Insanity!

Announcements of major changes to Salem.

Re: Insanity!

Postby Darwoth » Sun May 31, 2015 4:12 pm

Yes wrote:Gluttoning beyond 40 points should give 1 level of madness per 10 points



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Re: Insanity!

Postby ShadowTani » Sun May 31, 2015 4:13 pm

Lighting fires could restore sanity a tiny amount, like lighting fireplaces, kiln's, ore smelters etc. That should cover the activity for a lot of players. And using a flint and steel could restore a bit more than using a tinder drill or torch.

And for increasing insanity… ¦] Give a one-time reduction when initiating butchering, but have sanity get restored some (maybe even more than what got lost) if you finish the butchering process. Poacher's beware! (Including myself)

Argentis wrote:It's a shame really that turkey poop cannot be used to reduce upkeep anymore. Before I would use it as first fertilizer so that I would never had to bother about the upkeep. Now it's not possible and only wood choppings can be used as upkeep reducer. I suppose we can't have a nice -5% upkeep to the turkey poop?

If his intention was to encourage variation then this was a good move I think, and woodchoppings are way too OP after the hotfix now with 20% base, it just takes you 7 uses to get down a field from 100% to 50%… If 5% is all you need for the field then there should be no problem adding a couple at the end when you've applied all your other desired fertilizers.
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Re: Insanity!

Postby NeiroShop » Sun May 31, 2015 4:25 pm

ShadowTani wrote:[
Edit: And people need to get over that JC got inspired by Don't Starve; games takes inspiration from a thousand sources, it's nothing new, just like most platform games are derived from Mario, if not directly then indirectly. Just because JC liked a few concepts he felt fit Salem doesn't mean he copied that game in its entirety.


Thing is Dont starve is a single player/coop game. Salem is not.
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Re: Insanity!

Postby Heffernan » Sun May 31, 2015 4:51 pm

having a church in ur town should dramatically reduce insanity so a) churches have a bigger meaning b) those with churches an finally stay afk in there town without being bothered by this insanity crap...
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Re: Insanity!

Postby biskvito » Sun May 31, 2015 4:54 pm

OCD symptoms: when you close a gate or open a door your character repeats it a random number of times.
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Re: Insanity!

Postby NeiroShop » Sun May 31, 2015 4:54 pm

Heffernan wrote:having a church in ur town should dramatically reduce insanity so a) churches have a bigger meaning b) those with churches an finally stay afk in there town without being bothered by this insanity crap...


Criminals & Witches could still have the insanity crap. To not make JC's work in vain. But yes.
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Re: Insanity!

Postby Bjebr » Sun May 31, 2015 4:57 pm

Abusse wrote:My numbers on 10 first use of fertilizers https://goo.gl/tiRmM1

:!: BTW Crown Manure cost 1750silvers so it must be some kind of Monsanto Witch Dust now, if anyone is willing to test it, i will update the table.

:idea: Maybe fertilizers diminishing return shouldnt be shared? so we have to use diferents fertilizers to get better results?

:?: also making limed hide gives 2 now


That's with three-field System skill for influence i suppose ?

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Re: Insanity!

Postby Blood » Sun May 31, 2015 5:03 pm

I would love to be able to see insanity levels. So far i love the voices, alot of funny **** there so +1 on that.
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Re: Insanity!

Postby Abusse » Sun May 31, 2015 5:04 pm

Argentis wrote:About Fertilizers.

It's a shame really that turkey poop cannot be used to reduce upkeep anymore. Before I would use it as first fertilizer so that I would never had to bother about the upkeep. Now it's not possible and only wood choppings can be used as upkeep reducer. I suppose we can't have a nice -5% upkeep to the turkey poop?


with the diminishing returns, i rather use tons of wood chippings at the end than using it as 4th fertilizer to reduce that 5%

Bjebr wrote:
That's with three-field System skill for influence i suppose ?

Bjebr


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Re: Insanity!

Postby baerli » Sun May 31, 2015 5:15 pm

Dallane wrote:
Chrumps wrote:Please make a meter to show insanity level too, or at least a warning when it is about to increase madness


There is a meter.



Could you explain this please? How can we access this meter, to look up our actual amount of insanity?

I assume the change in our masks refers to the madness-levels, not insanity itself, right?
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