Difference between revisions of "Recent Updates"
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This is a list of updates as found on the forums and a summary of their effects. Additional information, if applicable, can be found under the page of each update. The [[Recent Updates Archive Beta]] holds all Updates while Beta (before V1.0) | This is a list of updates as found on the forums and a summary of their effects. Additional information, if applicable, can be found under the page of each update. The [[Recent Updates Archive Beta]] holds all Updates while Beta (before V1.0) | ||
− | + | ==Updates in 2023== | |
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! class="unsortable" style="width:200px;" | Update Name !! style="width:100px;" | Date !! class="unsortable" | Details !! style="width:50px;" | | ||
+ | |- | ||
+ | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=21013 '''*Salem V2.2.16*''': Water Conservation Efforts] | ||
+ | |Jun 29, 2023 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *Players can now draw water directly from freshwater tiles while carrying a barrel overhead!!! Max initial draw is 100L. | ||
+ | *Players can now transfer substances from one object to another while holding the object. | ||
+ | *Removed the restriction on being unable to lift filled Big Barrels. Go nuts, kids. | ||
+ | *Herb Pots now use 20mL of water per harvest, down from 100mL, but still hold 100mL. . | ||
+ | <br /> | ||
+ | '''Marp Taketh Away''' | ||
+ | *Easter eggs have once more been disabled. Easter is dead, long live Easter! | ||
+ | <br /> | ||
+ | '''Bug Fixes/Small Changes''' | ||
+ | *Substances can once more be messed with whilst inside trade containers in Providence | ||
+ | *Tripled the value of corn husks used on hay stacks | ||
+ | *Characters now sink a bit into shallow water and swamps. This is in preparation for other things, but in the meantime, enjoy wading. | ||
+ | *Fixed the bugged starfish spawning. If you have buggy starfish, toss or keep them, but they are functionally useless :) | ||
+ | |- | ||
+ | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=21009 '''*Salem V2.2.15*''': Friendship FUNdamentals] | ||
+ | |Apr 16, 2023 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *Made salvage considered vandalism for the purpose of Town Claims. | ||
+ | *Added permission options to Town Claims for Building, Theft, and Vandalism. Now go live together. | ||
+ | *Redefined the criminality of a host of activities, see below under Small Changes for a full list. | ||
+ | *Made substance transfers a criminal offense (salting fields, adding/taking water from a barrel, etc) | ||
+ | *Significantly reduced proficiency costs required to learn Potato Growing, Maize Planting, and Tobacco Planting. | ||
+ | *Changed Timber Pile drying time from 5.5 days to 3 days | ||
+ | *Adjusted Timber Piles to cascade into moldiness with less severity | ||
+ | *Adjusted hookah timer to 1 puff per 20 hours (was 23 hours) | ||
+ | *Adjusted pay respects timer so that you can pay respects with a flower at a grave once per 10 hours (was 24 hours) | ||
+ | *Vanilla client users can now toggle the Flatness Tool with Ctrl+L much like their Custom Client cousins. | ||
+ | *If a player does not have theft permissions on a claim, the player can't pull a sled/cart onto the claim (from Ideas channel, does not [yet] apply to boats as there has been contention of whether this would be good). | ||
+ | *Adjusted a timer of a certain whiffing mechanic in a certain room in a certain Mason Lodge to 20 hours (from 24 hours). | ||
+ | <br /> | ||
+ | '''Marp Taketh Away''' | ||
+ | *Reduced reed value to compost bins from 1.5 to 0.3 | ||
+ | *Players can no longer salvage claimstones, borderstones, crosses of st. george, or leantos [done during a bugfix between this and last patch] | ||
+ | <br /> | ||
+ | '''Bug Fixes/Small Changes''' | ||
+ | CRIME CHANGES | ||
+ | *Made the following theft instead of vandalism:<br /> | ||
+ | -- Tree Chopping<br /> | ||
+ | -- Tree Planting<br /> | ||
+ | -- Bush Lifting<br /> | ||
+ | -- Bush Planting<br /> | ||
+ | -- Woodblock Chopping<br /> | ||
+ | -- Field Tending (with a hoe)<br /> | ||
+ | -- Field Tilling<br /> | ||
+ | -- Bellows Tending<br /> | ||
+ | -- Flag Hanging<br /> | ||
+ | -- Flag Gathering<br /> | ||
+ | -- Clay Digging<br /> | ||
+ | -- Human Sausage Making<br /> | ||
+ | -- Melting Pot Emptying<br /> | ||
+ | -- Putting Corpse into Coffin<br /> | ||
+ | -- Burying Coffin<br /> | ||
+ | -- Paving with a Lilypad<br /> | ||
+ | -- Branding Livestock<br /> | ||
+ | -- Putting a Fish in a Fish Bowl<br /> | ||
+ | <br /> | ||
+ | *Made the following trespassing instead of vandalism:<br /> | ||
+ | -- Writing on a sign<br /> | ||
+ | -- Paying respects at a grave<br /> | ||
+ | <br /> | ||
+ | *Made the following vandalism instead of theft:<br /> | ||
+ | -- Desecrating a body<br /> | ||
+ | <br /> | ||
+ | *Made the following theft instead of trespassing:<br /> | ||
+ | -- Cask opening<br /> | ||
+ | -- Cask sealing/unsealing<br /> | ||
+ | -- Fruit picking<br /> | ||
+ | <br /> | ||
+ | *Fixed bug involving ballocks withdrawals and infinite stuns. | ||
+ | *Upated dropres for coal, trailmix | ||
+ | *Updated icon for dead wild turkey | ||
+ | *Updated icons for crunchy rabbit and garlic rabbit so they look less similar | ||
+ | *Increased size of bark cup model, updated texture | ||
+ | *Revised tree-picking animation so character feet no longer leave the ground | ||
+ | *Moved Nine Man's Morris and Decorative Woodcarving to Carpentry | ||
+ | *Revised Filet on the Rocks recipe to cost 1 Granite and 1 Gneiss | ||
+ | *Reduced affluence required to enter The Den to 200 (from 201). | ||
+ | *Fixed gembox so it shows full when full. | ||
+ | *Fish in the Reeds and Peppertuna both require fire in order to cook | ||
+ | *Changed recipe for Simple Table and Simple Chair | ||
+ | *Added "Pack" to Big Autumn Pack window. | ||
+ | *Made some adjustments to cravings table. | ||
+ | *Fixed the font on Trade Orders to be kinder to the eyes. | ||
+ | *Hickory nut again(?) has a dropres. | ||
+ | *Changed recipe for Buddies on a Branch | ||
+ | *Wicker and Reed Baskets now sound more like wicker and reed baskets when opening them | ||
+ | *Meat shreds harvested from rabbits and marchhares now retain the rabbit meat buff. | ||
+ | |- | ||
+ | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=21002 '''*Salem V2.2.14.5*''': The Nitty Gritty] | ||
+ | | Jan 20, 2023 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *Cricket Teams can once more be sold on the stalls in town (may change in the future so you can't sell last use after studying the first four, but for now, it is what it is). [suggested multiple times over the years, but most recently requested by RifRaf on the ideas channel of the discord] | ||
+ | <br /> | ||
+ | '''Marp Taketh Away''' | ||
+ | *By what seems to be popular demand, players can no longer log out with a concussion. Let's see how this plays out. | ||
+ | <br /> | ||
+ | '''Bug Fixes/Small Changes''' | ||
+ | *New dropres models for Arcane Amethyst [per request on discord] and Pectin Prison | ||
+ | *Male and female goats now drop skeletons. | ||
+ | *Livestock no longer drop any meat/lard when sick (this was always in the code, but never properly implemented like the Beaver lard bug). Should clarify things for those of you who find your livestock have died but aren't sure why. | ||
+ | *Spruce cones that spawn on the ground in the coniferous biome look like cones instead of saplings | ||
+ | *Made the Bloodmoon season a bit less frequent. | ||
+ | *Changed fruiting bush replenish timer - bushes will now replenish between 23 hours and 2.5 days (does not include thornbush). | ||
+ | *Changed tree replenish method to be timed like bushes, to match the above (does not include fruit trees). | ||
+ | *Stones now repair churches at a rate of 10 hp/stone rather than 1 hp/stone. | ||
+ | *Updated Turkscap and Trout Lily models (thus completing the flower rework! yay!) | ||
+ | *Fixed typo when trying to repair shroom furniture. | ||
+ | *Adjusted weight of sharpened stick. | ||
+ | *Geode, bloodshard, and arcane amethyst now go into gem box [can't find where but this was definitely requested, probably by Heff] | ||
+ | *If a player logs out with an item on the cursor, the item is sent to their inventory instead. If their inventory is full, the item is dropped on the ground. | ||
+ | *Characters who wake up from a bed that's been claimed now get a warning when logging in, allowing them to port to their homestead at the loss of their inventory. | ||
+ | *Updated concussion buff description. | ||
+ | *Mannequins no longer retain a graphical bug when used while wearing a Founders Sash (update also will allow for other such objects to be properly ignored, so get ready for updated/restored graphics to pirate sash and the other lost belts!) | ||
+ | *Douglas the violin player in town has reverted to less festive music. | ||
+ | |} | ||
==Updates in 2022== | ==Updates in 2022== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
! class="unsortable" style="width:200px;" | Update Name !! style="width:100px;" | Date !! class="unsortable" | Details !! style="width:50px;" | Link | ! class="unsortable" style="width:200px;" | Update Name !! style="width:100px;" | Date !! class="unsortable" | Details !! style="width:50px;" | Link | ||
+ | |- | ||
+ | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=20998 '''*Salem V2.2.14*''': Topped with a Star] | ||
+ | |Dec 23, 2022 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *Added a new Inspirational - the Wayward Starfish! They can be found on beaches or mermaid purses. Study if you want, but the nice thing to do would be to toss them back (and gain a healthy bit of sanity). | ||
+ | *Added clothing item - Star Bikini | ||
+ | *Added a new class of objects - Rugs! Right click it in your inventory to see the blueprint go down, left click where you'd like it to go. Right click to roll it back up into your inventory. And yes, you can put them under things. Rugs can be placed indoors or outdoors (will decay outdoors). Salvaging a rug will destroy it. (Right now they can be placed "inside" walls a little bit. I limited where I could, but if you guys think it is too immersion breaking or looks very, very bad, let me know) | ||
+ | *Added a new rug - Bearskin Rug | ||
+ | *Added a new wallpaper - Sobrius | ||
+ | <br /> | ||
+ | '''Yuletide Gaiety''' | ||
+ | *The holiday spirit has come to the New World yet again. Grateful for all your help in repairing his sled in the past, Santa has sent all players who have logged in during the past month a Holiday Tree! Here are the deets on trees, lest tragedy strikes like last year: | ||
+ | *Holiday Trees will decay offclaim. Can be placed inside/outside. Can be lifted and moved inside/outside. Can be decorated as you see fit (no bearing on gifts), but you can't remove decorations once they've been placed. Reference image to see what the tree might accept as decorations. On Christmas eve, assuming you haven't been naughty, Santa will deliver gifts beneath the tree. For those of you who live in towns, trees spawn gifts per player. The tree won't remember who built it, but rather will spawn when a character sees it after Santa has visited it (and each player can only do this once). So, each player in town will want their own tree up and will want to check their tree on Christmas. Trees set up after Christmas will not be visited by Santa. | ||
+ | revised for clarity - a tree will spawn gifts once when seen by a player after midnight of December 24th. Once a player has seen a tree spawn gifts, the player (account) will not be able to spawn future gifts from other trees. Once a tree has spawned gifts, a tree will not spawn future gifts | ||
+ | *Mystery Sweater Box added to His Majesty's Stall - festive holiday sweaters for IOUs! | ||
+ | *Douglas the violin player in town has learned a new tune for the holidays. I will try to make sure the song is removed before taking a 3 year hiatus from development. *badum, tsss* | ||
+ | <br /> | ||
+ | '''Marp Taketh Away''' | ||
+ | *See below | ||
+ | <br /> | ||
+ | '''Bug Fixes:''' | ||
+ | *Wishpooshes now drop skeletons | ||
+ | *Beavers no longer (probably) drop lards during seasons that aren't Coldsnap | ||
+ | *All pinecones in Providence have now become spruce cones! Spruce cones act just like pinecones did, except you need to plant a whole cone to get a new tree. May adjust in the future. Pinecones will make a return - in time. | ||
+ | *Players can no longer lift objects out of sleds/carts on shore while mounted on a canoe. | ||
+ | *Players can no longer open kilns and similar objects while mounted (done to fix the notorious kiln/urn/herbpot stuck on cursor bug) | ||
+ | *Players can no longer pull sleds/carts while mounted. | ||
+ | *Updated models for Spring Beauty and Shooting Star flowers, Strawman, Acorn Indian, and Adventurer's Trailmix. | ||
+ | *Gave a model to Founding Father's Sash and added a tooltip describing its function. | ||
+ | *Adjusted display requirement for food in a food trough to be greater than the largest bite an animal may need to take. | ||
+ | *Changed the font of paper and books for legibility. | ||
+ | *Adjusted the ui size and buttons for paper and books. | ||
+ | *Coat bottoms (and a few other wearables, basically everything with a skirt) are no longer see-through when seen from within. | ||
+ | *Reduced possible mortar range to be limited by maximum default map render range. | ||
+ | *Fixed wallpaper animation | ||
+ | *Adjusted alchemy of marrowdumplings. | ||
+ | |- | ||
+ | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=20995 '''*Salem V2.2.13*''': Good Bones] | ||
+ | |Oct 23, 2022 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *March Hares, Cougars, and Male Pigs now rot into skeletons. | ||
+ | *Animal skeletons now have a chance to drop Cracked Bones rarely while deboning. | ||
+ | *(Most) Bones can be put into a fireplace to be converted into Bone Ash, a handy fertilizer. | ||
+ | *Added a festive new backpack - the Pumpkin Pack | ||
+ | *Mr. Bones has returned for a limited time to celebrate the last harvest of the season. You can find him in town. He will be leaving a week or so after Halloween. Players have until then to finish his quest(s). | ||
+ | <br /> | ||
+ | '''Bug Fixes:''' | ||
+ | *Updated studded chap pant varieties to better match jacket coloring. | ||
+ | *Animal Skeletons no longer squelch when being deboned, they now rattle | ||
+ | *Animal Skeletons no longer drop Stringy Sinew. | ||
+ | *Marrow Dumplings now take Any Bone | ||
+ | *Mostly fixed a bug involving wrapping paper | ||
+ | *Increased Fine Leather Backpack inventory from 24 to 28 | ||
+ | *For the helpful among you, added a new bug finder item - Bugpack! This will be given out similar to the bughat. | ||
+ | |- | ||
+ | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=20994 '''*Salem V2.2.12*''': Rotting and Hopping] | ||
+ | |Oct 03, 2022 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *Added a new Kritter - Toads (scientifically posited to be the same as Frogs, but we make our own science here.) | ||
+ | *Added two new food recipes - Turtoadit and Toad in the Hole | ||
+ | *Added a host of items one might find when dissecting a toad or a frog (happy hunting). | ||
+ | *Added some new craftable capes: Frog, Lambskin, and Fine Hide Capes. | ||
+ | *Added a new mask: Frog Mask. | ||
+ | *Raw Suckling pigs now take the Aether value of the knife used while butchering. | ||
+ | *Beavers, Deers, and Bears now drop a skeleton after being Butchered (or having their meat rot away). Skeletons can be harvested for bone and themselves rot after two days. | ||
+ | *Updated model for Mayapple and Lady's Slipper to be larger and more similar to other forageables. Adjusted Red Trillium texture to more closely match the flower and icon. | ||
+ | *Deer now drop Deer Skull, from which you can harvest antlers. Deer skulls can be hung upon walls. | ||
+ | *Pumpkins of all sorts may now be added to stockbins. | ||
+ | *Added a new wine that pairs nicely with the Cabbages & Kale foodgroup: Cabbarnet Saurvignon. Thank you to Taipion for bringing its absence to my attention. | ||
+ | <br /> | ||
+ | '''Marp Taketh Away''' | ||
+ | *As referenced, butcherable animals both wild and domestic now decay. A day after death, they will lose their pelt. Two days later, their meat, leaving only the bones. | ||
+ | *At the moment, completing a butcher stage (ie. removing the skin, butchering all/any of the meat) does NOT reset the rot timer, which will move on to the next stage at its original set time or, if occuring on a skeleton, will destroy the animal. | ||
+ | *Also, the bone phase currently makes the same sloppy geriatric fornication sound as the rest of butchery, also drops stringy sinew. These are known bugs that will be addressed in the future. | ||
+ | <br /> | ||
+ | '''Bug Fixes:''' | ||
+ | *Fixed a bug that allowed for infinite ammunition in towers (special thanks to those who found and reported this) | ||
+ | *Adjusted typos in Zweidelt recipe | ||
+ | <br /> | ||
+ | '''Update 1''' | ||
+ | Added words to toes and tongues | ||
+ | *Overhauled how pigs drop lard based on productivity. Now comes from butchering and scales with productivity level of adult pigs. | ||
+ | *Pulling apart deer skull now requires boneworks skill | ||
+ | *Gembox now holds 100 gems | ||
+ | *Stockbins now hold 400 pumpkins | ||
+ | *Made it so amphibious capes remember their maker and difficulty | ||
+ | *Increased spawn rate of toads slightly | ||
+ | <br /> | ||
+ | *Please do consider supporting the patch with the purchase of a Hedge Wizard Hat, for when you feel like pulling up your roots to practice all kinds of magicks out on the road, equipped with your whit and more than a few scrolls of arcane lore! Also, I'll be retiring the Gnome Hat in a few days where it will be locked up in the Salem vault. So, if you haven't grabbed yours yet, be sure to do so! | ||
+ | |- | ||
+ | |'''*Salem V2.2.11*''': Free-Range Living | ||
+ | |Jul 23, 2022 | ||
+ | | | ||
+ | '''Marp Giveth''' | ||
+ | *Livestock no longer have destructive fits when their Temperment is too high. | ||
+ | *Livestock no longer have a greater chance of getting sick outside just because it is a Coldsnap season. | ||
+ | *Livestock are (/should be, let me know if you find otherwise) only willing to breed outside during an Everbloom season. Baby juice still teleports, for now, so castrate and separate as needed. | ||
+ | *Livestock Pedigree UI has been adjusted so that high = good in all attributes. "Ornery" is now known as "Tranquility" and "Vulnerability" is now known as "Immunity". "Metabolism" is still called "Metabolism" if/until I can think of something better. There have also been minor adjustments to how these stats function as a result of having new equations, but by-and-large should ROUGHLY work the same. However, mostly as a refresher, here's how everything goes: | ||
+ | *Tranquility - determines initial Temperament (Temperament is UNCHANGED! 0 Temperament = Good, 100 Temperament = Bad) | ||
+ | - makes "happy" events (treats, mating, etc) more effective at adjusting Temperament (higher = more happy) | ||
+ | - makes "angry" events (witnessing death, castration, etc) less effective at adjusting Temperaments (higher = less angry) | ||
+ | *Immunity - determines whether or not an animal gets sick (higher = lower chance) | ||
+ | - determines whether or not a sick animal dies as a result of its sickness (higher = lower chance) | ||
+ | *Metabolism - determines how much food a creature eats (higher = less food) | ||
+ | - determines how often a creature tries to eat (higher = less often) | ||
+ | *Size - determines how much meat players can butcher from a creature (higher = more meats) | ||
+ | *Productivity - determines how much industry-related items you can source from a creature (higher = more products) | ||
+ | *Longevity - determines how long it will take for the creature to die naturally of "old age" (high = longer lived) | ||
+ | *Because players don't breed for Temperament, I'm inclined to leave it as is (low good, high bad) since it's not a bar/static value but something that changes over time. Let me know if this enrages you. Size, Productivity, and Longevity are unchanged with this patch. | ||
+ | *Existing livestock will likely have the first three attributes inversed in terms of usefulness. Apologies to the pedigrees that are nerf'd as a result of this change. | ||
+ | *Added new skill: Advanced Husbandry. | ||
+ | *Players can now Shoo! animals. Simply right-click on a healthy, living domesticated animal and shoo it out of your way. | ||
+ | *Players can now add silk to stockbins. | ||
+ | *Updated model for Flame Azalea and Iris Prismatica to be larger and more similar to other forageables. | ||
+ | *Buffed Slow Roast | ||
+ | *Adjusted recipe for curry and scary stroganoff | ||
+ | *Winners of the Summer Cookout contest will receive their prizes by mail. The winning new food has been added to the game (though who would want to bother with trying to make such a thing, I can only imagine). | ||
+ | <br /> | ||
+ | '''Marp Taketh Away''' | ||
+ | *Characters now require the Dairy Maid skill to milk domesticated animals. | ||
+ | *Nerf'd Spooky Redcaps | ||
+ | <br /> | ||
+ | '''Bug Fixes:''' | ||
+ | *Saurkraut no longer considers itself to be Cranberry Sauce nor a Berry Food. Wrap your head around that one. | ||
+ | *Players can again make Lucky Die and Googly Glower. | ||
+ | *Buffed Undertaker Shovel. 2 ticks on dirt (unchanged), 3 ticks on sand/clay/snow (down from 4). | ||
+ | *Fixed a small, teensie little issue that had the values of Vulnerability (now Immunity) and Metabolism swapped in the UI window for all domesticated animals since their inception. Not sure how this will effect current animals, but very likely that they will swap. | ||
+ | *Characters can no longer milk sick cows. | ||
+ | *Players can now boil eagle eggs. | ||
+ | <br /> | ||
+ | '''Update 1''' | ||
+ | *Added slaughter option to branded livestock! Make sure you have a knife and that the animal isn't too upset. | ||
+ | *Fixed a bug in the mating check related to Temperament | ||
+ | *Adjusted the death timer formula - Livestock should now live from 5 days - 15 weeks depending on Longevity | ||
+ | *Livestock can now have babies during Everbloom or Coldsnap while outside (they will not have a baby during a Bloodmoon). | ||
+ | <br /> | ||
+ | *Should you be interested in spending more time outdoors with your kritters, please do consider supporting the patch with the purchase of a Sun Hat, perfect for those late summer afternoons spent gathering manure, sipping cold drinks, or wrangling cattle, not necessarily in that order. Also, I'll be retiring the Gnome Hat in a few days where it will be locked up in the Salem vault. So, if you haven't grabbed yours yet, be sure to do so! | ||
+ | | [http://forum.salemthegame.com/viewtopic.php?f=2&t=20988] | ||
|- | |- | ||
|'''*Salem V2.2.10*''': Bricks and Baubles | |'''*Salem V2.2.10*''': Bricks and Baubles | ||
Line 89: | Line 355: | ||
|[http://forum.salemthegame.com/viewtopic.php?f=2&t=20977] | |[http://forum.salemthegame.com/viewtopic.php?f=2&t=20977] | ||
|} | |} | ||
+ | |||
==Updates in 2021== | ==Updates in 2021== | ||
{| class="wikitable sortable" | {| class="wikitable sortable" |
Latest revision as of 10:20, 4 July 2024
Introduction
This is a list of updates as found on the forums and a summary of their effects. Additional information, if applicable, can be found under the page of each update. The Recent Updates Archive Beta holds all Updates while Beta (before V1.0)
Updates in 2023
Update Name | Date | Details | |
---|---|---|---|
*Salem V2.2.16*: Water Conservation Efforts | Jun 29, 2023 |
Marp Giveth
| |
*Salem V2.2.15*: Friendship FUNdamentals | Apr 16, 2023 |
Marp Giveth
-- Tree Chopping
-- Writing on a sign
-- Desecrating a body
-- Cask opening
| |
*Salem V2.2.14.5*: The Nitty Gritty | Jan 20, 2023 |
Marp Giveth
|
Updates in 2022
Update Name | Date | Details | Link |
---|---|---|---|
*Salem V2.2.14*: Topped with a Star | Dec 23, 2022 |
Marp Giveth
revised for clarity - a tree will spawn gifts once when seen by a player after midnight of December 24th. Once a player has seen a tree spawn gifts, the player (account) will not be able to spawn future gifts from other trees. Once a tree has spawned gifts, a tree will not spawn future gifts
| |
*Salem V2.2.13*: Good Bones | Oct 23, 2022 |
Marp Giveth
| |
*Salem V2.2.12*: Rotting and Hopping | Oct 03, 2022 |
Marp Giveth
| |
*Salem V2.2.11*: Free-Range Living | Jul 23, 2022 |
Marp Giveth
- makes "happy" events (treats, mating, etc) more effective at adjusting Temperament (higher = more happy) - makes "angry" events (witnessing death, castration, etc) less effective at adjusting Temperaments (higher = less angry)
- determines whether or not a sick animal dies as a result of its sickness (higher = lower chance)
- determines how often a creature tries to eat (higher = less often)
|
[1] |
*Salem V2.2.10*: Bricks and Baubles | Apr 03, 2022 |
Marp Giveth
However, I assure you that high carat gems are incredibly rare, made all the more difficult by the hardness rating and inherent difficulty of more complex cuttings. If they need additional tweaking, I will be happy to oblige, but I think these values are in-line and gives the gem industry a much needed boost.
|
[2] |
*Salem V.2.2.9*: Heartburn | Feb 11, 2022 |
Marp Giveth
|
[3] |
Updates in 2021
Update Name | Date | Details | Link |
---|---|---|---|
*Salem V2.2.8*: Tidings of Comfort and Joy | Dec 22, 2021 |
Marp Giveth
|
[4] |
*Salem V2.2.7*: Hunting for Change | Dec 03, 2021 |
Marp Giveth
|
[5] |
*Salem V2.2.6*: (Under)Taking Stock | Oct 30, 2021 |
Marp Giveth
|
[6] |
*Salem V2.2.5*: Return and Reformation | Oct 09, 2021 |
Marp Giveth
credit to the winner's grand prize as a consolation. In addition, and for historic reference, although witchcraft will be a focus eventually, it is not as immediate as the last patch notes indicated. Don't worry though, it's on the horizon...somewhere.
|
[7] |
Updates in 2018
Update Name | Date | Details | Link |
---|---|---|---|
*Salem V2.2.4*: Witch way? This Way! | Jan 30, 2018 |
MAJOR WARNINGS
|
[8] |
*Salem V2.2.3*: Throwing a Bone | Jan 22, 2018 |
Server-Client Render Changes
|
[9] |
*Salem V2.2.2*: Saleming Along | Jan 08, 2018 |
New Sea Vessel
|
[10] |
*Salem V2.2.1*: Warming up the Masons | Jan 01, 2018 |
Masonic Lodge
|
[11] |
Updates in 2017
Update Name | Date | Details | Link |
---|---|---|---|
*Salem V1.4.4*: Pressing On | Dec 27, 2017 |
New Exploration Event
|
[12] |
*Salem V1.4.2*: Santa's Struggles | Dec 17, 2017 |
Santa Has been Captured!
Our story begins with a lovely gentleman by the name of St. Nick. A man who would visit you each X-mas and bring you presents was preparing for his annual ritual, but something was different this year. He was responding to a letter he received from a small boy who apparently had a single dying wish and the doctors said he wouldn't make it to X-mas so Santa was arriving to his place a week early. Unfortunately, this child turned out to be none other than His Majesty and his wish was that Santa not mess up his latest plans to dominate the market during X-mas. For his Majesty has developed a New X-mas Wallpaper and placed it on the stalls. It is a marvelous wallpaper, one that he he feels should command a lovely price and he was very concerned upon hearing Santa's plans that all the hustle and bustle of presents and sleds this year would distract from his wallpaper. So he was left with no choice but to Enslave Santa forcing him to work off a tremendous debt before releasing him. Will you give the captured Santa your IOU's to help him be debt-free with his Majesty and make bail in time for the holidays? Or will Santa be doomed? Only time will tell.
|
[13] |
*Salem V1.4.3*: Santa Escapes! | Dec 24, 2017 |
|
[14] |
*Salem V1.4.1*: Jingle Jumble | Dec 11, 2017 |
New Trade Orders
Bugfixes & Misc.
|
[15] |
*Salem V.1.4*: Craving some Changes | Nov 06, 2017 |
Major New System: Cravings
Over time players will begin craving a food. When a craving strikes a small dropdown near your gluttony forks will appear with an image of the food that you crave to eat. Players may choose to ignore cravings without penalty. However, if you choose to eat a piece of food which shares the same food group as what you crave then you will instantly gain a single humor point in a random humour. If you choose to eat the exact food that you crave, then you will instead gain 1 to EACH humour. As players advance in the world of Salem they will find that not only does their pallette begin to diversify on the types of foods that they begin to crave, but also that the time between cravings extends as well. This system is not intended as a replacement for the existing gluttony system, but it is our hopes that these small meaningful mini-goals can both assist a new player in providing some direction while also providing a nice supplement and alternate way of advancement to seasoned veterans as well.
|
[17] |
Updates in 2016
Update Name | Date | Details | Link |
---|---|---|---|
*Salem V.1.3.2*: DarkenBoom | Dec 20, 2016 |
In Reason of a used bug in case of Darkenbear Eyes JC had to employ Hagatha.
At the moment it is not possible to create new Homonculus and the Pentagram was removed.
Some Witchcraft spells are now changed or not possible until the requirements will be replaced.
|
[18] |
*Salem V.1.3.1*: Holiday Cheer | Dec 17, 2016 |
New Things
|
[19] |
*Salem V.1.3*: Flags, Fish & Furniture | Nov 20, 2016 |
Flagpoles Display your loyalties with pride! Salemites may now construct a Flagpole and craft 10 new flags for it. There are actually 30 flags in the game, but it did not seem fitting that most of the fun and silly flags be craftable so those will be used for gifts, events, prizes, and more.
|
[20] |
*Salem V.1.2.1*: Cold Shoulder | Aug 29, 2016 |
New Major Mechanic: Temperature
|
[21] |
*Salem V.1.2*: Exploring the Bowels | Feb 14, 2016 |
Exploration Events
There are now dozens of new items in the game related to special events you can find in the wilderness. Finding these strange, wondrous, or sometimes spooky structures and discovering what they mean is something we're going to leave up to you! This mechanic will most likely need a lot of balance and tweaking that will require use on a large-scale vs. our test server environment. As it stands at launch each season a random number of exploration events will be seeded throughout the world. On Popham that number will be closer to 100 and on Providence that number will be closer to 1,000. The hope is that on each turn of the season the Pilgrims will feel an incentive to leave their base and get out exploring.
|
[22] |
*Salem V1.1.8*: Windmill Revamp | January 08, 2016 |
Windmill Revamp
Networking & Lag Fix
Beauty & The Balance
|
[23] |
*Salem V.1.1.9*: Superball L! | Feb 06, 2016 |
|
[24] |
*Salem V1.1.7*: Couch Potato | January 06, 2016 |
New Store Item: Classic Sofa
|
[25] |
Updates in 2015
Update Name | Date | Details | Link |
---|---|---|---|
*Salem V1.1.6*:The Crows Are Coming! The Crows Are Coming! | December 28, 2015 |
New Store Item: Harvest Pack: With Scarecrow and cornucopia. Seasonal Storepack for 5$
Mini Update #1
POPHAM
|
[26] |
*Salem V1.1.5*:Jingle Bombs Adjusted | December 27, 2015 |
CRIME/Raiding
POPHAM
|
[27] |
*Salem V1.1.4*:Jingle Bombs | December 24, 2015 |
Raiding Changes: Massive Changes to Raidsystem. Stage 1 - read forumpost for more information.
|
[28] |
*Salem V1.1.3*:& All through the house... | December 22, 2015 |
|
[29] |
*Salem V1.1.2*:Tick Tock The X-mas Clock | December 16, 2015 |
|
[30] |
*Salem V1.1.1*: Mo Ballin' Snow Ballin' | December 15, 2015 |
|
[31] |
Remember, Remember.... | November 05, 2015 |
|
[32] |
*Salem V.1.1*: Passive Prof Gains | October 22, 2015 |
|
[33] |
Don't be a fool - Wrap your Authority Object | September 09, 2015 |
The forgotten patchnote
|
[34] |
*Salem V.1.0.4*: Hide Yo' Kids, Hide Yo' Livestock | August 16, 2015 |
|
[35] |
*Salem V.1.0.3*: Popham Witchery | July 12, 2015 |
|
[36] |
*Salem V.1.0.2*: Pigs get fat, hogs get slaughtered | June 25, 2015 |
|
[37] |
*Salem V.1.0.1*: Nubfood Tweaks | June 22, 2015 |
|
[38] |
RELEASE! *Salem 1.0.0*: Greener Pastures | June 19, 2015 |
Start of the first Expedition with Server Popham.
|
[39] |
Old Roadmaps
- 2016 Road Mappish: Roadmap for 2016
- Development Roadmap: Expedition #1 (Popham)
- The Development Roadmap is a thread that details the future plans for Salem. Its first post contains a picture showing what is planned to be added or updated, and approximately when.