Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Announcements of major changes to Salem.

Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby JohnCarver » Wed Dec 30, 2015 10:07 am

Mini Update #3
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*Players may now load up their Stock Bins with Cotton Cloth.
*The inventory size of all tables has been significantly buffed.
*Fix'd issue with cotton swab weight where recently posted values were actually reversed.
*Repaired some memory leaks involving the stockades.
*Players may now carry Piggy Banks even if they are full of coins.
*Stampmill Inventory size has been doubled.
*Roasted Pumpkin seeds now provide 50% more heal value.
*Concordat of Worms now has 5 uses, up from 3.
*Crows now spawn slightly less.
*Fixed a bug that was causing scarecrows to scare in a smaller range than their radius was suggesting.


Popham
------------------
*Playing with baby animals is now significantly more effective. However, the amount of Temperment lowered is still a factor by his genetic ornery levels (red Bar). As such with a high red bar the increase will be less noticeable
*A Player must be signficantly closer to the event of a baby animal dying to gain insanity.
*The amount of insanity gained when witnessing a baby animal dying has been lowered.
*The Amount of insanity gained when naming an animal that has already died has been increased.
*Players now Passively gain 20 Flora and Fauna when playing with baby animals.
*There is now a sound effect when you successfully attach a lead rope to your animal.
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 V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Taipion » Wed Dec 30, 2015 10:11 am

Nice!

[edit:] So many nice things! :-)
Need something? Here is my Shop (Including some useful info for new/returning players at the bottom of the first post)
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Qiresea » Wed Dec 30, 2015 10:15 am

very nice New Year's present for all of us :) thank you very much, John <3
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Procne » Wed Dec 30, 2015 10:16 am

I do not like the idea of crows, as they add another chore to the game. I dislike it when the game additionally punishes you when you can't log in on time or often enough.
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Bjebr » Wed Dec 30, 2015 10:17 am

John :
- it's "Concordat of Worms" not "Concordant" , the Pope and the King the Emperor disagree with you !
- nice improvment about playing with animals. It was so hard to play with 90+ red bar lambs ¦]
- baby animal don't die so much (except player fight or Ram/male fight, both can be handle easily) ; insanity from it seems a little bit minor.

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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby JohnCarver » Wed Dec 30, 2015 10:19 am

Procne wrote:I do not like the idea of crows, as they add another chore to the game. I dislike it when the game additionally punishes you when you can't log in on time or often enough.


If you don't log in, then your fields shouldn't be loaded, and if your fields are not loaded then you shouldn't be having crows spawning on them. I see crows far less as a 'chore' so much as they are an additional variable and metric to the game to make sure you are alert and paying attention to what is happening in and around your base. Not just drone-ing along without a care in the world simply because you are behind your own walls.

Bjebr wrote:- baby animal don't die so much (except player fight or Ram/male fight, both can be handle easily) ; insanity from it seems a little bit minor.

Bjebr


As always, I really appreciate your feedback and constant awesome reports you send me in PM's. However, the baby animal thing was a knee-jerk reaction to a barn that wasn't loaded in quite some time on Popham. That as a result, when the barn got loaded a crazy number of baby animals being housed in that barn all died at the same time killing a poor popham player. It seems entirely unreasonable that an entire barn can be a death trap in this manner and the changes were more or less meant to make insta-death to baby animals less of a thing while still allowing players to bring their baby animals to town and slaughter them in front of an AFK or otherwise foolish player killing him in a reasonable amount of time :).
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 V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby delirus » Wed Dec 30, 2015 10:53 am

nice patch, all we need now is the ability to put ore in stockbins
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Bjebr » Wed Dec 30, 2015 10:58 am

JohnCarver wrote:That as a result, when the barn got loaded a crazy number of baby animals being housed in that barn all died at the same time killing a poor popham player


¦]


Bjebr , Come to play in Popham pilgrims , where all the fun is !
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby Heffernan » Wed Dec 30, 2015 12:12 pm

JohnCarver wrote:Mini Update #3
-------------------------------------------------
*Players may now load up their Stock Bins with Cotton Cloth.
*The inventory size of all tables has been significantly buffed.
*Fix'd issue with cotton swab weight where recently posted values were actually reversed.
*Repaired some memory leaks involving the stockades.
*Players may now carry Piggy Banks even if they are full of coins.
*Stampmill Inventory size has been doubled.
*Roasted Pumpkin seeds now provide 50% more heal value.
*Concordat of Worms now has 5 uses, up from 3.
*Crows now spawn slightly less.
*Fixed a bug that was causing scarecrows to scare in a smaller range than their radius was suggesting.


Popham
------------------
*Playing with baby animals is now significantly more effective. However, the amount of Temperment lowered is still a factor by his genetic ornery levels (red Bar). As such with a high red bar the increase will be less noticeable
*A Player must be signficantly closer to the event of a baby animal dying to gain insanity.
*The amount of insanity gained when witnessing a baby animal dying has been lowered.
*The Amount of insanity gained when naming an animal that has already died has been increased.
*Players now Passively gain 20 Flora and Fauna when playing with baby animals.
*There is now a sound effect when you successfully attach a lead rope to your animal.


https://www.youtube.com/watch?v=ydrtF45-y-g

what about storing Leather? :))
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Re: Salem V1.1.6 The Crows Are Coming! The Crows Are Coming!

Postby HolyLight » Wed Dec 30, 2015 12:30 pm

JC, you shouldnt go overboard with listening to people and the stock bins.

In reality, what person would stock CLOTH in an outdoors stockbin ?

Could i suggest a 2nd kind of stockbin that can only be build inside and make it so the current stock bin can only be built outside, and these stock bins store different kinds of materials from its outdoors counterparts ? Lets try and keep it reasonable ?

Also i would really love it if we could pick up coal directly from a stock bin using a Coal bucket**
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This bucket made from 2 Wrought iron, when picked up and used on a stock bin holding coal, fills the bucket (15 coal), and if holding the right key (alt or shift or control, i forget which), with each click allows you to fill multipul buckets. You can then use the bucket on furnaces / bloomerys to fill them.

This would make a great addition to the metal industry.
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