Posts Tagged ‘Jick’

Week’s Updates

Thursday, October 22nd, 2009

Lots of updates this week. I’ve been puttering around fixing stuff and haven’t gone back to actually post the list, so I apologize if I missed anything.

  • Made some sneaky improvements to the riot quest. Good suggestions, Llamaman and Plus4.
  • Lo should now respond to Dr. Amundsen’s death properly. Good catch, Soulmech.
  • Hitting Enter will search the Mall properly now in Internet Explorer. Thanks for the bug report, Polygon.
  • The Ghost Ship should now show up in Completed Quests. Good call, Llamaman.
  • Fixed some weirdness with Mikhail acting as questgiver if you let Lo die. Good catches, Happy Yeti and Factitious.
  • Targeting a hacking defense twice won’t make the targeting arrow go away anymore. Thanks Wyrd!
  • Entering hacking from an encounter will now work properly if you only have 1 energy left. Good eyes, Happy Yeti.
  • Corrected an issue with Time Bomb not entirely destroying defenses. Thanks JTN2002!
  • I broke Kingly Favor and Ghoultouched with code for the new donation item. Thanks to xKiv, Bonbon, and Borkman for helping me track these down.
  • Also corrected a whole load of typos thanks to Mag, plus4, Wyrd, PaidPiedPiperPal, Blarghgh, Jick, and Thrillhouse.

Also, bats.


Post GenCon Wrap-Up

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!



Sunday, July 19th, 2009

Just wanted to post the updates from the last few days.

  • There’s a new melee Technique snuck in. Thanks to PaidPiedPiperPal for the suggestion.
  • Items with Neural Links (allowing you to play Neural Recordings) are now labeled in their effects. You can still use them from your inventory.
  • Names on the Recruitment pane in the Gang Screen now link to people’s profiles. Good suggestion, Mag.
  • Broke up a confusing choice between “rushing in to help” and “rushing in to kill people” on the pre-quest Docks. Thanks, Argeth!
  • Buffed brass knuckles so starting melee would have a little more beatdown potential. Thanks for starting this conversation, Jick!
  • Pressing enter in the gang stash sale fields doesn’t always sell arms. Thanks, Valera!
  • Fixed some weirdness with the Prototype Coat use ability. Thanks, Zelandoni.
  • Also, thanks to Zelandoni, Insanity Prawn Boy, Mag, and Queztatlapoca for help finding some typos.


Putting More “War” in Gang Warfare

Friday, June 12th, 2009

Put in a fairly significant Gang Warfare update today, which I’ll try to explain below. Short version is that defending in Gang Warfare now involves actual fighting and less staring at non-combats.

How It Worked
Once you beat down the previous defenders in an area, you’d gain control through non-combats (which prepare fights for future challengers). Then, after a while, it stops queueing fights and you just get the delicious, delicious benefits.

The Change
Now, when someone is challenging control of your area by defeating your defenders, you need to actually beat them back down instead of just having another non-combat to repair the damage. Assuming you’re successful, you repair the damage just like the old non-combat would.

These new sort of queued fights also can transition over into Control when you take out the old controllers, so you might be able to skip the “gaining control” non-combats entirely.

So defenders in Gang Warfare get to actually fight people rather than hitting a bunch of non-combats. And so that there’s a little more symmetry between attacking and defending. Previously, there was nothing an attacker could do that the defenders couldn’t undo with a non-combat, where now, both sides win or lose in actual PvP.

Other updates for today:

  • There were some SQL connection errors which have apparently been resolved by our hosts, but if you run into any more of those, give me a holler. Thanks to Thrillhouse and JTN2002 for reporting these.
  • Resolved the PHP errors related to last night’s account preferences rollout. Thanks to Borkman, Lord Finisher, and Hastur the Unspeakable for isolating these.
  • Recipes that you cannot complete due to missing components will now have their radio buttons greyed out. Good suggestion, Al and xKiv!
  • And also thanks to Jick and Pyren for taking care of some typos for us.


Recent Updates

Thursday, June 11th, 2009

Whole bunch of updates from the last couple days.

  • Thanks Jick for pointing a bug where Zack wasn’t redirecting to his shop properly.
  • Combats will end appropriately even if you get Broken Bones in the last round. Thanks PaidPiedPiperPal.
  • Multi using Castor Capsules will give energy appropriately. Good catch, Jimmythy.
  • The close combat needler now has an image. Thanks, Jthizz.
  • The smuggler will now give a hint about why custom weapons aren’t on the list if you don’t qualify for them. Good suggestion, PaidPiedPiperPal.
  • The order for the areas you control should match their order in the agenda list. Thanks for the suggestion, The Kitchen Sink.
  • Your lifetime Gang Warfare record will be reflected on your character sheet, just as it is on your profile page. Thanks for the note, RazielSonOfKain.
  • Also, thanks for some typo fixes by Jick, Wyrd, The Kitchen Sink, Mag, Thrillhouse, Shademaster00, and PaidPiedPiperPal.

I also retooled the way entering and leaving gangs is handled from the back end. This has a couple results:

  • When you leave a gang you are whitelisted to, it’ll remember your rank when you come back. Thanks to The Kitchen Sink for the suggestion here.
  • Leaders can leave the gang if they are not the sole leader. Another The Kitchen Sink special.
  • Getting kicked from a gang by its leaders removes whitelists.
  • I’m pretty sure it’ll properly remove you from Gang Warfare now, so you probably can’t fight yourself anymore. Sorry about that.


Gang Log Overhaul

Thursday, June 4th, 2009

There’s been a lot of feedback about how the Gang Log could provide better information since it’s inception. I went ahead and implemented a bunch of them today. Thanks to Man Mobile, Jick, The Kitchen Sink, PaidPiedPiperPal, and everyone else for their feedback.

  • The logs are now filterable. This isn’t 100% yet, because posts older than about noon today aren’t categorized (they’ll all appear under Gang Warfare).
  • Donations to the Gang Stash are now visible in the log. This, coincidently, is why the ‘Stash’ isn’t checked by default in the filter, it’ll probably get spammy.
  • The logs are now kept for 72 rather than 24 hours.
  • For now it’ll remember the chosen filter for the length of your session, but it’ll probably store it permanently once I get account options in.
  • Buying hideout upgrades and unlocking hideout upgrades are now both visible in the log.

Some other updates:

  • Hawk will no longer offer to set your dead friends free. He’s not a great guy, but he’s not that mean. Thanks Man Mobile and PaidPiedPiperPal for helping me sort out what was going on here.
  • Similarly, the watch-coveting Third Eye won’t talk about going to guard a dead Dr. Amundsen anymore. Good catch, RazielSonOfKain.
  • The repeated function errors last night are resolved. Thanks thrillhouse!
  • The ‘Rest Here’ link in the Hideout page will now always rest in the Hideout, even if it has to take you out of your current area. It will warn you first and only take you out if needed (Ghost Ship and Below the Charnel House, specifically). Good suggestion, The Kitchen Sink.


Mall Upgrades

Wednesday, May 27th, 2009

Welcome to OmniMall 0.2

Added a couple new hotly requested features and another handful of bug fixes to the Mall today.

  • You can now view your own orders and retract orders you’ve placed. Thanks for the suggestion PaidPiedPiperPal, Shademaster00, and Mr. Green.
  • You can also search for items by category or use category to narrow your search. Good suggestion, Jick.
  • Entering insane values into the mall should give you feedback instead of PHP errors. Thanks for the bughunting, Shademaster00.

Some other fixes/new features as well:

  • The option to show all bonuses from yesterday has already been upgraded. It now updates whenever your bonuses change (if you have it open). Good suggestion, Al.
  • Skill names when you receive them should be clickable like items, effects, and techniques. Good catch, Shademaster00.
  • On a related note, the feedback using the Sea Lord’s Crown should recognize if you’ve already gotten it’s primary benefit. Thanks for the feedback, Shademaster00.
  • Also, thanks to The Kitchen Sink for snagging some typos.



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.


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.


Quick Updates

Sunday, May 3rd, 2009

Slipped in a couple of updates while working on the PvP upgrades.

  • Using ‘extra’ rotting journals will now provide some effects.
  • Clearing out a full Chain will no longer lock out adding new chain in. Thanks for the bug report, The Kitchen Sink.
  • Multiple scripts can now run at the end of a combat. Notably, encounters with Spectral Sailors and Twisted Hounds will give the appropriate rewards. Thanks, Argeth!
  • Added links to the Forums from the login and info pages. Thanks for the suggest, Llamaman!
  • The warehouse inventory will now give prototype directions if you’ve finished Larry’s quest. Good suggestion, PaidPiedPiperPal.
  • First Aid Kits now have a multi-use option. Thanks again to Argeth.
  • And typos from DanBob, Llamaman, Prestige, Jick, and Magnifico.