Archive for the ‘Metroplexity’ Category

Season’s Greetings!

Monday, December 15th, 2008

It’s holiday time. Snow and sleighbells and all that. I have dropped in a bit of holiday content if you’d like to play around with it.

  • Metroplex University is having its annual Abominable Snowman competition, assuming you’ve cleared out the rioters. It’s been going on for a while, but this is the first year since Eclipse started circling around campus.
  • Some thoughtful folks are handing out Christmas Trees in Southside park. And, after all, how do you get presents without a tree?

Oh, and participants in the former might just find something extra special under their tree.

Cheers!
Kinak

Electronics is in!

Sunday, December 14th, 2008

So, there’s finally something more to do with your electrical kits than electrocute gangers. The bare bones of Electronics is in, there are a few notable things missing which I’ll get to in a bit.

Here’s how it works:

  • Get some electrical components. These drop (primarily from Drones) when you have your electrical kit equipped.
  • Learn something about electronics. If all else fails, there are always books… where you’d expect to find books.
  • Go to the crafting screen from your inventory or click over from chemistry if you’re already into that.
  • The ‘recipes’ up top are circuits. This works totally differently from chemistry. Circuits won’t generally be learned from experimentation, more from books or other knowledge.
  • Down at the bottom you can upgrade devices using the circuits you’ve created.

Here’s what’s missing:

  • Computer stuff. As we don’t have hacking in yet, Electronics will grow in leaps and bounds once we get it in.
  • Cybernetics stuff. Same with hacking. You’ll see a lot more of this once we have cyberwear.

So, keep in mind Electronics is a growth industry. As of now, there are thirteen items that can be created through upgrades and some of the circuits are useful on their own.

Cheers!
Kinak

Inventory Shakeup

Saturday, December 13th, 2008

To improve loading times and organization (as well as make space for a crafting link) I’ve split up the Inventory page into three pages. Seems to be working okay but, as always, report if you have any problems.

Cheers!
Kinak

Area of Effect Techniques

Thursday, December 11th, 2008

Area of Effect Techniques are officially in now. For the moment there’s only one, hiding among the Chemistry content with the Slags rollout.

Sometime soon, the current Rain of Bullets will be renamed Indirect Fire and a shiny new Rain of Bullets (with more rainy art) will be introduced that does Area of Effect damage.

Also, there are two new encounters. One is a new resident of the Sewers, a scout from strange and far-off places. The other is a chance to hone your Chess skills on an opponent more challenging than the bum.

Cheers!
Kinak

Slags Quest In!

Wednesday, December 10th, 2008


The Slags quest is in! Along with it, we’ve got a bunch of new content. A quick overview.

  • Two new maps including a whole bunch (four or more depending on how I felt like counting) new adventure areas.
  • A whole bunch of new enemies and items. A few new Techniques and two new Skills as well.
  • Crafting is a step towards being fully realized. There is a side quest unlocking Chemistry experimentation. Also a ton of Crafting love in general, more than quadrupling the available recipes.
  • Housing now has a place on the header bar when you’re near your residence. Rest has also been moved to the left so it’ll be a bit more prominent.

Of course, with this much content, there will invariably be some bugs and balance issues. Report those up to me so we can get them sorted out!

Cheers!
Kinak

Increased XP

Monday, December 8th, 2008

XP gain for fighting more powerful enemies has been increased. Roughly speaking, instead of the current enemies being on a 1-3 scale, they are now on a 1-5 scale.

Quick status update: The Slags quest is coming along nicely. Two more areas to complete and some additional crafting implementation.

Cheers!
Kinak

Kingly Updates

Thursday, December 4th, 2008

Some small bug fixes.

  • The Ghoul King script will no longer error out when you kill him with Myers Sampler equipped. Thanks Rexque.
  • The Squatter King will now correctly take your crate of medicines when offered. He also has a small reward available for those who turn their crate in too late for him to help. Thanks again Rexque.
  • The Castor Capsule is working as intended finally. To fit the theme, the kings can use this to stay slim and trim.

Cheers!
Kinak

Today’s Updates

Wednesday, December 3rd, 2008

A few small updates today, but important enough to be worth noting.

  • The Dock Song quest should now be completable for the fishy side. Thanks Durgen for the bug report.
  • The Twisted Hounds now have better Risk vs. Reward. Which is to say, they’re not any easier but you get more XP and potentially interesting new item drops from them. You can thank Szodrin for this one.
  • Mikhail should now direct you to the Slags properly if everyone else is dead. The Slags quest still isn’t implemented, but this should get you to the right spot with everyone else.

Cheers!
Kinak

Update Chain

Tuesday, December 2nd, 2008

Lots of little updates today, mostly requested by the Beta Testers. Yay! Go Beta Testers!

Here’s what we’ve got:

  • There is a ‘Continue On’ link in the Rest page now. You always could do this, it just wasn’t very obvious. Thanks to IPwnN00bs and Puyo for this one.
  • Body and Hunger now accumulate as Energy does (up to 4 days’ worth). Thanks for the suggestion Szodrin.
  • There are now far more detailed descriptions of the Techniques. This one is thanks to Durgen.
  • On a related note, you can now see Technique descriptions in battle by double-clicking the Technique.
  • Third Eye Drunks are no longer super powered compared to the rest of the Third Eye. Thanks again to Durgen for pointing this out.
  • ‘Multi’ links are now hidden when you only have one of a given item.
  • Lo will now respond correctly if Dr. Amundsen is killed.

And that’s it. Thanks for everyone’s help! I’ve also been hard at work on the Slags, so look forward to that.

Cheers!
Kinak

Difficulty Tweaks

Thursday, November 27th, 2008

There have been some problems with enemies being too difficult. They’ve been reduced across the board along with a few specific tweaks.

In general, you’ll see enemy attacks doing about one less damage on average. This should actually help more than it sounds like. But, if need be, the nerf bat can ring to the heavens.

Some specific tweaks:

  • Two early items (Smelly Old Pants and Old Jacket) have had melee defense added to them.
  • Gang Enforcers in the Sewer Hideout have had their attacks watered down a bit.
  • Made a few other minor tweaks to that area, introducing more variety to the encounters.

Cheers!
Kinak