Posts Tagged ‘New Features’
Sunday, July 31st, 2011
Cybernetics is in. And it’s out a good month before I expected I’d be able to get everything pieced together, so I’m really happy with that.
Just so everyone’s on the same page:
Cybernetic enhancements are commercially available in Oldtown, where the next step of the main quest line will take place.
However, with the right choices you can get access to a cyberclinic early and there a few places you might pick up some cyberware. These early, sneaky things are what went in today. Mainstream cyberware will come in with Oldtown.
Cheers!
Kinak
Tags: cybernetics, New Features
Posted in New Features
Wednesday, June 30th, 2010
First off, we have some basic key commands working now. A special thanks on this one to Al and Man Mobile, who helped with the coding.
- In encounters, hit the number of the choice you want. So 1 is the first listed choice and so on. Pretty straight forward.
- In combat, hit the number of the technique you want (1 on the left and 5 on the right). You can change targets by hitting shift and the appropriate number. ` clears your chain, enter strikes, and backspace runs away.
- Hacking works about the same way as appropriate.
- There are probably a few screens it doesn’t work in yet, but I think I got the major ones.
We also have some bug fixes:
- Corrected some issues with Dr. Mira being strangely nice to people who tried to kill her, which sort of makes sense combined with the issue where she wasn’t dying. Thanks for both, Llamaman!
- Petrol Splash should be stunning your enemies instead of PHP. Thanks for the bug report, Batou!
- You should no longer encounter hands after you kill the shaman. If this doesn’t make sense, don’t worry about it, just thank Al.
- Also, we have some typo fixes thanks to Mag, Llamaman, and Argeth. Thanks!
Cheers!
Kinak
Tags: Al, Argeth, Batou, Llamaman, Mag, Man Mobile, New Features
Posted in New Features
Saturday, August 22nd, 2009
Outfits are in and they’re really, really simple.
In your equipment pane under Inventory, you can save outfits by entering the name and hitting “Save.” From then on, you can change to that outfit by selecting it from the dropdown and clicking “Change.”
Also a few other updates:
- Rapid Testing should be working properly now. Thanks to Juntao, Wyrd, and Mag.
- The link back from donating should be working again. Thanks Briguile!
- Gleaming Barrier should be displaying when it blocks your attacks. Good find, Valera!
- And thanks to Mag and Borkman for some typo hunting :)
Cheers!
Kinak
Tags: Borkman, Briguile, Inventory, Juntao, Mag, New Features, Outfits, Valera, Wyrd
Posted in New Features
Saturday, June 13th, 2009
Gang chat is in! It doesn’t really have bells or whistles at the moment, but we’ll burn those bridges when we come to them.
The gang warfare messages will get reworked to fit in a little better with today’s changes (both the Gang Warfare change and this). But for now, they’ll be their old selves.
As a side note, I don’t intend to interfere with gang internal politics, which includes moderating your chat.
Thanks to Mag and Lord Finisher for errors that occurred while chat was rolling out.
Cheers!
Kinak
Tags: Chat, Gangs, Lord Finisher, Mag, New Features
Posted in New Features
Friday, June 12th, 2009
Account preferences are in!
They can be accessed at the bottom of your character sheet (click your name in the left pane).
Three things can be modified in there currently:
- Whether the combat hints (the question marks) are displayed.
- The default sizes of the frames can be changed permanently.
- You can set it to display your top level location (Southside Park, The Docks, etc.) in the left pane along with your current adventuring area.
And, possibly most importantly, this means there’s a convenient place to store some other stuff. Which crafting screen you were using will now be stored across sessions, as will which logs you were looking at in the gang logs.
Cheers!
Kinak
Tags: New Features
Posted in New Features
Saturday, June 6th, 2009
The big update today is a revamp of how enemies are treated, both NPC enemies and other players in gang warfare. Basically, the game now keeps track of various special traits about each enemy, such as whether they’re a drone and whether they’re wearing a gas mask.
This nerfs some Techniques and buffs others, but is mostly there so things make more sense. No longer will Helicopter Drones have coughing fits!
This was a long standing request, so lots of folks have asked for it. Give yourselves a pat on the back :)
Other Changes:
- Internet Explorer users should be able to search in the Mall properly now across the board. Thanks to Happy Yeti for reporting this!
- You can now talk to your old friend Mikhail if you do to the Deli without reading his note, if you so desire. Good sugestion, Argeth.
- You can now talk to Dr. Amundsen about encryption even after you’ve freed Hel, although the text here will change with the Survivor’s quest. Good catch, Happy Yeti.
- Fixed a weird crafting error at zero Energy. Thanks, Mag.
- Also thanks to LlamaMan, Caradal, and Man Mobile for some typo catching :)
Cheers!
Kinak
Tags: Caradal, Combat, Durgen, Happy Yeti, Llamaman, Mag, Man Mobile, MoreUmlaut, New Features, Twitch, Vholes Piper
Posted in New Features
Thursday, June 4th, 2009
There’s been a lot of feedback about how the Gang Log could provide better information since it’s inception. I went ahead and implemented a bunch of them today. Thanks to Man Mobile, Jick, The Kitchen Sink, PaidPiedPiperPal, and everyone else for their feedback.
- The logs are now filterable. This isn’t 100% yet, because posts older than about noon today aren’t categorized (they’ll all appear under Gang Warfare).
- Donations to the Gang Stash are now visible in the log. This, coincidently, is why the ‘Stash’ isn’t checked by default in the filter, it’ll probably get spammy.
- The logs are now kept for 72 rather than 24 hours.
- For now it’ll remember the chosen filter for the length of your session, but it’ll probably store it permanently once I get account options in.
- Buying hideout upgrades and unlocking hideout upgrades are now both visible in the log.
Some other updates:
- Hawk will no longer offer to set your dead friends free. He’s not a great guy, but he’s not that mean. Thanks Man Mobile and PaidPiedPiperPal for helping me sort out what was going on here.
- Similarly, the watch-coveting Third Eye won’t talk about going to guard a dead Dr. Amundsen anymore. Good catch, RazielSonOfKain.
- The repeated function errors last night are resolved. Thanks thrillhouse!
- The ‘Rest Here’ link in the Hideout page will now always rest in the Hideout, even if it has to take you out of your current area. It will warn you first and only take you out if needed (Ghost Ship and Below the Charnel House, specifically). Good suggestion, The Kitchen Sink.
Cheers!
Kinak
Tags: Bug Fixes, Gang Warfare, Jick, Man Mobile, New Features, razielsonofkain, The Kitchen Sink, thrillhouse, Vholes Piper
Posted in New Features
Wednesday, June 3rd, 2009
Okay, the donations page is in along with new face at Mikhail’s to help describe the process and reward a bit.
For the moment, only the basic reward (the Mr. A, if you will, the currency that is both neat on its own and can be used to buy future rewards) is in. I want to make sure the donation system is working properly before I start layering more stuff on top.
The link between us and Paypal isn’t tested out 100%, so there might be some weirdness there. Rest assured that if you donate, you’ll get your present quickly and you’ll be helping debug any problems there may be. In theory, it should be automatic as soon as your donation clears Paypal. Which is pretty cool.
Edit: The automatic processing seems to be working properly. Huzzah!
Cheers!
Kinak
P.S.: As with many things in Metroplex, the reward is a bit more than meets the eye. Zack has some hints.
Tags: Donations, New Features
Posted in New Features
Monday, May 25th, 2009
Hello everyone!
Shiny new feature today. The Mall is in!
Now, it won’t sneak up and punch you in the kidneys, you’ll have to track it down, but I don’t think it’ll be terribly hard. The rest of the Net is sparse for now, but if you’re wondering why the unlock is a little weird, it all ties together.
With the Mall being what it is, please hammer at it and see if you can make anything break off. If there are going to be infinite money/item/whatever bugs, this is a piece of code that’d introduce them.
Quick Edit: If you reset, your existing orders will still be posted, but the resulting items/credits will be put in storage with the rest of the stuff from your old life.
Thanks everyone, I appreciate the help :) And now I can get back to handling my backlog of requests and bug reports!
Cheers!
Kinak
Tags: Mall, Net, New Features, OmniMall
Posted in New Features
Monday, May 25th, 2009
Okay, the great message cleanup has begun.
As a side note, this isn’t really to cut down on server space or speed up the database or anything (although it certainly couldn’t hurt). It’s actually because I’ve been testing the Mall code thoroughly and I know I would want it the moment the mall code rolled out.
Cheers!
Kinak
Tags: Mail, New Features
Posted in New Features