Posts Tagged ‘JTN2002’

Catching Up

Wednesday, January 20th, 2010

For those of you who don’t check the forums, I’m been out with the mother of all cold/flu badness for the last week or so. I should be caught up on all the bug reports and messages now. If there’s anything I missed, feel free to re-hassle me.

  • Losing processor in net combat shouldn’t confuse Javascript quite as much. Thanks for the testing, JTN2002!
  • Contacts should now be highlighted more consistently in the top pane. Thanks for the bug report, Plus4.
  • Defending Techniques special abilities should be triggering consistently. Good catch, TeKRunneR.
  • Corrected some items from the Survivors’ Quest that were dropping early. Thanks Mag and Jenkins!
  • Little Eddie’s training tickets shouldn’t sap energy when you’re beaten up anymore. Thanks for the bug report, Plus4.
  • Some chitinous items have new art. Thanks for the suggestion, Vholes, although it’s been a while coming.
  • And a heaping helping of typo fixes to top it off from Steaming, Vholes Piper, Stark, Polygon, Al, Dennis, Valera, Wyrd, and Mag.

Cheers!
Kinak

Week’s Updates

Thursday, October 22nd, 2009

Lots of updates this week. I’ve been puttering around fixing stuff and haven’t gone back to actually post the list, so I apologize if I missed anything.

  • Made some sneaky improvements to the riot quest. Good suggestions, Llamaman and Plus4.
  • Lo should now respond to Dr. Amundsen’s death properly. Good catch, Soulmech.
  • Hitting Enter will search the Mall properly now in Internet Explorer. Thanks for the bug report, Polygon.
  • The Ghost Ship should now show up in Completed Quests. Good call, Llamaman.
  • Fixed some weirdness with Mikhail acting as questgiver if you let Lo die. Good catches, Happy Yeti and Factitious.
  • Targeting a hacking defense twice won’t make the targeting arrow go away anymore. Thanks Wyrd!
  • Entering hacking from an encounter will now work properly if you only have 1 energy left. Good eyes, Happy Yeti.
  • Corrected an issue with Time Bomb not entirely destroying defenses. Thanks JTN2002!
  • I broke Kingly Favor and Ghoultouched with code for the new donation item. Thanks to xKiv, Bonbon, and Borkman for helping me track these down.
  • Also corrected a whole load of typos thanks to Mag, plus4, Wyrd, PaidPiedPiperPal, Blarghgh, Jick, and Thrillhouse.

Also, bats.

Cheers!
Kinak

Hacking Updates

Thursday, September 3rd, 2009

A few updates, almost all hacking related. Because that is how I roll, apparently.

  • One of the ways hacked sites leave the system wasn’t implemented. It should be working now.
  • When fighting multiple defenders in hacking, one being destroyed should now show an appropriate void. Thanks to Starwed, Mag, and Nyther for the bug reports!
  • Sands of Time got a buff so it can now defeat the Firewall tool. Thanks Rykar, for getting me on this train of thought.
  • In a strangely non-hacking update, hopefully fixed a long standing issue where techniques that care what your opponent is doing didn’t care if your opponent was dead. If that didn’t make sense, just ignore it :) Thanks JTN2001!
  • And thanks to Nyther, Thrillhouse, and particularly Mag for some typo fixes.

Cheers!
Kinak

Post GenCon Wrap-Up

Wednesday, August 19th, 2009

So, between my long weekend and the beginning of this week I fixed a ton of bugs and typos. I apologize in advance if I miss something in the list, but it’s the most thorough accounting I have.

  • Fixed a bunch of early bugs within hacking. Thank you Rykar, Thrillhouse, Zelandoni, Nyther, Jick, Man Mobile, Blarghgh, and NX_Phoenix.
  • Folks shouldn’t be getting blank spaces in hacking tools anymore. Thanks to Mag and Man Mobile for reporting this one.
  • The special decompilers should work. Thank you RazielSonOfKain.
  • You can no longer get stuck on the second floor of the Slags tower. Thanks for the bug report, Llamaman.
  • Switching for a lower processor computer shouldn’t confuse the installation requirements screen anymore. Good catch, Harrakan!
  • The A student no longer decides he needs more Eclipse every time you talk about art. Thanks llamaman!
  • Made another stab at fixing Petrol Splash. Thanks Valera and JTN2002 for the testing!
  • Added some new dialogue options for Lo. Good call Serenity.
  • Dual Armored Vest is now function, thanks to RazielSonOfKain.
  • Fixed the grammar for equipping and unequipping items that start with ‘the.’ Thanks Shademaster00 and Rykar.
  • Added Data and Programs to the mall. Thanks Rykar!
  • Thanks to Cryptodynamic for doublechecking I’m not giving you those trashy drone hounds when you’re supposed to get lean, mean twisted hounds :)
  • Your X-Ray vision, although potent, no longer allows you to see Professor Evans through his door. Thanks Wyrd!
  • As it turns out, vats of acid are not filled with little dolls and dried fish are not made out of tarnished coins. Who knew? Besides Shademaster00 and Cryptodynamic, that is?
  • Also fixed a load of typos courtesy of Artie Effham, Edwahd, Sir Cheddar, Rykar, Thrillhouse, jetalynn, dfmchfhf, Mag, Zelandoni, Man Mobile, Jick, Wyrd, Borkman, and RazielSonOfKain. Thanks everyone!

Cheers!
Kinak

Putting More “War” in Gang Warfare

Friday, June 12th, 2009

Put in a fairly significant Gang Warfare update today, which I’ll try to explain below. Short version is that defending in Gang Warfare now involves actual fighting and less staring at non-combats.

How It Worked
Once you beat down the previous defenders in an area, you’d gain control through non-combats (which prepare fights for future challengers). Then, after a while, it stops queueing fights and you just get the delicious, delicious benefits.

The Change
Now, when someone is challenging control of your area by defeating your defenders, you need to actually beat them back down instead of just having another non-combat to repair the damage. Assuming you’re successful, you repair the damage just like the old non-combat would.

These new sort of queued fights also can transition over into Control when you take out the old controllers, so you might be able to skip the “gaining control” non-combats entirely.

Why
So defenders in Gang Warfare get to actually fight people rather than hitting a bunch of non-combats. And so that there’s a little more symmetry between attacking and defending. Previously, there was nothing an attacker could do that the defenders couldn’t undo with a non-combat, where now, both sides win or lose in actual PvP.

Other updates for today:

  • There were some SQL connection errors which have apparently been resolved by our hosts, but if you run into any more of those, give me a holler. Thanks to Thrillhouse and JTN2002 for reporting these.
  • Resolved the PHP errors related to last night’s account preferences rollout. Thanks to Borkman, Lord Finisher, and Hastur the Unspeakable for isolating these.
  • Recipes that you cannot complete due to missing components will now have their radio buttons greyed out. Good suggestion, Al and xKiv!
  • And also thanks to Jick and Pyren for taking care of some typos for us.

Cheers!
Kinak