Game Development: Time Enough for Love

Announcements of major changes to Salem.

Game Development: Time Enough for Love

Postby jorb » Thu Jan 31, 2013 5:49 am

We have been developing, and here's what's new.

We have with marked interest observed the ever-shifting fortunes of war on the servers, and have arrived at the conclusion that we need to force raiders to give some advance warning that they intend to attack a target. For that reason we have come up with the following system.

The System
Crimes of Waste -- destruction of claimed property -- are now normally forbidden on both personal claims and town claims. (Lean-tos still work as always).

In order to commit crimes of Waste, you first need to construct a Waste Claim. Waste Claims project an area of influence (forward and to the sides, so remember to build them facing the target) under which they will allow Crimes of Waste to be committed. There are two kinds of Waste Claims, corresponding to Personal and Village claims respectively.

"A Subtle Warning":
Covers 400 x 400 tiles.
Allows crimes of waste against personal claims under its area of influence.
Goes active 18 hours after it has been built.
Becomes possible to destroy 14 hours after it has been built.
Disappears of itself 26 hours after it has been built.

Thus provides an 8 hour Window to attack, smash, destroy, loot and pillage on personal claims.

"Trial by Fire":
Covers 1000 x 1000 tiles.
Allows crimes of waste against personal claims and village claims under its area of influence.
Can only be built by Town members who are allowed to build Authority Objects.
Goes active 24 hours after it has been built.
Becomes possible to destroy 20 hours after it has been built.
Drains 20 points of Village Authority per hour. (Is destroyed if the village has no authority)

The idea here is to try to force a reasonable time frame in which both attacking and defending parties must/may be present to determine the outcome of the attack in a reasonable and hopefully more balanced manner. The defending parties now have a distinct target to attack in order to disrupt and presumably end the attack entirely, and they also have a four hour window during which they can attack the Waste Claim even though their own buildings are still safe from attack, thus hopefully mitigating the lopsided attacker's advantage that (in our humble opinions) previously existed.

In light of this change we have also reduced the HP on the walls significantly from the previous patch, but they do however still have about 150% of what they used to have before that. We have also done a similar adjustment of the braziers, which now stack up toward the power of 8 freestanding braziers, rather than that of 15. Also, the mandatory safety distance between private claims is now back.

A massive reworking of the siege system... why I fail to see what could possibly go wrong! Go break it in all the horrible ways you know how.

Random Changes
Essential Mineralology, Mining, Agriculture, Kiln Construction, Gardening, Turkey Farming and Aristotelian Logic now cheaper
Coffermaking now requires Joinery

Gardening Pot now requires gardening
Stuffed Turkey now requires Turkey Farming
Stove now requires Humble Abodes
Wild Salad now requires Hiking instead of Flowers & Berries
A Walk on the Wild Side now requires big Game Huntan
Chestnut now gives some Pots & Pans
Grass Whistle gives som Thread & Needle
Buckskin Inlays now require Big Game Hunting and can be made with any fibre
Kiln now only costs 30 clay
Old log gives more Perennial Philosophy
The grass baked dishes now only require 2 grass each
Conquistador's Helmet now requires Exploration & Fencing
Spanish Sabre now requires Fencing
Planter's Pouches now require agriculture
Meat Smoker now requires masonry
Stuffed rabbit now better and requires fibre instead of tinder
Coffin Plank now gives some C&D
Rock Maraca now better
A fish in the reeds buffed and only requires 2 plant
Snake in Grass better
Perch, Trout & Mudsnapper filets better at restoring humours
Grimthorn better
Crab meat slightly worse and also can't be split into more crab meat
Added tooltips to Large Urn & Gardening Pot explaining that they need to be burnt in a kiln
Jute Gear slightly cheaper and is no longer "****"
Abandoned Cobwebs now give significant Natural Philosophy and can be used for equipment slotting
You can now pick coal from clamps without the Coaling skill
There is now a stirring animation when mixing clay
There is now a digging animation when digging away paving
Slightly nerfed cabbage leaves restore and Rabbit-in-Cabbage gluttony values
Filet on the rocks is better
Gameboard is better
Nine Men's Morris is better

It is now possible to mouswheel items between inventories. Gloria in excelsis code-gnome!
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Re: Game Development: Time Enough for Love

Postby Dallane » Thu Jan 31, 2013 5:54 am

dear lord its glorious
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Re: Game Development: Time Enough for Love

Postby thorop » Thu Jan 31, 2013 5:57 am

mhmmm fun fun
“In a room sit three great men, a king, a priest, and a rich man with his gold. Between them stands a sellsword, a little man of common birth and no great mind. Each of the great ones bids him slay the other two. So tell me—who lives and who dies?”
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Re: Game Development: Time Enough for Love

Postby Rostak » Thu Jan 31, 2013 5:58 am

moronic change, you have just made it so murderers/thieves/whatevers are immune to retribution and that a wooden fence is largely as effective as the best walls, you have also just made it so now small towns and factions can not fight larger ones via trying to hit off hours when less people are around.

if you were going to a return of the ram type wait an eon to hopefully have a chance to break in system why couldn't you have just added the two other wall types and made it so the highest tier one needed a ram or this "waste claim" mechanic instead?

just more knee jerk very poorly thought out changes, i had high hopes for your development vision. now i realize you have sold out like every single other game company so paradox can sell more hats.

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Last edited by Rostak on Thu Jan 31, 2013 6:03 am, edited 1 time in total.
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Re: Game Development: Time Enough for Love

Postby akaVEGAS » Thu Jan 31, 2013 5:59 am

Rostak wrote:moronic change, you have just made it so murderers/thieves/whatevers are immune to retribution and that a wooden fence is largely as effective as the best walls, you have also just made it so now small towns and factions can not fight larger ones via trying to hit off hours when less people are around.

if you were going to a return of the ram type wait an hour to hopefully have a chance to break in system why couldn't you have just added the two other wall types and made it so the highest tier one needed a ram or this "waste claim" mechanic instead?

just more knee jerk very poorly thought out changes, i had high hopes for your development vision. now i realize you have sold out like every single other game company so paradox can sell more hats.


You need to calm down Sir..
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Re: Game Development: Time Enough for Love

Postby Sephorin » Thu Jan 31, 2013 6:00 am

Silly boy. :roll:

Rostak wrote:moronic change, you have just made it so murderers/thieves/whatevers are immune to retribution and that a wooden fence is largely as effective as the best walls, you have also just made it so now small towns and factions can not fight larger ones via trying to hit off hours when less people are around.

if you were going to a return of the ram type wait an hour to hopefully have a chance to break in system why couldn't you have just added the two other wall types and made it so the highest tier one needed a ram or this "waste claim" mechanic instead?

just more knee jerk very poorly thought out changes, i had high hopes for your development vision. now i realize you have sold out like every single other game company so paradox can sell more hats.
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Re: Game Development: Time Enough for Love

Postby Tylan » Thu Jan 31, 2013 6:01 am

FROGS?!

(Love those incomplete listings of features.)
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Re: Game Development: Time Enough for Love

Postby WindYKilleR » Thu Jan 31, 2013 6:02 am

Show me those zadrotov which will sit near his Sovereignty 14 hours. Salem Patch turned to "Farm Frenzy"
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Re: Game Development: Time Enough for Love

Postby Cyberraptor62 » Thu Jan 31, 2013 6:04 am

Frogs what?
its raining frogs now?
or you just hoping? :D

anyway very nice update, unsure about the siege mechanic will have to see what it means overall.

(hm bricks cant be used as pavement, and using dross / Flint makes the same type of pavement
*Hint Hint* new terrain grapic ide i hope ;)

hmm is prob just my house thats bugged, but leaving a big townhouse (red one) made my client crash on 2 diffrent toons, which where both logged out inside the house prio to the patch, this happent like 7 mins after patch was done, and its on standart client, error report is :

Also logging in again on either char, reproduce the error in the spoiler

java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at haven.GobHealth.<init>(GobHealth.java:38)
at haven.OCache.health(OCache.java:284)
at haven.Session$RWorker.getobjdata(Session.java:422)
at haven.Session$RWorker.run(Session.java:600)


the above mentioned error is fixed thanks guys :)
Last edited by Cyberraptor62 on Thu Jan 31, 2013 6:29 pm, edited 3 times in total.
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Re: Game Development: Time Enough for Love

Postby Odekva » Thu Jan 31, 2013 6:04 am

Ok, noobs are even more safer now. No one would waste 20 hours for a small claim. May be it is good, but not realistic...

I do not have any good feelings about this update, but lets see how it will work...
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