Posts Tagged ‘Crafting’

Recipes and Resets

Thursday, May 13th, 2010

Recipes are now remembered over resets. The way this works is very specific, so I’m going to explain it so there isn’t any confusion.

Any recipe that can be learned through experimentation is saved when you reset. Those recipes are then restored when you gain the ability to perform that type of experimentation (so, when you get your electrical kit or learn experimental chemistry).

So recipes that are only learned through other sources (like items or NPCs) are not remembered. And you don’t get chemistry recipes back just because you got a chemistry kit. I included these exceptions to allow crafting to create game-defining items and play a role in the main quest line, so they’re not bugs or oversights.

Other Stuff

  • On a related note, recipes you don’t meet the requirements for are now disabled. This mostly comes up with coding, but who can say where its tentacles extend?
  • Resolved an issue where multiple recipes for the same end result weren’t displaying. Thanks for the bug report, Ricket!
  • Revamped the Undying Heart skill from the new quest. In addition to it’s previous hidden stuff it has some neat new hidden stuff and slightly less obvious stuff. Thanks for the suggestion, Argeth!
  • Went through and added some meat to Ghoultouched, including some very old suggestions about it interacting with drones. Also thanks to Cryptodynamic for helping me debug it in PvP.
  • Gift messages can now extend to 240 characters. Happy Welcome Backing Vholes! And this should be the last time I extend those. It’s like two whole tweets :P
  • We also have some typos from xKiv, Argeth, and Mag. Thanks!


Today’s Updates

Tuesday, July 7th, 2009

Little round of updates today, then back to work on the Survivors’ Quest.

  • How item use is handled on the back end was changed. Huge thank you to Sir Cheddar for reporting a major bug I introduced doing this. If you see anything else strange with item use, drop me a line.
  • The refresh on chat has been dropped down to 10 seconds. If need be, it can go lower, I’m just inching down so I don’t use the server more than we need to. Thanks to Genesis Rhapsodos and The Kitchen Sink for bringing this one to me.
  • The quest log is now more discriminating about how you ticked off the Squatter King. Thanks Wyrd!
  • Also thanks to Sir Cheddar for unveiling some typos.

Also, I got distracted and *bam* there’s about a dozen new crafting combinations. Hope nobody minds :)



Wednesday, May 13th, 2009

By popular demand, multicrafting of recipes is now in.

  • Enter a number in the handy field to perform the recipe that many times or bust.
  • Enter a * to perform the recipe as many times as possible.
  • Enter a ? to tell you how many times * would perform the recipe, if you’re curious. This won’t cost energy or items, but will tell you if you don’t have enough energy or items to perform the recipe.

Thanks to everyone who suggested this on the forum thread and elsewhere. Special thanks to Kingdom of Loathing for the ‘*’ and ‘?’ standard.

If you run into any problems with multicrafting feel free to drop me a bug report or in-game message.


Armory Implemented

Tuesday, March 3rd, 2009

Just activated Armory today. It’s a new craft involving the creation of weapons and armor.

As you might expect, this one won’t show up in the bookstore. You might need to look somewhere a bit… seedier for the tools you need.

Also, there are vastly more items that can be salvaged now. These updates going in the same day aren’t exactly coincidental. Nor is it a coincidence that I dropped this in before the next subquest. Just sayin’.

Like chemistry and electronics, this is just a taste of what this will look like once it’s filled out. Some items might interest people now, though.


Fishing and Sushi

Monday, February 2nd, 2009

Dropped in two new skills, a new crafting type, a bit of Chemistry, and finally finished fishing (which has been hanging out there half done since the Docks quest). In related news, the University Bookstore has a new offering.


Electronics Revamp

Monday, January 26th, 2009

I just finished a retool of the Electronics system. You will now remember recipes from upgrades as you do with Chemistry experiments. Thanks to Argeth and Twitch for the suggestion.

There is one slightly weird thing about the way this works with Electronics. There will often (and more so when Hacking goes in) be multiple paths to the same final upgrade result. As such, the final results take the basic components (non-electronics items and circuits) rather than the intermediate steps. Some also require more than one Energy (so it matches up with the cost upgrading manually).

The system doesn’t know what recipes you had struck upon previously, so everyone will start out blank. The list should populate as you upgrade items from now forward.


Chance of Scattered Content

Sunday, December 21st, 2008

Taking a break from working on PvP to catch up on little bits of content that got put off during the Slags rollout.

Some content:

  • The obnoxious poets on the Quad have a bit more content to them.
  • Hound dust can now be used with Experimental Chemistry.
  • Midgard security guards have a new uncommon drop for all your riot supression needs.
  • A new religious order, the Blind Legion, have taken the place of the conspiracy theorist crazies.

Some fixes:

  • The quest feedback during the Dock Song quest is more descriptive. Thanks Rexque!
  • The Stream of Needles Technique has an image uploaded now. Thanks to Szodrin for pointing this one out.
  • Resting will no longer display “Continue On!” when that’s not a valid option with your location.

And lastly experimentation shows up above learned recipes now in the Crafting screens. The experimentation options were close to slipping clear off the bottom of Chemistry.

As always, if you have any feedback or bug reports, send them through the ingame Bug Report feature or a message to Player 1 (Kinak).


Update Chain!

Tuesday, December 16th, 2008

Made a whole bunch of minor updates today, detailed below:

  • The Inventory and Crafting screens now remember which sub-screen you were in until you log off.
  • Crafting also keeps focus on the recipes and items you used last. This should make experimenting and the occasional multi-recipe bonanza a little easier.
  • The PHP warnings in the Inventory should be gone for good.
  • When you’re logged off, the game should now try to break out of frames, although this won’t necessarily work 100%.
  • Gang Enforcers in the Fang hideout were using bugged to use some overly long (and nonsensical) chains of attacks. This should be fixed and, among other things, bring them closer to their intended difficulty.
  • Added placeholder text for Lo, David, and Dr. Amundsen after completion of the Slags quest.
  • There’s a temporary leaderboard of sorts in The Quad for the holiday event. It’ll be taken down when extra-special presents are given out (25th or so).


Electronics is in!

Sunday, December 14th, 2008

So, there’s finally something more to do with your electrical kits than electrocute gangers. The bare bones of Electronics is in, there are a few notable things missing which I’ll get to in a bit.

Here’s how it works:

  • Get some electrical components. These drop (primarily from Drones) when you have your electrical kit equipped.
  • Learn something about electronics. If all else fails, there are always books… where you’d expect to find books.
  • Go to the crafting screen from your inventory or click over from chemistry if you’re already into that.
  • The ‘recipes’ up top are circuits. This works totally differently from chemistry. Circuits won’t generally be learned from experimentation, more from books or other knowledge.
  • Down at the bottom you can upgrade devices using the circuits you’ve created.

Here’s what’s missing:

  • Computer stuff. As we don’t have hacking in yet, Electronics will grow in leaps and bounds once we get it in.
  • Cybernetics stuff. Same with hacking. You’ll see a lot more of this once we have cyberwear.

So, keep in mind Electronics is a growth industry. As of now, there are thirteen items that can be created through upgrades and some of the circuits are useful on their own.


Slags Quest In!

Wednesday, December 10th, 2008

The Slags quest is in! Along with it, we’ve got a bunch of new content. A quick overview.

  • Two new maps including a whole bunch (four or more depending on how I felt like counting) new adventure areas.
  • A whole bunch of new enemies and items. A few new Techniques and two new Skills as well.
  • Crafting is a step towards being fully realized. There is a side quest unlocking Chemistry experimentation. Also a ton of Crafting love in general, more than quadrupling the available recipes.
  • Housing now has a place on the header bar when you’re near your residence. Rest has also been moved to the left so it’ll be a bit more prominent.

Of course, with this much content, there will invariably be some bugs and balance issues. Report those up to me so we can get them sorted out!