Let's Get Ready to RUMBLE!

Announcements of major changes to Salem.

Let's Get Ready to RUMBLE!

Postby JohnCarver » Fri Aug 08, 2014 10:04 pm

Salemites,

Despite our road map being for combat we are trying our best to make good on our promise to spill over as much into the other areas of the game as we can while still maintaining our focus on the current 'broken system' at hand. This month we feel we made a significant amount of changes including many new items and skills. Because of this, we've not had as much time to test it all as we would like, so the patch notes will be thorough enough that we hope you will be able to more easily tell us if anything is not working correctly: typos, numbers that look wrong, foragables not appearing where they should, can't find something that we said we added, etc.

Also, to remind all of you. We considered Salem a masterpiece at point of purchase. Not one without need of restoration and attention, but certainly a unique and incredible gaming experience standalone. Because of this fact, we place an equal emphasis on improving, balancing, and refining the systems in play as much as we do adding more content. We originally felt that a large blow to Salem was the adding of new content on new content before the previous systems were fully fleshed out and complete. We are doing our best to eliminate that trend but hope you see it for what it is and not just some laziness on our part to make hundreds if not thousands of changes by simply balancing existing content. We take careful note to only balance things we felt needed it. But in the end, we felt the vast majority of the game could use just a little more emphasis on the direct values given.

New Content:

Artifact / Artifice

The artifact / artifice system has been completely reworked! We expect this new system to be both easier to understand and easier for us to expand, meaning you can expect even more content in this area in the future.

This does mean that all of the artifacts have changed and most of your clothes are going to be somewhat obsolete, but we believe that with the combat changes listed a bit further on, you would have wanted to try new builds anyway. You should also now have a greater choice of what sort of outfit you wear while carving a murderous furrow through Salem.

From now on, all clothing will be a base difficulty of 25; your Thread & Needle proficiency level has the chance to reduce this all the way to 0 if you build it high enough.

Additionally, proficiencies no longer 'match', but will reduce the difficulty of slotting an artifact based on how your skills compare to the difficulty and proficiency of the artifact itself.

To kick off this new system, we have added three new artifice types, Mining, Weaving, and Productivity, which adds to all civilian abilities. We have also added 24 new Artifact items listed below, some of which have other uses. With these new items, old items which have been given new Artifact status, and the Artifacts we already had, you should find a staggering 20 civilian, 43 combat, and 6 other Artifacts to mix and match.

4 Buttons for Blunt Defense: Seashell Buttons, Bone Buttons, Antler Buttons, Glass Buttons, Gold Buttons.
Fine Leather for Piercing Defense.
Bear Paw as an awesome Civilian Artifact or cut it up into Bear Claws for Piercing Power.
Needle will also help your Piercing Power and your Weaving.
Soft Feather Down, Wool Quilting, and March Hare Tails for Impact Defense.
Unthrown Argo Branch will increase your Blunt Power.
3 new Laces will help you with Weaving: Rustic Stuffing, Lacy Edging, Chantilly Lace.
3 new Pins will speed up your Woodcraft: Polished Scale Pin, Amber Pin, Gold Leaf Pin.
3 new Beads will help your Mining: Bone Beadwork, Polished Leather Beadwork, Glass Beadwork.
Runestone Shard will increase your Digging.
New Pocket, Patchwork Pocket, only slots into Pants but should allow even newbies to tool around Salem with their very own Pocket.
Spider Egg Sacs are a new artifice.


There have been a huge number of adjustments to existing Artifacts. All Artifacts now have a primary category. In the case of Combat, an artifact will give a large amount of defense of one type with smaller amounts of defense for two other types of attack, or a large amount of power for one type with smaller amounts of power for two other types of attack. There will be bonus Feral Defense on some combat Artifacts. In the case of Civilian, an Artifact will give a large amount of bonus to one type of civilian Artifice, with a small bonus to overall Productivity and a small bonus to Common Combat Defense. This is so that civilians need not go into the wild defenseless, yet they will not want to fight with civilian slotted clothing. Some civilian Artifacts also give Feral Defense.

The following is a more detailed list of changes to Artifacts:

Rare Artifacts will provide CCP, and CCD. The Snakeskull is currently the only Artifact in this category and has had it's values nerfed due to other changes here and in Combat.

Solid Artifacts will provide mainly Blunt Power and include from least to greatest: Smooth Stone, Colored Marbles, Gnarly Old Crab Shield, A Face in the Dross, Rattle Rattler, Sterling Geode, and the new Unthrown Argo Branch. They have all had their values adjusted accordingly.

Button Artifacts will provide mainly Blunt Defense and include from least to greatest:
new Seashell Buttons, new Bone Buttons, Copper Buttons, new Antler Buttons, Polished Buttons, new Glass Buttons, and new Gold Buttons. They have all had their values adjusted accordingly.

All Buttons now require a Fibre.
Polished Buttons now require Vegetable Oil.
Copper Buttons must be made at an anvil.

Decorative Artifacts will provide mainly Impact Power and include from least to greatest: Enforced Seam, Raggy Hem, Skullpin, Feathered Brooch, Colored Flagstraps, Embroidery, and newly promoted Beaming-Proud Sunflower. They have had their values adjusted accordingly.

Embroidery material costs have been increased significantly.

Soft Artifacts will provide mainly Impact Defense and include from least to greatest: Rough-Stitched Furpatch, new Tree Trimmings, Fluffy Stuffing, Spidersilk Weft, new Soft Feather Down, new Wool Quilting, and new March Hare Tail. They have had their values adjusted accordingly.

Pointy Artifacts will provide mainly Piercing Power and include from least to greatest: newly promoted Sharpened Stick, Crab Claw, Serrated Grimthorn, Nails, Etterfang, new Bear Claw, and the new Needle. They have had their values adjusted accordingly.

Leather Artifacts will provide mainly Piercing Defense and include from least to greatest: Leather-Knot Detail, newly promoted Fine Beaver Teeth, newly promoted The Elusive Last Bone, Buckskin Inlays, Rainbow Scales, Studded Leather, and Fine Leather. They have had their values adjusted accordingly.

Studded Leather now costs more Leather.

Foraged Artifacts will provide mainly Soil Digging bonus and include from least to greatest: Indian Arrowhead, Indian Feather, newly promoted Traces of the Lost Colony and new Runestone Shard. They have had their values adjusted accordingly.

Pin Artifacts will provide mainly Woodworking bonus and include from least to greatest: Simple Crucifix, new Polished Scale Pin, new Amber Pin and new Gold Leaf Pin. They have had their values adjusted accordingly.

Skullpin materials have been adjusted slightly.

Bead Artifacts will provide mainly Mining bonus and include from least to greatest: newly promoted Dead Silk Runner (That's right affix dead spiders to your clothes and call them beads ¦]), new Bone Beadwork, new Polished Leather Beadwork, and new Glass Beadwork. They have had their values adjusted accordingly.

Animal Artifacts will provide mainly Culinary (used to be Gastronomy) bonus and include from least to greatest: newly promoted Pottery Shard, Stringy Sinew, newly promoted Argopelter Beak, and new Bear Paw. They have had their values adjusted accordingly.

Lace Artifacts will provide mainly Weaving bonus and include from least to greatest: new Rustic Stuffing, Abandoned Cobweb, new Lacy Edging and new Chantilly Lace. They have had their values adjusted accordingly.

Pockets have been adjusted in materials, difficulties, where they can slot and proficiencies required:

Patchwork, Side, and Inner Pockets slot with Thread and Needle, Hidden Holdout with Perennial.

Pocket tooltips now accurately describe what they can slot into.

New Patchwork Pockets only slot into pants.

Side Pockets now require tier 1 cotton, but more of it.

Inner Pockets may now be equipped on most shirts and pants.
Inner Pocket material requirements have increased.

Hidden Holdout Pocket may now slot into everything but Shoes and Belts.
Hidden Holdout Pocket material requirements have greatly increased.

New Spider Egg Sacks and Decorative Lace now require Faith & Wisdom to slot.


Note that there will no longer be artifacts for Concussive. That is because we don't consider those attacks to be 'damage' attacks, but Common Combat bonuses will still apply to that damage type.

New Clothing Items and Changes

Clothing difficulty is now related to the Thread and Needle of the Tailor who crafted it.
Pilgrims Robes may no longer be used to make rags.
Many of the items that were previously only purchasable in the Store can now be crafted if you have the right Skills.

Several new sewing skills have been added, some skills have been altered, and some item unlocks have been changed:

Patchwork & Rags: unlocked by Colonial Tradesmanship will be the first clothing skill Newbies get (includes newbie pocket).

Sewing now requires Patchwork & Rags to unlock.
Cobbling: unlocked by Patchwork & Rags will allow the crafting of various Shoes.
Haberdashery: unlocked by Cobbling, allows the crafting of some of the nicer hats of Salem.
Pockets: Do you want nice Pockets? Cause this is how you get nice Pockets. Unlocked by Lace & Fancywork.
Fine Leathercraft: This skill will allow you to attempt to craft Fine Leather. Unlocked by Tanning.
Weaving requirements have been lowered and the skill is now unlocked by Patchwork & Rags.
Sewing requirement have been raised and the skill is now unlocked by Patchwork & Rags.
Lace & Fancywork requirements have been raised and the skill is now unlocked by Sewing
Embroidery & Silk requirements have been raised.
Jute Cap, Jute Pants, Jute Shirt, Hidecape, Puritain's Hat, Haybales, Raggy Hem, Rags, Raggy Doll, and Patchwork Pocket are now located in Patchwork & Rags.
Snakeskin Boots, Trappers Boots, Adventurer's Boots, Highland Shoes, Priest Shoes have all been moved to Cobbling.
Coonskin Cap has been moved to Hideworking.
Farmer's Hat now unlocks with Agriculture and Sewing.
Pilgrim's Hat now unlocks with Sewing and Literacy.
Tricorne, Muslin Shirt, and Gentleman's Jacket now unlock with Sewing.
Conquistador's Hat now only requires Blacksmithing, no more Fencing and Exploration.


Hudson Bay Trading Company now sells Wool (until Sheep are available).

New Craftable Cloth: Silk Cloth

Both Wool and Silk are used in some of the adjusted clothing recipes (wool sweaters made of wool, anyone?).

Many clothing recipes and slot numbers have been adjusted to provide a more 'tiered' structure which we hope will encourage a smoother transition from rags slotted with more rags up to high fashion, gold studded fancy-pants. See spoiler for details.

Frontiersman's Duster has had it's slots reduced.
Snakeskin Coat has had it's slots and material requirements reduced.
Priestly Tunic has increased to 2 slots and had material requirements reduced.
Pilgrim's Coat has decreased to 2 slots.
Admiral's Uniform has had its material cost increased significantly.
Pirate Captain's Outfit has hat its material cost increased significantly.
Alchemist's Robe is now craftable.
Adventurer's Robe is now craftable.
Fisherman's Coat is now craftable.
Priestly Robes newbie clothing is no longer craftable.
Founding Father's Coat is now craftable.
Jacket of Good Cheer is now craftable.
Plymouth Frock has had it's material cost increased.
Prospector's Coat is now craftable.
Redcoat's Uniform is now craftable.
Haybales have been reduced to 1 slot.
Snakeskin Boots have been reduced to 1 slot and had their materials decreased.
Adventurer's Boots now cost 3 leather and have 2 slots.
Priest shoes have had their material cost reduced.
Trapper Boots are now made from Dried Hides.
Shoes of Good Cheer are now Craftable.
Adventurer's Shoes are now Craftable.
Fisherman's Boots are now Craftable.
Pioneer's Shoes are now Craftable.
Redcoat's Boots are now Craftable.
Founding Father's Shoes are now Craftable.
Highland shoes have had their material costs significantly increased and their slots increased to 4.
Puritain's Hat had had its material cost decreased.
Jute Cap has been decreased to 1 slot and had it's material cost decreased.
Coonskin Cap materials have been adjusted.
Famer's Hat material cost has increased.
Pilgrim's Hat material cost has increased.
Storm Hat material cost has increased.
Latest from Paris material cost has decreased.
Tricorn material cost has increased.
Conquistador's Helmet material cost has increased and it now has only 2 slots.
Highlander Bonnet material cost has increased.
Adventurer's Hat is now craftable.
Fisherman's Hat is now craftable.
Poineer's Hat is now craftable.
Redcoat's Tricorne is now craftable.
Alchemist's Cap is now craftable.
Pirate Captains hat slots have increased from 3 to 4.
Muskateer's Hat materials have been adjusted.
Bishop's Mitre materials have been adjusted.
Chief's Headdress is now craftable and had been buffed to 5 slots.
Condottieries' Cap is now craftable and has been buffed to 5 slots.
Founding Father's Hat is now craftable and has been buffed to 5 slots.
Jute Pants cost has lowed to 6 Fibres and had it's slots reduced to 1.
Brown Pants are now craftable.
Farmer's Pants material cost has been increased.
Pilgrim Pants material cost has been increased.
Priest Pants material cost has been reduced and the number of slot reduced to 2.
Breeches of Good Cheer are now craftable and have had the number of slots reduce to 2.
Prospector's Pants are now craftable.
Alchemist's Pants are now craftable.
Fisherman's Pants are now craftable.
Founding Father's Pants are now craftable.
Pioneer's Pants are now craftable.
Redcoat Pants are now craftable and have had the number of slots increased to 4.
Adventurer's Pants are now craftable and have had the number of slots increased to 4.
Fyne Pantaloons materials have been adjusted.
Nobleman's Pants materials have been adjusted.
Pirate Captain's Pants materails have been adjusted.
Jute Shirt materials have been decreased and the number of slots decreased to 1.
Cotton Shirt materials have been decreased and the number of slots decreased to 1.
Farmer's Shirt materials have been adjusted.
Muslin Shirt materials have been adjusted.
Gentleman's Jacket slots reduced to 2.
Priest Shirt material cost has been greatly reduced and the slots reduced to 2.
Founding Father's Shirt can now be crafted.
Prospector's Shirt can now be crafted.
Shirt of Good Cheer can now be crafted.
Fyne Frock has had its materials adjusted and its slots decreased to 3.
Wool Sweater has had its materials adjusted.
Highlander's Jacket has had its materials adjusted and its slots reduced to 3.
Pioneer's Shirt is now craftable and has had it's slots increased to 4.
Pirate Captain's Shirt has had its material cost increased significantly and its slots increased to 4.
Nobleman's Jacket has had its material cost increased significantly.
Snakeskin Belt material cost has been decreased.
Highlander's Sporran material cost has increased and slots have increase to 3.
Founding Father's Sash is now craftable and has had it's slots increased to 3.



Combat

Combat has been extensively rebalanced, added to, and adjusted.

The function and effects of several combat moves have been changed and the tooltips have been altered or added accordingly.
You can now damage your opponent's Phlegm with certain moves. This will appear over their head as Blue damage rather than the Red of Blood damage.
The range at which you stay in combat has been increased.
Tiny Pocketwatches are now more rare and will increase your movement speed for several seconds when used.
Jump is now an effective combat move for dodging:

Unlocked with Survival Skills.
Delay before jumping out of the way has been decreased.
Distance a player jumps is decreased.
Speed of jump is increased.
Stun after landing from jump is decreased.


Punch should now be more useful in PvP combat:

Cooldown between punches drastically reduced.
Speed at which your character punches drastically increased.
Yellow Bile drain of Punch is greatly increased.
Damage bonus vs. Yellow Bile is greatly decreased.
Punch no longer causes imbalance in the attacker.
Punch now interrupts all other combat moves.


Thrust is slightly rebalanced:

Speed of Thrust swing has been decreased.
Cooldown between thrusts has been decreased.
Damage from Thrust increased.


Stomp is slightly rebalanced and is much easier to land in combat.

Stomp Speed is increased.
Cooldown between stomps has been increased.
Stomp now provides a short stun immunity which is longer than the stun so that Stun locks are no longer possible.


Bullrun is slightly rebalanced and is now the longest lasting stun in the game should you land it.

Bullrun has moved from Impact to Concussive damage type.
Greatly decreased duration on a landed Bullrun.
Minor decrease of duration on a missed Bullrun.
Long Stun now applied at the end of a Bullrun.
Bullrun now provides a short stun immunity when you are hit by it, to prevent Stun locks.


The way you will use Roundhouse Kick has changed, it should be more useful now when fighting multiple enemies.

Speed has increased.
Damage is more consistent throughout the fight.
Imbalance caused by using it has been reduced.
Yellow Bile drain has been significantly reduced.
Roundhouse Kick now does AoE damage like Stomp, but with a shorter distance.
Damage is no longer increased against an imbalanced target.


Leg Sweep can now be used to keep your enemy from escaping!:

Leg Sweep has moved from Blunt to Impact Damage type.
Leg Sweep now does % damage to your target's Phlegm.
Leg Sweep now has a chance to interrupt the action of a player hit by it.
Leg Sweep will now Snare your opponents.


Leap At has been readjusted:

Leap At has been moved from Impact to Concussive damage type.
Speed slightly increased.
Stun duration now increased when hitting the front.
Stun duration now decreased when hitting the back.
Stun duration when striking the side now 50/50 between attacker and victim.
Victim is now stunned in all cases.
Yellow Bile drain has been increased.
Leap At now provides a short stun immunity to prevent stun lock.


Uppercut should now be useful in combat when your opponent is Reeling:

Uppercut has been moved from Concussive to Blunt damage type.
Damage done should be more consistent throughout the fight.
Damage done to the target now significantly increased the higher your opponent's Reel debuff.
Yellow Bile drain significantly lowered.


Guns have been slightly rebalanced and can now be used to keep your victims from escaping!:

Range on Musket greatly increased.
Damage done by Musket is now % damage, weighted to be near 25%.
Damage done by Pistol is now % damage, weighted to be near 5%.
Muskets now drain a percentage of Black Bile to concentrate and aim, about 20%.
Pistols now drain a percentage of Black Bile to concentrate and aim, about 10%.
Guns now Snare your opponents, pistols less effectively than Muskets.


Regain Composure has been rebalanced:

Now also drains Black Bile and restores a % of Yellow Bile while in combat.
Interrupting a player who is regaining composure will cause him to lose his Black Bile, but not regain his Yellow Bile.
Cooldown on Regain Composure has been reduced.



NEW COMBAT MOVE: Club

Primitive Clubs may now be crafted. Using the combat move Club requires the user to be wielding a club.

Clubbing provides a short duration stun while increasing reel.


NEW COMBAT MOVE: Cleave

Halberds may now be crafted. Using the combat move Cleave requires the user to be holding a polearm.

Cleave does AoE damage and should be useful in uneven group fights.


Alchemy

We have slightly altered the Refresher Potions, hopefully making them worth the expense of crafting them. Refreshing potions now get a bonus based on your Natural Philosophy. Fishrot Refresher materials increased but now provide 60k Inspiration over 3 uses, Mescaline materials increased but now provide 150k Inspiration over 3 uses, and Sweet & Thorny materials now provide 750k Inspiration over 3 uses.

New Alchemy Skill: Steam Distillery allows you to craft a Steam Distiller and Glass Vials.

A new way of making leather requires the services of an Alchemist. New Item Glass Vial can hold some Alchemical Substances. Place a Glass Vial in the new Steam Distiller along with a fresh Red Rose, and in a few hours, you will find a bit of Rose Otto in your vial, and an inspirational Dehydrated Rose.

Mixing Rose Otto with any vegetable oil will give you a rose tinted tanning solution which those who have learned Fine Leathercrafting can use to attempt to make Fine Leather. Your chance of getting Fine Leather rather than ordinary Leather increases with concentration of the Otto.

Hunting / Animals

New Meats: Raw Bear Slab, Raw Deer Slab, Raw Argo Cut, Roasted Argo Cut.
We hope you like the new Slab meat type which will allow you to bring more meat home while still being able to forgo a sled.

Deer now drop an Inspirational Deer Hooves, which can be boiled into Animal Glue.
The new Animal Glue is now used in crafting Cuboards, Sheds, Simple Chair, and Simple Table.
March Hares now drop bones, Beavers drop Lard, and Argopelters can be butchered for meat.

Hides now dry faster on average:

Snakeskins dry in 1 hour
Rabbit Skins dry in 2 hours
Beaver Skins dry in 4 hours
Deer Skins dry in 9 hours
Bear Skins dry in 15 hours
Argopelter Skins and March Hare Hides dry in 24 hours


New Hunting Skills:

New Skill Bughunting: Allows fighting Crickets and Spiders and is the first skill you will get as a hunter.
Small Game Hunting is more expensive and requires Bughunting.
Big Game Hunting is more expensive and requires Small Game Hunting.
New Skill Monster Hunting: Is required to attack Argopelters and harvest Argopelter Beaks (They may still attack you).


Butcher tables of all animals have been altered such that Rabbit yields are greatly altered, Beaver and March Hare yields are slightly altered, Deer and Bear drop significantly more meat. All animals, including turkeys and snakes, drop more meat with better Butchery skills, which was not always the case before.

Butchering has been changes so that Brains now drop first, followed by largest meats and continuing down to shreds.
Some 'bonus' item loot tables have been adjusted.
Butchery Skills have been adjusted:

Hideworking difficulty has been adjusted up.
Tanning difficulty has been adjusted up.
Beaver Skinning difficulty has been adjusted up.
Field Dressing skill has been adjusted.
Butchery difficulty has been adjusted up.
Game Meats difficulty has been adjusted up significantly.
Butcher's Thrift difficulty has been adjusted up significantly, and its effect is now to allow the butchering of Slabs.

New Skill: Viscera and Bits will increase the chances of getting interesting items from various animals:

Increased chance to get Etterfangs, Rattle Rattlers, and Snakeskulls from Snakes.
Additional Lards from Beavers.
Higher chance of Weighty Wattles on Turkeys.
More Deer Hooves.
Better chance to get a Bear Paw when butchering a Bear

Animal health and attack values have been adjusted to match the new loot tables.
Turkeys now do slightly more damage.
Timber Rattlers have slightly fewer hitpoints.
Deer now do much more damage and have significantly more health.
Bears have had their Stomp radius increased, their hitpoints Drastically increased, and their damage Drastically increased. By very careful when hunting Bears now. It's dangerous to go alone, take a friend.


Tempo

As promised, Salem the Walking Simulator is no more!

Increased player base walk speed, wander speed, run speed, swim speed, rowboat speed, and canoe speed.


Other Shinys

New Inspirational: Broken Bough.
Argopelter Beaks and Amber Resin are now Inspirationals.
New Inspirational: Painted Feathers
Benjamin Bryberry will now take a small donation of silver to sneak a peak at the official Town Records.
New Crafting Items: Wooden Handle, Sword Blade, and Sword Hilt for all your Tool crafting needs.
New Skill: Ambitious Excavation speeds up the quarrying of various boulders.
New Skill: Granite Excavation allows you to sometimes pull a Granite Boulder from a Stone Quarry.


Beauty and the Balance:

Inspirationals will no longer add cost to the proficiency when studying multiple ones in a study session. Instead, they simply cost more Inspiration than they would normally.
Several Inspirationals have had recipes or Inspiration amounts adjusted:

Stuffed Marchhare is no more valuable with 2840 to Arts & Crafts and 2550 to Hunting & Gathering. Stuffed Rabbit has also been buffed.
Wee Menagerie Values have changed.
Adjusted Devil's Wort Inspiration.
Thorns have been added to the Acorn Indian Recipe.
Thorn and Grimthorn amounts in Crown of Thorns have been adjusted.


Several item unlocks and recipe locations have changed:
Cricket Moth is now unlocked by Fishing and Bughunting
Slingshot and Shoot action are now unlocked with Bughunting.
Wee Menagerie and Cricket Teams are now unlocked with Bughunting.
Stomp now unlocks with Bughunting.
Argopelter Trophy now unlocks with Monster Hunting.
Church no longer requires Mechanics to unlock.


Several Skills have had their proficiency and/or prereqs adjusted:

'Mining’ now unlocks via Prospecting rather than Quarrying.
Quarry difficulty has been adjusted down.
Essential Minerology difficulty has been adjusted down and is now unlocked by Colonial Tradesmanship.
Prospecting difficulty has been adjusted down.
Mining difficulty has been adjusted up slightly.
Theology now requires only Faith & Wisdom, but more of it.
Fast Moves no longer required Right of the Englishman.
Fencing difficulty has been adjusted up and now unlocks with Backalley Pugilism.
Firearms is no unlocked with Fencing.
Swimming difficulty has been adjusted up slightly.
Labouring now unlocks with Hiking and Swimming.
Formal Education difficulty has been adjusted up.
Aristotelian Logic difficulty has been adjusted up.
Tresspassing now requires Rights of the Englishman.
Murder requires more Cloak & Dagger and now requires Waste to unlock.


Rowboat Max Health increased.
Those Rarefied Thornbush Flowers are now slightly more common, but still very rare.
Thorn Bushes are now more difficult to destroy.
Higher tier Cereal Ears now add more to Haystacks.
Sweet & Thorny, and FishRot ToolTips now correctly display Inspiration.
Shoot ToolTip no longer says you are required to use Gunpowder for slingshots.
Clay Trough speeds has been increased and its use now costs Phlegm.
Executioner Axe buffed.

You may also now chop trees with your Halberd if you so desire.
Metal Axes, Metal Shovels, Halberds, and Pickaxes now all require the new 'Wooden Handle' to craft. Swords require both the new 'Sword Hilt' and the new 'Sword Blade' to craft.

You may fuel your fires with Wooden Plugs and Wooden Handles.
A new loot table has been added to digging. You should get more than just Worms and Traces.

Speaking of digging, shovels no longer add to digging artifice, but instead modify your base digging speed as axes do. This actually means that because artifice is a diminishing return, your Digging artifacts will now be more effective in increasing your digging speed.

Sheds have had their material cost lowered.
Metal Chests have had their material costs increased significantly. They are now smaller in what they can hold and liftable when full. They also take significantly more time to destroy and will not decay when left off claim.
Gelatinous Lard can now be seen when dropped on the ground.
Tanning Tubs should now display a tooltip on what type of tanning fluid is inside of them.

Several alterations have been made to the Menu structure:

New Menu Items include "Fluffings and Stuffings" and "Pins and Laces" in the Artifice Category, and "Feathers and Faith" in the Craftable Category.
Sheds now show up under Containers instead of under Housing.
Alchemy has been moved up to the Main menu.
Tools and Weapons has been moved up to the Main Menu.



Spawn rates of various items and animals have been significantly readjusted as have the biomes in which they spawn:

Turkeys now spawn in all wooded areas, including Autumnal, Shrub, and Greenwood and their overall spawn rate has been increased significantly.
Bears will now spawn more often in Shrub.
Crickets now spawn in all biomes, but more often in Grasslands.
Beavers now spawn more often near water and in Oak Savannah.
Snake spawns decreased in most of the world, and increased in Badlands and Crag.
Rabbits are now more common in wooded biomes and Shrub.
Deer can now be found more often in wooded areas.
Argopelters have expanded their range to Greenwoods and find they love Willow Trees.
Frogs are now much more common in the Swamps.
Crabs are more common in shallow water and beaches.
Tumbleweeds are now common in Badlands and Crag, uncommon in Shrub, and rare in Grasslands.
Autumn Grass is slightly decreased in Grasslands and Badlands.
Milkweed Root spawn has been slightly increased and included in all biomes, for the newbies.
Indian Arrowheads increased in all tiles.
Flint spawns have been increased in all biomes, but especially in Crag, again for the newbies.
Small chance for Autumn Grass to spawn in Coniferous and Autumnal Forests and in Shrub.
Chestnut spawn in Autumnal increased slightly.
Blackberries spawn in Autumnal increased.
Peyote Cactus spawn rate increased in Badlands.
Crowberry Stalk spawn decreased in Oak Savannah.
Sugar Caps removed from Oak Savannah.
Lavender Blewits spawn much more often now in Oak Savannah.
Virginia Snails and Chestnuts now spawn much more often in Coniferous.
Lilypad Bulb, Coarse Salt, and Seaweed now much more frequent in Swamps.
Oakworth can now be found in the Fen.
Snails, Aged Driftwood, Chestnuts, and Autumn Grass are now much more Common in Greewoods.
Lavender Blewits now spawn in Greenwoods.
Singing Old Logs now more common in Shrub than anywhere else.
Oakworth and Sunny Sunflowers can now be found in Shrub.
Smooth Stone spawn rate increased everywhere, but especially in Shrub.



Newbie Nice Things:

The tinder drill has been adjusted to be less deadly, doing only 1.5 Blood damage for a failure, the amount of Phlegm used has been decreased, and the speed has been increased.
Flint and Steel now has a better chance to drop Precious Sootflake.
Slingshot damage is now normalized with lower humor characters doing more damage than they used to.
Slingshot fibre requirements have been reduced.
Timber Rattlers will now spawn less often when lifting a Hollow Log.
Bark now dries much more quickly.
'Forage' now decreases speed only slightly and increases herbs found significantly.
'Wander' now increases the chance to find herbs (it actually didn't before).
Wild Garlic is now an Inspirational and gives more Phlegm and Black Bile regen.
Honeysuckle Kudzu is now an Inspirational.
Hickory Trees now spawn 3 extra nuts when picking them with the Nuts & Seeds skill.
Hickory nuts can now be eaten as food.
Hickory Nuts and Roasted Chestnuts now make good Black Bile gluttony foods for new players.
Huckleberries now provide more regen.
Blackberries now provide a smaller Gluttony timer and have been adjusted to be a good 'finishing' food to round out a point in any Humor.
Crown of Thorns now only draws .2 Blood per tick.
Trial Members can now light Stoves.
Jackalope Antlers now drop more often.
Perfect Autumn Leaf may now spawn when picking Maple Leaves.
Players now animate when picking leaves.
Fibers may now drop when using a loom.
All education skills now provide significant upgrades to Inspiration regen.
Some low level skills have been adjusted:

Literacy requirements are lowered.
Lore of the Lumberwoods requirements are lowed and it is new unlocked by Survival Skills.
Whittling requirements have been adjusted slightly and it is now unlocked by Colonial Tradesmanship.
Fishing requirements have been adjusted slightly.
Forage is now unlocked by Lore of the Lumberwoods.
Indian Tracking requirements have been adjusted and it is now unlocked by Forage.
Hiking requirements are slightly lowered.
Exploration is now unlocked with Colonial Tradesmanship.


Tears:
Canoes now take time to mount.
Yellow Bile drain while Foraging increased.
Tiny Pocketwatch drop rate significantly reduced.
Gathering Branches, Maple Leaves, Bark, Acorns, Myrtle Oak Leaves, Blackberries, Cranberries, and Hickory Nuts is now slower.
Planing Boards and all crafting at Whittler's Bench is now slower.
Gathering Hay from your Haystacks is also slower.
Elusive Last Bone and Rainbow Scales are now more rare.
Wild Oats are now more rare.
Materials for Windmill and Church have been significantly increased.
Stone Boulders now have only 40 Stone.
Players will now appear back home when KOing on claims. The more crimes you have against a claim, the longer you will stay if you KO on it.
Build signs will now decay on or off claim. Only unbuilt objects will disappear, so build your materials into your signs and you will be fine. (Mass storage will be added in the future)
Drying Racks can now be picked up and stolen.
Haystacks may also be lifted when they are empty.
Off claim fields will now decay.
Salt can be used to destroy a field, and Humus prepping will repair it.
Makeshift Walls are now splashable.
Makeshift Walls now have less HP.
Makeshift fence cornerposts now take fibres.
All fences have had their material costs increased.
Beaming Proud Sunflowers are now much more rare.
Material costs for Cupboards have been increased, but their inventory size has also been increased to 8x9 to make them worth building instead of Sheds.
Woodworking affects Whittler's Bench, Carpenter's Bench, and Tree Chopping, but not Sawbucks.
Size of Alchemy Tables has been decreased.
Characters off the Docks now only spawn with Priestly Robes.
Townbells, Boundary Stones, Crosses of St George, all Houses, Churches, and Windmills must be built on Pavement. All other structures may now be built on most other terrain types. An error message will now tell you when you need pavement to build.
Lifting Chairs or other player housed items will cause the players location to be dropped from the object. Please note that I like Trojan Horses, and a piece of me died inside when having this done. This was to combat players loading up chairs and boats full of their friends, as well as another very major bug that could result from this. I plan on finding a way to get Trojan Horses back into Salem.
Turning the Violin Player on and off 10 times in a single minute will cause the heirs to his estate to be happier.


There you have it folks. Month Two down. Still a LONG LONG road ahead of us. This next month we hope to get more content on the store. Updates the default client, and we will most likely be attacking the issue of Purity for the month of September. Enjoy!
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: Let's Get Ready to RUMBLE!

Postby JohnCarver » Fri Aug 08, 2014 10:07 pm

Also. We are having technical difficulties with our Animation software. So the two new combat moves will use recycled animations until we can get the new ones imported in.
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: Let's Get Ready to RUMBLE!

Postby Sinnerman » Fri Aug 08, 2014 10:08 pm

Great!

Captain James

Blood will be shed
Lives will be lost
People will be devastated

https://www.youtube.com/channel/UC7pLo3IPKI0fD4ZqIXe2hPg
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Re: Let's Get Ready to RUMBLE!

Postby loled2 » Fri Aug 08, 2014 10:09 pm

Great job, PRASS ))
The tinder drill broke.
The tinder drill broke.
The tinder drill broke.
...
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Re: Let's Get Ready to RUMBLE!

Postby Procne » Fri Aug 08, 2014 10:11 pm

Thank god it's weekend. I just might be able to finish reading the patch notes before it ends!
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Re: Let's Get Ready to RUMBLE!

Postby Tylan » Fri Aug 08, 2014 10:13 pm

Oh sweet Creator

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jorb wrote:you fat-fingered, trigger happy nabbly-boos.

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Re: Let's Get Ready to RUMBLE!

Postby Kandarim » Fri Aug 08, 2014 10:22 pm

Regain Composure has been rebalanced:

Now also drains Black Bile and restores a % of Yellow Bile while in combat.
Interrupting a player who is regaining composure will cause him to lose his Black Bile, but not regain his Yellow Bile.
Cooldown on Regain Composure has been reduced.


This was necessary so bad! thanks!

Another very nice point is the lowered drying times for lower level hides. And I need to get crafting again, I suppose.

Time to test some stuff out :D
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Let's Get Ready to RUMBLE!

Postby alloin » Fri Aug 08, 2014 10:24 pm

That's a nice list !!

Great work Mortal Moments !!!

I totally forgot today was patchday, hope i can still store all the signposts away with items in :(
Last edited by alloin on Fri Aug 08, 2014 10:35 pm, edited 2 times in total.
jorb wrote:all I see is misplaced machismo and a lot of very cheap talk. ^^

Darwat confirmed scrub!
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Re: Let's Get Ready to RUMBLE!

Postby Murphy » Fri Aug 08, 2014 10:27 pm

thanks!
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Re: Let's Get Ready to RUMBLE!

Postby GrimF4ilure » Fri Aug 08, 2014 10:29 pm

Awesome thanks for the great work :D
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