naturally occurring caves to the terrain? First, add the entrance decal to cliffs meeting a certain height/width criteria. Then, model the cavern itself upon a standard mine floor. Procedurally generate the twisting passages. Form the walls from rock that can’t be mined, using a slightly different texture. Have the team’s artist make some stand-in stalagmites and immovable boulders. Populate the cave with old and new forageables: mushrooms of various kinds, salt, certain new inspirationals, etc. Add natural spawn nodes for bats (giant and regular), cougars, bears, and darkness variants where applicable. Here’s the twist: make all cavedwelling animals instantly hostile and murder-capable. Seems like such a system would add some much-needed variety to the terrain. If you like, you could also add an infinitesimal chance that the rare forageables would spawn as well in caves, just to give people a reason to risk it.
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Re: Sneak Peek at Expeditions

Postby JohnCarver » Fri Jun 12, 2015 7:48 am

agentlemanloser wrote:I’m not sure if this has been asked yet, but have you made any alterations to the map generator for expeditions? I seem to recall at least one of your team being as dissatisfied with the biome/river distributions as I am.

Incidentally, do you realize that this is the perfect opportunity to experiment with adding naturally occurring caves to the terrain? First, add the entrance decal to cliffs meeting a certain height/width criteria. Then, model the cavern itself upon a standard mine floor. Procedurally generate the twisting passages. Form the walls from rock that can’t be mined, using a slightly different texture. Have the team’s artist make some stand-in stalagmites and immovable boulders. Populate the cave with old and new forageables: mushrooms of various kinds, salt, certain new inspirationals, etc. Add natural spawn nodes for bats (giant and regular), cougars, bears, and darkness variants where applicable. Here’s the twist: make all cavedwelling animals instantly hostile and murder-capable. Seems like such a system would add some much-needed variety to the terrain. If you like, you could also add an infinitesimal chance that the rare forageables would spawn as well in caves, just to give people a reason to risk it.


Very fair suggestion and if we had another month something we would probably tackle. As it stands though, surface caves are slated for a future expedition.
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: Sneak Peek at Expeditions

Postby Vexus » Fri Jun 12, 2015 9:06 am

Image
New "cave system"
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Re: Sneak Peek at Expeditions

Postby Nsuidara » Fri Jun 12, 2015 9:34 am

cave in darkness :D agree

Normal server will not be getting updates?
\(*o*)\ Praying in the Marp Church may reduce the time for update /(*o*)/
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Re: Sneak Peek at Expeditions

Postby JohnCarver » Fri Jun 12, 2015 6:53 pm

Update. Final details of the store and bank accounts have been worked out:

*We have just finished having the Bank Teller know what server you are playing on. Thus, providence bank accounts will now be disjointed from expedition bank accounts.
*After the next patch silver will no longer be deposited directly in the bank account, but instead will be delivered to the postmaster in carepackages like other store bought items.
*Postmasters will be on all servers. Thus anything you currently have on your postmaster now may be used for the upcoming expeditions.
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: Sneak Peek at Expeditions

Postby Darwoth » Fri Jun 12, 2015 7:05 pm

wish i still had a few founder packs collecting dust in my box, although it matters less as with the new 20 wrought requirement we still wont see towns on day one like we used to.
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Re: Sneak Peek at Expeditions

Postby pistolshrimp » Fri Jun 12, 2015 7:20 pm

JohnCarver wrote:*Postmasters will be on all servers. Thus anything you currently have on your postmaster now may be used for the upcoming expeditions.
[/i]


Haha suckers I still have my Marp's Birthday hat on the postmaster, gg.
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