Archive for the ‘Metroplexity’ Category

Helping Hand

Tuesday, October 5th, 2010

Okay, a couple of friendly additions for new players today:

  • There are now combat hints from when you start out to when you start including new techniques in your deck. This covers basic Chain creation, some strategy, and interface stuff.
  • There’s also a backstory blurb when you first log in (or reset).

The combat hints won’t fire if you have hints turned off in the account preferences. If you want to see them as an existing player, turn those on, then switch to a deck with the four basic techniques.

If you want to see the new blurb, go to Southside :)

Also fixed some bugs:

  • Corrected an ancient issue causing negative duration buffs. Thanks Llamaman!
  • Officer Stone can now be unlocked properly again. Thanks for doublechecking with me, Xerf, I appreciate it.
  • Pain Incarnate can now hurt you. Thanks for the bug report, Cryptodynamic.

And some typo fixes thanks to xKiv, Cryptodynamic, Sir Cheddar, Metro, Mag, Argeth, Glass, Happy Yeti, and Vholes Piper. Seriously! Nine players! Go go team typokiller!

Cheers!
Kinak

Corrections, mostly

Monday, September 27th, 2010

First off, fixed some typos thanks to Mag, Llamaman, Cryptodynamic, and TeKRunneR.

You can also now see ranks (Fishing/Chess) on your character sheet, not just your profile. Thanks for the suggestion, Durgen! Also, welcome back :)

Also caught some serious bugs on the Survivors’ side of things:

  • Lo will now respond consistently to different numbers of items handed in. Thanks Al!
  • Injecting and receiving protein code should now be working properly. Thanks for the (repeated) bug reports, Argeth!
  • Hel now responds correctly to certain evidence. Good catch, Mag!
  • Also, getting hit hard enough with a spade will no longer give you Oily Blood. Good eyes, Llamaman.

Cheers!
Kinak

Weekend Updates

Sunday, September 19th, 2010

First off a couple of updates I mentioned on yesterday’s podcast:

  • You should now be able to make it through the abandoned buildings in the Slags Quest without combat. You’ll notice I didn’t say it was easy or straightforward. Thanks for reminding me about this, Wyrd!
  • Tweaked the difficulty of a few fights in the revamped Sewer Hideout to more closely match their old versions. Thanks for the feedback, TeKRunneR.
  • There’s now a speargun Technique hidden in the most insidious place imaginable. Thanks for nudging me on this one, Mag.

And some more suggestions:

  • The Charnel House (first time) should respond a little more cleanly to leaving and reentering the premises. Thanks, Llamaman!
  • Errors when sending messages now returns your subject and text. Thanks for the suggestion, TeKRunneR and Wyrd.
  • You can now see your day and energy count for your current reset on your character sheet until you choose your survivor. Good thought, Xerf!
  • Aqua Regia now works on the Slags Lab doors. Good call, Llamaman.

And fixed some bugs:

  • Corrected an error where you weren’t always flagged as knowing about Yggdrasil. Good catch, Llamaman. Added a bit more conversation since I was thinking about it, too.
  • Fixed a script running twice on the gang boss fight. Thanks TeKRunneR!
  • Corrected some errors with the mushroom folk in the sewers. Thanks Factitious.!
  • Sorted out a long-standing bug with the scanners. Good catch, Xerf!
  • Special underwater fights now properly stay underwater. Thanks for the bug report, Thunderbird!

We also have some typo fixes thanks to Al, Mag, GoldS, Wyrd, and Argeth! Wooooooo!

And, I’m spent.

Cheers!
Kinak

Metroplexity Podcast – September 18th

Saturday, September 18th, 2010

Answering questions from the forum along with talking about Unearthly Item Rotation and the Sewers Hideout revamp. September’s podcast is available here.

There are RSS and iTunes feeds for the podcasts.

Cheers!
Kinak

A parcel of bug fixes

Tuesday, September 14th, 2010

Here’s the list of updates and bug fixes from the past weekend. Which, so far, contains shockingly few Sewer Hideout related bugs. I’ll hold my tongue for now, though :)

  • The l, s, r, and c keys now work in physical and net combat for the appropriate buttons.
  • Saber is no longer quite so unshakable. Thanks for the bug report, Llamaman!
  • Fixed several errors with Cracked Spores. Thanks Happy Yeti!
  • Corrected an issue trading with our Mushroomy friends in the sewers. Thanks for pointing that out, TeKRunneR!
  • You now need a warehouse ID rather than a liquefied Eclipse to try and swipe into the warehouse office. Don’t ask why, it’s funnier this way. And thanks to Llamaman for pestering me until I realized why some people were seeing the option properly.
  • Thanks to Mag, Happy Yeti, Glass, and TeKRunneR for shoring up some of my spelling and grammar. Hip hip hooray!
  • And a special thanks to Sir Cheddar for verifying the game worked properly from Hong Kong after we received some bug reports. Much obliged!

Cheers!
Kinak

Fangs Hideout

Sunday, September 12th, 2010

A brand new quest known as the “Docks Quest” is now available!

Okay so maybe “brand new” is a little strong, but the second half of the quest has been rebuilt from the ground up with a focus on adding new options to get through the quest.

A lot of the hideout should look familiar, but other pieces are totally new. And, yes, if you play your cards right, you can now complete the quest without killing anyone.

Cheers!
Kinak

Weekend Labor

Monday, September 6th, 2010

Fixed an absolute boatload of typos this weekend, thanks to Mag, Nyther, Cryptodynamic, Happy Yeti, Llamaman, and Cryptodynamic.

I also sorted out some other errors, like:

  • Corrected a display bug where damage wasn’t displayed correctly using Reactive Defense. Thanks for doublechecking my math, TeKRunneR!
  • Dr. Amundsen now has a more realistic view of her chances of cracking the PDA after examining it. Thanks for the suggestion, Xerf!
  • Black Liquor now works, thanks to Argeth. In other news, Argeth has challenged Cryptodynamic’s position as reporter of all pearl-related bugs ever.
  • Practiced Step now displays differently underwater. Thanks Nyther!

Cheers!
Kinak

On a Roll

Monday, August 30th, 2010

Actually made a bunch of updates today… might even make more later. What can I say, not being sick agrees with me :)

  • Now, when you return from a long break, a new reset option (which works like a normal reset except for leaderboard purposes) is opened up. Basically, folks who come back from a break and have no earthly idea what they were doing can reset and work from a clean slate.
  • There’s a new front page banner. Yay! Thanks to Llamaman for the suggestion and to Puyo and Lyz for the implementation.
  • A new TV season has hit Metroplex, sprinkling the shows you know and love with a liberal coating of flavor. Props to Cryptodynamic for suggesting this when I had just gotten off the fence to do it.
  • Corrected an issue with the Chained Ghoul techniques. Thanks, Mag!
  • Skulls in Flame no longer have organs. Good eyes, Llamaman!
  • Also fixed some typos thanks to Amasius, TeKRunneR, Mag, Llamaman, and Cryptodynamic.

Cheers!
Kinak

August’s Unearthly Item – Zalian Defense Tool

Saturday, August 28th, 2010

Zack happened upon another interesting item. This one plays with some essentials, but isn’t too complex.

I’m mostly pleased with it because of some behind the scenes stuff I had to do to make it work, that will (in turn) open up a ton of new options for combat. I think it’ll be pretty fun, though, tying together technique types in a couple interesting new ways.

Had a few questions about this, so just so we’re clear: rotation starts next unearthly item. Zack has a little more information, like the exact list.

Cheers!
Kinak

Unearthly Rotation

Friday, August 27th, 2010

So currently, Zack’s items just pile up, waiting for people to give them good homes. The original plan was to wait for enough to enter the economy, then start rotating them out. But the pile’s getting pretty big so we’re going to go for an interim measure.

Short Version
Zack’s selection of items will begin rotating, with the five most recent items and at least one older item. This will be reflected in what he returns for resets and result in rotating reset rewards.

The Actual Solution
The original plan for when items started moving properly, was to leave the last five items in Zack’s. This will be the backbone of the plan going forward. The most recent five items will appear in Zack’s, regardless of how many find good homes.

So if we implemented this right now, the items in Zack’s would be: the Midgard Player, Extreme Tackle Box, Feathered Cloak, Hungry Ooze, and Elegantly Torn Pants.

Antiques
This does open up a question of the older items that haven’t had enough enter the economy. Those will rotate through Zack’s until enough are bought (about seven times the number of the most popular now, for reference).

So when this system goes in, it would be the five newest items and the Mysterious Puzzle Box. Then when I release the next item it would be the five newest and the Prototype Coat.

Zack and Reset
Zack gives you back all items that you could get from him (and Unearthly Coins). So as items rotate in and out of Zack’s, you will get a different set of items returned from Zack.

What this does give is a nice framework for per-rotation reset contests, which I expect to be pretty cool. More details as I make sure they work, but these will supplement the existing Survivors’ Quest contest.

When will this happen?
Not when the next donation item goes in (hopefully by the end of August), but the next one after that. I wanted to give everyone some time to digest what’s up.

Why now?
Largely because we’re about to hit twelve items in Zack’s store and that weirds me out. It also changes the dynamics of runs, which donating is supposed to, but not to the exclusion of all else. And it’ll probably help move some credits around the economy some, which is a bonus.

And the math says it’ll be a while before items can be permanently retired, so we’d end up doing something like this eventually. Better sooner than later, really.

I have some feedback
Good, I want to hear it. The best place is probably in this forum thread. If you don’t have a forum account, I’ll happily take feedback through ingame messages to Kinak.

Cheers!
Kinak