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STICKY: Small Updates and Tweaks
Posted: 28 Nov 2011, 18:56
by Mooncalf
This thread will be used to update you on changes to the game code that don't require full topics, as they are only small additions or alterations.
Re: Small Updates and Tweeks
Posted: 28 Nov 2011, 19:02
by Mooncalf
Hacking has some new software in the shops. V2 progs are available for intermediate hackers who don't have the funds for V4s. Yes, some progs don't have a version 2. This is because eventually, you will be able to write your own scripts, which could be anywhere between V1 and V6.
Also, Commander V2 and Commander V4 is available, and Commander V1 has been reduced in price. Where V1 gives half your energy, V2 gives roughly 3/4 of your usual energy. V4 gives you full usual energy, which is why it is so expensive.
Re: STICKY: Small Updates and Tweaks
Posted: 02 Dec 2011, 22:00
by Mooncalf
The sewer system has been fixed. Rats are now NPCs (yellow) and there are no longer any problems with humans and vamps now showing up in the sewers. This means, though, that if you are a human you should probably not be hiding in the sewers, because there's no security down there. Rats also now give tails (future ritual ingredient)
Re: STICKY: Small Updates and Tweaks
Posted: 03 Dec 2011, 21:00
by Mooncalf
I've made some adjustments to the grid code, which should hopefully be speeding things up a little bit (less database queries, as well as some changes to the way the grid loads). There shouldn't be too many noticeable changes, but the code has been streamlined slightly. Let me know if there are any new bugs on the grid page.
I've also fixed a few bugs with hacking (and am in the process of fixing some of its other quirks). You'll probably notice that with commander, "delete" options appear for individual files. Deleting files on a regular hack would be silly, so don't do it just yet. This option is in preparation for hacking missions, where you will need to delete evidence and such.
Re: STICKY: Small Updates and Tweaks
Posted: 04 Dec 2011, 18:56
by Mooncalf
FB share links have been added for successful B&E (without being spotted) and hacking (with totals of files downloaded). Facebook share icons have also been added to all other NPC battles, as there were previously no images for the animals and guards.
Re: STICKY: Small Updates and Tweaks
Posted: 08 Dec 2011, 21:48
by Mooncalf
There are new types of player housing available. Houses! Not apartments, but 2 story, suburban homes in a little green cul du sac in Honeymead, called Cedar Court (16, 6 world).
The houses cost 70k each (in game cash), or 50 karma. The inflated price is because they are twice as big as the beta towers apartments (additional floor), and there are only 10 available for now, as I need to limit the number of cul du sacs I make, seeing as they aren't like apartment buildings which can have multiple floors.
Re: STICKY: Small Updates and Tweaks
Posted: 10 Dec 2011, 19:13
by Mooncalf
People with bounties less than $1000 are no longer visible on the automatic bounty list at all. This is to prevent people who don't really deserve it from being targeted in the absence of real targets.
Re: STICKY: Small Updates and Tweaks
Posted: 10 Dec 2011, 19:29
by Mooncalf
Not entirely related to the big update that I'm going to post by the end of the day, this one might be useful for hackers to know about.
Tracer progs can now appear on file nodes during hacks. They are much more likely to appear on the file nodes of high security systems, so beware. Tracer security types will now actually attempt to trace your location. If they aren't silenced very quickly, they will alert the police to what is going on (more about that in the forthcoming update).
Re: STICKY: Small Updates and Tweaks
Posted: 11 Dec 2011, 18:42
by Mooncalf
Crypts (Oldtown Graveyard) are now on sale. They have gone down to 20 karma (was 30) or 20,000 coins (was 30,000).
Also, if you'd like to buy player housing (or karma) for somebody as a gift, just PM me and I can make the transfer manually until the karma gift system is up and running.
Re: STICKY: Small Updates and Tweaks
Posted: 12 Dec 2011, 10:38
by Mooncalf
Cop spawning has been improved slightly. They don't spawn in weird areas anymore (they CAN enter your lair if you hack like a newb and get caught), and they are more likely to spawn in the general district where the most crimes are being committed. They also move around every hour (patrolling).
Technokensis is now untraceable, so cops wont turn up to bust you for hacking using you rmind.