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Gameplay Updates - Nov. 30

So amidst all the un-launching excitement, today we’re also giving you a taste of improvements to come with several new and shiny additions to the game. 

First on the list is a series of skills that will entice your inner brewer, bottler, and magician. 

In the beginning, there was Hooch. And now you can make it yourself, with the new skill Distilling. All you’ll need is to rustle up some Grain, Corn or Potatos, and buy a Still to start your own Hooch-making operation. Now that you’ve got the power of distilling at your fingertips, Hooch will no longer be sold at Grocery Vendors.

You may be thinking, “This Hooch better do something more than just get me buzzed.” Well, it certainly does. Another new skill, Tincturing, lets you combine Hooch with herbs to produce Tinctures with a Tincturing Kit. Each can be imbibed to receive various buffs (gotta test them to find out). But, Tinctures can also be used as ingredients in the last, and most exciting of the new skills... It’s all coming together, eh?

Ta da! Potionmaking I and II. With these, you can craft Potions with the power to bring about ‘magical’ effects on yourself or items and animals in the word. Curious about just what effects these might be? Well, they include anything from increasing your daily coin limit to conjuring rainbows that throw players into the air. The base ingredients for potions will be a few items you’re very familiar with, and one or two you haven’t heard of before. 

Next up, every Glitch who has reached level five will now be able to catch a glimpse of the 11 Secret Spots that make up an integral part of their DNA. When you happen upon one of the locations that hearkens back to your own roots, be prepared for a mystical experience. 

Finally, there’s a new set of skills (that you may have heard a bit about before): Unlearning I to III, which will allow players with a bunch of skills under their belt to unlearn a few that they don’t really have a use for in order to learn other skills faster. A few pointers:

  • Each Unlearning skill level increases the rate of unlearning

  • You can’t ‘pause’ unlearning.  If you start learning another skill midway through unlearning a skill, any progress towards unlearning that skill will be lost.

  • If a skill you’ve learned is a requirement for another learned skill, the latter must be unlearned first


And that's a wrap!

Update! Unlearning skills, like their Better Learning compatriots, now will not contribute to the time penalty of learning future skills. 

Posted 13 months ago by Blanky Subscriber! | Permalink

Replies

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  • JordyChrist, if you've already learned every skill, it doesn't do you much good.  It's for people who are still learning most skills who want to speed up learning a new important skill by unlearning a skill they don't use (thus reducing the total number of skills they have learned which makes it faster to learn a new skill)
    Posted 12 months ago by Gdiddy Subscriber! | Permalink
  • When new skills come out and the glitches who have every skill learned discover that what takes other glitches 12 hours will take them 4 days... that is when they may discover the value in Unlearning junk they don't use.

    I hope the game developers keep adding more exciting and valuable new skills to the tree that give an edge to the various sorts of specialists, and teach the "learn everything completionists" a thing or two.
    Posted 12 months ago by Parrow Gnolle Subscriber! | Permalink
  • @ Parrow - an edge of what, a few days?  I play this game to have fun, and like to be able to do everything.  I couldn't care less about having an "edge" over anyone else.  :) 
    Posted 12 months ago by Raiyne Day Subscriber! | Permalink
  • Selling potions in the auction  - some of them need to have  # uses associated with them
    Posted 12 months ago by shhexy corin Subscriber! | Permalink
  • The story is that there are many many new skills planned but not released.  Every skill you learn above your 'brain full' cap incurs a 3% compounded penalty against learning a new skill.  Compounding is powerful and non-linear.  What will happen if you try to 'learn everything' is that new skills will eventually take months to learn, not just days.   You will be forced by the cap to decide what you want to know and do and purchase other products and resources from Glitchen who have made different choices. 
    Posted 12 months ago by WalruZ Subscriber! | Permalink
  • I am actually against allowing larger herb gardens until the demand for herbs has died down a bit, then add them and the economy will settle down. right now buying herbs is a complete scam and many glitchens should be ashamed.
    Posted 12 months ago by psibertus Subscriber! | Permalink
  • Hopefully soon people living in places NOT the swamp will be able to grow herbs.
    Posted 12 months ago by Emlinel Subscriber! | Permalink
  • Limited number of areas where both herb and crop growing is possible in properties would be the dream.
    Posted 12 months ago by Adina Subscriber! | Permalink
  • Limited number of areas where both herb and crop growing is possible in properties would be the dream.
    Posted 12 months ago by Adina Subscriber! | Permalink
  • Disagree.  Living in the bogs is different than living in the light.  You should have to choose, and if you want to persue bog-only (or light-only) activites,  you should have to move and have the full experience.
    Posted 12 months ago by WalruZ Subscriber! | Permalink
  • however, cave dwellings have light *and* dark sections...
    Posted 12 months ago by Slugbug Subscriber! | Permalink
  • Gee why should I have "choose" to live in light or dark when all I want to do is grow a couple of herbs without the bs of "community garden"?  You can buy produce from vendor's or at auction at a very reasonable price, this option is not open with herbs.  Your choices are limited to being scalped at the auctions, attempting to grow in a community garden and have really lousy people come over and steal everything you have grown, and refuse to return the few plants you grow unless you pay them.  So please don't get me this nonsense of having to move to the bog for the experience, so far it's been downright miserable, the last place I would ever move.  The best I can hope for is the developers realize what an unfair advantage their giving bog dwellers by allowing them to monopolize growing of herbs.
    Posted 12 months ago by xoxJulie Subscriber! | Permalink
  • It's not an unfair advantage if there's houses in the bogs available.
    You have the tools to succeed, yet you just won't bite the bullet, so to speak.

    And by the looks of it, you're not exactly hurting in the currants either.
    Posted 12 months ago by Volkov Subscriber! | Permalink
  • Of course it's an unfair advantage, why should I be forced to move to the bog to grow herbs?  Or let me put it this way... Vendor's no longer sold any produce or seeds in order to get any produce you had to buy at the auction or create seeds with a piggie and grow in the "community garden" where it's perfectly acceptable for anyone to come along and take whatever you have grown because there is a sign telling everyone it's ok.  That is equitable to what is happening with herbs.  You could then be told well move over to a new house and you can grow vegetables, and too bad too sad if you don't want to move there.  Is this what you would like stuffed down your throat?  All I want is a fair playing field and to be honest that's the only way it should be, so stop sounding so cocky because you can currently grow herbs and have a corner on inflated flowers and seeds.  Eventually this to will get changed, I just hope is a lot sooner rather than later.

    I'm curios about your comment "you're not exactly hurting in the currants either?|"  what exactly is your implication referring to?
    Posted 12 months ago by xoxJulie Subscriber! | Permalink
  • 1). Most of your auctions are priced over 1.7-2.7k currents on average. So you're obviously not hurting.
    2). While I have a bog house, I am not acting cocking about it. I'm just being honest.
    3). It's a fair trade-off. You either have herbs, or veggies. And if you do it right, you can surpass any herb grower with food. Because guess what? They need food more than they need herbs. Everyone does.
    If anything, veggie growers have the advantage.
    4). And the prices are quite normal now.
    Posted 12 months ago by Volkov Subscriber! | Permalink
  • I'm curios about your comment "you're not exactly hurting in the currants either?|" what exactly is your implication referring to?

    I'm repeating myself, but it's remarkable how the most vocal in saying that the crop/herb plot divide is "unfair" and "unbalances the game" all have 50k houses.
    Posted 12 months ago by Holgate Subscriber! | Permalink
  • Well this took a surprisingly petty turn.
    Posted 12 months ago by Xev Subscriber! | Permalink
  • What exactly does my activity at the auction have to do with the issue at hand?  If you went to the bother of checking out what I do to earn currants you would notice items I sell are from mining and subsequently grinding down rocks to make EHS powder, all of which take a lot of effort on my part.  So my personal finances are not any of your business.  Not hurting ?  Little do you know.

    You are appear very cocky over the fact "I have a bog house", honesty is not in question, just your remark that in order to grow herbs without being robbed I would have to move there, and honestly I don't want to move.  I also love where I live.

    I believe you really think it's a fair trade off, I on the other hand totally disagree, which is ok we are always allowed to disagree with one another.  To convince me that herbs are priced equal to vegetables is not true.  
    When one herb flower:
    1 Hairball 490 currants
    1 Rookswort 495
    1 Rube         425
    1 Yellow Crumb 185

    Compared to vegetables:
    1 Potato         6 currants
    1 Spinach 3
    1 Onion 5
    1 Corn 6
    1 Cabbage 6

    How in the world you figure veggie growers have an advantage is just silly.

    The prices are not what I would call normal, rather so over inflated it's a cruel joke on anyone attempting to make a potion.

    So please reconsider your statements as they are not as factual as you seem to believe.
    Posted 12 months ago by xoxJulie Subscriber! | Permalink
  • Stacks of awesome stews sell average 1.8k a pop.
    More than those essences entirely.

    And I brought up your finances because of the "inflated" prices.

    Also, try not to spin my words.
    i.e, "just your remark that in order to grow herbs without being robbed I would have to move there".
    Don't believe I ever said that.
    More or less said you either have a herb garden, or a crop garden.

    But please, go on about this "cocky" attitude of mine.
    I want more compliments.

    Edit: Do you even know what cocky means?
    Posted 12 months ago by Volkov Subscriber! | Permalink
  • xoxJulie -

    The math in your last post is either ignorant or disingenuous, at best.

    Let's start with some assumptions (always dangerous, but occasionally necessary) :

    Both growers have maximized relevant skills.
    Both growers have the required materials to plant one harvest.
    Both growers are simply auctioning their produce, rather than crafting anything from them.
    Both growers are able to harvest and replant immediately.

    The Crop grower lives in a 50k house; thus, can make use of 28 garden plots.
    The Herb grower lives in a 7.5k house; thus, can make use of 12 herb plots.

    Now, facts:

    Onions grow at 12 per harvest, in 1.66 hrs, for ~4c a piece.
    Rubeweed grows at 1 per harvest, in 4 hrs, for ~400c a piece.

    To replant Onions, 3 Onions are used for each plot. Actual harvest per plot is 9 Onions.
    To replant Rubeweed, 1 Rubeweed is used for 2 plots. Actual harvest per plot is 0.5 Rubeweed.

    The Crop grower can make 14 harvests per day.
    That's 14harvests x9 onions per plot x28 plots = 3528 Onions per day.
    x4currants per Onion =14112c per day.

    The Herb grower can make 6 harvests per day.
    That's 6 harvests x0.5 rubeweed/plot x 12 plots = 36 Rubeweed per day.
    x400c per Rubeweed =14400c per day.

    Huh, how about that?

    Now, I honestly hadn't bothered to check before writing up this post, but those numbers look pretty even to me. Actual profit will vary on auction prices and the specific crop or herb. But I'm really not seeing any problem here.

    edit: TLDR - Math says they're about the same. Get over it.
    Posted 12 months ago by Whym Subscriber! | Permalink
  • I guess the one thing you have not added in is when you go to a community garden for vegetables, and after planting your seeds, watering, fertilizing and waiting for the produce to grow you then get to harvest and enjoy the fruits of your labor.  At the community garden for herbs you do all the above mentioned work and thieves come along and steal everything you have done, these pirates then ask if you want to purchase your flowers back.  It's just disgusting and boring.
    Posted 12 months ago by xoxJulie Subscriber! | Permalink
  • And if it's of any importance, I gave up my 50,000c house in Salatu for a 7,500c bog house just to grow herbs.

    Why? Because no one is going to help you but yourself sometimes, and you just got to roll with the punches.
    Posted 12 months ago by Volkov Subscriber! | Permalink
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