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Re: STICKY: Small Updates and Tweaks
Posted: 29 Jun 2012, 20:28
by Mooncalf
The way the NPC battles are coded has been changed slightly, in order to cut down the size of the code and optimise loading times. It wont be too noticeable yet, other than slightly different messages when you pick up loot. Please keep an eye on your loot gained from NPCs and report bugs if anything goes wrong.
So far I've managed to cut out about 500 lines of code with this optimisation. I'll be working on it more soon.
Re: STICKY: Small Updates and Tweaks
Posted: 30 Jun 2012, 21:15
by Mooncalf
While fixing bugs today I took a little time to code wildcard tracking.
You can now track for anyone within the search radius, which is a little like checking your environment for signs that anyone has passed by recently, rather than a specific person. This also works for NPCs. This is useful for people who want to find anyone in an area, rather than a specific person. It will not give you the name of the target / NPC.
Re: STICKY: Small Updates and Tweaks
Posted: 03 Jul 2012, 20:18
by Mooncalf
I've updated Inspire so that you can only use it on a target once per day. Some characters were being inspired more than 3 times a day, which was making them pretty superhuman.
To make up for it, though, I've changed the power so that it only takes 3 anima instead of 5, which I felt was way too high for a power that's only useful for helping others.
Re: STICKY: Small Updates and Tweaks
Posted: 04 Jul 2012, 15:03
by Mooncalf
A simple "give item" interface has been added to the inventory menu, for all items. I might improve this at a later date, during an inventory system overhaul, but for now it's helpful for people who want to arrange private item sales.
Yes, item passing is tracked by the anti-cheat system, but not yet automated in terms of "you cannot give this item to this person because..." sort of thing. But if you're giving items to your alternate characters, you will be caught in the mean time.
Re: STICKY: Small Updates and Tweaks
Posted: 05 Jul 2012, 17:01
by Mooncalf
Tripwire shotguns now require "hunting shotguns" and not combat shotguns as part of its crafting components. Likewise, Sensor turrets require micro SMGs instead of MP5s. Both types of weapon can be bought for less in the shops, and can be found on gangsters / blood thieves.
Both changes were made because crafting those types of traps was stupidly expensive and hard compared to the others. It should still be hard, but not quite as devastating when the components break.
Re: STICKY: Small Updates and Tweaks
Posted: 06 Jul 2012, 11:47
by Mooncalf
Just a note to inform everyone that I wont be making any major updates for a week or two while I learn a new programming language. I'll still be fixing bugs and replying to PMs, though.
Re: STICKY: Small Updates and Tweaks
Posted: 14 Jul 2012, 14:10
by Mooncalf
Fixed it so that level 1-4 blood thieves can't feed on vampires until they level up to 5.
Re: STICKY: Small Updates and Tweaks
Posted: 14 Jul 2012, 17:14
by Mooncalf
Selling an item for action at less or equal of its value price tag will now gain you 3 kindness points, which will adjust your alignment slider. Selling an item for $1 will give you a further 3 kindness points. This only works for buy-now items.
Re: STICKY: Small Updates and Tweaks
Posted: 22 Jul 2012, 13:45
by Mooncalf
The auction list now has a keyword search feature. It also remains on the same filters if you buy an item, so you don't have to keep re-searching for the same thing again and again if you want to buy multiples.
Small update, now I'm taking the rest of the day off because I'm absolutely wiped out.
Re: STICKY: Small Updates and Tweaks
Posted: 01 Aug 2012, 17:41
by Mooncalf
This is to inform people of an impending change to the game.
Soon there will be weight values attributed to each item. If you're holding too many items, you will not gain much energy each hour. The number of items you can hold will be determined by your strength rating. I will also probably be adding lockers, but these will hold only a limited number of objects each.
Exact specifics to come later. The update, I feel, is needed because it gives more use for the strength stat, and also makes it so that the database isn't quite as large (which will in turn speed up loading times).