So you can get quotes on vehicles you don't own. NPC won't buy them still, but easier to get your buddies with better skills than you to shop around for better prices.
|-||Ryuzaki4Days||2m||Take drugs. Kill a bear.|
|a||Mench||18m||Doing a bit of everything.|
|-||ReeferMadness||2h||May the bridges I burn light the way.|
|And 29 more hiding and/or disguised|
Flowers are now easier to grow, accepting a variety of weathers of which it is now acceptable to grow.
Additionally, there was a bug with the lifetime code of certain species of flowers, and this has been fixed. Orchids, roses, and more will now grow appropriately to their blooming stage.
I've updated the terminal to be even more explicit about what is an acceptable ascii free ad. I've already renamed this to 'screen reader friendly' ad as I think that better captures what the ask is here. There is also now a warning that including ASCII in the screen reader version will get your ad deleted with no refund. There is now also a secondary warning, calling out what is expected from the screen reader free version.
When purchasing a big item at a furniture store the NPC's name was not showing up, instead the object number was. This has been fixed.
BIG ITEM DELIVERY INSTALL SCORE
An auto delivered item was being installed with a score of 0 which makes it uninstallable. It is now installed with a default score that should make it uninstallable by a decently skilled person with the right tools. No more service requests needed moving forward when it's installed in the wrong room or you want to move it! However, ones that were previously installed will still be uninstallable and require a a request.
Previously, displaying art required no skill or even special tools (I think). It now requires the same set of skills installing other general stuff like a cabinet requires. It also requires a set of tools, the electrician or handymans toolbelt. We are tracking the 'install score' now, so we know how difficult it should be to remove.
ART UNDISPLAY ADDED
You can now undisplay art with the right tools and skill. This ONLY APPLIES in apartments and cubes. You still need a service request for art in public places, because we don't want everyone just stealing that shit willy nilly, but this does mean if you move or rob an apartment you can get the art to move with you.
ART DEFAULT INSTALL SCORE
All art currently installed in apartments/cubes has an 'average' install score by default, since there was no actual install score when it was installed. This means with a reasonable amount of skill any art in an apartment or cube can be uninstalled. If you are worried about your art being stolen, consider hiring a professional to install it so it's harder to uninstall.
Have been added to the game. This system will continue to grow in scope and involvement over time, this is just the first release version.
Corporations can now request projects from certain NPCs that have a series of procedural tasks that need to be completed and increase in difficulty as more are completed.
In addition to being able to steal them from each other for cash, they can also be sold to certain Red NPCs for substantial money.
As a new system, expect a few bugs. Ennnnjoooooy!
Just a pass that improved the code, stability, and fixed a number of staff-side bugs. The NPC should be working all around better and have some increased messaging for a better user experience.
Additionally, the NPC now asks for a SIC alias to help our GMs locate the seller after the initial transaction.
Previously, the way our code worked with regards to matching a drink name was that if the drink name appeared ANYWHERE in your message to a bartender it would count it.
For example, if you ordered a 'Scotcheroni' it would give you a scotch.
This is no longer the case. The name must match MORE exactly than before. It isn't perfect, for instances I've had to include 'e' and 's' so 2 beers works. Or 3 scotches works. Basically, we're in a better place, but not 100%.
I've tested this so it should most likely work in all cases but please report and issues you see with this.
This has the added bonus of meaning fewer wrong drink orders AND it should allow better rumor submission as it won't order you a drink if you happen to have a non-exact match to a drink name such as Scotchabloch.
In order to compensate for the (reasonable) fear of losing hard earned gear, we've reduced the prices of armor, weapons, and cyberware. It will take time for the shopkeepers and the like to respond to these price changes.
We'll be keeping an eye on this to see if we need to make further calibrations as time goes on.
These paydirt quests now have an impact on Corpshare when they are completed. Typically it will be a positive impact to the corp if it is completed successfully for the corp, and a negative impact if it is completed successfully via the black market.
This allows players to have another direct, non-GM aided way to impact Corpshare values. This also means that Corp on Corp or Corp on Faction RP can happen where one group is trying to sabotage the other. Good stuff!
(Edited by Slither at 11:40 am on 9/11/2021)
Paydirt items will now spawn with a description of their project that is accessible through IC means. These are customized per paydrit quest, and there are a huge variety of them. This data is provided to give some context clues for your RP around what the paydirt is.
Here are some random examples from various different ones:
"The vial carries a second stage drug for treatment of switchgrass plague that calls for more research to distribute reactions on its performance."
"The encrypted docupad is pre-loaded to buttress systems level access for updating network allow lists."
"The wjf datapad encloses psychological fitness inquiry outcomes that depend on scrutiny to deliver swift judgement."
"The science datapad holds statistics that calls for re-engineering of outcomes to distribute process solutions."
(Edited by MirageGM at 10:42 pm on 9/11/2021)
(Edited by MirageGM at 9:38 pm on 9/13/2021)
Light for lighters, molotovs, and drugs have been replaced with a universal firestarter system that centralizes a lot of the logic between lighting items on fire. This shouldn't have any bizarre effects on gameplay, but it does make these items a lot more flexible for the future.
On the backend side of sindome, I've coded a unified "WIRE" system. This new game system allows me to connect two players, things, cars, whatever, with an in game "wire". The debugging kits had one-off versions of this system that was very prone to bugs and problems. As did the rigging system.
So I wrote a centralized system and really sought out every possible edge case in order to get the behavior I wanted. For players, this means game systems utilizing the wire system will be more coherent and consistent in behavior. The wire will break when going to different rooms, and in general the system is more stable.
ROBOT DEBUGGING KIT WIRE-ENABLED
The first system I've gone back and refactored is the robot debugging kit, which now uses the wire system. I'll continue going back to other game systems and upgrading them to this new system.
(Edited by MirageGM at 5:11 am on 9/18/2021)
Players now take damage when crashing aerodynes or vehicles. Safety systems will absorb some of the damage of this crash, with better safety systems absorbing more of the damage.
Additionally, you will now notice the condition of your safety systems declining as they absorb more crashes. Enjoy.
Vehicles will take less damage sometimes during crashes now. Sometimes. It was possible for collisions to have a very small damage multiplier in casual collision cases (such as during blockades). Due to a math casting error, the minimum damage was actually quite high for these.
It's now been moved to floating point math and the damage should scale more smoothly across all scenarios.
All quadrupedal critters (rats, pets, dogs, cats) have been switched from bipedal to quadruped body type. The hit matrix system for these limbs / body configurations has existed for a few months, but now that I've tested it thoroughly, I feel confident enough to switch them all over to that body type.
Certain attacks will no longer work against these critters because of their different anatomy. Immersion breaking actions will be reduced in frequency.
Vehicle auth/deauth is now on a role-based system.
auth/deauth [user] will remove all of a user's permissions on the vehicle, or by default add them to operate and lock_group permissions.
auth/deauth [user] for [perms] will allow you to specify a specific group to add or remove from a specific user.
lock_group controls siphoning gas, locking and unlocking doors.
auth_group controls authing and deauthing from the vehicle.
tow controls a system that isn't implemented yet.
operate controls flying, takeoff, driving, and starting/stopping the vehicle.
Many devices that supported wire system integration now also clean themselves up properly if they're recycled or destroyed.
TOW SYSTEM REBUILT
The vehicle towing system has been rebuilt and now works fairly differently than it did before.
* Towing no longer makes the hitched vehicle disappear from the area into a magical non-existent realm. Instead it just stays in the room.
* As a vehicle is towed, it moves with the tow vehicle. So you can ride along in the towed vehicle.
* Towing vehicles generates more heat.
* Towing checks the authorization for towing on both the tow vehicle and the hitched vehicle
* The entire feature has been rewritten from the ground up to be more stable and polished, with better messages and a more consistent experience.
* Towed vehicles cannot be towed if they're running, flying, so on. Many common sense protections were added.
Can now always hold a project item for turn in. No more errors about the item being too heavy for them.
Is now appropriately subtracted from fueled lighters when using them to light things / integration has happened with the universal lighting system.
ROBOT LOCK VERBOSITY INCREASED
It will now tell you there's no password feature when you try to lock the access panel with a password. It don't do that.
No longer takes a tailoring skill check in order to see that a garment is armored and may provide protection.
Now reveals the armor's quality, and which locations on the armor are damaged. If you have the munitions skill, it will tell you how damaged each area is.
Now show a short message if the armor is damaged when you look at the armor.
There was a bug where sometimes people fly directly into $nothing! And then be stuck with a bunch of tracebacks. After a lot of headscratching and confused grunting, we've added some code that might resolve this.
At the very least, we cannot reproduce the issue.
Stay frosty, chums.