Salem V1.1.8 Windmill Revamp

Announcements of major changes to Salem.

Salem V1.1.8 Windmill Revamp

Postby JohnCarver » Fri Jan 08, 2016 8:34 am

Greetings Salemites,
Here is what we have been working on. This may very well mark the end of the little blitz on random tangents we have largely been on lately as I do want to tackle one of the larger items on our roadmap with a bit more ferocity. However, we compiled a fairly significant little list of polish items that we always meant to do and this is just one more step in knocking out some things on that list.


Windmill Revamp
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WARNING: I decided to leave legacy windmills and they "SHOULD" work like they did before more or less. I will probably in time destroy the grind machine inside it as that is now a retired object on the server but to eliminate the immediate shock of not having the 'new' Windmill I will leave it for a bit. To gain the functionality of the new Windmills you will unfortunately need to build it again. I personally think it is worth it though.

*Windmills are now 3 stories with more generous allotment of tiles inside.
*Windmills now have their own music while inside.
*The Windmill grindstone now acts in 3 parts. The bottom holds 1 Thousand kg of flour or cornmeal in a similar fashion to a barrel. The middle part is simply for looks and to get in your way when traveling to the 3rd floor. The top piece is where you load your grain. The interaction with the top floor is the same as before with the difference that the flour does not go in your inventory but instead fills up the bottom windmill grinder. The speed of all this is 50% ticks so processing large chunks of flour is now faster on average.
*There is no safeguard if you overspill. If you attempt to put more than 1000 KG of grinding in a session the flour will just spill out onto the floor and be wasted. If you are doing a massive session on an already nearly fill windmill it is best to have a friend watching the bottom and emptying it.
*Windmill Theory now requires stocks and cultivars in place of mines and mountains.



Networking & Lag Fix
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*Implemented new server technology that will flood out clients who send too many requests to the server. This will decrease both harmful and unfortunately non-harmful activities that have caused server lag in the past. For the record you will need to do quite literally thousands of messages to the server in a second to trigger this, so it is quite impossible to accidentally do this unless you have a malfunctioning or misbehaving custom client, or are attempt malicious things.


New Stuff
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*New Building: Questionably Effective Scarecrow. Works like regular scarecrow, but worse radius.
*New Building: Makeshift Table. A wonderous creation unlocked from those who are skilled enough to get to Whittling :).
*New Inspirational: Silver Spoon
*New Artifice: Silver Platter


Beauty & The Balance
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*Server Downtime Gift will be distributed when we go live.
*Broken Bough now provides significantly more fuel than a branch.
*Side of Venison now requires one chestnut, down from 2.
*Walk on the wild side now requires 2 of each cut, down from 3.
*Hovering over the various influence bars on a field now display what crops add to those bars when planted on it.
*Hovering over the visual meter in a Bee Skep will now display a tooltip telling you it is honey.
*Hovering over the visual meter in a Compost Bin will now display a tooltip telling you it is Organic Materials
*Hovering over the visual meter in a Turkey Coop will now display a tooltip telling you it is Turkey Feed.
*The Cool kids who hang out in the Den have a sick new beat.
*Simple Table now has 5x5 up from 4x4.
*Feasting Table has been Graphically adjusted and now has a unique graphic if it has food set out on it or not.
*Feasting table has had its build materials adjusted.
*Feasting Table has had its hit box fixed.
*System message for pushing another pilgrim no longer assumes the character is a male.


Popham
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*Checking the Pedigree of your Animal now causes them to make a noise.
*Highlighting over the bars for your animals now displays what each bar represents for your animals genetic dispositions.
*Praying at the Piety Statue now shows a number floating above your character representing how much inspiration you gained. This amount is always 10,000 Inspiration for every point of faith and wisdom you have.

Mini Update #1
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*Feasting Table hit boxes adjusted again.
*Meat Smoker now uses any fuel instead of just only accepting branches.
*Golden Santa Hat now appears more gold.
*Home Fries now requires 1 coarse salt, down from 2.
*Shepherds Pie has buffed status and slightly longer F&F
*Green Bell Peppers now restore Pumpkin food group instead of slugs & Bugs.
*The effects of 'anyegg' has been dramatically buffed on a recipe.
*Recipes made with a Sparrow egg now restore the nut food group.
*Recipes made with a Turkey Egg now restore the Slugs & Bugs Food Group
*Recieps made with a Argopelter Egg now restore the Game Food Group.
*Fish Recipe Iscariot now uses Any Egg.
*Berry Bar now uses Any Egg
*Tasty Cakes now uses Any Egg
*Pumkin Gnochi now Requires Any egg
*Potato Salad now requires any egg.
*Shellfish Omlette now requires anyegg
*Shellfish Omlette now requires 1 egg, down from 2.
*corn Pudding now requires 1 egg, down from 2.
*Flesh Covered Gourd has been buffed.
*Gelatinous Lard now adds less Herbs & Sprouds and more Sugar & Spice
*Funny Foam now adds Natural Philsophy instead of Sparks & Embers.
*Really lucky is now slightly more lucky.
*Ridiculously Lucky is now slightly less lucky but still more lucky than really lucky.

Popham
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Hoof Mouth, Mad Cow, Scrapie, and Swine Flu Suppository have all had their craft menu icon adjusted to their in-game icon.


Mini Update #2
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*Players may now craft Sacks. Before you go asking for sack of nails and/or every single sack in the game keep in mind that I'm hoping to limit this to categories related to the gardening profession alone. Other storage options may be needed by other professions, but I am not convinced 'sacks' is the solution for all storage woes all the time.

*Mannequins will no longer take your backpacks or your tool belts. Check upcoming patch warning for future changes to belts in general. Mannequins still have a few quirks as related to this change, mostly graphical in nature. This also caused us to have to entirely disable belt graphics, but again given that belts are going through an overhaul soon I'm ok with this as a temporary solution to get least get the mannequins to a place where we can test and see if their new functionality is indeed a vast improvement.

*Tool Belts now have more slots. They were originally implemented in a day and age where you had less tools. Now that there are simply more tools in the game it felt reasonable that they scaled more appropriatley.
*Fixed a bug with Divisionating Slimes that was causing them to divisionate far less than they should.
*Dropping Wild Sled now makes a sound.
*Dropping Regular Sled now makes a sound.
*Dropping a Canoe now makes a sound.
*Picking up a Canoe now makes a sound.
*Removing a stashed item from a canoe now makes a sound.
*Majestic Tailfeather now provides Flora & Fauna in place of Arts and Crafts
*Justice Points for throwing food at players in the stocks now varies based on what food is being thrown at them.
*Curious Cabbage now adds more Stocks when studied.
*Curious Cabbage now mini food restore for Vegetable Food Group.
*Franklin Bar now has a higher chance to restore all food groups.
*Franklin bar now restores potato food group.
*Franlkin Bar now restores fruit food group
*Franklin Bar now restores domestic meat food group.
*Fixed a bug in Gingerbread Men.

Popham
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*it now requires sheep herding to sheer a sheep
*Rams now have a rare chance to have a Teasel stuck in their wool when you sheer them.
*Sheep now provide approx 35% more wool when sheered during a cold snap. Up from 25%
*Fix'd a bug where female pigs were not butchering correctly and were exhibiting similar bugs Male Pigs had earlier.



Mini Update #3
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*Garlic CLoves now fit in a Garlic Sack
*Garlic Braids now fit in a Garlic Sack
*Tables Should now only accept food in them.
*Prying the face of an oyster and smashing the face of a crab no longer give you a flower menu option.
*Corn Chowder now takes less crab meat, and cornmeal.
*Cornmeal Bluegill has had its food debuff values adjusted.
*Berry Bajiel now 1.5 Hour F&F up from 1 hour.
*Berry Bajiel now lowers berry foodgroup significantly less.
*Bottom feeder Bajiel now 1.5 Hour F&F up from 1 hour.
*Bottom feeder Bajiel now lowers shellfish foodgroup significantly less.
*Ghost Loaf now has a small pumpkin restore.
*Empire BLuecakes now has a small mushroom restore.
*Windy Pooh, Dragonbreath Salad, Pickled Venison, Brown Bread, New England Dinner, has been significantly Buffed.
*Windy Pooh, DRagonbreath Salad, Pickled Veniosn, Brown Bread, New England Dinner, has had its food group reductions decreased
*Windy Pooh, Dragonbreath Salad, Pickled Venison, Brown Bread, New ENgland Dinner, has had its F&F reduced.
*Jelly Roll, Jam Sandwitch, Tamale, Surf & Turf, Jonah & the Whales, Fyne Salad, Sauce Chasseur, WOrtbaked Wortbite, Lillypoultry, Jellypoultry, Tenderbroiled Terraine, has had its F&F Reduced and its food group reductions decreased.
*New England Dinner now takes Raw Beef Steak.
*Tamale now takes Raw beef cuts.
*Tumbleweed now provides slightly less cloak & Dagger.
*Things with wings now takes only a single cricket.

Popham
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Meat Grinder is now faster on pigs. Same speed for other Pilgrims.
Nsuidara wrote:it is a strange and difficult game in no positive way
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Re: Salem V1.1.8 Windmill Revamp

Postby Paradoxyc » Fri Jan 08, 2016 8:37 am

Praise the Farming Gods the scarecrows have arrived
Edit: What the ***** is this? ¦]

Image

Be warned:
MarpTarpton wrote:
Tulgarath wrote:
Don't forget to add something shiny on a stick for us to add near enemy fields so that we can ATTRACT crows to fields. :)


I like this idea way better than adding a player-made scarecrow. Yes, this instead.
Last edited by Paradoxyc on Fri Jan 08, 2016 9:44 am, edited 2 times in total.
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Re: Salem V1.1.8 Windmill Revamp

Postby Iracus » Fri Jan 08, 2016 8:40 am

It sure is a good thing I didn't build that windmill I wanted to build today
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Re: Salem V1.1.8 Windmill Revamp

Postby riolic » Fri Jan 08, 2016 8:47 am

It sure looks like a makeshift table... for ants crickets mabye of course

Image
Last edited by riolic on Fri Jan 08, 2016 9:05 am, edited 1 time in total.
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Re: Salem V1.1.8 Windmill Revamp

Postby JohnCarver » Fri Jan 08, 2016 8:55 am

Paradoxyc wrote:What the * is this? ¦]


Its a shiny piece of glass on a post. Don't ask me why but the crows don't like it.

It was the best I could get out of Marp who didn't want you guys to have a non-store option in the first place :)
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Re: Salem V1.1.8 Windmill Revamp

Postby Paradoxyc » Fri Jan 08, 2016 8:57 am

JohnCarver wrote:
Paradoxyc wrote:What the * is this? ¦]


Its a shiny piece of glass on a post. Don't ask me why but the crows don't like it.


So are we going to be able to grow cucumbers soon to ward off cougars?
https://www.youtube.com/watch?v=_BRp7ezUqbI
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Re: Salem V1.1.8 Windmill Revamp

Postby jcwilk » Fri Jan 08, 2016 9:08 am

Paradoxyc wrote:Edit:

What the ***** is this? ¦]

Image


Bahahaha best edit ever :lol:

JohnCarver wrote:one of the larger items on our roadmap


We can haz hint? :mrgreen:
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Re: Salem V1.1.8 Windmill Revamp

Postby JohnCarver » Fri Jan 08, 2016 9:09 am

I would rather not commit to telling you which one it will be until we have fleshed it all out. The idea is that somewhere in the next month we have one of those milestones in though.
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Re: Salem V1.1.8 Windmill Revamp

Postby black89hawk » Fri Jan 08, 2016 9:17 am

thanks john you guys doing very good work thanks alot :mrgreen:
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Re: Salem V1.1.8 Windmill Revamp

Postby jcwilk » Fri Jan 08, 2016 9:19 am

JohnCarver wrote:one of those milestones


*crosses fingers for exploration events, minecarts, or a new world* Thanks and keep up the great updates
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