Game Development: Project Mayhem

Announcements of major changes to Salem.

Game Development: Project Mayhem

Postby jorb » Thu May 09, 2013 4:54 am

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

Crafting buffs
Whenever you cook using an item or a substance in its generic capacity (I.e. when the recipe asks for things like any berry, any mushroom, any steak, any flour, &c&c), the type of item that you actually use now matters.

For example. Cabbage Cakes require (any) cabbage leaf and (any) flour. Using a higher tier type of either or both of these resources will genereally speaking yield a better result. Thus, cabbage cakes made from colewort and oatmeal will be bad, whereas cabbage cakes made from wheat flour and red cabbage will be the undiluted ****. Cabbage cakes made from... pssh... barley and green cabbage? Decent, most likely. Different, more importantly.

Resources affected are:
Meat, all kinds
Cabbage
Corn (oil, meal and seed, also cornmeal now has purity)
Grains
Mushrooms (Mushrooms also now indicate if they have been boiled)
Garlic
Berries

Notable resources not (yet) affected are:
"Any plant"
Fish
Pumpkin

The idea here is to further incentivize settling and farming over foraging, to buff crafted produce in general, to introduce some manner of creativity and discovery in the food crafting processes, and perhaps also to somewhat offset the recent purity "nerf".

Notice that you will receive no buff if you mix and match within a particular craft slot. For example: If a recipe asks for three leaves of cabbage, and you use 1 red cabbage and 2 colewort, or some other combination of more than one type, you will not receive any bonus, but instead make ye olde generic cabbage cakes.

Notice that this is completely untested, and that we have no real idea as to what the (manifold) consequences may be. Significant, most likely.

Feel free to report broken outcomes!

Enjoy!
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Re: Game Development: Project Mayhem

Postby PuinSai » Thu May 09, 2013 4:54 am

PRAAAAASSS!!!
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Re: Game Development: Project Mayhem

Postby Dallane » Thu May 09, 2013 4:55 am

pras!
Please click this link for a better salem forum experience

TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: Game Development: Project Mayhem

Postby Darkside » Thu May 09, 2013 4:56 am

hehe nice disclaimer....

so I just dont get... the higher tier ingredients they boost purity? or... what? or just the base heals/gluttony values get modified by the tier of ingredients?

also, bout time you let us have corn meal with purity lol - maybe time to dust off the corn seeds and start growing that again
Last edited by Darkside on Thu May 09, 2013 4:58 am, edited 1 time in total.
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Re: Game Development: Project Mayhem

Postby Mereni » Thu May 09, 2013 4:57 am

jorb wrote: cabbage cakes made from wheat flour and red cabbage will be the undiluted ****.



I hope this isn't going to mean that the highest tier stuff is needed to get the currently listed values of things. :?
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Re: Game Development: Project Mayhem

Postby Siobhan » Thu May 09, 2013 4:58 am

OOH Corn!
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Re: Game Development: Project Mayhem

Postby Viackura » Thu May 09, 2013 4:58 am

Thanks, sounds like a good update finally :D
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Re: Game Development: Project Mayhem

Postby FailureToThrive » Thu May 09, 2013 4:58 am

Sounds cool. Just got to second tier crops so should be fun to play with.
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Re: Game Development: Project Mayhem

Postby jorb » Thu May 09, 2013 4:58 am

Mereni wrote:I hope this isn't going to mean that the highest tier stuff is needed to get the currently listed values of things. :?


Nope. The lowest tier goods do, however, usually imply a small reduction compared to previous values.
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Re: Game Development: Project Mayhem

Postby Avarice » Thu May 09, 2013 5:00 am

Are future updates going to continue down this path until this feature is complete?

I prefer seeing updates add to one thing until it's done opposed to jumping all over the place in a confusing manner. :)
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