Salem Preview
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Magic will likewise be in the game it wouldn't be Salem without witchcraft but Bjorn explained that magic won't be overt, if no less creepy. (Players won't be casting fireballs at each other,) Bjorn noted. (It's impact will be far more subtle, like turning your neighbor's cow's milk to blood.) Such actions will undoubtedly have socio-economic impact. For example, perhaps your milk will sell for a higher price, but you risk the early society's religious and social powers to bear against you as a result.
While witchcraft will originate from other players in your early Puritan society, you'll also face environmental dangers both real and mythical. Each of the 25 x 25 km maps will have a civilization rating that will directly affect the relative brightness of the area, along with the type and deadliness of creatures you'll encounter. Civilization rating can by increased by building farms, churches, smithies, mines, etc. But the less you have to fear from outside threats, the more you likely have to fear from your fellow neighbor. Bjorn hinted at intelligent options to keep your person and holdings safe from rampaging players while on or offline, but for now they're keeping mum on PvP specifics.
Getting back to the external threats, Bjorn referenced actual several books chock full of lumberjack lore that had served as source material. Creatures such as timid Squonks (from Fearsome Creatures of the Lumberwoods by W.T. Cox) and the much more dangerous, intestine eating Hidebehinds (from Fearsome Critters by Henry Tryon) will infest the darker portions of the map. And, despite the Puritans' peaceful dealings with the natives, Indians will also inhabit the area as a faction to be trusted or fought against.