Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby Golthan » Thu Jan 17, 2013 8:38 am

Odekva wrote:
Golthan wrote:
jorb wrote:
The objective is to kit and tool an optimal suit of gear and equipment, combining the artifice items as you best see fit. A piece of gear can only hold one of each type of artifice item.



So if Clothing A has Artifice A in it, can Clothing B also have Artifice A, or must go with another Artifice?


It can, you just can't put 2 same Artifice in one Clothing.
Alright. Was just double checking.
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Re: Game Development: Artifacts & Artifice

Postby Procne » Thu Jan 17, 2013 9:09 am

Adventurer's hat has 3 slots. Do all hats have that much? What about other shop hats?
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Re: Game Development: Artifacts & Artifice

Postby DragonScythe » Thu Jan 17, 2013 9:16 am

Golthan wrote:
DragonScythe wrote:Some discoveries: You can create some artifices in the Clothing and Equipment section. However, there are also some other Artifices. For example, the Stringy Sinew and Etterfang can be used.


Edit: Rainbow Scale can also be used.

Pics:
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Putting it in (or is it when it breaks?) costs YB
Just to help you out a bit:
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We really should start making wiki pages for this.


Had a feeling Whispering Snake Skull would have good stats. Looks like we're going to need to make a lot of stump/log farms..
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Re: Game Development: Artifacts & Artifice

Postby Golthan » Thu Jan 17, 2013 9:18 am

Procne wrote:Adventurer's hat has 3 slots. Do all hats have that much? What about other shop hats?

My Pilgrim's Hat has 2 slots.

Number of slots seems to determined by the "tier" of clothing. My Farmer's Shirt has only 2 slots, yet the most I've seen so far is 5 for an Admiral's Uniform.
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Re: Game Development: Artifacts & Artifice

Postby Bolillo » Thu Jan 17, 2013 9:49 am

Bolillo wrote:
jorb wrote:
...
If the artifice fails the artifice item is consumed, and one slot in the target equipment is permanently broken.
...


Is this final? Or can we expect to fix them in a future? Be it a bit expensive the means or something.. :?:

Odekva wrote:I would say only one - make offerings of filth and rancid flesh.
8-)


Mite b cool. Something a bit more civilized could work too. Also:

jorb wrote:Obviously this system will in time be expanded with plenty of more different types of effects, both combat related and civilian.


Are we expecting something new here i guess? Or for example: some artifact that increase the plenty of fields when harvested while wearing it? :?:
It puts more humus in the fields or it gets the hose again
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Re: Game Development: Artifacts & Artifice

Postby Mushibag » Thu Jan 17, 2013 10:03 am

Bolillo wrote:
jorb wrote:Obviously this system will in time be expanded with plenty of more different types of effects, both combat related and civilian.


Are we expecting something new here i guess? :?:

jorb wrote:Obviously
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Re: Game Development: Artifacts & Artifice

Postby Mereni » Thu Jan 17, 2013 10:06 am

That would be nice for people who don't have much use for any but the feral artifice right now. I wonder if the general one also helps feral? I mush find someone with the proficiencies to attach stuff to my favorite clothes...
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Re: Game Development: Artifacts & Artifice

Postby darnokpl » Thu Jan 17, 2013 10:39 am

The combined effect of defense towers in clusters now scales asymptotically towards the effect of fifteen freestanding towers, as opposed to previous five.


Interesting, anyone got any numbers for this?
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Re: Game Development: Artifacts & Artifice

Postby Wournos » Thu Jan 17, 2013 10:43 am

Increased HP by ~4x on Walls

Does this include fences?
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Re: Game Development: Artifacts & Artifice

Postby Procne » Thu Jan 17, 2013 11:03 am

darnokpl wrote:
The combined effect of defense towers in clusters now scales asymptotically towards the effect of fifteen freestanding towers, as opposed to previous five.


Interesting, anyone got any numbers for this?


Pure speculation:
I would guess that instead of ( dmg = basedmg / (1 + N*0.2) )
each brazier does ( dmg = basedmg / (1 + N*0.07) ) damage now

In any case - you have to stack a lot of braziers to make good use of this change
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