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Re: STICKY: Small Updates and Tweaks

Posted: 10 Sep 2014, 14:50
by Mooncalf
Adding people to your team via the relationships page will now prompt you for confirmation if the invited person has already won a team raid in the current 2 month window. You'll also get a similar reminder if you try to form a team, if you've won a team raid already.

Re: STICKY: Small Updates and Tweaks

Posted: 13 Sep 2014, 20:45
by Mooncalf
Apologies for some problems on the grid today with movement and such. We were testing something new and didn't it expect it to interfere with other people's gameplay, but we had some unforeseen issues and it took a while to track down the problem.

Re: STICKY: Small Updates and Tweaks

Posted: 16 Sep 2014, 15:57
by Mooncalf
The gain powers page now has a mobile version which lets mobile users click on a power to read the description. You can click "buy this power" underneath the description which pops up when you click on a power. You will still get the usual "are you sure" confirmation message at the top, though.

Re: STICKY: Small Updates and Tweaks

Posted: 23 Sep 2014, 18:26
by Mooncalf
The chapter slider for Mikhaila Spencer had to be adjusted today by 10% due to a bug with raid NPC kills counting towards slider movement. We took into account all other factors when making the adjustment.

For the same reason, we've also now increased Gilbert's slider by 40%, as there were many more gangster raids than hunter raids over the past month.

Sorry for the mix up.

Re: STICKY: Small Updates and Tweaks

Posted: 30 Sep 2014, 14:19
by Mooncalf
A few minor updates:

- Chapter evidence (dirt) on the candidates is now much easier to find, but affects the sliders slightly less than it did.

- The caverns were too profitable, and the loot drops have been adjusted accordingly, as has the number of NPCs that spawn there.

- The new mansion area now spawns more NPCs to compensate for the very large area. The bridged Lionelli enemies also now give slightly more exp per kill again.

Re: STICKY: Small Updates and Tweaks

Posted: 01 Oct 2014, 14:36
by Mooncalf
As part of the increasing skill caps coming shortly, here's a couple of changes you might notice in the mean time:

* Tracking now takes less energy if your tracking skill is very high. More details coming on that when skill caps are raised to 20.

* Ritual constants (the phrases that are the same when performing the same rituals) are now partly automatically revealed. A ritual skill of 10+ will reveal 1 fae runes, and a ritual skill of 13+ will reveal 2 runes. Again, more on this later, as a ritual skill of 20 will automatically reveal up to 5 runes at the start of a ritual.

We're also updating hacking today, but I'll post a full update about that when it's done.

Re: STICKY: Small Updates and Tweaks

Posted: 01 Oct 2014, 16:04
by Mooncalf
In addition to today's other small updates, please note that the hide in shadows power only works once per B&E session now. Also, breaking into any door will end your invisibility, as it would if you attacked somebody on grid. You can still pick up loot without turning visible, though.

Re: STICKY: Small Updates and Tweaks

Posted: 03 Oct 2014, 00:18
by PoeticPuppy
The ingredients for the ritual 'Public House' have been tweaked. You now require 'Rare chems' in place of Zombified Animal Parts as there were no longer any rare ingredients in the list, what with the animal parts being a lootable item in team raids.

Mind Block is no longer a skirmish power and so cannot be selected from the skirmish list on the Learned Powers page. It is also no longer possible to mind block someone who has already had the power cast upon them.

Re: STICKY: Small Updates and Tweaks

Posted: 09 Oct 2014, 22:03
by Mooncalf
Restats and repowers are no longer available for in-game money, until further notice.

Also, just to remind everyone not to restat yet (unless you're desperate), as there will be a free restat coming up soon for everyone.

Re: STICKY: Small Updates and Tweaks

Posted: 27 Oct 2014, 19:24
by Mooncalf
A bunch of small updates today:

- Human roleplay traits now carry over when they are turned, as long as the traits are also available to vampires. We're sorry that this is not retroactively applied, so humans already turned won't be able to get their traits back again, without buying them again.

- Human characters will no longer have certain information available to them when looking at another's character sheet. This is to prevent certain information from being taken in-character. They can no longer view race, path, companion or lineage. Only classed humans can see the class details of other humans, but they still won't be able to view the path /race / etc of a vampire (who will show as a pure blood human to them).

- You no longer need to go to the inventory screen for the system to update your carry weight and encumberance. The game will now regularly and automatically check to see if you're overloaded with too many items.

- Inventory pages now have a "destroy item" button. There is not yet a drop-down option for destroying multiple items at once, but there will be shortly.