Sounds like Stalls

Announcements of major changes to Salem.

Sounds like Stalls

Postby JohnCarver » Sat Oct 04, 2014 3:36 am

Greetings Pilgrims,

To get back on our planned schedule of one patch a month, we're doing a small patch for October, but I think you'll agree, this one still adds a lot to the game.

This month's patch not only features Player Run Stalls, but also a package of new Sound Effects that should make your base, and the rest of Salem feel a lot more alive.

New Content:

Player Run Stalls

New Skill Mercantilism required to own a stall.
Stalls may now be purchased in Boston.
Stalls may now hold up to 1,000 Items for sale.
Stalls now sell 10 things.
Stall's weekly upkeep will be offset by the amount of silver that has been taxed. For example, if you owe 200 Silver in upkeep, and 50 Silver has been taken in taxes, you only owe 150 Silver for that week.
Tax on each stall will be 35%.
A single player may own no more than a single stall.
A % of revenue from the stalls will go to the Bank Account of the Mayors of the top 10 Towns on the Server.
Stalls nearer Boston will cost more to buy initially than Stalls farther away.


Challenge Authority
As referenced above, His Majesty has decided to reward the top towns on the colony with lucrative tax refunds. He is sure that his support in silver, will reciprocate your support in no slandering his stall nor invoking any sudden need for the “R” word.

That being said, some members of the Colony may feel the need to Challenge the Authority of these towns. By doing so, it will lower the stance of these ‘Top 10’ towns with Mr Bryberry, and effectively increase your town’s position standing. With this in mind here is how the mechanic works:

A Challenge Authority reduces the ‘Represented Authority’ of a town it is placed on in the following increments each hour [20,40,80,120,120,120…..].

Keep in mind, Represented Authority is only used for calculations of the Tax refunds. These may not be used to lower the Authority metric used for ‘paying for your bell’.

A Challenge Authority must be built ON the enemy towns claim itself to be effective. Doing so leaves no scents, nor is it a crime. It is every good colonists right to challenge the authority of the top 10 towns if they feel the Tax Refunds are not being distributed fairly to all citizens.

Towns will passively Regenerate their Represented Authority to the tune of 240 Authority per day.

Each hour that passes will ring the Town Bell and the Challenge Authority Bell so that players may ‘hear’ their authority being challenged. It will also throw a Village chat Message alerting the town that it’s authority is being Challenged.

We look forward to see if any colonists who are displeased with the status quo factions are willing to do something about it in the form of Challenging their Authority.


Town Changes

Border Stones are now the Political Object used to extend the border of a town. They claim the previous land size of a Cross of Saint George and add 90 authority now. Their drain has been reduced and larger towns are now cheaper to pay for.

Border stones are now significantly more materials to build.

Cross of Saint George now add 360 Authority but cost a much higher per day usage. They are only meant for raising authority for the purpose of eminent domain or the standing with Mr. Bryberry. They do not claim any land.

Political Objects must be spaced away a minimum distance away from each other. Border stones have a fairly large radius in which they must be separated. Crosses, are less.

Legacy Political Objects should behave as they always have. Therefore, players should not need to make any changes to their existing authority objects. However, they may not see the same benefits of reduced authority drain until they do.


Action Sounds!

Chopping a Tree now makes a sound.
Chopping a Heap of Wood now makes a sound.
Chopping a block from a Log now makes a sound.
Striking a Cutting now makes a sound.
Opening a Container now makes a sound.
Opening a Bush makes a different sound from other containers.
Opening a Clay Pot makes a sound.
Opening an Old Stump or Old Log now makes a sound.
Gathering anything from a tree, including Branches, now makes a sound.
Opening a Pinecone now makes a sound.
Searching a Squirrel Stash now makes a sound.
Planting a Tree now makes a sound.
Picking anything from any Bush now makes a sound.
Digging out a Bush now makes a sound.
Carrying a Thornbush now makes a sound.
Sawing a board on a Sawbuck now makes a sound.
Putting a Log on a Sawbuck now makes a sound.
Gathering Coal now makes a sound, as does gathering an Unscathed Wood.
Gathering Dry Boards now makes a sound.
Failing to Plane a Board now makes a sound effect.
Planing a Board also makes a sound effect.
Filling an Oil Trough now makes a sound.
Making Twine from Birch Bark now makes a sound.
Draining any Heart now makes a sound.
Crafting any Key or Keyring now makes a sound.
Applying a Key to a Lock now makes a sound.
Locking a Gate now makes a sound.
Opening and Closing Gates now makes a sound.
Gathering Hay now makes a sound and finding a Needle makes a different sound.
Pulling a Salamander's Tail now makes a sound.
Slicing Fish, Pies, Pumpkins and Meat now make their own sounds.
Dissecting Frogs, Lobsters, Bear Paws, and Gizzards now make their own sounds.
Chipping Stones and Mining now make sounds.
Destroying a thing now makes a sound.
Pulling a Cart now makes a sound.
Picking up and putting down items in a Cart now makes a sound.
Placing a boulder in a Stamp Mill now makes a sound.
Planting Seeds and Harvesting Crops now makes a sound.
Opening a Compost bin or Filling a Compost bin now makes a sound.
Splitting Bread now makes a sound.
Spinning a Top now makes a sound.
Studying a Thumbnail now makes a sound.
Butchering a Corpse now makes a sound.
Placing a Copper Pot on a Fireplace now makes a sound.
Removing a Copper Pot from a Fireplace now makes a sound.
Equipping a sled now makes a sound.
Stashing items on a sled now makes a sound
Picking items up off a sled now makes a sound.

Player Sounds!

Players now make a sound when gulping a Purgative.
Players now make a sound when gulping an Inspiration Potion.
Players now make a sound when gulping Snakeoil.
Players now make a sound when they discover a Cross-Shaped Wood Splinter.
Players now make a sound when studying an Inspirational.
Players now make a sound when destroying a Thorn Bush.
Players now make a sound when picking up or dropping Items.
Players now make a sound when Jumping.
Players now make a sound when using Regain Composure.
Players now make a sound when using Bullrun.
Players now make a sound when missing a Cleave or a Stomp.
Players now make a sound when being pinched by Lobsters.
Players now make a sound when tilling a field.

Environment Sounds!

Horses now make a sound when mounted.
Trees now make a sound when they fall over.
Rattlesnakes will now rattle at you when spawning from under an Old Log.
Frogs now make a sound when hopping.
Rabbits now make a sound when hopping.
Argopelters now make sounds when they throw sticks.
Cave Ins now make a sound.
Stamp Mills now make a sound when Running.
Ore Smelters now make a sound when Running.
Fireplaces, Stoves, Bread Ovens, and Kilns now make sounds while lit.

And a few old Animations added to existing tasks

Players now Animate when Tilling a Field.
Striking a Cutting now does a Chopping Animation.



Other Nice Things

Players may now find things under rocks.
New Inspirational and Food Item: Indian Corn.
New Inspirational and Artifice: Lamb of Tartary.
New Food: Pumpkin Sandwich.
Players my now build a Grindstone.
Players may no build a copper Grinder.
Bonemeal can now be made in a Grindstone or Copper Grinder
Bonemeal can be used as a Fertilzier.
Butchering a Fish will now yield a Fish Skeleton.
New Menu Crafting Icon "Bags"
New Craftable Item: Fyne Leather Goods Bag.
New Item Category: Any Bones
New Item Fish Hook.
Fish Hooks will have the Purity of the Iron Bar used to make them.
All Crafted Baits now require a Fish Hook and will take on the Purity of that Fish Hook.
All Fish caught with Bait will take on the Purity of the Bait.
Players may now craft Fine Leather Backpacks.
Several new Capes have been added to the Mystery Cape Hanger: Carpenter Cape, Chef Cape, Farmer Cape, Hunter's Cape, Politician Cape, Alchemist Cape, and Tailor Cape. We love us some Capes.


Beauty and the Balance

Snake in the grass now uses a raw rattler cut.
Perfect Autumn Leaves are now fuel.
Perfect Autumn Leaves are now tinder.
Chest Hit Box has been reduced.
Kilns now have smaller Hit Boxes.

There is now a smaller chance to get a Head of Curious Cabbage.
Grinding Grains at a Windmill is now considerably faster.
Coal now speeds up a Field considerably more.
Pine Cones now have the purity of the tree.
Fixed a typo on the Mystery Toolbox.
Players may no longer pick Pine Cones from Baby Trees.
Drop Rate of Unscathed Wood has been Increased.
Turkey and Argo necks now have Alchemy values.
Fish no longer eat your Shellfish out of the trap.
Makeshift walls will now splash again.
Red Seafood Salad and Green Seafood Salad have had their Food values Buffed.
Turkey Sandwich now restores the Bread Food Group.
Jam Sandwich new restores the Bread Food Group.
Fixed the Tooltip for Unbaked Stuffed Turkeys
Fish Traps now require Patchwork as a skill to unlock.
Rowboats now require only one set of Nails.
New Inventory Graphics for Butcher Knife Hilts and Hunting Knife Hilts.
Makeshift Fishing Pole now requires two Fibres instead of two Hay.
Unburnt Gardening Pots no longer have Alchemy values, to avoid confusion.
Berry Bajgiel no longer requires a Baking Table to make.
Dumplings are no longer considered "meat".
There is now a Domesticated Meats Foodgroup of which the beefy burger uses.
Salty Nuts now counts as nut food.
Pickled Nuts now counts as nut food.
Crunchy Rabbit now counts as nut food.
Nutstuffing no counts as nut food
Walnut Catfish now counts as nut food.
Trailmix now counts as a nut food.
Adventurer's Trailmix now counts as a nut food.
Autumn Delight no longer counts as a mushroom food.

Higher Value, Higher Full & Fed Up Foods
Several foods have been adjusted to give a tad higher stats with a bit more spam ability. At the cost of higher full and fed up timers.

Pemmican has had its values adjusted
Nut Stuffing has had its values adjusted.
Snakeinthegrass has had its values adjusted and recipe requirements moved.
Sea Loaf has had its values adjusted.
Shellshrooms has had its values adjusted.
Deviled Beaver has had its values adjusted.
Things with wings had had its values adjusted.
Marrow dumplings have had its values adjusted.
Frog Chowder has had its values adjusted.
Corn Chowder has had its values adjusted.
Pumpkin Gnocchi has had its values adjusted.
Shroom Legume has had its values adjusted.

Tears, not too many this time

Picking a Needle from a Hay Stack now does Blood Damage.
Striking a Cutting now requires an Axe.
Now that players may make flower from Grindstones the ability to enter boston windmills has been removed.


Mini Patch #1:

Bonemeal now must be applied to fields in increments of .06 KG.
Butchering a Rabbit now makes a sound.
Butchering a snake now makes a sound.
Killing Blow now makes a sound.
Being Murdered now makes a sound.
Bread Ovens and Kilns are now a bit less noisy.
Bajgiels now require a baking table to make the dough.
Smoked Oysters are no longer part of 'any shellfish' and now behave more like a roasted nut as a recipe in and of themselves.
Bone Meal now displays the correct amount you get from each bone.
Trade Containers no longer make a sound when looked into when you peek inside
Wooden boxes no longer make a sound when looking inside them.
Crickets now make a sound while hopping in the wild.
Players may now find even more things under rocks.
Tooltip on Centipede has been updated
Towns with their authority not paid now count for 0 authority on the leaderboard.
Bonemeal now uses "O" in tooltip menu.
Animal Pathfinding has been optimized.
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: Sounds like Stalls

Postby Binks » Sat Oct 04, 2014 3:37 am

YOU SUCK JOHN CARVER
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Re: Sounds like Stalls

Postby Brona » Sat Oct 04, 2014 3:38 am

Binks wrote:YOU SUCK JOHN CARVER

Yea he does ;)
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Re: Sounds like Stalls

Postby trungdle » Sat Oct 04, 2014 3:40 am

ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooohhhhh new patch!
You thought I quit.
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Re: Sounds like Stalls

Postby Orcling » Sat Oct 04, 2014 3:42 am

Yay!
YAY
***** YAY HUZZZAH WOOP WOOP WOOP
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Re: Sounds like Stalls

Postby ULGMsean » Sat Oct 04, 2014 3:44 am

Thanks for the update :)
"Oblivion | Dramatic Trance"
-ESTi
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Re: Sounds like Stalls

Postby Binks » Sat Oct 04, 2014 3:47 am

ULGMsean wrote:Thanks for the update :)

Don't you thank this man. He's a sucker suck.
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Re: Sounds like Stalls

Postby JohnCarver » Sat Oct 04, 2014 3:47 am

P.S. Before anybody whines or complains... The stalls are going to be cheaper the farther down the row you go. So if you don't care about having those closest to the boston square hold out until I update the ones at the back.
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: Sounds like Stalls

Postby cannibalkirby » Sat Oct 04, 2014 3:50 am

yay for sound effects and not having to walk a mile around kilns anymore! thanks JC!
Ikpeip wrote:How can I be derailing my own thread?
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Re: Sounds like Stalls

Postby trungdle » Sat Oct 04, 2014 3:56 am

The stone saw art changed?
You thought I quit.
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