Game Development: Artifacts & Artifice

Announcements of major changes to Salem.

Re: Game Development: Artifacts & Artifice

Postby MagicManICT » Thu Jan 17, 2013 10:37 pm

colesie wrote:In a world with 500+ humours it still isn't enough :roll:


You will get no argument from me. I think what we need is more rock/paper/scissors type defense, and if this update says anything, it says that this is quite possible now. The question will be how to effectively do it and properly balance it. I could see a person in the completely wrong (or no) defense get completely one-shotted by brazier fire.
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Re: Game Development: Artifacts & Artifice

Postby staxjax » Thu Jan 17, 2013 10:38 pm

Yeah right, get 500 humours and see how long you can stand there getting shot for 30+ bb damage every couple of seconds...about 30 seconds.

But, 60 braziers crammed into a ~20tile area is a ***** of braziers.

Also, I am quite curios if braziers have any damage association (IE impact or otherwise) or if there is going to be any planned damage association for the braziers. It would be nice to see some artifices to be slotted into equipment that will lower the overall BB drain to your character under brazier fire. The artifice system really opens up many possibilities for balancing things like this.
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Re: Game Development: Artifacts & Artifice

Postby Ass_Kraken » Thu Jan 17, 2013 10:46 pm

This could have been cool if it didn't force you to wear an admiral jacket with snake skulls in your clothes so you aren't a scrub.
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Re: Game Development: Artifacts & Artifice

Postby clouddog » Thu Jan 17, 2013 10:50 pm

Ass_Kraken wrote:This could have been cool if it didn't force you to wear an admiral jacket with snake skulls in your clothes so you aren't a scrub.



My concern are the dieroll,tried 2 admirals and best i could do is 3 of 5 so 2 permanently broken makes me feel like a bum.
i guess a few jackets will have to visit the river.......
Maybe someone could explain the system abit more as i only seem to understand it to 50% with the whole socket system.
an example would help alot like Lets say u have a indian arrowhead with diffuculty 55 to 5.
and u have a jacket or whatever with diffuculty 50.
with this info i cannot see how i should know the "aim" of the proficiency for success but im abit stupid.
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Re: Game Development: Artifacts & Artifice

Postby jorb » Thu Jan 17, 2013 11:26 pm

colesie wrote:In a world with 500+ humours it still isn't enough :roll:


Good thing no one has that, then. ;)
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Re: Game Development: Artifacts & Artifice

Postby Jalpha » Thu Jan 17, 2013 11:48 pm

Getting close to it ;)

Thanks for the changes, I'm still anticipating the real raid mechanics with relish though.
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Re: Game Development: Artifacts & Artifice

Postby logan » Fri Jan 18, 2013 12:08 am

jorb wrote:
Artifice items and slotable equipment both have proficiency alignments, and intrinsic difficulty spans.

Hold an artifice item, right-click a piece of equipment with available slots, and choose "Slot into".

There's a random die-roll to determine if you succeed with the artifice or not. If the proficiencies in the artifice item and the target equipment match, and if you have high values in those proficiencies, your chance of success increases toward the easy end of the difficulty range.

If the artifice succeeds, the equipment now provides the effects presented by the artifice item.

If the artifice fails the artifice item is consumed, and one slot in the target equipment is permanently broken.

The objective is to kit and tool an optimal suit of gear and equipment, combining the artifice items as you best see fit. A piece of gear can only hold one of each type of artifice item.



Enjoy!


still not clear on this seems like jorb is using the "hard end of difficulty" in explaining this.

could someone explain how the difficulty span works (i get the proficiency match)


if i have an item with difficulty span of 75-0 does it fit into clothing with difficulty span of 25-0? or does the span have to match exactly?
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Re: Game Development: Artifacts & Artifice

Postby Kanzakii » Fri Jan 18, 2013 12:10 am

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Re: Game Development: Artifacts & Artifice

Postby World » Fri Jan 18, 2013 1:42 am

Capes Cloaks
Hide Cape - slot 1; difficulty 40 to 19; frontier, hunting, thread;
Nobleman’s Cape - slot 3; difficulty 19 to 9; cloak, sparks, thread, perennial;
Pilgrim’s Cape - slot 2; difficulty 30 to 19; arts, cloak, thread;

Coats Robes Dresses
Admiral’s Uniform - slot 5; difficulty 25 to 0; arts, cloak, hammer, sparks, perennial;
Pilgrim’s Coat - slot 3; difficulty 35 to 15; faith, frontier, pots;
Plymouth Frock - slot 4; difficulty 25 to 15; arts,law,mines,stocks;
Priestly Robes - slot 1; difficulty 30 to 15; faith, frontier, thread; (shirt slot)
Snakeskin Coat - slot 3; difficulty 15 to 0; cloak, hunting, sugar;
Sunday Gown - slot 3; difficulty 19 to 5; faith, pots, sugar, thread;

Hats Caps Helmets
Conquistador’s Helmet - slot 3; difficulty 44 to 35; cloak, frontier, mines;
Coonskin Cap - slot 2; difficulty 40 to 30; cloak, frontier, hunting;
Farmer’s Hat - slot 2; difficulty 40 to 19; pots, stocks, sugar;
Musketeer’s Hat - slot 4; difficulty 35 to 25; cloak, law, sparks, thread;
Pilgrim’s Hat - slot 2; difficulty 30 to 25; faith, frontier, stocks;
Puritan’s Hat - slot 1; difficulty 40 to 19; arts, faith;
Storm Hat - slot 2; difficulty 30 to 9; faith, frontier, sparks;
The Latest from Paris - slot 2; difficulty 30 to 25; arts, faith, thread;
Tricorne - slot 2; difficulty 30 to 15; hammer, law, thread;

Pants Pantaloons Hoses
Farmer’s Pants - slot 2; difficulty 25 to 15; hammer, pots, stocks;
Fyne Pantaloons - slot difficulty
Nobleman’s Pants - slot 3; difficulty 25 to 5; cloak, faith, law, sparks, perennial;
Pilgrim’s Pants - slot 2; difficulty 35 to 25; faith, sparks, stocks;

Shirts Vests Jackets
Cotton Shirt - slot 2; difficulty 15 to 0; arts, pots, stocks; (shirt slot)
Farmer’s Jacket - slot 3; difficulty 19 to 15; pots, stocks, sugar; (coat slot)
Farmer’s Shirt - slot 2; difficulty 25 to 15; hammer, stocks, sugar; (shirt slot)
Fyne Frock - slot difficulty
Gentleman’s Jacket - slot difficulty
Muslin Shirt - slot 2; difficulty 15 to 0; arts, thread, natural; (shirt slot)
Nobleman’s Jacket - slot 4; difficulty 25 to 5; cloak, faith, law, sparks, perennial; (shirt slot)
Trapper Jacket - slot 3; difficulty 25 to 5; frontier, hunting, natural;
Wool Sweater - slot 3; difficulty 25 to 19; arts, stocks, thread;

Belt
Snakeskin Belt - slot 1; difficulty 50 to 30; frontier, hunting, thread;

Boots
Adventurer’s Boots - slot 1; difficulty 19 to 15; frontier, thread;
Snakeskin Boots - slot 2; difficulty 19 to 9; cloak, frontier, hunting;
Trapper Boots - slot 2; difficulty 25 to 0; arts, frontier, hunting;

Artifacts Artifice
Buckskin Inlays - difficulty 35 to 15; hunting, thread; blunt def +15, concussive def +10, piercing def +10;
Colored Flagstraps - difficulty 44 to 9; cloak, faith, law; common combat power +8, concussive power +5, blunt power +10;
Embroidery - difficulty 25 to 15; arts, thread; common combat def +5, piercing def +15, impact def +10;
Fluffy Stuffing - difficulty 55 to 15; faith, sugar; common combat def +5, blunt def +15;
Polished Buttons - difficulty 40 to 5; cloak, hammer; concussive def +10, piercing def +10, piercing power +10;
Studded Leather - difficulty 65 to 19; mines, pots; blunt power +15, common combat def +7;

Other artifice

Etterfang – difficulty 75 to 0; cloak, sugar; feral def +20, piercing power +10;
Indian arrowhead – difficulty 55 to 5; cloak; common combat power +5;
Indian feather – difficulty 44 to 15; faith; common combat def +5, blunt def +10;
Nails – difficulty 85 to 60; hammer, mines; blunt def +5, impact power +10, concussive def +5;
Rainbow scales – difficulty 70 to 40; natural; common combat def +15;
Serrated grimthorn – difficulty 75 to 55; thread; common combat power +10;
Simple crucifix – difficulty 85 to 55; faith; common combat def +5;
Smooth stone – difficulty 65 to 25; frontier, mines; concussive power +10; blunt power +5;
Stringy sinew – difficulty 55 to 25; hunting; concussive power +8, blunt power +4, common combat def +1;
The elusive last bone – difficulty 55 to 25; hunting, pots; impact power +5; concussive def +5, impact def +10;
Whispering snake skull – difficulty 50 to 0; cloak, perennial; common combat power +50, common combat def +25;
Last edited by World on Sat Jan 19, 2013 6:02 pm, edited 9 times in total.
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Re: Game Development: Artifacts & Artifice

Postby colesie » Fri Jan 18, 2013 1:48 am

Thank you World, will you ever stop giving?

I'm also having trouble understanding the requirements though
Like for the snake skull it's 50 to 0 cloak/pen
But does that mean you need 50 cloak and 0 pen max to get optimum success? Or is it 50 in both to optimize ?
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