Bringing Balance to the Forage

Announcements of major changes to Salem.

Re: Bringing Balance to the Forage

Postby Strakknuva225 » Fri Apr 24, 2015 7:10 am

JohnCarver wrote:
Strakknuva225 wrote:Do Honeysuckle Kudzu sprouts interfere with timber pile drying?


No.


Wanted to say timber pile moudlyness, but I guess the awnser is still the same, then.
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Re: Bringing Balance to the Forage

Postby tack » Fri Apr 24, 2015 7:28 am

john with all these new forigables any chance the NPC stalls in provedance can be changed so one buys the existing items and the other buys some of the new forigables this would help the new player along maybe a flower stall or stone mason the price should be low say 1 or 2 silver but when your new any little helps
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Re: Bringing Balance to the Forage

Postby JohnCarver » Fri Apr 24, 2015 7:34 am

Mini Update #1
*Small change to build tutorial menu to explain how to add items to the construction sign.
*Squirrel Pelts now correctly show on a drying frame.
*Squirrel Pelts can now be sold to the NPC vendors in town.
*Players may now pave with Gem Shards. (Graphic slighly off, will be fix'd after next restart).
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: Bringing Balance to the Forage

Postby Procne » Fri Apr 24, 2015 7:35 am

RIP wicked wicker man mask :(
Hope one of the new inspirationals will be good for SC
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Re: Bringing Balance to the Forage

Postby JohnCarver » Fri Apr 24, 2015 7:35 am

Procne wrote:RIP wicked wicker man mask :(
Hope one of the new inspirationals will be good for SC


Plenty of new S&C inspirationals were added.
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: Bringing Balance to the Forage

Postby pestilence123 » Fri Apr 24, 2015 7:38 am

JohnCarver wrote:Flowers have been rebalanced to better balance against the amount in which one can spam them.

And instead of 13 good inspiration for all professions we got another 13 inspiration for H&S. Exelent rebalansing. ¦]
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Re: Bringing Balance to the Forage

Postby Procne » Fri Apr 24, 2015 7:59 am

JohnCarver wrote:Rare spawn foragables have been adjusted down to counteract the 'abundant' foragables that have been added to each biome.

Does it mean the chance to get rare foragables (I assume it means those 7 uses ones) is increased on the abundant foragables or on everything? If the latter then it means we will have to keep foraging all that useless new stuff for a chance on 7 inspirational
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Re: Bringing Balance to the Forage

Postby Claeyt » Fri Apr 24, 2015 8:03 am

JohnCarver wrote:
Claeyt wrote:What about snow, ocean, rock, clay, and lime biome spawns. There's always room for new stuff. :D

Also what about inside mines. Those are begging for more spawns as well.


PM me a list of all the foragables you think are good ideas.

I liked your Eagle Feather idea from earlier.

Is there a limit to spawns or rare drops besides Dev time? Is there a graphics limit to spawns or drops?

Anyways, the more the merrier I say.

Here's my PM I sent you of things I'd love to see. Feel free to erase this part of my post here if you didn't want everyone to see it.

Anyways, I like the new foragables but I wish some were compostable especially the leaves and ones that seem easily compostable, but anyways:

My idea about foragables is that you have to explore or travel somewhere to get them. It forces people to go to the darkness or go to the top of a mountain to make higher end ingredients. Most top players will just plant a guy there but if it's rare then minor players can hunt them to sell to rich players.

Mountain Snow Biome:

Moderately Rare basic spawns like Singing logs and Indian feathers
Iron Nugget (can be used as iron ore)
Copper Nugget (can be used as copper ore)

Frosty Moss

Rare spawns off foragables
Eagle Feather
Digested Squirrel Fur (from the eagles eating them) :D
Gold Nugget (can be made into Gold egg) maybe a mining artifact
Silver Nugget (can be made into coins)
Carved Rock Doll (like a little straw man but made out of granite or something)
Eagle droppings (I've always thought we needed something like a really rare fertilizer that adds like +2000 influence so that noobs can get a single field to tier 2 or 3 really quick)

Cave Biome:

Moderately Rare
All the rocks, granite, lime, clay, smooth stone, flint, rubble
Iron Nugget
Copper Nugget

Tree Root (like hay, counts as stick or log maybe)
Bat Guano (sort of like fertile turkey dropping, good fertilizer)
Dimlit Fungus glows in the dark like a campfire, sort of rare

Rare spawns off foragables
Diamonds (count as affluence artifact when cut)
Other Gems

[all these rare gems would need to be cut, which makes Jeweler a thing, like how Sipo's the town's best tailor, all the top players would go to the guy with the huge MnM skill or whichever effects gem cutting]

Black Mold (gives you mushroom poisoning if you get it off a spawn)
Slippery Slugs
Add Centipedes and other insects to the Mines as well.

[A cave specific mushroom would be cool, maybe even one that glows in the dark like a campfire maybe or something like that and it can ONLY be grown in jars in a cave. Also you could have all sorts of snails down there, maybe some "Cave Slugs" also I'd love it if we could have a frog farm, or snail farm inside of a mine or basement of a house. Why don't we have basements for herb and food storage yet?]

Rock, Lime, Clay Biomes:

Moderately Rare Spawns
Hunk of Marble (gem)
Quartz (gem; people don't know this but a lot of Quartz comes from granite quarries, they grow together)
Ivy Leaf (Ivy has to grow on Rock cliffs and doesn't just grow anywhere)

Rare Spawns
Opal (gem)
Oddly Shaped Stone (for witches)
Fish Fossil
Fossilized Crocodile Tooth

Ocean Biome:

Of course these could only be gathered from boats or canoes. If it's impossible to put these for forage in the ocean then I would understand. Also it'd be awesome to have deep water lobster cages. You'd of course have to place them by boat or canoe (carrying 4 or 2 only at a time).

Moderately Rare Spawns
Floating Seaweed
Kelp Leaf
Floating Driftwood
Jetsam

Rare Spawns
Flotsam
Seahorse (live in floating seaweed)
Scrimshaw

Ambergris: and Finally the super rare Ambergris for use in making high end perfume, potions or clothing


...and Ambergris can also be used in food.
Last edited by Claeyt on Fri Apr 24, 2015 8:09 am, edited 2 times in total.
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Re: Bringing Balance to the Forage

Postby Procne » Fri Apr 24, 2015 8:04 am

I just found a rotten log which spoke to me.

FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
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Re: Bringing Balance to the Forage

Postby JohnCarver » Fri Apr 24, 2015 8:06 am

Procne wrote:I just found a rotten log which spoke to me.

FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU


:lol: :lol: :lol: :lol: :lol:
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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