Bringing Balance to the Forage

Announcements of major changes to Salem.

Bringing Balance to the Forage

Postby JohnCarver » Fri Apr 24, 2015 4:09 am

Greetings Salemites,
For those of you who remember the days of yonder there was once a time when finding foragables was a difficult and time consuming process. Partly because of the old walk speeds, but mostly because of the scarcity of the herbs in general. One of our very first patches attempted to correct this by GENEROUSLY increasing that rate. Later, we then increased the inventory so that not only were these herbs plentiful around you, the limit to how many you could carry was much less strict as well. I paint the picture of where we were simply so you can get an idea of why we felt this change was necessary. While we still feel strongly that "Original" Salem was too brutal, we feel that in the end we made things too lenient. By having 10+ 'good' things on every minimap screen it instead trivialized the entire aspect of foraging and in our opinion took an element out of what is arguably the 'first' experience players have with the game.

This patch, although small, is largely being separated off into its own thread so that you may post last-minute feedback on what is HOPEFULLY our final iteration to the foraging system. The new system now has even more foragables and things that you can gather on the ground, however, you will notice that the quality of these things is dramatically lower. The idea is that newer players will still be welcomed with plenty of things to gather and clicks to do while tromping around the new world, but will soon find that it takes more of a keen eye and provides a genuine level of excitement when something 'special' is indeed found amongst the clutter.

So without further ado.

Nice New Things

Players may now remove the stingers from Bees
Players may now make Swarm Darts
Players may now make Potent Swarm Darts

New Foragable: Fairy Wand
New Foragable: Lughnasadh Leaf
New Foragable: Mabon Leaf
New Foragable: Samhain Leaf
New Inspirational: Greenman's Leavings.
New Foragable: Hornet Nest
New Foragable: Tar Soaked Remains
New Foragable: Fern
New Foragable: Rotten Log
New Foragable: Daisy
New Foragable: Gneiss
New Inspirational: Cactus Cat
New Kritter: Squirrel


New Graphics

Whetstone now has a unique ground graphic when dropped.
Feathered brooch now has a unique ground effect when dropped.
Fluffy Stuffing now has a unique ground graphic when dropped.
Garlic Mashed POtatos has a unique ground graphic when dropped.
Giant Aphid has a unique ground graphic when dropped.
Hash browns has a unique ground graphic when dropped.
Home Fries has a unique ground graphic when dropped.
Ingot Mold has a unique ground graphic when dropped.
King Crabs now have a unique ground graphic when dropped.
Liverwort now has a unique ground graphic when dropped.
New England dinner now has a unique ground graphic when dropped.
Petrified wood now has a unique ground graphic when dropped.
Potato Salad now has a unique ground graphic when dropped.
Shed Skin now has a unique ground graphic when dropped.
Twig N Berries now has a unique ground graphic when dropped.

Beauty and the Balance

Flowers have been rebalanced to better balance against the amount in which one can spam them.
Peyotes have been rebalanced to better balance against the amount in which one can spam them.
New World Gourd has been rebalanced.
Four Leaf Clover has been rebalanced.
Singing old Log has been rebalanced.
Cow Skulls have been rebalanced.
Honeysuckle Kudzu is no longer a food or an inspirational.
Autumn Grass now spawns far more in Grasslands.
Rare spawn foragables have been adjusted down to counteract the 'abundant' foragables that have been added to each biome.


Fixed a typo when digging clay.
Fixed an issue that was causing some crashes due to the Quetzalcoatl Constrict.
Corrected glutton value on Crusted Bluegill.
Caterpillars no longer enjoy myrtle leaves, but instead enjoy honeysuckle kudzu.
Tooltip added to reeds to make the ability to weave them together more clear.
Added a tooltip to tomato "Big Red".
Players may no longer plant Spooky Redcaps
New Sound Effect has been added for splitting blocks.
Flower Arrangements now take ferns.


Mini Update #1
*Small change to build tutorial menu to explain how to add items to the construction sign.
*Squirrel Pelts now correctly show on a drying frame.
*Squirrel Pelts can now be sold to the NPC vendors in town.
*Players may now pave with Gem Shards. (Graphic slighly off, will be fix'd after next restart).


Mini Update #2
*Returned Pavements to Normal
*Adjusted the Spawn rates of some herbs.
*Serpent Cape now requires more Quetzalcoatl Skins
*Carrying objects over a players head now drains more yellow bile than phlegm.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Re: Bringing Balance to the Forage

Postby trungdle » Fri Apr 24, 2015 4:10 am

No. Don increase stuff but instead add new botany pls.
Jk great job! Gonna post on reddit.
You thought I quit.
User avatar
trungdle
 
Posts: 1687
Joined: Sat Jul 12, 2014 7:20 pm
Location: Humble, Texas

Re: Bringing Balance to the Forage

Postby Mallooc » Fri Apr 24, 2015 4:12 am

nice, thanks
Edit: That is a ton of grass
Last edited by Mallooc on Fri Apr 24, 2015 4:17 am, edited 1 time in total.
User avatar
Mallooc
 
Posts: 74
Joined: Mon Mar 23, 2015 6:23 am

Re: Bringing Balance to the Forage

Postby vysen » Fri Apr 24, 2015 4:15 am

Holy foragables Batman
User avatar
vysen
 
Posts: 114
Joined: Sun Apr 06, 2014 12:57 pm

Re: Bringing Balance to the Forage

Postby Dallane » Fri Apr 24, 2015 4:15 am

yay small update!
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
User avatar
Dallane
Moderator
 
Posts: 15195
Joined: Wed Aug 01, 2012 2:00 pm

Re: Bringing Balance to the Forage

Postby Stoner » Fri Apr 24, 2015 4:17 am

Awesome update. +1
Last Chance Gaming

ts120.light-speed.com:8311
User avatar
Stoner
 
Posts: 43
Joined: Sun Nov 11, 2012 4:27 pm
Location: North DaCananda

Re: Bringing Balance to the Forage

Postby bologna_man00 » Fri Apr 24, 2015 4:21 am

JohnCarver wrote:Players may no longer plant Spooky Redcaps


Were they not intended to be plantable?
User avatar
bologna_man00
 
Posts: 322
Joined: Fri Aug 24, 2012 2:56 am

Re: Bringing Balance to the Forage

Postby vysen » Fri Apr 24, 2015 4:25 am

JohnCarver wrote:New World Gourd has been rebalanced.
Singing old Log has been rebalanced.
Cow Skulls have been rebalanced.


I hope these were made harder to find..
User avatar
vysen
 
Posts: 114
Joined: Sun Apr 06, 2014 12:57 pm

Re: Bringing Balance to the Forage

Postby mrmay87 » Fri Apr 24, 2015 4:36 am

bologna_man00 wrote:
JohnCarver wrote:Players may no longer plant Spooky Redcaps


Were they not intended to be plantable?



They aren't tremendously better than other mushrooms so doesn't really hurt anything, unless they updated the stats as well
Image
User avatar
mrmay87
 
Posts: 265
Joined: Tue Jan 27, 2015 1:50 am

Re: Bringing Balance to the Forage

Postby JohnCarver » Fri Apr 24, 2015 4:37 am

vysen wrote:I hope these were made harder to find..


They are significantly harder to find now.
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
User avatar
JohnCarver
Site Admin
 
Posts: 6826
Joined: Fri Jun 06, 2014 3:02 am

Next

Return to Announcements

Who is online

Users browsing this forum: No registered users and 25 guests