Archive for the ‘Updates’ Category

Quad Tweaks and Update

Tuesday, May 26th, 2009

First a couple of tweaks on the post-riot quad.

  • The OJ stand is down to one free sample a day. Sorry OJ lovers.
  • Killing the poet now kills the poet. Fair warning.

Attacking in Gang Warfare should be awarding XP again like normal combats. If it’s not, definitely give me a holler. Thanks, PaidPiedPiperPal, for the bug report here.

Also, the Mall now has back links to the top page so you don’t need to navigate back down through the Net. Good suggestion Harrakan.

Cheers!
Kinak

Updates!

Tuesday, May 26th, 2009

So not sure who put what in my Kashi this morning, but I’m largely caught up on bugs and feature suggestions in addition to pushing the Mall today.

  • You can now see your total bonuses by clicking a link from your character page (click your name in the left-hand pane, click ‘See All Bonuses’). These include equipment, buffs, and all but the weirdest skills. Thanks for the suggestion, Al.
  • The security guards’ response to you finishing the ‘Trouble on the Docks’ quest for them has been tweaked. This one was kind of a group effort over at the forums. Good feedback everyone!
  • OmniTech Trauma Bandages are now a tad more interesting, thanks to Man Mobile and DanBob.
  • If your hideout’s smuggler has been used for the day, it now appears greyed out and gives a little feedback rather than just vanishing like ninja. Thanks Jick!
  • Gang leaders can now whitelist members from the Leadership screen. Thanks for the suggestion, The Kitchen Sink.
  • For players with access to their gang’s stash, the donation screen and the stash screen link back and forth now. Another good suggestion from The Kitchen Sink.
  • Finishing off your last opponent the same round you fall in battle should now give a bit of explanatory text. Good suggestion, Tyren.
  • A lot of early quest text has been clarified. Thank you for helping shore these up, DanBob.
  • The Techniques page has gotten another coat of glossy paint, including better breaks between sections. Shiny! Thanks for the feedback, the Kitchen Sink.
  • ‘The Net’ is now loading in the correct pane. There’s some subtle irony here I’m missing. Thanks for the bug report, PaidPiedPiperPal.
  • The side pane shouldn’t be erroring out loading certain item descriptions anymore. Good find, Canadaman!
  • Also, special thanks to Mag, Man Mobile, and Canadaman for catching some of my typose.

Have a good night everyone.

Cheers!
Kinak

Net and Mall

Monday, May 25th, 2009

Hello everyone!

Shiny new feature today. The Mall is in!

Now, it won’t sneak up and punch you in the kidneys, you’ll have to track it down, but I don’t think it’ll be terribly hard. The rest of the Net is sparse for now, but if you’re wondering why the unlock is a little weird, it all ties together.

With the Mall being what it is, please hammer at it and see if you can make anything break off. If there are going to be infinite money/item/whatever bugs, this is a piece of code that’d introduce them.

Quick Edit: If you reset, your existing orders will still be posted, but the resulting items/credits will be put in storage with the rest of the stuff from your old life.

Thanks everyone, I appreciate the help :) And now I can get back to handling my backlog of requests and bug reports!

Cheers!
Kinak

Messages Cleanup

Monday, May 25th, 2009

Okay, the great message cleanup has begun.

As a side note, this isn’t really to cut down on server space or speed up the database or anything (although it certainly couldn’t hurt). It’s actually because I’ve been testing the Mall code thoroughly and I know I would want it the moment the mall code rolled out.

Cheers!
Kinak

Messages Update

Sunday, May 24th, 2009

Due to popular demand (and the upcoming Mall), read unsaved messages will now autoclear themselves if left for long enough.

There are two timeframes for this:

  • 48 hours for system messages and messages from NPCs
  • 30 days for messages from other players (including me, even though I’m systemy)

You can completely avoid either of these by marking the message as saved. I’ll be starting this in a day or two, so you have a bit of warning.

Cheers!
Kinak

Character Sheet Link Moved

Saturday, May 23rd, 2009

Hard at work on the Mall, which means, among other things, clearing up some room on the top pane. The ‘Character’ link is now your character’s name in the left-hand pane.

Cheers!
Kinak

Today’s Updates

Friday, May 22nd, 2009

Also had a bunch of updates. Just want to get them posted before the list swallows my soul.

  • Your own name should be bold in the gang log, although this might be applied a bit inconsistently to old entries. If it’s still missing anywhere in 24 hours, be sure to tell me. Thanks to The Kitchen Sink for the suggestion.
  • The equipment titles in your inventory (where it says ‘Hat:’ then has your hat, the ‘Hat:’) now link down to the appropriate sections. Also, the section titles link back up to the top of the inventory. Thanks to Valliant for the suggestion.
  • For all you Gang Leaders out there, the Gang’s current description should now populate in the field you use to change it, making minor changes easier. Good suggestion Olaf!
  • The Arms Dealer’s personal stash now shouldn’t duplicate items you brought in from another reset or give you his favorite book if you’ve already read it. He’s awesome like that. Thanks to PaidPiedPiperPal for bringing this up.
  • As much as I love time capsules, you now can’t send mail to player ids that don’t exist yet. Good catch, Mr. Green.
  • The links in the header pane should load in the correct frame in Firefox 3. Thanks for the bug report, Lambchop.
  • On a related note, I think we got login working with Javascript enabled on the new Firefox build. No promises, though. Thanks to xKiv for bringing this up.
  • The constrict attack that Masses of Tentacles use is now a melee attack, so Shotgun Blast away. Unlike Valliant, I would never have noticed that. Thank you.
  • Added a bunch of form validation that wasn’t there before. Big thank you to Olaf for poking around.
  • Enemies now heal to full overnight just like you. Thanks to The 3 for making “three day marathon” not the optimal combat type.
  • Also a hearty round of applause to The Kitchen Sink, Pyren, Mag, and CanadaMan for reporting typos. Hip hip huzzah!

Cheers!
Kinak

Gang Interface Updates

Thursday, May 21st, 2009

Two neat new features in the gang interface today.

Gang Log: There’s a gang log now, viewable by all members. It holds data for 24 hours and includes PvP, spending Profits, and ordering from smugglers. If there’s anything else you’d like included, I can add more, just didn’t want to clutter it up at first.

You should see the last 24 hours of data collected already, because I’m a ninja like that. Thanks to Jick and The Kitchen Sink for the suggestions that fused to form this.

Multi-Sell: You can now sell multiple shipments at once and it provides what I think is pretty good feedback about what’s going on. Thanks again to Jick for the suggestion here. Someone else suggested this too (maybe the Kitchen Sink again), but I’ve lost track because I’m a dork.

Cheers!
Kinak

Technique Changes and Random Fixes

Thursday, May 21st, 2009

A big change in how Techniques work today, which I’ll explain before I get into the other changes.

There’s a new special Technique called ‘Do Nothing.’ This is a filler, used for two purposes.

  • First is when you’ve run out your deck and don’t have any Techniques to draw left. This change lets you use the entirety of your deck before having to run away, which is pretty cool. The suggestion for this half came from The Kitchen Sink.
  • The other half is that it’s automatically inserted into any deck below fifteen cards to get it up to fifteen cards. I chose fifteen because it’s large enough and half the starting deck size (so you can strip out all the Ranged, for example), but it might move up or down in the future.

And now for other changes!

  • The Technique page has been totally reformatted. Trying to find a good balance between space and information. Tell me what you think, particularly about it breaking between Chain numbers.
  • Brutality, although still trickier to get than before, can now be gained even if you get beaten up. Good suggestion, shademaster00.
  • Drive Demand encounters now give explicit feedback to the new Demand level. Thanks for the suggestion, The Kitchen Sink.
  • The smuggler, like the Medicine Cabinet, will now indicate if you’ve already used it. The option from the list will also now disappear, unless that causes problems. Good idea, Mag.
  • Both mail responses and deck names should handle single quotes (‘) better. Thanks The Kitchen Sink and Olaf, respectively.
  • Also, mail responses will no longer chain on Re:’s forever and ever. Nobody complained about it, but it bugged me so I fixed it. Thanks Kinak :D
  • Getting a Broken Bone at the end of a fight won’t result in getting negative hit points. Thanks for the bug report, Jick!
  • The quest log entry for the Ghost Ship quest should now clear properly for new people helping the shaman. Thanks for the bug report Man Mobile.
  • Also, thanks for some typo reports from Mag and Argeth.

I have an interview this afternoon, but will hopefully still be able to make a couple of gang interface updates I’ve been planning.

Cheers!
Kinak

Gang Warfare Change

Tuesday, May 19th, 2009

Edit: This change has been reversed and is under further consideration.

To help split things up a bit (and also because it kind of makes sense), each player can now only defend one area in Gang Warfare. If you try to start defending another area, it’ll give you a friendly message and not cost any Energy unless you got a benefit.

You can stop defending areas in the Gang Warfare screen. It’s right under the option to Leave PvP, if applicable.

If none of that made sense, here’s a rundown of the basic mechanic:
When there’s no one left to oppose you in gang warfare, you start patrolling the area and get special messages that say you’re consolidating control. This is setting up a defense for the area to prevent other people from taking it over and, once you achieve control, gives you a variety of other benefits.

Previously, if you could knock out enough competition, one person could take control of and defend all four Gang Warfare zones. Now each person can only defend one.

Note this doesn’t prevent four people from taking over the zones, each defending one, and moving around to get the benefits from all four. It just requires a bit more ‘Gang’ in the Gang Warfare.

Hopefully, this is a positive change. If not, it’ll be easy enough to roll back. Thanks to llaman for the original suggestion.

Cheers!
Kinak