Salem 2018 Roadmap

Announcements of major changes to Salem.

Salem 2018 Roadmap

Postby JohnCarver » Tue Jan 02, 2018 9:59 am

Greetings Salemites!
Happy New Year! To keep with the tradition I am leaving a brief list of things that are on our radar. Last year we wanted to focus on 'direction' in the Sandbox. Trade Orders, Cravings, and Mason advancement I felt were a nice step in this direction. Of course 'content' took a hit and that is quite unfortunate but we did also get an expedition out to at least liven up the drama for 2018! This year we are shifting the focus on the over-arching progression of characters beyond the point where you need the direction. This should come with some new skills and rewards for those who have truly mastered their craft. We are going to aim for another expansion in 2018 as well to put less of a dry spell between each expedition. The major point I would like to see accomplished is again a rewarding mechanic for further character advancement which will first need to be rooted in a more responsive and dynamic combat system.

Outside of that we have 93 things on our internal road map at this time. But this is a quick sample of some of them. For now I"d like to just keep the emphasis on Sunday content and see if we can't keep it going with a solid new years resolution!

*New Sea/Water Vessels
*Witch Familiars
*Zodaic Signs
*Tarot Cards
*A larger emphasis on more creatures/kritters populating the world.
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 2018 Roadmap

Postby Qiresea » Tue Jan 02, 2018 10:01 am

Happy New Year, JC !!
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Re: Salem 2018 Roadmap

Postby Nikixos » Tue Jan 02, 2018 10:07 am

Since you will be working on combat: I noticed the combat animations are very stale and don't have too much movement, very different from previous animations paradox did, i suggest a rework for uppercut, k.o animation, stomp and maybe others, let them have more movement, the previous uppercut even did a 360 which was very funny, the previous k.o was turning around as it was falling, even the previous mining animation did a little jump between each cycle...
Last edited by Nikixos on Tue Jan 02, 2018 10:13 am, edited 1 time in total.
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Re: Salem 2018 Roadmap

Postby kabuto202 » Tue Jan 02, 2018 10:09 am

Here we go again.
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Re: Salem 2018 Roadmap

Postby yuukki » Tue Jan 02, 2018 10:15 am

Witch craft you say :shock:
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Re: Salem 2018 Roadmap

Postby Forungi » Tue Jan 02, 2018 11:36 am

Now this is a more reasonable roadmap compared to the one from last year, very nice!
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Re: Salem 2018 Roadmap

Postby ZoddAlmighty » Tue Jan 02, 2018 11:50 am

This roadmap looks awessome.
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Re: Salem 2018 Roadmap

Postby conrik » Tue Jan 02, 2018 11:52 am

Last edited by conrik on Thu Jan 04, 2018 8:47 am, edited 1 time in total.
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Re: Salem 2018 Roadmap

Postby Nsuidara » Tue Jan 02, 2018 1:07 pm

Happy New Year, JC !!
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Re: Salem 2018 Roadmap

Postby Lusewing » Tue Jan 02, 2018 5:20 pm

Except the Hanged man is often seen as a GOOD card, or as much as the cards can be good or bad. It traditionally shows a man hanging upside down by one foot and is often interpreted with meanings of self sacrifice, carefree, accepting of one's fate.

REALLY looking forward to tarot being added into the game as well as lots more animals around the place. You already know how excited I am about the horses ^.^
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