Posts Tagged ‘Al’
Sunday, November 28th, 2010
Added a couple of heavily requested features today and fixed up a pile of bugs.
Features first!
- Touched up the Techniques page. Lots of little changes, but the big one now is being able to delete the Default deck.
- Simple recipes are now remembered between resets.
- Added a ‘lieutenant’ rank within gangs that can modify the gang warfare agendas.
- In a related note, the gang ranks now have clicky definitions like attributes do.
- New resets now include a date when the reset completed and are sortable by time of completion.
And bugs!
- Zack stopped giving out complimentary copies of the Emerald Gift scrapbook when you reset. Thanks for the bug report and the honest, Factitious!
- Sewer Hideout encounters should react properly now if you kill half the guards, then sneak the rest of the way. Thanks Al!
- Location is now properly included in gang warfare messages when you lose control. Thanks for the bug report, Cank!
- Corrected an issue where the game thought all runs were completed on January 1st, 1970. Go Team Unix! Thanks for the bug report, Factitious.
- Hopefully fixed an issue where Techniques based on your hit points weren’t updating midround. Good catch, Llamaman!
And typos!
Thanks to Elliotbay, Cryptodynamic, xKiv, Suuljin, Borkman, and Mag for helping make the game a little more legible for everyone :)
Cheers!
Kinak
Tags: Al, Borkman, Cank, Cryptodynamic, elliotbay, Factitious, Llamaman, Mag, Suuljin, Xkiv
Posted in New Features
Wednesday, November 17th, 2010
Fair number of fixes and tweaks, but nothing that really jumps out and bites me. Maybe you’ll find something that excites you, though.
- There are now warnings in combat when your deck is running down (or out and you’re on your last legs). Also, you can mouseover ‘Techniques’ there and get an exact count. Good suggestion, Llamaman.
- Times in the Gang Log now display a date if you mouseover them. Thanks for the suggestion, Ganymed!
- The Hoop Jump technique is now properly letting you weave closer and further from enemies. Thanks Mag!
- Corrected some issues with the Storm Hawk’s and Masked Owl’s techniques. Good catches, Al!
- There’s now an illuminating error when you try to craft without selecting a recipe. Thanks for the bug report, ne0x.
- Optical needler now counts as a needler. Thanks for helping me keep things tautological, Razunar.
- Using a chain with solely ‘Do Nothing’ now refreshes your hand like entering an empty chain. Thanks Al for pointing this out, although I know you won’t be excited to see this is the fix.
Also special thanks to Vholes Piper, Mag, ne0x, Al, suuljin, Llamaman, xKiv, Cryptodynamic, and Thrillhouse for rounding up some typos. We will see them driven before us!
Cheers!
Kinak
Tags: Al, Cryptodynamic, ganymed, Llamaman, Mag, ne0x, Razunar, Suuljin, thrillhouse, Vholes Piper, Xkiv
Posted in Updates
Saturday, November 6th, 2010
Been messing around with the interface some more and fixing bugs from my previous fiddling.
It occurs to me that I should also announce the new podcast questions thread where new players might see it. So…. there’s a questions thread for our next Podcast on the forums if you have any questions.
On the interface tweaks side:
- Crafting now has the same sort of top bar as the inventory. Thanks for the suggestion, elliotbay!
- All the encounters from Stolen Artistry should include an option to take you back to your character sheet. Credit for convincing me goes to xKiv and RazielSonofKain. Thanks!
- The Housing screen will now be available while you’re absorbed in reading the Black Book. Good call, Mag!
- Your skills list in the Survivors’ Reset board will now be sorted alphabetically if you’re sorting the main view to Unique Skills. Good thought, Amasius.
- Bouncing to random profiles now only shows profiles that have logged in recently.
Also fixed a few bugs:
- Items taken out of your inventory by outfits or suites won’t still be displayed on that pageload. Thanks for the bug report, ganymed!
- Twisted Hounds have been trained to stop eating the “Continue On” options, thanks to ne0x and Joel_Fry.
And where would we be without some typo fixes, this time thanks to Al and Mag.
Cheers!
Kinak
Tags: Al, Amasius, elliotbay, ganymed, Interface, Joel_Fry, Mag, ne0x, razielsonofkain, Xkiv
Posted in Updates
Monday, November 1st, 2010
Halloween has come and gone, but a few new friends are here to stay (in the Happy Hour). Thanks to Glass for getting that thought process moving.
We’ve also got some other updates:
- Old messages are now deleted based on how long it’s been since they were read, not since they were sent. Thanks to Morwen for the suggestion.
- Simple crafting now allows you to use recipes at 0 Energy. Thanks for the bug report, Fashtas!
- Expanded the quest log for the Slags Antidote quest a bit. Thanks Perrers!
- Bait Bluegill should now interact correctly with other baits. Good eyes, Mike_Liviar!
Thanks to Cryptodynamic, Mag, Nyther, Antone, Al, Happy Yeti, GoldS, Metro, and Factitious for typo fixes (Halloween and otherwise).
Apologies if I missed any updates. The last few weeks have been a little hectic :)
Cheers!
Kinak
Tags: Al, Antone, Cryptodynamic, Factitious, Fashtas, Glass, GoldS, Halloween, Happy Hour, Happy Yeti, Mag, Metro, Mike_Liviar, Morwen, Nyther, Perrers
Posted in Updates
Saturday, October 23rd, 2010
Added a couple new tricks to the Tome of Binding. On a totally unrelated note, some of you may have a spooooooky present waiting out there.
Fixed some pretty noticeable bugs:
- Fixed an SQL Injection (read: very bad) security flaw, thanks to Elias. You rule!
- Fixed a bug where earthly runs weren’t being recorded for season resets. Thanks for the bug report, Happy Yeti. And for, you know, not killing me :)
- Corrected some issues with simple recipes. Thanks to Vholes Piper, Al, and DerMagus.
Also corrected some typos thanks to Kranodor, Suuljin, Mag, and Factitious. Go team!
Cheers!
Kinak
Tags: Al, DerMagus, Elias, Factitious, Happy Yeti, Kranodor, Mag, Suuljin, Tome of Binding, Vholes Piper
Posted in Bug Fixes
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
Tags: Al, Argeth, Cryptodynamic, Durgen, Llamaman, Mag, TekRunner
Posted in 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
Tags: Al, Argeth, Durgen, Factitious, GoldS, Llamaman, Mag, TekRunner, Thunderbird, Wyrd, Xerf
Posted in Updates
Thursday, August 26th, 2010
Going through a polishing some things, a mix of bug reports and things I mentioned during yesterday’s podcast.
Here’s the list:
- Chemistry papers work differently and give a somewhat different set of recipes. Thanks for the nudge from TeKRunneR.
- Basically every pearl and pearl-related item in the game works properly thanks to Cryptodynamic, Lord of Pearls and Master of the Depths.
- The Biotech and Student PDAs are now salvageable. Good suggestion, Llamaman.
- Capacitor Arrays are now consumed rather than produced out of the ether when using the Protein Analyzer. Thanks to Plus4 and Cryptodynamic.
- Corrected some weirdness in Dr. Amundsen’s conversations if you dove straight into the Survivors’ Quest. Good catch, TeKRunneR!
- Fixed up some weirdness with shark attacks (being, the attacks they use not when they attack… er, yeah). Thanks for the bug report, Argeth!
- In A Pit is now visually declared as a buff. Thanks, Al.
- And we’ve got an interesting range of typo fixes from Llamaman, Mag, xKiv, and Glass. Thanks!
Cheers!
Kinak
Tags: Al, Argeth, Cryptodynamic, Glass, Llamaman, Mag, Plus4, TekRunner, Xkiv
Posted in Updates
Monday, August 9th, 2010
So, I’m back from the best four days in gaming and caught up on bug reports. Also sick as a dog, which is how this tends to work.
- One of the branches of David’s quest wasn’t completing properly. Thanks for the bug report, xKiv!
- The buffs from Cinematic Dodge had been broken for a while but should be working now. Good eyes, TeKRunner!
- The Cured Shark Hide is craftable. Good catch, Sir Cheddar!
- Burning Ectoplasm actually does damage like it’s supposed to. Thanks Cryptodynamic!
- On a totally unrelated note, you can no longer take negative damage from things like Burning Ectoplasm. Thanks Llamaman!
- Fixed some quirks resting in the lake. Thanks for the bug reports, Vholes and Der Magus!
Also, thanks to Mag, Argeth, Llamaman, Vholes Piper, Cryptodynamic, Nyther, Amasius, Happy Yeti, TeKRunner, borkman, and Al for help sorting out some Survivors’ typos. So… many… typos.
Cheers!
Kinak
Tags: Al, Amasius, Argeth, Borkman, Cryptodynamic, Der Magus, Happy Yeti, Llamaman, Mag, Nyther, Sir Cheddar, TekRunner, Vholes Piper, Xkiv
Posted in Bug Fixes
Wednesday, July 28th, 2010
There are a few updates I’d like to mention that are visible now. The main one is that there’s a new Melee Technique filling Kidney Punch’s old role and Kidney Punch now does something fairly different.
- Kidney Punch has been replaced by a new Technique better representing the teacher’s desire for fair play (and melee attacks). Kidney Punch now works differently and is learned separately.
- Higher number keys now work properly in Net Combat. Good catch Valliant.
- Corrected a bug where the last energy of lines and lures didn’t effect fishing. Good eyes, Argeth, good eyes.
- Living Sludge Hearts cap at 999/day. If you want more petrol than that… I have no idea what to suggest. Thanks to Sir Cheddar for pointing out this error.
- On a heart related note, the Industrial heart is craftable again. Thanks Al!
- Also thanks to Llamaman, Xerf, Mag, Vholes Piper, and Glass for uncovering some typos lurking in old content so we can build a strong grammatical base moving forward.
Tic toc.
Cheers!
Kinak
Tags: Al, Argeth, Glass, Llamaman, Mag, Sir Cheddar, Vallian, Vholes Piper, Xerf
Posted in Updates