KMB has been given a cyberware nullification field system. Passing through this scanner will disable all cyber-weapons.
There may be ways around it, but none of you law-abiding citizens would ever break the law.
|-||LegerdemainMouse||1m||always sleepy zzzzz|
|j||Fengshui||3m||http://www.amazon.com/dp/B00M0DV5IQ <- My Book|
|And 26 more hiding and/or disguised|
I changed radiation cures / refactored the code. Before they were sort of overcomplicated, now radiation cures (and other DOT cures / additives) act like ablative armor that reduce in efficacy over time and will absorb damage done by DOTs as they tick over.
It's a more elegant solution.
There was a bunch of stacked radiation that all got executed at the same time. A few characters died. We're working with them to make sure they are not negatively impacted by this since. These characters can RP the death if they want, or ignore it or treat it like they just got food poisoning if they prefer. We'll make sure they get their shit back in one way or another. Thanks everyone for rolling with the punches and not scratching the walls if there is weirdness in RP as a result.
(Edited by Slither at 9:31 pm on 11/5/2021)
There was a bug where usernames with periods could not have gridmail sent to them. I have blocked new account creation on the Grid for usernames with periods. You'll now get an error if you try. If you have one of these accounts, you can put a service request in for SENIOR and include the grid account and I'll remove the period (if that username is available).
Before when a vehicle took damage to some parts, it would deal as much damage as possible to those parts with the parameters given, but if the damage exceeded the health of the parts damaged, the remaining of that damage would be discarded. I've rebuilt the vehicle damage function to now have "overflow damage", where it looks at the parts shielding the parts that were damage and cascades damage upwards as well as downwards that hierarchy to make sure everything gets fucked up.
Additionally, damage was served on a first come first serve basis, and now it tries to spread the damage around initially before overflow of all the parts that were going to be damaged originally.
There was a problem with our random function not supporting floating math random number generation between two floating points. I've fixed this, and it should fix vehicle crashes, where I do arbitrarily more complex math than anywhere else in the game for no discernible advantage.
RECEIVE ATTACK MSG FIXED
If you've ever been annoyed by 'recieve' being spelled wrong in the following message: "%VN's eyes widen as %vs drops into a fighting stance to recieve your attack." rejoice, it is now fixed to be 'receive'.
Power armor has been added to the game. This is a bit different than your usual armor. A power armor frame is purchased and armor parts are installed onto it. A power source is also needed.
These suits do mechanically assist their wearer, and they are not new technology. They are however exceedingly rare (and at the moment, available for purchase).
Caveat emptor, there are a number of drawbacks to power armor that you'll have to find out in game. Enjoy, folx.
I know some of us have experienced a case where grappling where suddenly everything is broken, we can't do anything, and we can't release a grapple even as someone is across the city.
I've made a fix that will attempt to address this extreme edge case, and hopefully that bug shall now be dead, though new odd behavior may now show up, it will hopefully be less worse than being blocked from being able to do anything on the game until staff intervenes.
The old system for modular slots in cyberware (IE ear/eye chips) has been rebuilt from the ground up. It is now a general system so it can be expanded to other cyberware, and the old copy/pasted code has been removed.
This should, at the moment, have no outward facing consequences for players.
(Edited by MirageGM at 9:47 am on 11/23/2021)
Recoded this up from scratch as it was clunky and I didn't like it. Crowds now are tied to a location and have a memory. Following up after a bad act will get crowds to boo at you too, now. In addition, warm up acts do the opposite.
Crowds now react to all performers in a room instead of just one person.
The messaging interval behavior has also been changed and you'll see a message from the crowd every three minutes or so even if it's the same message.
Get your violence on.
SHFL TRAPPED FIX
Added recovery code to the game ending hooks of SHFL that were causing people to be stuck out of body. The race condition still happens, but the code is smart enough to rescue players now.
SHFL DISFUNC FIX
There were problems when you disconnected from the MOO while in a SHFL game, and these have been fixed. You will now be ejected from the game if you disconnect from the MOO.
Some places have a 'universal edge' which functions as such: jump off edge
These edges didn't support grappling hooks. I've fixed that oversight from 2008 and made it possible.
You can now 'secure hook to edge' in a room with 'numerous places to jump from' and also 'unsecure hook from edge' and also 'descend from edge'.
Happy hanging from hooks!
Robots had version 3 of my symmetrical naked message code, which let them properly squash messages together procedurally, and cyberware was still on version 2. I copied over version 3 to cyberware, meaning these messages will be less confusing for players.
Previously, for example, %hand would replace to "left and right arm" for people with two cyberarms. Now it has support for, and has been adjusted to properly replace %hand with "left and right hand", which makes far more sense.
I've updated the crate rate limiting so that folx in the city completing deliveries are less affected by the rate limiting.
I appreciate the suggestions for this being stateful, but that requires a rewrite of the system which is not something that is high on the priority list, so hopefully this fix suffices for 95-99% of situations.