If two people go to cleanup a custodial mess one after the other there was a TB if the first was successful because the mess gets recycled. This should no longer cause a TB.
Condoms were not autostocking at vending machines because they were at their rarity cap. I've upped this cap to allow additional ones in game. This was not a bug with the machines, they were doing what they were supposed to do. Please don't hoard items like this -- there are several people with like 10 each.
It was possible to plant a shocker 9 chip on an offline player and cause them to take damage. This will no longer happen. We purposefully do not let you damage sleepers without GM approval. This is because it doesn't make sense that the person would not wake up. Please don't abuse this. Ya probably wouldn't like it if it happened to you!
I've extracted hard coded messages on skin watches into props meaning in the future new versions of the watch that extend the current one can customize their messaging better.
I've also made it so that /watch
I've reviewed all the properties on the shared parent of NPCs and PCs and removed a bunch of useless properties and verbs. This caused me to rabbit hole and delete a bunch of old LambdaMOO stuff that we don't use but were still calling like paranoid db, and gaglist and such.
Basically, ripped a bunch of stuff out. Looks like it saved the MOO about 2 megs worth of data, and various low level calls should be faster now that they aren't doing useless things.
There is a small possibility that I missed something in my cleanup and it causes TBs, but I am hoping I didn't miss anything. If something you normally do starts TBing, feel free to submit a bug and I'll look into it.
There was a bug due to a recent change I made to bike crashes, and in investigating I found a few other bugs with crashes. I've resolved these and believe bike crash messaging should be more consistent and correct now. And the original bug of a TB when a crash happened should be resolved. Please @bug any further issues seen with bike/vehicle crashes.
There was an unintended bug that was allowing players to go far above the weekly earnings cap by loading deliveries into large capacity cargo vehicles then delivering them all at once. We've made a change so that this system works in line with other automated earning systems - you will be able to have one delivery that takes you above the cap, but beyond that, you will not be paid for further deliveries (but you still must deliver them once they are taken). There is now in-game messaging that will help guide you through the income cap and delivery requirements while running cargo deliveries.
We also fixed a bug that was allowing multiple players with cargo licenses to share the same vehicle each week, which was not an intended use of the licensing system. The change will run a check to see if a vehicle has been used for deliveries by a player during the current week. If so, it will not allow another licensed player to use the same vehicle for cargo deliveries until the next week. There is in game messaging that will explain this. Players can let other players use their vehicle to deliver cargo (there may be IC consequences for this based on licensing) but multiple players using the same vehicle each week for deliveries is now code blocked.
--Ares
Staff has decided to temporarily pause corporate projects.
This decision was based on staff level discussions and consistent player feedback.
To summarize some of this feedback, there were concerns around:
1. We were not seeing the intended level of in-game engagement with project theft/intrigue.
2. Projects generating very little roleplay (in some cases, zero)
3. Some corporate players feeling like interacting with projects is their entire job function (rather than side hustle in addition to job responsibilities)
4. Disproportionate earnings for players that are soloing the projects
This change is not aimed at any particular player(s) and is based on feedback, discussions, and observations over the past couple years.
Staff intends to continue discussing changes that will address the above concerns and once we're at a place where we feel we have a better system, we will look at re-implementing them to the game.
We welcome player feedback (via note or BGBB) on projects and how we can make them better fulfill their original intent, which was to spread roleplay, intrigue, and provide proportional side-income earnings possibilities to corporate players.
--Ares
There was a bug which allowed you to 'get all from item' or 'get beacon from item' for an item which had a tracking beacon on it. The code would traceback in some cases because you aren't supposed to be able to get items from non containers. In those cases it would be giving meta info that there was actually a tracking beacon on an item, which should only be revealed by using a tracking debugger tool.
In cases where it was a container, you'd be able to just take the bug off the item if you knew it was there. This is also not the intention. Once a bug is planted it can only be deactivated by a debugger tool, it can't be removed. So both these cases are fixed.
All custodial messes now have a set time to live. For most, it's one month. If the issue isn't cleaned up in that time it will disappear.
For things like spilled drinks, it'll be only a day.
For things like bloody messes, it will be a week.
This is an especially good change for bloody messes, as we have 100+ messes, some dating back to 2021. Now we have 4.
Fixed a bug in the 'drink' code, where we were raising a traceback incorrectly. I didn't fix the problem that causes the traceback, and the actual bug was with the error reporting code itself. If it happens again the TB should be the right one and lead us to the actual solution though.