Salem V1.2 Exploring the Bowels

Announcements of major changes to Salem.

Salem V1.2 Exploring the Bowels

Postby JohnCarver » Sat Feb 13, 2016 11:03 pm

You've been waiting awhile for this patch and we don't think you'll be disappointed! The primary focus of this patch was Exploration Events. We will be launching this patch with (5) different exploration events but will be making an effort to push a handful of new ones in subsequent patches. There are changes to the way belts work will let you carry more than just tools. We've added a number of new foods and made a few changes to existing ones. And we've finally done something with fishing.


Exploration Events

There are now dozens of new items in the game related to special events you can find in the wilderness. Finding these strange, wondrous, or sometimes spooky structures and discovering what they mean is something we're going to leave up to you! This mechanic will most likely need a lot of balance and tweaking that will require use on a large-scale vs. our test server environment. As it stands at launch each season a random number of exploration events will be seeded throughout the world. On Popham that number will be closer to 100 and on Providence that number will be closer to 1,000. The hope is that on each turn of the season the Pilgrims will feel an incentive to leave their base and get out exploring.


Belt Revamp
Belts should no longer be thought of as a piece of slottable clothing but instead as an auxiliary equipment slot similar to your purse, keyring, or backpack.

Snakeskin Belt, Plymouth Rock Sash, & Highlander Pouch are now known as gadget belts.
Tiny Pocketwatch is now a gadget.
Wingarangs are now a gadget.
All manners of darts are gadgets.
Serums are classified as gadgets.
Players may now line the entire compartment of their Founding Father's Sash with gold flakes.
Players may now store Surveys, Paper, Plotwrits, and Charters in a Pirate Captain's Sash.


Food Changes and New Foods!

New Candy: Potootie Stick
New Candy: Cream & Cookies
New Candy: MarshChirp
New Food: Buggy Bajgiel
New Food: Nutty Bajgiel
New Food: Spore Bajgiel
New Food: Butter

New Structure: Butter Churn, for making all that butter.

New Crafting Submenu: Dairy Foods

Players may now bake potatoes.
Players may now boil potatoes.

New Crafting Submenu: Fruits
The Fruit food group is intentionally designed so that it has very limited negative effects to spam it. Primarily to create the appropriate reward to have large fruit orchards while also giving an incentive to gobble up all the fruit you may have become available before it goes rotten.

New Food: Players may now craft Berries Jubilee.
New Food: Players may now craft fruity salad.
New Food: Players may now craft Sweet Jerky.
New Food: Players may now craft Delectable Dumplings

Garlic mashed potatoes now requires butter and restores Dairy foodgroup.
Berry Cobbler now requires less berries, less sugar, takes butter, and restores diary foods.
Bush Baby now takes butter and restores dairy food group.
Sauteed Shellshrooms now require butter in place of pumpkinseed oil. Restore dairy foods, and no longer require a morel.
Johnny Cakes now require butter, less cornmeal, restore dairy, and have had their values buffed.
Jalapenos now effect fruit food group and dairy food group.

New Skill: Nut Orchards: Required to plant nut trees.

Players may now plant Chestnuts, Pine Nuts, Hickory Nuts, and Walnuts directly.
Legacy cuttings from these trees have been left intact and will work the way they did but for the time being they are legacy. Chestnuts, Spruce Trees, Hickory Trees & Walnut Trees should no longer offer the ability to strike cuttings as they are now plantable with their nuts.
Myrtle Acorn Bushes now replenish in the same manner as all nut trees.

The Gluttony Values for Mushroom Frikadels have been adjusted.
Fish in the Reeds no longer requires a fire to cook.
Bush Baby & Argo Moon have been buffed.
Alchemy Value & Inspirational values swapped on the red herring tooltip.
Fish in the Reeds no longer requires a fire to cook.
Garlic mashed potatoes now requires butter and restores Dairy foodgroup.
Berry Cobbler now requires less berries, less sugar, takes butter, and restores diary foods.
Bush Baby now takes butter and restores dairy food group.
Sauteed Shellshrooms now require butter in place of pumpkinseedoil. Restore dairy foods, and no longer require a morel.
Johnny Cakes now require butter, less cornmeal, restore dairy, and have had their values buffed.
Splitting a cabbage now makes a sound.
Fruit Foods will turn to spoiled foods after 5 days.
Argopelter Variable Eggs benefits now increase only blood but by a larger amount.
Argopelter Variable Eggs now restore domestic meats instead of game meats.
Argopelter Eggs now yield more yolk.
Scrambled Eggs no longer requires the onion.


We Finally Did Something With Fishing!
By something. I mean nothing. And by nothing, I mean took massive steps backwards. The general idea was quite simply that no game would be more fun than the current existing minigame. Instead the minigame now exists more in if you can catch the fish, if you have the right combination of bait and pole to catch the fish, and the dynamic sizes of the fish you catch. Most larger fish are indeed harder to catch and will get away etc. etc. It was our opinion that we simply lacked the tools to create this game the way we wanted it. In order to revamp this to our liking we will be implanting more visual HUD overlay bars that you can interact with for things like fishing, archery, etc. But for now, we are taking the approach that this is an improvement in the meantime.

Mini Game has been removed.
Players may now fish from a longer distance.
Each fish caught now has a different weight depending on how long he has lived.
The weight of a fish determines the amount of value given when you compost it or feed it to turkeys etc.
The weight of the fish now determines how many fish fillets you get.
The weight of the fish now determines the gluttony values given when dried.
Fish Trap has been renamed to Shellfish Trap and now only catches shellfish.
The amount of shellfish collected in a Shellfish Trap has been increased.

Alchemy Value & Inspirational values swapped on the Red Herring tooltip.
New Cursor Graphic when Fishing.
Baiting a fishing Pole now makes a sound.
Fish Hooks now have a unique ground graphic when dropped.

There is a new Leaderboard for Fishing.


A Couple Things You've Been Waiting for for a Long Time

Players may now completely empty a seed bag, or dry goods bag.
Herbs can no longer spawn in ridges. The amount of tears being harvested without this will be at an all-time low.


Other New Stuff

Players now receive Pinecone Scales when removing scales from a pinecone.
New Artifact: Oddly Shaped Pine Scale will sometimes be found in place of a Pinecone Scale.
Lumberwood Figurine now takes Pinecone Scales.

Base travel time is now 25 Seconds. Up from 20 seconds.
New Skill: Sight Seer, decreases travel time to 20 seconds.
New Skill: Experienced Traveler, decreases travel time to 15 seconds.
New Skill: Expeditious Journeyman, decreases travel time to 10 seconds.

Players may now grow Crowberry Bushes and Huckleberry Bushes.

Players may now build a toolbox.

New Store Item: Night Stands, display the item that you put inside them.

There is a new cape for players to craft.

A new recipe is now unlocked with Friendly Wagers

Coffinplank now has a new graphic when dropped.

New Skill: Pajama Knitting for all your pajama knitting needs.
Reed Pajamas now take woven reeds instead of regular reeds.

New Emote: Hugging

New Skill: I Am The Darkness: Players require I am the Darkness to both harvest wingarangs and to throw them.

New Skill: Bellows Operation. Players now require the skill Bellows Operation to operate the bellows on a Finery Forge. The idea of this skill and hopefully more skills to follow is that newer players will see an incentive to learn and have the skills required to assist larger towns in labor intensive processes.

New Skill: Silversmithing: Silver Spoon, Silver Platter, Silver Circlet, Silver Buckle & Silver Coins all unlock from this skill now.
Debasement now unlocks with Arson and Silversmithing.
Boomsticks now make in packs up 16 up from 8.

New Skill: Plague Handling. Plague Handling allows for the use of diseasing clothes, loading diseased animals into mortars, constructing of diseased booby trapped chests and other mechanics involving disease manipulation.
Plague chests now do more than double the disease strength to a player who triggers them.

New Creature: Spermwhale
Spermwhales will migrate based on the season they are in.
Spermwhales can eat a player. Players who spend approx. 1 RL week inside a Spermwhale will die to permadeath.
Players who KO inside a Spermwhale will permadie.
NOTE: This patch is dropping with his Animations bugged. Marp promises me that we will have fixed animations soon. So yes he looks silly right now when he swims and we plan on having that fix’d soon.

Beauty and the Balance

Plague chests now take 30 dead rats, down from 50.
Fixed typo with the skill Friendly Wagers
All stalls have been reset to 400 silver weekly. In the event NOTHING sells on that stall for the week AND rent was not manually deposited. 2,500 will be deducted from that stalls reserves.
A tooltip has been added to both Mannequins and Cupboards to explain they will decay outdoors.
Skill Requirements for Compacts has been adjusted.
Crucible Bounding box has been reduced.
Crucible Now has a sound effect when stirring on it.
Crucible Stirring Animation has been redone.
Animation for Regain Composure has been redone.
Bug fixed with not being able to open smoked oysters.
Tea Bushes have gone through a graphical overhaul.
New Technology implemented to allow for easier auditing of madness gains.
New Technology implemented to allow for easier auditing of disease deaths.
Pistols now do an average of 15% damage. up from 5%.
Rifles now do an average of 35% damage. Up from 25%.
Players may no longer fire guns while mounted.
Guns now no longer do % based damage to animals.
Slingshots now fire significantly faster.
Players may now occasionally find that a snail or caterpillar has eaten one of the vegetables in their pots. If this happens you will get the snail or caterpillar instead of that vegetable. In addition to this the bug will have taken on the purity of the vegetable he has eaten.
Players may now put ore in stock bins.
Players may now move empty stock bins.
There has been a long-standing bug where players who planned their inheritance in a certain way would reflect a lower scalp score than they had in reality at time of death. This bug has been fix'd.
The price of a sabre from the store vendor has been increased.
Butchering Animals with your bare hands now adds insanity.
Removing Pinecone Scales from another players inventory is now a crime.
Fix'd Typo in Turkey Liver.
Players may no longer poison turtles to death. It was either this or nerf the turtle rattle. And I liked this better.
The Mine Ladder has been redesigned to fit future uses and allow for easier clicking
Pulling the tail on a salamander will no longer have him jump from the box he is in to your inventory. He will now stay in his container and the tail will appear in your inventory.
Mining Phlegm has been adjusted. Mining sets now provide a greater benefit to phlegm reduction. Also, the deeper you are in a mine the more phlegm that is required to dig. Digging on lower levels should now be a significant investment.
Sterling Geode now has +15 Mining as an artifice.
Arcane Amethyst is now slottable.
Fixed typo with the skill Friendly Wagers
All stalls have been reset to 400 silver weekly. In the event NOTHING sells on that stall for the weak AND rent was not manually deposited. 2,500 will be deducted from that stalls reserves.
Players may now hang jerseys on walls.
Jerseys now have unique ground graphics.
Grinding Bonemeal now costs more phlegm.


New Things and Changes to Popham

Players have discovered a new Drug known as Ballocks.
Players may now forcefully inject drugs in one another. Doing so will be aggravated assault.
When Praying to statues a T3 witch now receives a message about how many statues remain before she can bring about the apocalypse.
Fixed a bug with cannons and closed up a few creative ways to maneuver them while lit.
Cannons now blow through almost all buildings in the game including houses, churches & windmills.
Cannons should no longer destroy leantos or Pclaims.
A cannonball should continue past an alt when fired.
Cannonball now has a new graphic when dropped.
The code for how frequently animals check to get sick has been rewritten and gone through an overhaul. The net result is that animals should get sick less often and that sickness should now depend on the green bar far more reliably than it did in the past.

Squashed two bugs that allowed for dead animals to become sick after they have died to natural causes.
The negative penalty for an animal getting sick when not in a barn during a coldsnap has been reduced.
The chance for animals to get sick when they have plenty of food has been decreased overall.
The chance for animals to get sick when they are hungry and out of food has been increased.

The way animals eat has been entirely re-written. Instead of their metabolism (yellow bar) being a highly volatile and random trait it is now far more straight forward. Animals will now eat once a day (previously an animal could attempt to eat as many as 4 times a day). However, the metabolism of the animal will now directly impact the amount of hay they eat at each visit to the trough. The base hay eaten is 2 hay per day per animal. There is then an additional hay eaten for each 10 points of metabolism the animal has. This should cause players to be able to predict and project the hay consumption of their animals far more reliably than before. In addition to this, animals should be consuming less hay on average.

Cows, bulls, and calves no longer prefer 4-Leaf Clovers as treats and will happily eat regular clovers as a treat.
Goats no longer demand Indian Corn as a treat and will happily take baby corn as a treat.
Sheep no longer demand Wild Oats as a treat and will happily take carrots as a treat.
Managing temperament of animals has been rebalanced and re-written. It should be generally easier to keep animals happy than before and animals in the extreme Ornery levels should no longer be so exaggerated in their mannerisms.

Obtaining a cheese culture that is not farmer's cheese is now more common.

Graphics for Lamb from the Popham Animal vendor has been changed.
Graphics for Kid from the Popham Animal vendor has been changed.
Graphics for Calf from the Popham Animal vendor has been changed.
Fixed a bug with the reductions caused in mutton meat.
Added flavor text to Pig Snout.

Statues now have a mini-map graphic.
Statues now play music when they are rendered on your screen.


Please note this is by far our largest patch since launch. There are bound to be quite a few kinks due to some fairly massive systems being adjusted. We have done a backup to RIGHT NOW and may or may not have to revert to this backup if we corrupted the way map tiles are saved. Also please report any oddness with whales as soon as it happens. Given that it is a permadeath mechanic I very much do not want there to be any 'issues' with players being stuck in whales, being unable to exit whales etc. etc.


Minipatch #1
*Events no longer spawn on either a town, pclaim, or the starting town.
*Tooltip for Scrimshaw pipe has been fixed.
*Players should no longer get spammed with their mining bonus when they are mining.
*Players may now put hats in their wardrobes.
*fix'd a bug that was causing porcupine spines to be laced with drugs.
*Whale swimming Animation has been adjusted.

Minipatch #2
*Fixed a bug that was creating a different stomach for each player swallowed by the whale. Multiple players swallowed by a whale will now all appear in the same stomach.
*Fixed a bug that was causing a whales migration pattern to get messed up after eating multiple players.
*Whale now makes a sound effect while swimming.
*Whale now makes a sound effect when he gobbles a player.
*All Valentine Day Presents should now be pushed to all players who have bought something on the store.


Minipatch #3
*The contents of the Whale intestines now persist through server restarts.
*Windmills now make a minor creaking noise as they turn.
*Firearms requires more C&D and S&E.
*UI window for Fish Trap now reads Shellfish Trap.
*Classic Sofas and Nightstands can be carried in and out of houses (to allow you to switch between them). THIS DOES NOT MEAN THAT THEY WILL NOT DECAY OUTSIDE. DO not leave your furniture outside or it will become ruined!
*Players may no longer log out in whales.
*There now exists a Table in Boston that operates like a Nighstand but cannot be carried.
*Laced Porcupine spines can now be administered directly to yourself.


Minipatch #4
*New Food Recipe: Fish Tacos
*New Food Recipe: Pumpkinbutter
*Breaded fish fillets are now a frying pan recipe and require 2 parts corn oil in place of sugar.
*Farmers Omelette no longer requires an argopelter egg.
*Potato Salad now requires bell peppers instead of onions.
*Stew has been moved from Domesticated Meats to Potato Food Group.
*the amount of steaks you get form domesticated animals has been nerfed significantly to accomodate the new balance changes to domesticated meats.
New Food Recipe: Slow Roast.
*New Food Recipe: Scary Stroganoff
*New Food Recipe: Meatballs
*Curious Curry has been rebalanced.
*Frontier Stew has been rebalanced.
*Tasty Taco has been rebalanced.

Minipatch #5
*Fixed a bug that caused crashes with Leanto equipping Splints
*Sewing Frames may now be destroyed.
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: Salem V1.2 Exploring the Bowels

Postby Tulgarath » Sat Feb 13, 2016 11:04 pm

Woot!
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Sat Feb 13, 2016 11:04 pm

Note:
I'll probably be adding the nightstand to the store sometime tonight. I.E in the next 4-8 hours after patch to make sure we are somewhat stable first.
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: Salem V1.2 Exploring the Bowels

Postby Claeyt » Sat Feb 13, 2016 11:04 pm

Yessss.

Edit: Holy crap this is a lot of stuff.

I think I counted 14 new skills???
Last edited by Claeyt on Sat Feb 13, 2016 11:14 pm, edited 1 time in total.
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As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
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Re: Salem V1.2 Exploring the Bowels

Postby Rele » Sat Feb 13, 2016 11:05 pm

Nice :D
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Re: Salem V1.2 Exploring the Bowels

Postby Icon » Sat Feb 13, 2016 11:05 pm

did we really have to call it that?

ps if you have the right combination of bait and pole to catch the fix <-- found a bug in the patch notes
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Re: Salem V1.2 Exploring the Bowels

Postby JohnCarver » Sat Feb 13, 2016 11:13 pm

Icon wrote:did we really have to call it that?

ps if you have the right combination of bait and pole to catch the fix <-- found a bug in the patch notes


Call it what? And patchnotes bugfix completed.
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: Salem V1.2 Exploring the Bowels

Postby riolic » Sat Feb 13, 2016 11:16 pm

Sadness, while I can't fathom the amount of work that has gone into this patch, I'm still left a little disappointed, as I was hopeful that a raiding re-adjustment was eminent. Back to hearthstone then, I suppose.
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Re: Salem V1.2 Exploring the Bowels

Postby Claeyt » Sat Feb 13, 2016 11:17 pm

JohnCarver wrote:In the event NOTHING sells on that stall for the weak AND

...another patch note mispelling. You must have been too excited while writing it.
jorb wrote:(jwhitehorn) you are an ungrateful, spoiled child


As the river rolled over the cliffs, my own laughing joy was drowned out by the roaring deluge of the water. The great cataract of Darwoth's Tears fell over and over endlessly.
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Re: Salem V1.2 Exploring the Bowels

Postby matan002 » Sat Feb 13, 2016 11:18 pm

riolic wrote:Sadness, while I can't fathom the amount of work that has gone into this patch, I'm still left a little disappointed, as I was hopeful that a raiding re-adjustment was eminent. Back to hearthstone then, I suppose.

c'mon... salem isn't all about raiding you know :D
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