Author Topic: Salem (free beta keys on mmorpg.com)  (Read 16508 times)

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Offline Polobow

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Re: Salem (free beta keys on mmorpg.com)
« Reply #150 on: December 24, 2012, 02:45:20 pm »
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Well you do get a bit more than just skins for those dollars. Imo Salem has one of the best cash shops ever. Also balanced by the fact that you can lose it all due to permadeath :)

What about dropping things on permadeath? Cash shop included?

Offline Kafein

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Re: Salem (free beta keys on mmorpg.com)
« Reply #151 on: December 24, 2012, 03:14:39 pm »
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At least it's not like in EvE, losing thousands of dollars worth of subscription money because someone attacked your ship with PLEX inside :lol:

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #152 on: December 24, 2012, 07:15:30 pm »
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What about dropping things on permadeath? Cash shop included?

Well yeah, obviously. The cash shop does have a warning that this is a permadeath game and your bought stuff could be lost at any time, if anyone somehow thought it's going to be otherwise. It's not like you die every day in this game, deaths are not so often. So if you want to have a special look, you can spend $ and support the game this way. I still believe it's one of the more acceptable cash shops and the game is awesome, if you're into this stuff, since it's a niche game.

Some IG stuff, zoomed out pic of our current town in the making:

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I'll try to post updates when we do some more work, see how we change the area as we build up our settlement :)

Offline Polobow

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Re: Salem (free beta keys on mmorpg.com)
« Reply #153 on: December 25, 2012, 02:56:46 pm »
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Definitely keeps up updated. I'm not too sure about the game yet, the 4 colour thingie grinding kinda puts me off...

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #154 on: December 25, 2012, 07:08:26 pm »
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Definitely keeps up updated. I'm not too sure about the game yet, the 4 colour thingie grinding kinda puts me off...

Oh you mean humours/stats grind? I actually find fun in that. It has a lot to do with how you setup and manage your farming/cooking, which I like doing.

Offline bilwit

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Re: Salem (free beta keys on mmorpg.com)
« Reply #155 on: December 26, 2012, 03:11:17 am »
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I still believe it's one of the more acceptable cash shops and the game is awesome, if you're into this stuff, since it's a niche game.

$30 to $70 for a non-permanent cosmetic skin?? $5-10 and character-bound is resonable.. $30-70 and lose-on-death is outrageous.
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Most of us are currently living off relatives, friends, parttime-jobs or savings, to be able to work as much and cheaply as possible.

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #156 on: December 26, 2012, 11:15:02 am »
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$30 to $70 for a non-permanent cosmetic skin?? $5-10 and character-bound is resonable.. $30-70 and lose-on-death is outrageous.

Yeah it is silly, not denying that. You do get some extra stuff as well with that, but 70$ is way over the top, I agree.

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #157 on: December 30, 2012, 10:53:49 am »
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Updated pic of our settlement. Posting the old one in the spoiler as well so you can see the change.

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Offline Polobow

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Re: Salem (free beta keys on mmorpg.com)
« Reply #158 on: December 30, 2012, 03:02:21 pm »
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The more i look at it the more i want to play :v

Offline [ptx]

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Re: Salem (free beta keys on mmorpg.com)
« Reply #159 on: December 30, 2012, 04:26:17 pm »
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Do you have free food for me, yet?

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #160 on: December 30, 2012, 09:51:34 pm »
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Do you have free food for me, yet?

We have many foods yes

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #161 on: January 17, 2013, 08:11:42 am »
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Game update

Quote
We've been developing for a while (holidays and whatnot. Apologies for the delay), and here's what's new.

Artifice
Most clothes now have one or more equipment slots.
Equipment slots hold Artifice items.
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.

Relevant artifice effects
Most obviously all existing attacks have been given a type. For each damage type there is a corresponding defense stat. The existing ones are presently:

Common Combat Power/Defense (includes all other types)

Concussive Power/Defense
Blunt Power/Defense
Impact Power/Defense
Piercing Power/Defense
Feral Power/Defense

All animal attacks are considered Feral. Other existing attacks present their types.

When determining damage, a comparison is made between the power of the attacker, and the defense of the defender, and the damage is modified accordingly: Up if the attacker has more, and down if the defender has. Whenever (and at whatever level) the attacker's power and the defender's defence values match, the final attack damage remains unmodified.

-------------

Obviously this system will in time be expanded with plenty of more different types of effects, both combat related and civilian.

-------------

Random fixes
Fixed a bug where you could have christmas stockings within christmas stockings.
Increased HP by ~10x on houses, windmill, smelter, stampmill, bread oven, kiln
Increased HP by ~3x on Torchpost and Brazier
Increased HP by ~4x on Walls
The combined effect of defense towers in clusters now scales asymptotically towards the effect of fifteen freestanding towers, as opposed to previous five.
Made Torchpost cheaper
Corpses now turn into skeletons after 30 minutes. This is a temporary fix until we make bodies carryable.
When summoning a player by his homestead, you can now only summon in positions from which you can draw an unobstructed line to the homestead object. This should fix the problem of summoning over walls.
Summoning now only possible on walkable tiles.
You can now walk through authority objects.
Clay troughs are now destructible.


Enjoy!

Offline Banok

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Re: Salem (free beta keys on mmorpg.com)
« Reply #162 on: January 18, 2013, 03:39:21 pm »
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not sure I like the sound of this new armour system tbh. you had a play with it?

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #163 on: January 18, 2013, 08:59:54 pm »
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not sure I like the sound of this new armour system tbh. you had a play with it?

Nope not yet. But I can definitely say that the boost to defenses was a much needed change, even though it doesn't completely fix the problem.

Offline Vibe

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Re: Salem (free beta keys on mmorpg.com)
« Reply #164 on: January 24, 2013, 07:35:13 am »
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Seems the devs have picked up the pace.

Quote
Game Development: Early Game Fixes

Slotting now indicates chance of success
The tutorial now pops fewer walls of text
The action and main menus are now capable of indicating that they are relevant or have had things added to them by lighting up in green.
You need no longer learn survival skills in the starting town, but can instead use the wilderness guide directly.
No longer possible to purchase additional wilderness spawns from the guide for silver
You now learn skills significantly faster at the beginning of the game.
Gluttony mode now works as intended with rescaling of the client window
Fixed a timing issue with gluttony mode. The invariance counter should now reset when eating a new food item even if the invariance as such is less than one.

Grimthorn nerfed
Snakeskull nerfed

Stuffed rabbit moved to Hideworking
Autumn Delight moved to Colonial Tradesmanship
Fireplace only costs 10 stone
Simple Cooking requires Fishing + Nuts & Seeds
Firearms and Fencing require The Rights of Englishmen
Pilgrim's Hovel moved to Carpentry and is cheaper
Grass whistle has more L&L
Soap now requires Settling and Simple Cooking

Lore of the Lumberwoods, Whittling, Fishing, Indian Tracking, Shroomhunting, Hill Climbing, Hiking, Mountaineering, Exploration and Carpentry are now cheaper.

Update clients, pl0x!

Quote
Game Development: I Saw Metric Perspective

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

The game is now by default played in a brand new isometric perspective the way God intended. It's awesome albeit not entirely finished. Check it!

You can now reroll wilderness spawns
There are now plus buttons next to the proficiencies to better indicate that they can be increased
Toyed with window transparancies a bit

Added Fibres
Added Jute clothes
Added "Enforced Seam" artifice
Added "Makeshift Fence" to Whittling

Crafting inputs should display their help-text on mouseover
The Fireplace UI is now always available
New herb graphics everywhere!

Woven Basket is now 3x3
Dross can be used to crack crabs
Sawbuck now only costs one nail
There is now a tooltip on nails informing that they can be bought in the capital towns.
Shroomhunting and Flowers & Berries cheaper
New skill "Joinery & Finish" for the advanced carpentry builds
Carpentry requires Colonial Tradesmanship
You can now slot Brown Pants

Update your clients and,

Enjoy!