Archive for the ‘Updates’ Category
Tuesday, September 1st, 2009
I probably mentioned getting sick after GenCon (because that’s how I roll). I’m almost useful again, just getting back into the swing of things.
- The Omnimall now opens the first time you visit the net after completing the main quest. As far as experiments go, having it open with the Net was interesting, but ultimately not worth pursuing.
- The “Unplug” links should work consistently now, not giving errors about not being connected. Thanks Dfmchfhf.
- Fixed some weirdness with the interaction of multiple file scan programs. Good catch, Rykar!
- The gallery visor should now give a more appropriate message if you are not part of a gang or your gang doesn’t have any target galleries. Thanks for checking that one, Harrakan.
- And thanks to Dfmchfhf, Argeth, Happy Yeti, fr00d, and Sir Cheddar for help ferreting out some typos. :)
Cheers!
Kinak
Tags: Argeth, dfmchfhf, fr00d, Happy Yeti, Harrakan, Mall, Rykar, Sir Cheddar
Posted in Updates
Tuesday, August 25th, 2009
A pair of unrelated Avatar changes:
- You can now change Avatar in the account preferences screen, whether or not you are in Gang Warfare.
- There are two new avatars available.
And some bug fixes:
- Crashing will now properly stop hackers and defenses from acting. Thanks Starwed!
- Piercing is now described (in mouseover) where it shows up. Good suggestion, Wyrd.
- Pressing Enter in the outfit text box should now save the outfit instead of changing to something random. Thanks to Valera, our dedicated “making sure Enter works in every text box” checker :)
- For the trifecta of “strange things found in misdirected shipments,” cans are not sugar. Thanks Llamaman!
- Using “Clear” in net combat shouldn’t result in an incorrect memory display anymore. Good catch Starwed.
- Yellowed Maps no longer pretend to be multiusable. Good catch, Cryptodynamic.
And, of course, we have a bunch of typo fixes thanks to PaidPiedPiperPal, Rykar, Argeth, Slyspawn, and Valliant. Thanks everyone :)
Cheers!
Kinak
Tags: Argeth, Avatars, Bug Fixes, Cryptodynamic, Llamaman, Rykar, Slyspawn, Starwed, Valera, Valliant, Vholes Piper, Wyrd
Posted in Bug Fixes
Saturday, August 22nd, 2009
Outfits are in and they’re really, really simple.
In your equipment pane under Inventory, you can save outfits by entering the name and hitting “Save.” From then on, you can change to that outfit by selecting it from the dropdown and clicking “Change.”
Also a few other updates:
- Rapid Testing should be working properly now. Thanks to Juntao, Wyrd, and Mag.
- The link back from donating should be working again. Thanks Briguile!
- Gleaming Barrier should be displaying when it blocks your attacks. Good find, Valera!
- And thanks to Mag and Borkman for some typo hunting :)
Cheers!
Kinak
Tags: Borkman, Briguile, Inventory, Juntao, Mag, New Features, Outfits, Valera, Wyrd
Posted in New Features
Wednesday, August 19th, 2009
So, between my long weekend and the beginning of this week I fixed a ton of bugs and typos. I apologize in advance if I miss something in the list, but it’s the most thorough accounting I have.
- Fixed a bunch of early bugs within hacking. Thank you Rykar, Thrillhouse, Zelandoni, Nyther, Jick, Man Mobile, Blarghgh, and NX_Phoenix.
- Folks shouldn’t be getting blank spaces in hacking tools anymore. Thanks to Mag and Man Mobile for reporting this one.
- The special decompilers should work. Thank you RazielSonOfKain.
- You can no longer get stuck on the second floor of the Slags tower. Thanks for the bug report, Llamaman.
- Switching for a lower processor computer shouldn’t confuse the installation requirements screen anymore. Good catch, Harrakan!
- The A student no longer decides he needs more Eclipse every time you talk about art. Thanks llamaman!
- Made another stab at fixing Petrol Splash. Thanks Valera and JTN2002 for the testing!
- Added some new dialogue options for Lo. Good call Serenity.
- Dual Armored Vest is now function, thanks to RazielSonOfKain.
- Fixed the grammar for equipping and unequipping items that start with ‘the.’ Thanks Shademaster00 and Rykar.
- Added Data and Programs to the mall. Thanks Rykar!
- Thanks to Cryptodynamic for doublechecking I’m not giving you those trashy drone hounds when you’re supposed to get lean, mean twisted hounds :)
- Your X-Ray vision, although potent, no longer allows you to see Professor Evans through his door. Thanks Wyrd!
- As it turns out, vats of acid are not filled with little dolls and dried fish are not made out of tarnished coins. Who knew? Besides Shademaster00 and Cryptodynamic, that is?
- Also fixed a load of typos courtesy of Artie Effham, Edwahd, Sir Cheddar, Rykar, Thrillhouse, jetalynn, dfmchfhf, Mag, Zelandoni, Man Mobile, Jick, Wyrd, Borkman, and RazielSonOfKain. Thanks everyone!
Cheers!
Kinak
Tags: Artie Effham, Blarghgh, Borkman, Bug Fixes, Cryptodynamic, dfmchfhf, Edwahd, Harrakan, Jetalynn, Jick, JTN2002, Llamaman, Mag, Man Mobile, NX_Phoenix, Nyther, razielsonofkain, Rykar, Serenity, Shademaster00, Sir Cheddar, thrillhouse, Valera, Wyrd
Posted in Bug Fixes
Monday, August 10th, 2009
Well, we’ve got a heck of a content update today. This is the “groundwork for the Survivors’ Quest” I’ve been talking about.
I fully expect it to be buggy as all get out, so get those bug reporting fingers ready :)
Here are some high points:
- An entirely new type of combat, Hacking. It’s… pretty intense. I’ll let you figure it out, but there are some mouseovers for the basics.
- A new tab in the inventory screen for data and programs.
- A new craft and the final culmination of what another craft was really intended to do in the first place.
- A new adventuring area with some mini-quests and a contact and some links to other areas.
- And a bunch of other stuff I’m probably forgetting.
Check out the University Bookstore to start. If you’re an old timer, this update has so much content it needs two items in the Bookstore :)
Also, there’s a new food item and a new drink item that have basically nothing to do with the rollout, but I’d been meaning to add.
Cheers!
Kinak
Posted in New Content!, New Features
Thursday, August 6th, 2009
From the “things that have been bothering me for quite a while” department, there have been some changes to how avoiding choice encounters works.
The Change: Every five choices you avoid in one day cost an Energy.
Why this was bugging me: A bunch of reasons, actually. For which I shall bust out that time honored tradition: the bulleted list.
- For a game that’s largely about having to deal with the consequences of your own actions, being able to ignore most choices at no cost is pretty lame.
- In many areas, it allowed you to basically choose which encounter you want at no cost. Which is completely not the point, made an entire class of effects less useful than they’re supposed to be, and rewards an irritating, clicky playstyle.
- It didn’t really follow to me from an in-world perspective. Obviously, this isn’t a huge deal, but there’s only so much time you can spend wandering around somewhere, even if nothing you’re interested in happens.
- It made creating new content a much larger amount of work and encourages lazy design on my end. This is why it happened now, actually, because I’ll be launching into the meat of the Survivors’ Quest after GenCon and that includes a ton of content I’d rather spend time making awesome than compensating for skipping.
I’m making cookies pretty much all day today (long story), but will hopefully have some exciting content-related news this weekend.
Cheers!
Kinak
Tags: Choices
Posted in Updates
Tuesday, August 4th, 2009
Just a couple updates over the last few days, mostly bug fixes.
- The Gang Warfare subscreen shouldn’t get confused between offense and defense anymore (it was displaying control of the area after successful offense). Excellent catch, Mag!
- The Southside Park quest should prevent you from getting Carlos and the bum on your side at the same time now. Thanks for finding this one, Wyrd.
- Fixed a bug with certain stranded sailors counting twice in the Ghost Ship quest. Thanks for the excellent bug report, Juntao.
- Corrected some problems with watching Television healing more than just chillin. Thanks Rykar and The Kitchen Sink!
- Your character pane should now refresh after getting beaten up by Shard, rather than showing you as having hit points. Thanks for the bug report, Mr. Green!
- And, last but not least, corrected some typos from Rykar, Borkman, and Thrillhouse. Thanks!
Also, the Living Sludge enemy, from the shoreline, now… interacts with the containment suit. Good suggestion, Argeth.
Cheers!
Kinak
Tags: Argeth, Borkman, Bug Fixes, Mag, Mr. Green, Rykar, The Kitchen Sink, thrillhouse, Wyrd
Posted in Bug Fixes
Friday, July 31st, 2009
The old healing system is one of the first things that went in and wasn’t particularly elegant. Basically, resting was too good to allow other healing any room to breathe.
So, I’ve gone through and tweaked things. We’ll see how it works out.
Here are the basics:
- Resting heals less. Not a ton less, but less.
- Healing items heal more. Also, items that provide pure healing no longer cost body.
- However, medicine can only do so much. When you use that sort of healing items, they decrease in effectiveness until you rest.
Give it a shot, see what you think. I don’t honestly think it’s a huge change, more of a groundwork for future healing goodies, but I wanted to explain why you were getting less HP back resting.
Cheers!
Kinak
Posted in Updates
Wednesday, July 29th, 2009
There’s something kind of nice about tiny content upgrades. Good for the spirit, I think.
- There’s now another source for the Ghoul Bite Technique. Thanks for getting me started on this one, Shademaster00.
- One of the side benefits of leaving donation items up for a while is that I can add new things for them to grind… er, do, without feeling bad.
- Targets won’t continue to suffer damage from venom after they’re dead. Thanks, bonbon!
- And thanks to RazielSonOfKain for some typo eradication.
Oh, and I added a new salvage/chemistry item a while back and forgot to mention it. So, yeah, powdered glass… tell your friends.
Cheers!
Kinak
Tags: bonbon, razielsonofkain, Shademaster00, Updates
Posted in Updates
Tuesday, July 28th, 2009
It’s time for another round of updates reports. Just a load of small stuff, for the most part.
- Everyone’s favorite bum now gives more Techniques when you train with him.
- Changing avatars now works properly in Opera and IE. Thanks for the bug report, fr00d.
- Sending profits to your smuggler now works properly when hitting enter. Good note, Valera!
- If you’re using the “Metros in Header” option under account options, it’ll now be hidden while you’re inside the Slags. Good suggestion, Lord Finisher.
- The classic handgun recipe now displays properly. Good catch, Juntao!
- The inventory screen will say when you have nothing equipped, rather than skipping straight into the list. Good suggestion, ManMobile.
- Corrected an issue where multiple puzzle box moves would do the same thing. Thanks PaidPiedPiperPal!
- The ordering of hideout upgrades on the hideout screen should be consistent across areas, regardless of what order you bought them in. Good call, Olaf.
- Fixed a bug where area of effect attacks can cause too much damage under special situations. Thanks, Valera!
- Also, thanks to Mag, PaidPiedPiperPal, and Wyrd for helping me squash some typos.
Status wise: I’m in crunch mode trying to get the first block of Survivors’ Quest content out before Gen Con rolls around. If it ends up being a trade between time and quality, though, I’ll put it off until after the Con.
Cheers!
Kinak
Tags: fr00d, Juntao, Lord Finisher, Mag, Man Mobile, Olaf, Survivors' Quest, Valera, Vholes Piper, Wyrd
Posted in Updates