Salem V1.1 Passive Prof Gains

Announcements of major changes to Salem.

Salem V1.1 Passive Prof Gains

Postby JohnCarver » Thu Oct 22, 2015 5:40 am

Greetings Salmites,
We decided to launch this patch a bit pre-mature of many of the major systems we have been working on. Primarily because it started to feel like the patch was getting away from us in terms of scope and size. Also, a tremendous guilt was weighing in for the quarterly store prizes that couldn't be distributed because the new golden item wasn't live in the c0de etc. etc. However, we did at least have enough of the "new way" to earn proficiency points into the game that I felt the patch wouldn't be completely shunned for lack of content. And, as always, I've added several new ways for you to generally harass each other.

New Mechanic: Passive Proficiency Gains

The idea is that when grinding various tasks your player is in a bit more of a feeling of positive progression. For those who say "Hey John, This system sucks it would take me a year to get a point in Thread etc. etc. etc.". Yes, I know. So study some things. This was in no way meant to replace the inspirational system, or even undermine it. This is also meant to be tied into the new gluttony rework we have planned as well. The current idea is that your character will only trigger the 'desire' for gluttony A.K.A. Cravings when gathering doing tasks related to this passive proficiency gain. Patent Pending.... Without further ado. Here are the highlights of this system.

Pilgrims now gain:

1 Cloak & Dagger for getting shot by a tower (torchpost or brazier).
1 Cloak & Dagger for assaulting another pilgrim
1 Cloak & Dagger for Trespassing
3 Cloak & Dagger for beating down another Pilgrim
100 Cloak & Dagger for gaining revenge on another Pilgrim
5 Cloak & Dagger for stealing from another Pilgrim
4 Cloak & Dagger for vandalizing the structures of another Pilgrim
200 Cloak & Dagger for murdering another Pilgrim
15 Cloaks & Dagger for committing Forgery
10 Cloak & Dagger for committing Poisoncraft


Pilgrims now gain:

1 Hammer & Nail for each woodblock that they split.
2 Hammer & Nail for chopping a tree.
3 Hammer & Nail for each block that they chop from a log.
2 Hammer & Nail for Whittling
3 Hammer & Nail for failing to plane a board
4 Hammer & Nail for sawing a board.
15 Hammer & Nail for successfully planing a board.
50 Hammer & Nail for felling a tree.


Pilgrims now gain:

3 Law & Lore for throwing food at a criminal
20 Law & Lore for whipping a criminal
40 Law & Lore for stocking a criminal
75 Law & Lore for releasing a criminal


Pilgrims now gain:

1 Mines & Mountains for chipping stones
1 Mines & Mountains while mining
10 Mines & Mountains for pulling a boulder
4 Mines & Mountains for quarrying a stone
3 Mines & Mountains for failing to cut a gem
15 Mines & Mountains for Successfully cutting a gem
Various Mines & mountains depending on the size of the lime boulder they extract.


Pilgrims now gain:

1 Herbs & Sprouts for putting humus a pot
2 Herbs & Sprouts for watering a pot
3 Herbs & Sprouts for planting an herb in a pot.
5 Herbs & Sprouts for gathering from a pot.


Pilgrims now gain:

1 Sparks & Embers for Gathering a piece of coal.
2 Sparks & Embers for lighting with a Torch
5 Sparks & Embers for lighting with a Tinderdrill
10 Sparks & Embers for lighting with Flint N Steel
4 Sparks & Embers for working a finery forge.
15 Sparks & Embers for working a bloom.


Pilgrims now gain:

1 Stocks & Cultivars for Preparing a field with Humus
2 Stocks & Cultivars for Threshing Seeds
10 Stocks & Cultivars for Harvesting a Field
25 Stocks & Cultivars for Tending a Field
4 Stocks & Cultivars for planting a field.
12 Stocks & Cultivars for plowing a field


Pilgrims now gain:

8 Thread & Needle for Making Cloth
5 Thread & Needle for failing to slot sometihng
25 Thread & Needle for successfully slotting something.
4 Thread & Needle for Unslotting Items
2 Thread & Needle for cutting items into rags


Pilgrims now gain:

3 Hunting & Hideworking for Butchering an animal part.
6 Hunting & Hideworking for liming a hide.


Pilgrims now gain:

3 Flora & Fauna for plucking a turkey.
8 Flora & Fauna for feeing an animal a treat.
1 Flora & Fauna for cracking an egg.
15 Flora & Fauna for correctly medicating a sick animal.

Insanity Rebalances
His Majesty has heard your pitiful cries for mercy and has sent aid: Madness has been rebalanced slightly. The PEs that cause your shovels, axes, and pickaxes to become questionably effective are now 1/10 as likely to happen at all Madness levels.
Additionally, characters must be 48 hours old before they will begin to passively gain insanity. HOWEVER characters will still gain insanity for doing ACTIVE insane things like licking boards.

Rope & Feather
*New Skill: French Tickler
Players may now tickle each other.
*New Skill: Wrangling
Players may now Wrangle each other (and animals).

Store Updates
Two New hats can be found in the Mystery Hat Box
Peacock Masque is now a legacy item and can no longer be obtained via Hat boxes or in game.
New Golden Item for Top Q3 Store Purchasers has been rewarded (Within 12 hours from when patch goes live)

Balances and Bugfixes
Windborne Kites now require a Fibre. They do need a string after all.
Wear on Knives from butchering Hydrukey feathers has been greatly reduced.
Fixed a long-standing bug that was responsible for two crashes in the last 3 months.
Players may now inspect torch posts to see their remaining ammo.
Players now get a wood block OR a knotted wood block when chopping logs. There is no longer the opportunity to gain both in a single chop.
GreenmanLeavings now has 5 uses up from 3.
Fixed an error that causes crashes when barns are lit on fire.
Adjusted Smelting formulas
Disecting a Frog while in another players inventory now counts as a crime.
Splitting logs in inventories that do not belong to you now counts as a crime.
Emptying Vessels in inventories that do not belong to you should now count as a crime.
Fix'd a bug that was causing dead animals that have experienced a blood moon to breed long after they died. Dead animals will now only breed occasionally during blood moons, not long after.




Conclusion
This thread's primary purpose will be about the MANY MANY cool and fun aspects of Salem that could be added to the passive proficiency gain system (as well as occasional tears from people who die to tickling or wrangling). Please keep in mind that there must be a 'cost' associated with the task. Please no suggestions for mundane tasks that will encourage bots or automation. As long as it costs humours, resources, or materials we will probably listen. But anything like "Flora and Fauna should be gained for Walking" will be filed in the same basket as pathfinding requests.

We also have a few half-finished systems that are live now with this code. A new system for Paganism, Parts of a Gluttony rework, a New Store Pack, and a New Animal are all being worked on still. I will probably just launch those as mini patches in the weeks to follow as we finish them so we don't experience such long periods of no updates. Anyways, enjoy! I'll be in this thread for the next few days to see what little additions we could put in for ppgains before moving on to the next step.



Mini Update #1
-----------------

*Fixed a bug causing Limed hides recipe to no longer produce the hide.
*Binding a book now adds 135 Fiath & Wisdom
*Scribing a piece of paper now adds 25 Faith & Wisdom
*Writing on a textsign now adds 8 Faith & Wisdom
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 V1.1 Passive Prof Gains

Postby Heffernan » Thu Oct 22, 2015 5:42 am

1 proficiency level in C&D or just 1 C&D?
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Re: Salem V1.1 Passive Prof Gains

Postby JohnCarver » Thu Oct 22, 2015 5:43 am

Heffernan wrote:1 proficiency level in C&D or just 1 C&D?


All numbers are "points" not levels. Keep in mind that they serve a purpose to give 'something' for working in Salem, but not to replace the inspirational system as the primary path to character advancement.
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 V1.1 Passive Prof Gains

Postby Heffernan » Thu Oct 22, 2015 5:45 am

nice, i suppose the new shop pack is coming with the next patch part

edit: scrap that i want it NOW! (and i know u want mah money)
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Re: Salem V1.1 Passive Prof Gains

Postby JohnCarver » Thu Oct 22, 2015 5:52 am

We will try to get the new shop pack in soon. Its going to be a limited time only Seasonal pack. As such, we want to seed some new mechanics with it which really just were not ready yet. The idea is that we will soon have more cool unique way for Pagans and God-Fearing pilgrims to influence the world as a whole.
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 V1.1 Passive Prof Gains

Postby Lallaith » Thu Oct 22, 2015 5:57 am

TY for patch!

I can't wait to try out tickling and wrangling :)
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Re: Salem V1.1 Passive Prof Gains

Postby JohnCarver » Thu Oct 22, 2015 6:00 am

We are back... Sorry for the extended downtime. We once again decided to back up all the servers and all the data (in addition to our rolling backup systems) just so we always have this snapshot in time on hard backup. Can never be too safe.
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 V1.1 Passive Prof Gains

Postby Heffernan » Thu Oct 22, 2015 6:00 am

JohnCarver wrote:to influence the world as a whole.


you make it sound like thats anything good ¦]
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Re: Salem V1.1 Passive Prof Gains

Postby tytymu » Thu Oct 22, 2015 6:18 am

Thank you for this patch :)
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Re: Salem V1.1 Passive Prof Gains

Postby Heffernan » Thu Oct 22, 2015 6:42 am

did anyone say sorcery?

Image


JohnCarver wrote:Nice list. Can you drop in announcement thread and I'll get to work on it?
Heffernan wrote:Faith & Wisedom:
Writing a Book Page
Binding a Book
Writing on a Wooden Sign
Smoking Hookah

Natural Philosophy:
Crafting A Potion
Crafting Medicine

Perennial Philosophy:
Cursing Someone
*doing witchcraft stuff*

Sugar & Spice:
cooking something
taking finished food out of a meatsmoker
taking finished food out of a baking oven

Flora & Fauna:
for gaining a 7use inspirational whilst hunting

Hunting & Hideworking:
for killing any animal above Bear

Arts & Craft:
Crafting Inspirationals

Hammer & Nail:
Finishing a Building
Producing Tools
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