Page 1 of 70

Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 3:57 am
by jorb
We've been developing, and here's what's new.

Natural Alchemy: Fish, Herbs, Animals, Dug Clay, Quarried Stones and Water have slight, natural alchemical properties, varying over different areas in ways that are individual to each type of animal, herb, fish or mineral. I.e. Waxing Toadstools have a "alchemy field" of their own, different from the field affecting Lavender Blewits, and Beavers have a field different from that used for Deer.

Potted Plant Alchemy: Each generation of potted plants -- including trees -- now have their alchemy values randomized slightly, mixed with the alchemy values of the Gardening Pot, the Humus and the Water.

Field Alchemy: The humus used to prepare fields for planting -- i.e. not fertilizers applied after planting -- now modify the purity of the crop produced. It is worth noting that the way seeds and humus modify each other is harshly biased against alchemy compositions wildly differing in purity. Seeds and humus more similar in elements will coexist much better. If you plant very pure seeds in very unpure soil, expect very unpure results.

Compost Alchemy: Alchemy of humus produced is now determined by the materials thrown into the compost, modified by the alchemy of the compost itself. The Alchemy of the Compost is determined by the Alchemy of the materials used to build it, with the boards being more important than the nails.

Proficiencies and Alchemy: The alchemical purity of an item your character acquires from the wild is capped by his proficiency values.

Frontier & Wilderness caps Fish
Hunting & Gathering caps Foraged herbs
Mines & Mountains caps Quarried stone and foraged minerals
Pots & Pans caps Dug-out, natural clay.

New Skill: Theology
Priestly Garments
Church now Requires Theology

This is a first inroad into alchemy. Expect more.

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 3:57 am
by belgear
thanks!

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 3:57 am
by Ikpeip
Huzzah! This should give the Foresty industry new life.

Screenshots/Information on the Priestly Garments (provided by the Tailor Tylan) in the Spoiler.
Priest Set
Image

Bishop's Mitre - 3 Sea Island Cotton Cloth, 2 Polished Buttons
Image

Priestly Pants - 1 Indian Cloth, 2 Any Cloth, 1 Leather
Image

Priestly Stole - 2 Sea Island Cloth
Image

Priestly Tunic - 4 Any Cloth
Image

Priestly Shirt - 1 Egyptian Cloth, 2 Any Cloth, 1 Leather
Image

Priestly Shoes - 4 Leather, 1 Polished Button
Image


Faithfully,

-Paul the Paymaster

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:00 am
by Dallane
pras

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:01 am
by tweenprinc3ss
Wow. This is going to be interesting. Thanks for the hard work fellas! PRAS!

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:02 am
by dzanozin
wow

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:02 am
by kruskdamangled
Ah, the game just got better.

Still, I can hear the cries of "LEAVE THAT DAMN POTTED PLANT ALONE YOU NOOB" already.

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:02 am
by Ornery
They laughed at my pure bins before... who's laughin now? bwahahahahaha!

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:02 am
by colesie
Will we still only be able to use woo woo wands for wells then? Meaning well q will be relatively low for a long time

Priest gear:
Image
Image
Image
Image
Image
Image


Image
Image

Re: Game Development: As Above, so Below

PostPosted: Thu Apr 04, 2013 4:02 am
by snaketears
crap version.
I quit.