Purely Food

Announcements of major changes to Salem.

Re: Purely Food

Postby lachlaan » Sat Sep 20, 2014 7:44 pm

There are more than one variable ingredient per recipe, in some recipes. So far I noticed the main ingredient's modifier will be to the effect itself, while secondary variable ingredients will change buffs / debuffs. Will keep looking into it of course.
Exactly 6.022 x 10^23 worth of Lach molecules.
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Re: Purely Food

Postby Procne » Sat Sep 20, 2014 7:44 pm

JohnCarver wrote:
alagar wrote:I saw the stalls on south of bostom, are you really thinking in putting back stalls in game?

Yep. While I do appreciate the person to person trade that has survived, there are simply too many new players who refuse to use the forum or interact with others for their goods, and too many goods that a player should buy instead of produce themselves. I feel a system for these players to safely (and more expensively) acquire goods must be in place. Stalls will be punitive enough in taxes that I imagine forum stores will still have a place.

Stalls are the only form of trade approved by his majesty. Anything else is black market
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Re: Purely Food

Postby jhnsmth » Sat Sep 20, 2014 7:58 pm

Is there any point in exploring now? I used to walk hours in search for purity nodes and ore mines. In fact it was quite fun. Now i just need to sit on my farm?
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Re: Purely Food

Postby Thor » Sat Sep 20, 2014 8:00 pm

Liking the patch so far, bought some store stuff for support 8-) got a mossy cape!
saltmummy wrote:You sad sad little man, my heart weeps for you. Better not go outside or your thin, tissue paper like skin might spontaneously rupture while your fragile sensibilities violently shatter spraying salt and urine all over the street.
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Re: Purely Food

Postby Icon » Sat Sep 20, 2014 8:06 pm

Thor wrote:Liking the patch so far, bought some store stuff for support 8-) got a mossy cape!


That sounds awful. Although I think I have some moldy pants if you need to coordinate
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Re: Purely Food

Postby Thor » Sat Sep 20, 2014 8:10 pm

Icon wrote:
Thor wrote:Liking the patch so far, bought some store stuff for support 8-) got a mossy cape!


That sounds awful. Although I think I have some moldy pants if you need to coordinate


It's a store item so it must be great :oops:
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Re: Purely Food

Postby Dirt_Diver » Sat Sep 20, 2014 8:15 pm

I saw it mentioned already, but I also had multiple blood events in gluttony while working on yellow bile. Blood is already my highest stat, and the foods i gobbled were strictly for YB.
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Re: Purely Food

Postby JohnCarver » Sat Sep 20, 2014 8:18 pm

Potjeh wrote:I don't like how food with a variable ingredient has equal base values for all humors. The different recipes simply don't feel different enough like this. I think it'd be more interesting if different base recipes had bonuses for different humors in addition to the variable ingredient bonuses. And then if the variable ingredient also gave food group restores you'd have to decide whether you want better humor values or restore values for a specific food.

Also, now that there's only one variable ingredient in a recipe, could we get a subicon so we can see what's it made of? We already have it on raw meat. It'd be great to be able to see at a glance what is what, checking the tooltips one by one is too slow.


Subicons would quite literally require 400% more inventory object things. Meat is not a 'system', it is a different graphic for each animal. It sounds like a nice thing, but it is not exactly simple.

As for the humors, I too went back and forth on if each recipe should have different base values. The problem when I traveled further down this road is that it VERY quickly became a scenario where you were a fool to not use the variable ingredient that effected the highest base value. While that might be a nice thing in a recipe here or there, it was certainly not a nice thing to have all the flexibility of the 'any' system only to be penalized for choosing the wrong 1 of the 4.


lachlaan wrote:There are more than one variable ingredient per recipe, in some recipes. So far I noticed the main ingredient's modifier will be to the effect itself, while secondary variable ingredients will change buffs / debuffs. Will keep looking into it of course.



This is true, it is a slippery slope to allow too many any foods too fast, as it can make for some unanticipated results which would be difficult to balance. But that is the beauty of this system, now that we laid the foundation, it is easy for us to add more and more any categories a bit at a time. It is also quite easy for us to open up more and more foods and systems that can have purity. We just wanted to start with something solid before trying too much and getting slammed with results we didn't see or think possible.

jhnsmth wrote:Is there any point in exploring now? I used to walk hours in search for purity nodes and ore mines. In fact it was quite fun. Now i just need to sit on my farm?


You can still walk hours in search of impurity nodes, which will be relevant one day. But no, the aether system does not reward the 'fun' of wandering around finding purity nodes of which less than 1% of the population seemed to enjoy.

Dirt_Diver wrote:I saw it mentioned already, but I also had multiple blood events in gluttony while working on yellow bile. Blood is already my highest stat, and the foods i gobbled were strictly for YB.

When did this happen, and what specifically were you using? We patched this last night.
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Re: Purely Food

Postby Dirt_Diver » Sat Sep 20, 2014 8:37 pm

It was last nite just after the rollout. I was using low tier items... fiddlehead and huckleberries.
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Re: Purely Food

Postby JohnCarver » Sat Sep 20, 2014 8:38 pm

Dirt_Diver wrote:It was last nite just after the rollout. I was using low tier items... fiddlehead and huckleberries.


Ah, yes, then I believe you will find this is already fixed.
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