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Re: STICKY: Small Updates and Tweaks
Posted: 07 Aug 2012, 13:12
by Mooncalf
I found something which was making the battle code load slowly, and fixed it. It seems to be loading a lot faster now, but maybe it's just my imagination.
Will be back to work fixing bugs tomorrow.
Re: STICKY: Small Updates and Tweaks
Posted: 09 Aug 2012, 12:13
by Mooncalf
Name changes are now possible through the preferences / settings page.
Name changes were taking up too much of my time, so I decided to make it automatic. It costs 10 karma in order to change your name, because otherwise too many people would be constantly changing their names, and I want to discourage that as much as possible.
When you change your name, it sends alerts to all those who have you listed on THEIR relationship page (enemy or friend), informing them that you have changed your name. This is to make sure people can't just attack loads of characters and then change their name to avoid being killed.
Don't worry, if you've already PMed me about a name change I'll still do it for free.
Re: STICKY: Small Updates and Tweaks
Posted: 12 Aug 2012, 17:29
by Mooncalf
A few roleplay wiki articles have been updated today.
Chapter SummaryThe Old CodeNecuratism (was done while tired so beware the errors)
I was going to add one about the wraiths too but I'm going for a nap now.
Re: STICKY: Small Updates and Tweaks
Posted: 13 Aug 2012, 14:09
by Mooncalf
Wraith energy has been decreased by 1/3rd, due to the fact that all they can do is move, and movement now costs half as much inside buildings.
Re: STICKY: Small Updates and Tweaks
Posted: 18 Aug 2012, 18:46
by Mooncalf
The city alert level is no longer affected by NPC kills inside raid events, because the mere presence of these raid events counter-ballances any alert-level advantage you would gain from killing the creatures within, anyway. Likewise, killing gangsters inside hideout style raids will not increase your bounty, though this is mainly for gameplay reasons.
Also, you will be unable to decrease the city alert level by killing NPCs unless the alert level is over 5%. This is because there will always be humans who are aware of the existence of vampires, and only performing enforcers missions (forthcoming) will be able to "convince" them otherwise. Killing bounty targets will always decrease the alert level.
Re: STICKY: Small Updates and Tweaks
Posted: 21 Aug 2012, 12:16
by Mooncalf
Just to keep you updated about game progress:
I know I'm behind on things right now. This was due to another job I was hired to do, but that's more or less done now, so I can get back to Path issues. However, I'm going to be away for about 24 hours starting this afternoon, so I apologise if there's any major issues you're waiting to be resolved.
When I get back I'll be fixing as many bugs as I can for the following week. Starting the 1st of september I'll be away for 1 week, so I won't have the access I need to change the code. I will have database and wiki access, however, so I'll be working on dealing with small issues and adding to the wiki during that week.
Once I'm up to date with the bugs and small tweaks I've been planning for a while, I'll be getting back to the major updates. However, those might also be slightly slower than usual as I'm learning a new programming language which will allow for instant grid movement and live surrounding refreshing, as well as the graphical, animated version of the game. In between learning that language, though, I'll be working on the missions update.
So while the bugs and updates might be dealt with slowly for a while (probably a little over a month), it's not all bad news, as the wiki will be getting some detailed articles shortly and there are some major game-changing updates on the horizon.
Re: STICKY: Small Updates and Tweaks
Posted: 24 Aug 2012, 21:36
by Mooncalf
The Hide in Shadows power have been changed.
You can now attack somebody while this power is active just the same as you can attack an NPC while you're invisible. However, attacking either another character or an NPC will take you out of shadows, and you'll be visible again. You can go straight back into invisible mode by using the power again.
Re: STICKY: Small Updates and Tweaks
Posted: 26 Aug 2012, 20:49
by Mooncalf
My internet is up the wall, so I might not be able to get online much. Sorry to everyone waiting on things.
Re: STICKY: Small Updates and Tweaks
Posted: 29 Aug 2012, 03:32
by Mooncalf
Uninvited guest has changed slightly. Now, you have to walk up to the building you want to enter and click to use the power. However, doing so will allow you to exit and re-enter that building as many times as you like for the remainder of the day, whereas before it only let you enter it once.
This was mainly done to fix problems with people getting stuck.
I'm still having massive internet problems so please be patient.
Re: STICKY: Small Updates and Tweaks
Posted: 01 Sep 2012, 22:25
by Mooncalf
Raids have been tweaked slightly.
* They now stay open until sunrise, after the boss is defeated in order for others to have a chance to loot.
* People in the raid when the boss is killed will get an alert telling them that the raid will end soon.
* There are now floor loot items that can be found in raids (more coming soon).
* "Hideout" raids have been tweaked so their enemies are slightly easier than "dungeon" raids, but there are double traps.
Just a note about the boss-items you get from raids: these "relics" will not show up in your inventory just yet, until I code a purpose for them. They are basically accessory items which boost certain abilities or stats in certain situations. They are very rare and can only be got from bosses right now.