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[May '25] Improvements & Bug Fixes
Rolling list of improvements from May 2025

MAY GOALS

This month I'm going to be focusing on armor. This will include a full review of all armor we have, the armor values, how armor is calculated when reducing damage, the price of armor, availability of armor, how players evaluate armor ICly, and more. Please expect some fairly large changes over the course of the month, if my time allows. I will do my best to make sure these changes do not cause bugs, or negatively impact anyone's wallet. I don't expect the cost of armor to be changing a huge amount, however I do expect the amount of damage it reduces for different damage types to change. This will be communicated OOCly, and the information will be more readily available ICly as changes are made.

ARMOR PARENTAGE, PRICE AND NAMING ADJUSTMENTS

It's been a long time since we took a full pass on the armor we have available. In the interim, new armors have been added, some balanced, some not. A bunch of new items were created under the 'armored' parent that had no actual armor values, because someone used the wrong parent at one time or another. I've already taken steps to prevent this by updating the names of our armored generics to be very clear they are armored, instead of being 'Generic Trenchcoat' they are now 'Generic Armor Level 1 Trenchcoat' (think Du-Wear Duster, and Nexus Tri-Layer).

I've now gone through a huge number of 'new' items and either reparented them to the proper generic, or moved them under one of the existing parents.

This mostly impacted:

- the armored unbranded versions of leather trenchcoat, leather skirt, faded jeans miniskirt (no idea why this was created as armored! it's a fucking mini-skirt, but… people have it, so I'm not going to strip the armor off it now), leather vest, pair of straight leg jeans.

Prices may have shifted slightly (usually downward) and the armor will have shifted slightly (probably not noticeable, but upwards slightly in most cases).

Other changes:

- Garb armor which hasn't been IC in over 10 years has been completely removed and recycled

- U.N. Hardvac Marine armor is now a reskinned Xo5 (it already had the same armor values, now it is a child, so if we change Xo5 it will change this)

- salvaged milspec armor is now a reskinned Xo3 (it already had the same armor values, now it is a child, so if we change xo3, it will change this)

- Two unfinished helmets were recycled as there were none in game

- salvaged Red Sun's battle helmet is now a reskinned xo3 helmet

- Faraday Collar which was under the wrong parent, and not armored, is now not int he armored section

- Deathball Jersey's which were created under the armored parent but had no armor, are now just generic clothing like they should be

- Ballistech ToughShades have a slightly adjusted price (cheaper IIRC)

BALLISTECH SHADES NOW ON SALE

These were in game and have been for decades but only 4 of them. They are now on sale at a store so more will make it into game.

VENDING MACHINE DISPLAY

Updated vending machine displays on some machines to show much more of the name, for long named items.

OLD WJF ARMOR & A FEW OTHER UNUSED MISC ITEMS REMOVED

We kept the old WJF armor, tac-comps, helmets, when we remade them a decade ago. Some of these made their way into the game on NPCs, likely due to someone creating the wrong object. I've removed all of these from game, and recycled the entire armor set so we don't encounter that again.

I also removed a few other half finished items from the game (recycled) to clean up the armored objects we have, so that it's easier to reason about what armor we have, how it's being used etc.

ARMOR BENCHMARKING TOOLS (ADMIN ONLY)

I've created a suite of tools to let us examine the armor values of common armor sets (thanks to the players that helped us put these together). This suite of tools has let me generate a bunch of information in various forms that we can spreadsheet about and gather insights on what is over/under priced, over/under armored, etc.

This suite of tools will also let us evaluate any changes we've made to armor now and in the future, more easily. I plan to add to it as needed.

SUPPORT GM REMINDER AT 13 MONTHS

We have a new reminder that encourages anyone who hasn't already, to apply to be an SGM when they hit 13 months. Technically we allow people to join at 12 months but there are already a bunch of reminders at 12 months so I spread it out.

DISPATCHER & REQUESTING BACKUP FIXED

There was a bug, I don't know what caused it because it didn't used to happen, but if a ganger requested backup, when the backup arrived that backup would request backup, and that would trigger a whole sequence of backup requests.

I've put a circuit breaker in that should prevent this from happening, thus limiting the blast radius and lag from gang wars, as they will involve the original attacker and victim, anyone in the room, and anyone who shows up as backup, but not a cascade of more and more people.

There are still other bugs, such as multiple people in a room requesting backup, but I'll figure those out in the future. For now this should still limit the issue to a much smaller scope.

UNSILENCE ALL // NLM TV

There was a bug in the unsilence all code for NLM production. It was TBing due to a missing return statement. Fixed.

LAPSED PLAYER (5 YEARS OR MORE SINCE LAST CONNECT) CLEANUP

We have 114 lapsed players that have not connected in 5 years or more that are either in the $void, or otherwise excluded from the $reaper. I have written some code that we can run every 6 months or so that will scan the inventory of these players, and recycle any items on them that are not photos, wallets, letters, custom clothing, and other personal type items.

The code leaves an admin note on the player object with what was taken and recycled, and the value of that item. That way if someone does return at some point we can reimburse or replace the gear.

Rarity doesn't apply to people in the void, but it does apply to people in coffins. So does bloat.

I ran this tonight, reviewing each inventory and the items that would be recycled. There were over 500 items that were part of this recycling, some of them were items that were over rarity that are now no longer over rarity, and the game world is 500 objects lighter. We'll be making the running of this command a regular part of our MOO Cleanup Days.

AUTOPRUNER FIXED

There was a tb in the autopruner since March 27th when I introduced the fighter boards. I've fixed the object causing the tb and added better error handling and alerting on the pruner so we become aware of these faster if they happen. Thanks to Bubbles who pointed out the pruner was coming in low recently.

ADMIN CODE LOG MOVED TO SQL

I've moved the admin code log to SQL which should save us 100-150k in memory, and let us keep the data longer, and search on it better if needed.

INSPECTING WEAPON TO SEE DAMAGE TYPES -> MUST BE ON PLAYER

You can only see the kind of damage types a weapon will do if you have the weapon on you. It won't show if it's being held by someone else, or it's on the ground.

TOUGHSHADES ARE NOW DU-WEAR TOUGHSHADES

Like the title says, ToughShades are now Du-Wear Toughshades.

%COLOR LEATHER CATSUIT IS NOW %COLOR NEXUS SYNTH-LEATHER CASUIT

Renamed, and now under the neXus brand.

INSPECT WEAPON FOR DAMAGE TYPE UPDATED

For some weapons that inherit attacksets from their parent (wakizashi for example) the inspect was not working as intended. I have fixed this. If you had a weapon that was showing 'you are unable to determine…' you should try again.

GENERIC HOODIE & GENERIC LAB COAT

These had a very very small amount of armor that they shouldn't have had as they were not children of $armor. That armor has been removed.

LEVEL 1 ARMOR BALANCING UPDATE

I have done a full pass on all level 1 armor (Du-Wear, EcoGear, neXus, SHI Helmet). These are now distinct in what they protect from. Once I introduce code to allow inspecting armor to see what it protects from (probably gated behind munitions as has been suggested) it will become more apparent what these are useful for.

The way armor is currently, is a reduction using the calculation: damage = damage - (random(armor score for a hit location for that damage type)).

So for instance if you have 10 armor covering a hit location for BLUNT damage, and you take 30 points of blunt damage the equation would be:

damage = 30 - (random(10))

Which could be any value from 0-10.

I don't think the changes I've made to armor level 1 will have a visible impact right away. The other change I have planned will need to be implemented first (scaling damage reduction with less reliance on RNG).

All that being said, your level 1 armor may now be more, or less effective, depending on the damage type.

(Edited by Slither at 11:39 am on 5/5/2025)

ARMOR SURVEY -> MUNITIONS

Armor now defines a 'survey' command used like this: 'survey item'.

If you have the munitions skill, you can survey armor (you can try without but will surely fail) and it will give you some new information. The information available is dependent on two things:

Total Munitions Skill
This will determine what damage types you can detect on armor. There are actually a bunch of damage types. I've stacked this so the most commonly used damage types are at the lower end of the skill needed.

Munitions Skill Roll
For each damage type, there will be a roll to see if you can determine how well the piece of armor protects against the damage type. If you fail the roll, you'll see that it protects against the damage TO SOME DEGREE but not how well/poorly.

A few examples of how this looks when you CAN see the protection:

Your examination reveals that the (redacted) provides minor protection against blunt damage.
Your examination reveals that the (redacted) provides imperceptible protection against edged damage.
Your examination reveals that the (redacted) provides no protection against piercing damage.

A few examples of how this looks when you CAN NOT see the protection:

Your examination reveals that the test helmet provides protection against normal damage, but you fail to determine how much.
Your examination reveals that the test helmet provides protection against Blunt damage, but you fail to determine how much.
Your examination reveals that the test helmet provides protection against edged damage, but you fail to determine how much.

Warning: This is ONLY available for Tier 1 Armor currently (Du-Wear, NeXus, Some EcoGear, SHI Helmets). I have blocked it for all other armor, because those armor values are going to be changing over the next days and weeks and I don't want wrong data getting out and into peoples heads. For now, I'll open this up to each new level after I finish balancing that level.

(Edited by Slither at 2:05 pm on 5/5/2025)

SURVEY FIX

Fixed the bug where unskilled people would get stuck doing something, so survey should work as expected now and not block you doing other things.

CLEARED MOVEMENT HISTORY ON GENERICS

Generics don't need a movement history. I've cleared these for generics, saving us 56k on disk.

Edit: Expanded this to all $thing Generics, and saved another 150k, bringing the total up to ~200k.

(Edited by Slither at 11:46 am on 5/6/2025)

CLEARED THE .VALUE PROP ON 500 OBJECTS

There were 500 objects (after I pruned a bunch of object types out) that had a value directly defined on them instead of using their parent objects .value. This takes up extra space in the DB and leads to confusion when the parent's value is changed, and the child is not. For example, if a WCS Jumpsuit parent is set to 1000c, but it has children and 4 out of 10 of those children have their own .value set to 2000c, then they do not inherit the parents .value, this means they stay at 2000c when the builder assumes it will be 1000c.

ARMOR LEVEL 2 BALANCING

I have done my balancing pass on Armor Level 2 (Protek, WAI CR/PR/IR Jumpsuits). This level of armor is now open to be used with the survey command.

A quick overview of the way things are for Level 1 & 2 without too much IC info.

Level 1 Armor Product Lines (Nexus, Du-Wear) primarily protect against a single damage type (either edged, or blunt). Each piece of armor provides a set amount of protection against that damage type. It provides a small amount of protection against a few other damage types as well.

Great entry level armor, ability to mix and match, low price point, still provides good protection for specific damage types especially if you wear items from the same set/brand.

EcoGear is intended to protect against the elements, and damage types that you don't typically get from weapons (acid, heat, fire). It does not provide much protection against physical attacks. This is mostly useful for… the future, when more damage types are done by the environment. It's probably useful out in the badlands, but this isn't really gear for a ganger. A corpie might wear this to look sporty.

Level 2 Armor protects the same amount as Level 1 armor, but it provides that protection for both edged and blunt damage, it also introduces protection for piercing damage but not to the same degree as edged and blunt.

The benefit of this armor level is that you get protection against multiple damage types and you start to see piercing protection (guns primarily do piercing damage). It has a higher price point, but it can still be mix and matched with Level 1 armor (or Level 3 armor) for added protection.

My hope is that this balancing, and opening up players to see what armor protects against what as an IC mechinism, will leave fewer people feeling like they HAVE to have Protek, especially in the early/mid-game. If you are, for instance, a ganger, primarily fighting a gang that uses a bat, and you can determine that that weapon mostly does blunt damage, then you can grab the Level 1 armor that protects best against blunt damage and you don't NEED protek because it would not actually be protecting you more. In fact, wearing a set of Level 1 armor may make you less of a target, your regearing costs will be lower, and you'll still get good protection.

Protek will remain the CorpSec staple, providing good protection, but not nearly the level of Level 3 & 4 armor, which I have not yet balanced. More to come.

WAI CR/PR/IR JUMPSUITS

I've maintained the way these work. They have the base armor Level 2 protection, but then each jumpsuit, based on the type, gets a bonus to either piercing, edged, or blunt damage protection, depending on the specialty of the jumpsuit.

This keeps them relevant, and they work essentially the same as before, but with some tweaked armor protection numbers to make them aligned with the rest of Armor Level 2.

(Edited by Slither at 1:23 pm on 5/6/2025)

LEVEL 3 ARMOR BALANCING

This armor (WAI Defense, WJF, Xo3, Hazmat/Bio suits) has been reviewed, balanced, and can now be survey'd using the survey command.

This armor level is where piercing protection really starts to come into play. It provides a step up in protection from edged and blunt damage, but much more piercing protection (piercing is what many of the best attacks across many popular weapons use).

This is also the armor level where WJF armor comes in, and that armor is slightly better than anything else on the market (at this armor level), as befits the jakes.

Hazmat and Biohazard suits provide a bit of physical damage protection (less than level 1 armor) but a LOT of environmental damage protection.

The all around protection of they physical armor at this level is good, and the trade offs are less from a stat effects perspective than Level 4.

After I'm done balancing everything protection wise, I'll be looking at the temp effects applied by the armor to reduce stats to make sure those are balanced.

(Edited by Slither at 1:59 pm on 5/6/2025)

LEVEL 4 ARMOR BALANCING

I've done a pass on Level 4 Armor (Xo5). The values have been adjusted somewhat. I've enabled surveying this level of armor as well as helmets/disguising armor. So all armor is now available to be surveyed. There were no major changes to Xo5. Though I did reduce the protection a small bit on some items to bring them in line with the new armor progression from Level 1 -> 4.

Xo5 is an all around excellent armor, and it's bodysuit can be valuable on its own as a base layer for Level 1->3 armors as well. It is a step above the WAI D-fence bodysuit in terms of physical protection, and a step below a biohazard suit in terms of environmental protection from damage.

(Edited by Slither at 7:58 am on 5/7/2025)

(Edited by Slither at 10:58 am on 5/7/2025)

EMAIL SENDING FROM WEBSITE & MOO

I had to make some changes to the way we send email, as it was failing. I've done so.Fixed the MOO a few days ago, fixed the website just now.

ARMOR TEMP STAT EFFECTS BALANCED

I've done a balancing pass on all armor to balance the temporary effects (some positive, mostly negative) that are applied when you wear armor. These represent appearance changes (looking dope in those mirrorshades) as well as coordination and quickness penalties when you're wearing armor. You aren't moving as fast with a heavy ass trenchcoat on. And you definitely aren't moving as fast or as coordinated in heavy armor like Xo5.

I've balanced these in terms of sets (Du, Nexus, Wai, Protek, Xo3,Xo5, Judge) and each level of armor has an increasing amount of penalties, which was what we had before. The penalities are a bit more balanced at each level.

If you are wearing armor, you should take it off and re-wear it in order for the changes to take effect. They aren't major. You may not even notice much of a difference. It's a few points here and there.

Du-Wear/Nexus have 1 point less penalty.

Protek has 3 points less.

Xo3 is the same.

WJF is a few points more (in line with Xo3)

Xo5 is one point more.

These points are now, in some cases,impacting different sub stats though.

ARMOR SURVEY / MUNITIONS UPDATE

The survey command will now display information about the impacts wearing the armor will have. This is an indicator of if and what negative stat penalties the armor may have upon wearing it. If you have munitions you can see basic info, such as if the armor will impact the coordination of the wearer, with a passing skill check (slightly harder than the other survey checks) it will tell you in more detail the amount of impact the armor will have from its penalties.

This should hopefully better engage the munitions skill, and let more information about the penalties that armor may incur, make it into the game without extensive testing by each player. Also, if we change these in the future, the info will be more present ICly and old meta narratives won't be maintained longer than they should.

For example:

Your examination of the test helmet reveals it will have a minor impact on the coordination of the wearer.

Your examination of the test helmet reveals it will have a noticeable impact on the awareness of the wearer.

HELP MUNITIONS

Updated this general help file to include armor surveying / repairing.

ARMOR WEIGHT BALANCING

I have updated our tooling to include armor weight on our charts. I've gone through each piece of armor and balanced the weight. I also made it convert grams to pounds, for those of us that can't eyeball the metric system.

This made it a lot easier to spot outliers… of which there were many.

For example, Du-Wear pants weight 22 pounds.

Obviously, pants probably shouldn't weigh that much, especially at the entry level where lower tier players are using them.

Moving forward:

Level 1 Armor sets typically clock in at: 25-30 pounds for a full set

Level 2 Armor sets (minus the jumpsuits): 35-40 pounds

Level 3 Armor sets (minus the jumpsuits): 28-38 pounds (there are fewer items, and coverage at this level)

Level 4 Armor sets (including the jumpsuit): 80-90 pounds.

This is a decrease across the board of a LOT of pounds, especially Level 1 and Level 2. People should be able to carry more along with their armor, especially at the lower levels.

CYBERWEAPON INSPECT

You can now inspect an uninstalled cybernetics weapon to see the type of damage it will cause. This is going to be the only way to determine this. Nailz do piercing/edged, and SynthKnux do blunt.

DERMALWEAVE ARMOR UPDATE

I've reviewed this armor, and brought it inline with Level 2 armor, which is where it was intended to be. This armor essentially gives you a layer of armor across every naked on your body (already did this). The change I made was minimal and will automatically take for anyone who already has the armor. I am not going to copy over all the verbs and code needed to make survey work on this object – anyone in the know can know it is the same as a WAI PR-X jumpsuit in terms of protection. I'll include that in the help file for armor that I end up writing.

NORMAL DAMAGE IN ATTACKS

We have a fallback damage type 'normal' that gets applied when the damage wasn't set properly on an attack. There were 4 attacks using this, but it was 50 instances, because of children and attack sets. I have fixed all of these, they now use blunt for the most part, with one using piercing (gun attack). This should bring more consistency to the damage weapons are doing, especially as relates to armor.

ATTACK SET / ATTACKS REVIEW

Weapons have attack sets, attack sets have attacks, attacks have a damage type (among other things).

I've aggregated data on attack sets / attacks and looked them over to make sure we don't have any outliers. Surprisingly, aside from the normal damage which I fixed (see above post), everything looks good. The correct weapons are using the correct attack sets, and those attack sets have attacks that are inline with the type of weapon they are (they do the kind of damage that you would reasonably expect them to do). No changes made here, but it's worth logging that this has been reviewed.

(Edited by Slither at 7:56 am on 5/8/2025)

ARMOR PRICING BALANCE

I have written code that algorithmically determines the price for a particular piece of armor based on the protection it offers, the coverage it offers, and the armor level. I balanced this so that the current armor prices were the baseline of what I was shooting for with the algorithm. A bunch of armor got a bit cheaper, some specific armor pieces went up in price because they were way too cheap. Overall though, the price of a set of armor will not have changed a huge amount, especially at Level 1 and 2.

There were a few pieces of armor that I adjusted down 70% when it should only have been 35% when I made changes last month, so those have been resolved. Armor prices are now aligned across the entire game.

I will work on some code to update prices in non-player stores next.

PRICING AT STORES ADJUSTED FOR PRICE CHANGES

All stores in the game that are not player run have had their prices adjusted to account for all the price changes in the past few months. A LOT OF STUFF is now cheaper in stores. Everything in the stock was looked at and adjusted across the 30+ stores we have.

ARMOR DAMAGE REDUCTION TEST 1 COMPLETE

I've got a test room set up to use the new damage reduction code I am toying with. I've done a first round test of it with Level 1 and Level 2 armors. Thanks to the players who helped me test this. I gathered a good amount of data and have some insights to move forward with. Work on this will continue.

Xo5 CHEST PLATE COVERAGE UPDATE

The xo5 chestplate has been updated to include 3 additional coverage locations: right shoulder, left shoulder, neck. I've updated the description and worn messages to take this into account.

Remove and rewear to get the benefits.

(Edited by Slither at 8:51 pm on 5/9/2025)

WAI JUMPSUITS / BODYSUITS / Xo5 ENVIRONMENTAL SUITS

I have updated the coverage on all bodysuits to include covering the feet. This means that you'll typically have 2 layers of protection (jumpsuit + boots) when wearing these items in combination. Previously, there was only 1 thing that covered feet, and that was boots. This left feet more vulnerable than I wanted, for balancing purpose.

Remove and rewear to get the benefits.

WAI D-FENCE BOOTS

These now cover the shins as well as feet.

Xo3 KNEEPADS

These now cover the thighs instead of the shins.

Xo3 THORAX PLATES

These now cover the neck naked as well.

Descriptions and worn messages have been updated.

Remove and rewear to see the benefits.

DU-WEAR DUSTER

This no longer protects your groin.

THICKNESS MIGRATION BEGINS

The changes described in this post are not in game yet. I've started migrating the data and testing things, but it shouldn't impact players yet, until I tie it all together. I wanted to capture it here though.

All clothing currently defines a thickness score. This score is used for two things, which makes it really difficult to work with.

1. Thickness is used to limit how much armor you can wear at one time by preventing you from stacking too much of it. This works because we cap the total thickness of an area to 10.

2. Thickness is used to determine what can be worn on top of what.

I hate thickness. I hate that it is one integer number that defines two different things.

I'm breaking thickness up into two separate properties, which can be independently set.

Property 1: layer

Layer will be used to determine what can be worn on top of what. This allows us to prevent people from wearing their armored jumpsuits on top of a Protek Trenchcoat. Or an Environmental Suit on top of the rest of their clothes.

You cannot wear a layer 0 item on top of a layer 1 or a layer 1 on top of a layer 4. etc.

I've given all non armored clothing a default layer of 1 (this is the common layer for most things. For player clothing with certain special names as defined in this post: https://www.sindome.org/bgbb/game-discussion/new-game-features/tailoring-materials–names-n-layers-174/ those clothings will get a special -1 layer which means it can be worn on top of anything (think capes, ties, scarfs, doctor's coats, etc).

Basically, I've migrated the values from thickness that were used to determine what can be worn on top of what.

Property 2: armor_stacking_score

This is specific to armor only. Players will have a max armor stacking score of 10, across all the armor they wear. It will generally mean you can wear a full (or close to it) set of most armors, but with Level 1 and Level 2 armors where there are more options (pants, shirts, flaks, jackets, trenches, codpieces, shades, helmets, jumpsuits, catsuits, etc) you will likely have to pick and choose what you wear.

(This is already how it works now, because we have thickness covering that already, but in most cases, you'll actually be able to wear a bit more armor, when this change goes live.)

To give you an idea of how it will work here are my working numbers:

Jumpsuits/full body armor (minus head): 3 points

Dresses/Jackets/Trenches/Dusters/Xo5 chest plate/Judge Chest Plate: 2 points

Pants/shirts/boots/shades/helmets/codpiece/etc: 1 point

A full suit of Xo5 will take all 10 armor stacking points.

A full suit of Xo3 (w/ D-fence boots & bodysuit) will take all 10 armor stacking points.

Level 1 & Level 2 armor (Du/Nexus/Pro/etc) will require some decisions based on the type of coverage you want, and the style you prefer, as most of these sets have more items with greater coverage, especially when you consider the WAI Level 2 bodysuits.

These updates to properties are in game, but no code is referencing the new props yet. That work will continue tomorrow or Sunday.

HELP FILES UPDATE

- help tailoring

- help armor (major update)

- help weapons

THICKNESS IS DEAD! LONG LIVE LAYERING AND ARMOR STACKING SCORE

I have finished the thickness migration. Everyone is now on the new layer + armor stacking score system. I have tested with multiple players, found a few issues, and resolved them. It is possible there will be additional issues, but some things that were possible MAY NOT be possible anymore, and that is intentional.

If you find yourself not able to wear as much armor, then you are hitting the armor stacking score max. If you really think it's a bug, submit one. But it may be intended.

If you find yourself not able to wear something over or under your armor, that may not be a bug. Ask yourself if it should reasonably possible, if you think yes, submit an @bug and I will look into it, but we may not agree on what should be reasonably possible.

Here is a full breakdown of how armor and layering works now, pulled directly from 'HELP ARMOR'.

ARMOR

Armored clothing can reduce the damage your character takes in combat, or from ambient damage (such as fire). Our goal is to allow characters to mix and match armor to get the kind of protection that they desire, at the price level they can afford.

DAMAGE TYPES

There are a number of different damage types in the game. The main ones in terms of damage dealt during combat are:

* Blunt

* Edged

* Piercing

You can inspect a weapon to see what kinds of damage it is likely to deal.

There are also a number of other damage types which are more environmental (such as fire or radiation).

SURVEYING ARMOR

Armor defines a special command used like this: survey

If you have the munitions skill, you can see information about the armor item that others can not. This includes:

* the types of damage it protects against

* (at higher levels) a general idea of how much protection it offers against each damage type

* if the armor impacts the mobility of the wearer

* (at higher levels) how much of an impact to mobility it causes

ARMOR STACKING SCORE

Every piece of armor has a score attached to it. A good rule of thumb is the more locations a piece of armor covers, the higher the armor stacking score. When you wear a piece of armor, your armor stacking score increases based on the score of the item you just wore.

There is a maximum armor stacking score. Attempting to wear a piece of armor that would raise your armor stacking score over the maximum will result in a failure and a message that you cannot wear any more armor. If you are NOT at your maximum, the message will indicate the failure AND that you may be able to wear a smaller piece of armor, should you find one.

ARMOR MIXING AND MATCHING

We intend for armor to be mixed and matched and still be effective. If you can figure out the kind of weapon your enemies uses, and what kind of damage that weapon uses, you can maximize your protection against that type of damage without needing to buy the most expensive armor. Mixing armor across levels is encouraged as well. You don't need a full set of a specific type of armor in order to get protected.

ARMOR LAYERING

We have lots of different types of armor. That armor is meant to be worn in a certain order, which helps us prevent stacking of armor we do not intend to be stacked. The order armor must be worn is dependent on the layer defined for that armor. Here are the general layers for armor:

* Layer 0: Jumpsuits

* Layer 1: Pants, Shirts, Dresses, Skirts, Codpieces

* Layer 2: Shades

* Layer 3: Flak Jackets, Jackets

* Layer 4: Trenchcoats, Dusters

* Layer 5: Helmet, Boots, Gloves

If you attempt to wear a Layer 1 item over a Layer 4 item, you will be told the item must be worn under X item.

ARMOR WEIGHT

Armor can be heavy! If your character is weak, you may be limited in how much you can wear. Below is a general guideline for what armor sets may way at each level. It will depend on exactly what items you use to complete your sets.

Level 1 Armor sets: 25-30 pounds for a full set

Level 2 Armor sets: 35-40 pounds

Level 3 Armor sets: 28-38 pounds

Level 4 Armor sets: 80-90 pounds.

ARMOR STAT EFFECTS

Some armor can have negative effects on your mobility, because wearing heavy or restricting stuff might protect you, but it makes it harder to move quickly / gracefully.

ARMOR PRICING

Armor is priced based on the coverage it offers, and the protection it offers from each damage type. Cheaper armor is more specialized/limited in terms of what damage types it protects against.

ARMOR LEVELS

There are 4 levels of armor, that offering increasingly protection.

LEVEL 1: STREET WEAR

This level includes clothing lines like Du-Wear, neXus, and EcoGear. neXus and Du-Wear each provide decent protection against a SPECIFIC damage type. EcoGear provides minimal protection from physical attack damage, instead providing protection against non-physical attack damage (fire, radiation, etc).

This level of armor is all about style. Armor at this level is specific in the damage it protects from, because it is cheap compared to other armor.

There are more armor items at this level (even in a single product line) than you can wear. Trade offs may need to be made in terms of what parts of your body you have protection.

LEVEL 2: ARMOR WEAR

This level includes clothing lines like Protek and some WAI and Dermalweave. At this level you can expect protection from multiple types of physical damages. The protection for any specific damage type is on par with Level 1 armor, but you're getting protection from multiple types of physical damage from the same piece of armor. This is the first level where piercing protection is available on armor.

There are more armor items at this level (even in a single product line) than you can wear. However, you should be able to get coverage on all your body parts if you pick the right items.

There are armored jumpsuits at this level that provide a base level of protection from all physical damage types with the addition of specialized protection against certain damage types.

LEVEL 3: MEDIUM ARMOR

This level includes Xo3. This level of armor provides an increase in physical and environmental protection.

This level of armor requires mixing and matching in order to get full armor coverage.

LEVEL 4: HEAVY ARMOR

This level includes Xo5. This level of armor provides superior physical and environmental protection.

This level of armor offers a complete armor set, if you are able to find the pieces and afford the cost. However, you can mix in armor from lower levels and still get excellent protection.

DAMAGE REDUCTION FROM ARMOR

Armor is rolled on every attack. If you are hit in a location that has one or more armor pieces covering it, and that armor offers protection against the damage type you were dealt, your overall damage will be reduced. The amount of reduction depends on rolling your armor score multiple times to determine how much damage is reduced. There will always be SOME damage reduction. If your armor reduces all of the damage, you will see a special message (in a different color) during combat. Otherwise the messages will appear as they always do, but don't worry, the armor is working in the background to reduce the damage you take.

ARMOR QUALITY / REPAIRING ARMOR

As armor blocks damage, it's efficacy is reduced. This is represented by an armor quality score. Characters with the necessary skills are able to inspect armor for damage and may be able to repair it with the appropriate tools.

UPDATED CUSTOM TAILORED ITEM LIST NAMES

Certain names in custom tailored clothing allow the item to be worn over or under anything.

I've added bra/panties/thong/underwear/boxers to the list. This isn't backwards compatible to items already created. But new items created with those names will be set to be able to be worn under layer 1 items.

EXISTING PLAYER MADE BRA/PANTIES/THONG/UNDERWEAR/BOXERS MIGRATED TO LAYER 0

I've migrated all existing player made underwear clothes to the layer that can be worn under anything.

(Edited by Slither at 10:25 am on 5/11/2025)

CLOTHING NAMING CAVEATS & LAYERING

I've updated 'help tailoring' with this information.

When creating custom tailored clothes, there are certain words that help denote the layer upon which the clothing is worn. For example, a 'bra' would be considered a layer 0 clothing, and would be worn under all other clothes. When you use one of the words that denotes a specific layer, someone trying to wear the clothing will HAVE to wear the item at the appropriate layer. You cannot wear a bra on top of a trenchcoat (Layer 4 item) for example.

Recognized Layer 0 Clothing: "bikini", "panties", "underwear", "bra", "thong", "boxers"

Recognized Layer 1 Clothing: (this is the default layer, everything no listed elsewhere goes here)

Recognized Layer 2 Clothing: "blindfold", "glasses"

Recognized Layer 3 Clothing: "jacket"

Recognized Layer 4 Clothing: "coat", "labcoat", "topcoat", "overcoat", "longcoat", "greatcoat", "browncoat", "trenchcoat", "watchcoat", "trench", "robe", "habit", "muumuu", "hawaiian", "bolero", "apron", "scrubs", "bathrobe", "armband", "obi", "duster"

Recognized Layer 5 Clothing: "tie", "boots", "cane", "umbrella", "habit", "shawl", "scarf", "armband", "necktie", "cummerbund", "belt", "veil", "parka", "balaclava", "bandana", "bandanna", "sticker", "badge"

DO NOT abuse this system or the tagging of clothing based on name, or you will lose access to it.

MIGRATED PLAYER CLOTHING TO LAYERING

I've migrated all the player clothing with names that are called out above (also in help tailoring) to the appropriate layers. It's possible this will cause you to have to rethink some of the clothing you wear that you may have been wearing above or below other items.

If certain items become a big problem for people, I'll update things, but I wanna gather some feedback first.

PROTEK SKIRTS NO LONGER COVER SHINS

These skirts do not cover your shins anymore, just your groin and thighs.

ARMOR DAMAGE REDUCTION TESTING CONTINUES

No reduction changes are live. I'm testing in a special room.

I've tested Level 1 armor previously, and now I'm testing Level 4 (Xo5) armor. The tests have been pretty consistent with what I thought they would be so far.

So far I have tested how many combat rounds it takes to down someone in Xo5 with a katana, ceramic, brawling, martial arts in the current system, and in the new system.

The old system varies wildly depending on the armor roll, the new system if fairly consistent in terms of damage reduction, but the # of combat rounds is actually not too far off. I was worried the changes would mean combat dragged on and on, but that doesn't seem to be the case, which is promising.

More testing needed, but wanted to log here that it's being done and it is looking good so far.

Here's an idea of what the damage reduction range looks like. This is just a plot based on running the damage projections, and not based on real combat data. Light orange is the current range (you can see wild swings!). Darker is the new range. As you can see we lop off the top and bottom for the most part, making a smaller range of reduction, so it is more consistent and averaged out, instead of swinging wildly from 0 to 50.

(Edited by Slither at 7:33 pm on 5/11/2025)

NPC FIXER PRICE CHECKS FIXED

There was a problem with an item that was causing all price checks to fail. I've fixed it and added better alerting on broken items for the future.

TOUGHSHADES WORN MSG

I've fixed the worn_msg on these, it said it had a clock and settings, which was flavor text representing functionality it did not have. It doesn't have that wording anymore.

UPDATED RARITY ON CHEMICAL PRODUCTION KITS

I've updated the rarity on the chem production kits (hydro, pill press, cook lab) to be less rare, which has reduced their price a bit.

ATTACK MESSAGES TYPO FIXES (BRAWLING AND MA)

There were some typos in the attack messages for brawling and MA that have been fixed.

FIXED UNINSTALLING OF WARDROBES, ETC

There was some mismatched pronoun subbing on the failure messages, which had the wrong object being referenced. I've resolved this.

ARMOR COMBAT TESTING CONTINUED #3

Did a bunch more testing with various weapons and Level 3 and Level 4 armor tonight. Thanks to the players that helped me. Things are looking good. Unless I'm missing something in my testing, this appears well balanced and outcomes are slightly more predictable and less completely bonkers random. The # of combat rounds for example in some of my testing with the old system and Level 3 and Level 4 armor ranged from 6-16 rounds. While in the new system it settled more reasonably at 11-15 rounds most of the time. Some of this depends on the weapon and where the person gets hit. But the armor rolls are much more consistent and I like that.

Another thing I noticed that Marital Arts and Brawling are fucking bad ass. They do really good damage even with no weapon, especially at higher skill levels. Anyone sleeping on these unarmed combat skills should consider them, because they were netting damage that was on par with some mid-tier weapons.

I was worried someone in Xo5 would just be able to stand there for 40 combat rounds, but that isn't the case. It took only like 1 combat round longer than my testing with a katana to take someone in Xo5 down (with the new system, it was less predictable in the old system but still within a reasonable range).

This statement about MA/Brawling being pretty great is true in both the current system, and in the new system, btw, and is not a product of the new system. Unarmed combat is definitely versatile.

Haven't had a chance to mess with parry yet, want to finish this testing first. I think we may be ready to turn this on as early as tomorrow.

It won't be an earth shattering change, as everything averages out over time, but I think people will appreciate that it is more predictable, while still having some rolls. For example, if you have 30 armor over a location in the old system, you might get 1 damage reduce or 30, or anywhere in between, but in the new system you're getting a consistent 10-20 range on your reductions, with much fewer outliers.

WEBSITE SIGNUP RECAPTCHA

I've added recaptcha to our website sign up form. The solution we were using previously was old enough that some bots were getting around it which was causing us to send more emails with signup confirmations for the website than I was comfortable with.

LEVEL 1 & LEVEL 2 STAT PENALTY BALANCING

I've balanced the stat penalties on level 1 and 2 armor. And adjusted a couple at Level 3 as well. You'll need to remove/rewear these items for the adjustments to show up.

A few level 1 armor items didn't have proper stat penalties. Those have been added (but are very minimal @ -1 typically).

Several of the level 1 and level 2 items people use a lot had too high penalties and those have been reduced.

In general I balanced this based on the coverage the armor provides. Greater coverage, slightly higher penalty. Lower coverage, lower penalty. This should make mixing and matching more interesting as you can mix several small pieces, or a couple of large pieces.

ARMOR PRICING ADJUSTMENTS & RARITY ADJUSTMENTS

I've rerun my algorithm to calculate armor pricing, after the changes I've made recently to the coverage of some items. I've also adjusted the algorithm down a bit, so that prices are a few % less than they were in most cases, though some went up a bit due to coverage/protection increases. I've also update the rarity on some armor items (to make them less rare), because even though I'm dropping the price, due to rarity, the price is still fairly high.

There is now a definite progression from Level 1 -> 4 in terms of pricing. Xo5 remains very expensive. I think this will be it for pricing changes for now, as we settle into the new normal and see how people feel in terms of dying and regearing and such.

I reran my shop recalculator code to make the shops all have the right prices as well.

(Edited by Slither at 11:29 am on 5/13/2025)

UPDATED ARMOR DAMAGE REDUCTION IS LIVE

The updated armor damage reduction code is live. Instead of doing damage = damage - RANDOM(total_armor_on_location) it will do a coin flip for each point of armor you have, and total up the successes. This should make armor much less flakey and more reliable, while still maintaining a level of randomness due to the rolls.

I'll keep an eye on this, and appreciate bug reports if you see something weird, but it's actually a fairly small change, now that all the other changes I've made have been in for several days or more.

ARMOR ROLL EXAMPLES (OLD & NEW)

Just to clear up any confusion. The overall damage reduction IS NOT changing. It is just becoming more consistent in the short term (each individual combat). We are leaning toward the average, instead of a wide range of damage reduction. So armor is more reliable. Here is a simplified example of how the old code and new code work.

In this code, we check 30 points of armor, 10000 times, in both the new and old system. We add each to a total (old and new). If what I'm saying is true, then these numbers, over a short period of time (1 roll, 5 rolls, etc) should be divergent, but over a longer period of time, they will be about the same.


armor_points = 30;
iterations = 10000;
old_total = 0;
new_total = 0;
for i in [1..iterations]
$cu:sin(0);
old_total = old_total + $mu:random(armor_points);
endfor
for i in [1..iterations]
for x in [1..armor_points]
$cu:sin(0);
if (x == 1)
new_total = new_total + 1;
else
new_total = new_total + $mu:coinflip();
endif
endfor
endfor
player:tell("Old: ", old_total);
player:tell("New: ", new_total);


Attempt #1 (1 roll)
Old: 2
New: 15

Attempt #2 (1 roll)
Old: 4
New: 15

Attempt #3 (1 roll)
Old: 18
New: 12

Attempt #4 (1 roll)
Old: 26
New: 15

Attempt #5 (1 roll)
Old: 29
New: 15

Attempt #6 (1 roll)
Old: 26
New: 15

Attempt #1 (10 rolls)
Old: 161
New: 160

Attempt #2 (10 rolls)
Old: 176
New: 167

Attempt #3 (10 rolls)
Old: 157
New: 154

Attempt #4 (10 rolls)
Old: 167
New: 165

Attempt #1 (10000 rolls):
Old: 155899
New: 155129

Attempt #2 (10000 rolls)
Old: 155659
New: 155189

Attempt #3 (10000 rolls)
Old: 154786
New: 155282

As you can see, the single roll is more more consistent at a single roll. At ten rolls you can really not tell much of a difference, because it averages out.

I think this consistency is important. In my testing of the old system I saw a bunch of situations where someone would get really lucky (unrelated to the luck stat to be clear) and do a HIGH damage attack, and at the same time the victim would get really UNLUCKY (unrelated to the stat to be clear) and roll a terrible armor roll, and so they'd take 49 damage instead of 50. In the new system, that is much less likely to happen to the victim.

Hopefully this makes sense.

I'm going to keep an eye on this. If over time the consensus is that more armor damage reduction would be more fun (or less!) then it's a fairly straightforward change to make.

Oh, also present in this example, and in the real code, is that your first point of armor always protects you. The old code has this as well as $mu:random(10) is 1->10 not 0-10, so i have replicated that, otherwise we would have had slightly less protection over a long period of time.(Edited by Slither at 12:12 pm on 5/13/2025)

(Edited by Slither at 12:15 pm on 5/13/2025)

BALLISTICS TOOLBET IS NOW WAI ARMSTECH TOOLBELT

All instances of this toolbelt have been renamed to WAI armstech toolbelt.

(Edited by Slither at 7:51 am on 5/14/2025)

MUNITIONS SKILLSOFTS UPDATE

I've removed the majority of these not in player hands from the game. I've also adjusted the rarity so far fewer make their way into the game.

LAYERS UPDATE FOR GENERIC FASHIONS

I've updated the layers on a bunch of generic fashions to be more appropriate, and fix some issues that were raised with underclothes not going under the right layer among other things I saw.

MUNITIONS -> ENHANCING WEAPONS

Now that we have armor nice and balanced, I wanted to take a look at what could be done to improve the usefulness of munitions as a skill. This skill has widened in terms of breadth in general, with the updates to armor (surveying it) and has really become more of an armstech (armor + weapons) skill. I may rename the skill, but that could be annoying so that hasn't happened yet.

On to the new feature.

ENHANCING WEAPONS

Weapons can be enhanced by someone with the munitions skill and appropriate tools. For guns, this means permanently modifying the gun in various ways (adding a scope to increase hit % chance, sawing off the barrel to increase damage, etc). The enhancements have a variety of different benefits to them. This was ALREADY in place and has been for years for guns.

For other weapons, these can now be temporary enhanced using the 'enhance' command on an armstech toolbelt. This command will allow someone with the toolbelt and a weapon to attempt to apply an enhancement to a weapon. Currently this is simply applying a temporary damage buff to the weapon.

The amount of damage and the number of attacks that it will last for is dependent on the skill of the armstech doing the work. This damage buff is between 1-7 points. The number of uses is currently between 5-10 depending on skill level. The damage modifier from the enhancement is added to the damage the weapon would normally do. Each use reduces the total uses of the enhancement. This represents wear on the weapon. When an enhancement runs out it is removed and the weapon is normal again. There are no penalties for not having an enhancement.
Enhancements cannot be stacked. If a weapon is already enhanced, it can be enhanced again, but it will be a fresh enhancement that ignores the previous one.

WEAPON INSPECTION

If you inspect a weapon you will be able to see the types of damage it does. Armor protects against specific types of damage!

You will also see if a weapon has been enhanced by an armstech, and if you pass a munitions check, you can see additional information, such as how skillful the armstech was, and if your skill allows, an estimate of the damage and how many more uses the enhancement has.

SO! With these changes, I think it gives a lot more reason to go see your local armstech. Who doesn't want their weapons to be at peak performance? To be clear, there is no penalty for not seeing someone for your weapons. Weapon damage bases haven't been changed. There is no penalty for never seeing someone. Your weapon will perform as it always has.

I think this will create more opportunities for RP, as people will have to bring their nice weapons to see someone to get them enhanced (or have them show up somewhere to do the work). That means more things and people moving around, more money changing hands, more reason to invest in this skill, and more tangible benefits to having an armstech on speed dial.

Hopefully this, and the other additions to this skill will give people who've invested in it, or considered investing it it, new directions to take with their RP and new ways to make some flash.

Before someone asks, no, cyber weapons cannot be enhanced at this time. But your weapon cannot be disarmed so you have that!

This system may be expanded on in the future (modifying blades to increase bleed chance instead of damage, for example), but we'll be gathering feedback and data on how it's used and making sure we are staying balanced and fun, first.

(Edited by Slither at 11:01 am on 5/14/2025)

LORD OF WAR ADVANTAGE

I have updated the text of this advantage to be 'bonus to munitions checks' because it's definitely about more than just firearm maintenance now. We didn't have all the systems we have now, when that text was written.

HEIGHT AND WEIGHT NANOS REMOVED, LONG LIVE THE HEIGHT AND WEIGHT STATION

Thanks to a coder who doesn't to be named, who made this after I asked if it was possible.

To help us and players cut down on time and also confusion, we've removed the height and weight nanos we added a few months ago.

In its place the unnamed coder has created a station/room a character can enter, activate and purchase a weight or height change. There's two choices: A preset option where you'll see a list for each category in either the height or weight range and it'll pick a random number in the category your character picks. Or there's a custom option, where characters can choose a specific height or weight amount and it'll change your character to the number. Both these options will also update your character's height and weight category (tall, husky, tiny, thin) to the right one in @stats.

These are separate processes so you don't have to change your weight and height at the same time. There's a cooldown on this and a price.

Location, cost and cooldown information can all be found out IC.

MUNITIONS IS DEAD, LONG LIVE ARMS TECH.

Munitions was a bad name for the skill as it has evolved into something much more than just making ammo. As such, I've updated the skill to be ARMS TECH. This involved a migration script, finding all the references to munitions in the code and properties and updating them.

I have also updated all the help files that mention munitions, and Mench is going to review the website content to get that updated.


I'm pretty sure I've gotten all the references but it's possible I missed something so if you experience weirdness relating to this skill, please let me know via xhelp or an @bug report.

(Edited by Slither at 11:13 am on 5/15/2025)

ARMSTECH TOOLBELT DESCRIPTION

Updated the desc of this to include tools for weapons and armor, as befits this belt. Thanks for the heads up it was wrongly described.

@LEASE [ADMIN]

Fixed a bug with @LEASE that was not properly resetting the weekly profit payout date to the current time the lease was being assigned. This was causing admin to have to take manual steps to clean this up. Not anymore! Automation baby.

DEATH TO WCT LONG LIVE DST

Our time verbs made reference to WCT (Withmore City Time?) and I had seen it so many times that I glossed over it. Today I changed it, it now reads DST, for Dome Standard Time, which is how we all reference it anyway.

SHORT EXIT NAMES: G -> UPDATED

Any exit with a shortname of 'g' such as 'garage / g' will now be a two letter combo like 'ga' for garage or 'gh' for guardhouse. This is due to the g exit getting in the way of another command.

WRAPPING TEXT BUG FIX

Fixed a bug I created in 2019 when I was implemented XTERM 256 colors. It was causing text to wrap in the middle of words, which I did not intend. It should be resolved now and hopefully doesn't create any other issues :)

MUNITIONS SOFTS RENAMED

Forgot to do this when I renamed the skill. These softs are not Armstech Skillsofts.