Posts Tagged ‘Llamaman’

A touch of polish

Thursday, August 26th, 2010

Going through a polishing some things, a mix of bug reports and things I mentioned during yesterday’s podcast.

Here’s the list:

  • Chemistry papers work differently and give a somewhat different set of recipes. Thanks for the nudge from TeKRunneR.
  • Basically every pearl and pearl-related item in the game works properly thanks to Cryptodynamic, Lord of Pearls and Master of the Depths.
  • The Biotech and Student PDAs are now salvageable. Good suggestion, Llamaman.
  • Capacitor Arrays are now consumed rather than produced out of the ether when using the Protein Analyzer. Thanks to Plus4 and Cryptodynamic.
  • Corrected some weirdness in Dr. Amundsen’s conversations if you dove straight into the Survivors’ Quest. Good catch, TeKRunneR!
  • Fixed up some weirdness with shark attacks (being, the attacks they use not when they attack… er, yeah). Thanks for the bug report, Argeth!
  • In A Pit is now visually declared as a buff. Thanks, Al.
  • And we’ve got an interesting range of typo fixes from Llamaman, Mag, xKiv, and Glass. Thanks!


Back From GenCon

Monday, August 9th, 2010

So, I’m back from the best four days in gaming and caught up on bug reports. Also sick as a dog, which is how this tends to work.

  • One of the branches of David’s quest wasn’t completing properly. Thanks for the bug report, xKiv!
  • The buffs from Cinematic Dodge had been broken for a while but should be working now. Good eyes, TeKRunner!
  • The Cured Shark Hide is craftable. Good catch, Sir Cheddar!
  • Burning Ectoplasm actually does damage like it’s supposed to. Thanks Cryptodynamic!
  • On a totally unrelated note, you can no longer take negative damage from things like Burning Ectoplasm. Thanks Llamaman!
  • Fixed some quirks resting in the lake. Thanks for the bug reports, Vholes and Der Magus!

Also, thanks to Mag, Argeth, Llamaman, Vholes Piper, Cryptodynamic, Nyther, Amasius, Happy Yeti, TeKRunner, borkman, and Al for help sorting out some Survivors’ typos. So… many… typos.


Intermediate Updates

Wednesday, July 28th, 2010

There are a few updates I’d like to mention that are visible now. The main one is that there’s a new Melee Technique filling Kidney Punch’s old role and Kidney Punch now does something fairly different.

  • Kidney Punch has been replaced by a new Technique better representing the teacher’s desire for fair play (and melee attacks). Kidney Punch now works differently and is learned separately.
  • Higher number keys now work properly in Net Combat. Good catch Valliant.
  • Corrected a bug where the last energy of lines and lures didn’t effect fishing. Good eyes, Argeth, good eyes.
  • Living Sludge Hearts cap at 999/day. If you want more petrol than that… I have no idea what to suggest. Thanks to Sir Cheddar for pointing out this error.
  • On a heart related note, the Industrial heart is craftable again. Thanks Al!
  • Also thanks to Llamaman, Xerf, Mag, Vholes Piper, and Glass for uncovering some typos lurking in old content so we can build a strong grammatical base moving forward.

Tic toc.


Duly Noted

Thursday, July 8th, 2010

Just a few small updates today.

  • Added a section for personal notes in the quest log. It’s pretty straight-forward but I couldn’t find a way to make it fancier and more useful.
  • Went back and added a crafting component I should have had a long time ago.
  • Key commands now work in Gang Warfare encounters. Thanks, Llamaman!
  • And, of course, we have some typo fixes from Mag. Thanks Mag!


Key Commands and More

Wednesday, June 30th, 2010

First off, we have some basic key commands working now. A special thanks on this one to Al and Man Mobile, who helped with the coding.

  • In encounters, hit the number of the choice you want. So 1 is the first listed choice and so on. Pretty straight forward.
  • In combat, hit the number of the technique you want (1 on the left and 5 on the right). You can change targets by hitting shift and the appropriate number. ` clears your chain, enter strikes, and backspace runs away.
  • Hacking works about the same way as appropriate.
  • There are probably a few screens it doesn’t work in yet, but I think I got the major ones.

We also have some bug fixes:

  • Corrected some issues with Dr. Mira being strangely nice to people who tried to kill her, which sort of makes sense combined with the issue where she wasn’t dying. Thanks for both, Llamaman!
  • Petrol Splash should be stunning your enemies instead of PHP. Thanks for the bug report, Batou!
  • You should no longer encounter hands after you kill the shaman. If this doesn’t make sense, don’t worry about it, just thank Al.
  • Also, we have some typo fixes thanks to Mag, Llamaman, and Argeth. Thanks!


Suite Update

Thursday, June 17th, 2010

Suites, the equivalent of outfits for Programs, are now in. Yay!

The main difference you may note is that suites will uninstall any running programs that weren’t in the suite. So, where an empty outfit won’t do anything, an empty suite will turn off all your programs. It should make sense when you use it.

Also, putting on an outfit will install the suite of the same name (if you have one). The reverse is also true. The outfit is put on first regardless.

While I was in there, I made processor messages in the data tab a bit clearer (hopefully).

Also brought in some bug fixes:

  • Fixed effects that trigger on damage to be evadable. Thanks Llamaman!
  • Corrected an issue that was causing evasion to display double the amount you actually evaded. Thanks for the bug report, Al!
  • Reworked the Dock Song quest logs. Thanks Vholes Piper and Llamaman.

Thanks to Argeth, GoldS, Mag, and especially Glass for some typo corrections.


Unearthly Upgrades

Sunday, June 13th, 2010

Made a couple changes to unearthly items (no worries, they’re all good) and some bug fixes.

  • You can now run your fingers through your luxurious Feathered Cloak when equipped. Good suggestion, Mag!
  • The Cheater’s Line and Challenge Hook were buffed. Merry Christmas!
  • Corrected a bug preventing Dynamite from blowing up the wall into the Underground Asylum. Thanks, Plus4
  • Fixed the anticipated ton of bugs resulting from the combat update last weekend. Thanks to Wyrd, Mag, Argeth, and DerMagus!
  • Becoming a prospective Third Eye member should now show up in your Completed Quests. Good eyes, Glass!
  • Also corrected some typos, thanks to Llamaman, xKiv, and Mag.

Also, I’m considering changing how choose your powder to pour into the puzzle box. It’d go from a traditional choice into a dropdown. They’d lose their individual responses, but it’d be way easier for me to add more in the future. If that’d bother anyone, please speak up.


Combat Retool

Sunday, June 6th, 2010

I’ve rewritten a lot of the combat code over the last couple of days, partially to lay the way for Survivors’ stuff and partially just because it was getting unmanageable.

The big upshots going forward are:

  • Ease of adding Techniques that do neat stuff.
  • More places to hook neat stuff (it’s way easier to have effects triggering on defenses now, for example).
  • Speed and stability in the combat script (which honestly hasn’t been much of a problem).

So obviously most of the changes are “under the hood,” so to speak. But if you see anything weird, be sure to tell me. I’d expect it to be pretty obvious, like PHP errors whenever you use a certain Technique.

Changes that you may notice are listed below. I apologize in advance if I missed any. I cleaned up a lot of code while I was moving stuff around.

  • There should be less variance in damage when you get battles between opponents with high power and high defense. Overall, this ends up being a defenses buff as well.
  • Reactive Defense has gotten a separate boost that I’ve been meaning to give it for a while. I’m still a bit torn, so feel free to play around with it for a bit and give some feedback.
  • Stunning attacks that logically need to do damage to have an effect (like Live Wire) now can be evaded. Thanks for the suggestion, Nyther.
  • Running out of options no longer lets you escape inescapable fights, which is to say you now get beaten up rather than running. Thanks for pointing out the weirdness, Llamaman.
  • To make the above less obnoxious, trying to flee will no longer clear your hand. Striking with an empty chain still will, though.
  • Reactive Defense should apply to end of round damage (like Dynamite) consistently now.
  • In the “very minor change” department, tweaked the way Brutality is gained. It should be easier to get some, but harder to get an overwhelming amount. We’ll see :)


Weekend Update

Saturday, June 5th, 2010

And now for your daily dose of Vitamin U(pdate). I mostly pushed this out so the first update wouldn’t be a surprise, but there are some other things I’ve done over the last few days.

  • Increased the difficulty of the “high road” in the Slags Building to balance it a bit better with the low road. Thanks for the suggestion, Al!
  • Added some interactions with the Rhythm Game in the University Computer Lab. Thanks for the nudge, Llamaman.
  • Polished the salvage results from fishing poles. Good suggestion, Vholes.
  • Corrected an issue where Ghoultouched wasn’t working properly against delicious, delicious masses of tentacles. Good catch, DerMagus!
  • Removed the extra footer from the bottom of hacking fights after accidentally adding it again. Thanks Al!
  • Cleaned up some unearthly coin effects. Thanks Glass!
  • And apparently no typos this time. Weird, huh?