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And 23 more hiding and/or disguised

[Sept '21] Improvements & Bug Fixes
Rolling updated thread for September.

CAR BUYING NPC UPDATED

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.

TOWING LOCATIONS UPDATED

Cletus now supports towing vehicle hulks to Neon Sun.

@ASSIGN UE STANDARDIZED

The UE amount in @assign ue now uses a floatstring function to be standardized just like @stats is, no more scientific notation.

FLOWERS FIXED

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.

SCREEN READER FRIENDLY SIC ADS

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.

ADDED FLOWER

Side quest completed. A new flower was added to the game and it can now be purchased from the usual place.

BIG ITEM DELIVERY MESSAGES

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.

ART DISPLAY UPDATE

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.

ROBOT PAIRING FIXED

There was an insidious bug in the code to scan robots to controllers, and that has now been fixed.

PAYDIRT ASSIGNMENTS

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!

CAR BUYING NPC UPDATED V2

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.

WEAPON MOD REMOVAL

It's now possible to remove weapon mods from guns.

PAYDIRT CHATTER

These quests now generate chatter when they are spawned and at various points during their lifecycle. These chatters are available through various NPCs. This should allow additional plotting, planning, etc. Find out more in game.

ROBOT POWERPLANT FIXED

It is now possible to install and uninstall the ethicol powerplant.

BARTENDER DRINK MATCHING

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.

ARMOR, WEAPON, AND CYBERWARE PRICES REVISED

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.

PAYDIRT VALUES FIXED

Paydirt wasn't counting completed assignments towards the payout value and this has been fixed.

Additionally paydirt now won't let you turn in the project before its due date.

JUDGE NPC AI UPDATED

Judges when witnessing topside aggressive crime now use a more advanced decision algorithm to decide who the likely threat is and then act accordingly.

CORPSHARE AND PAYDIRT INTEGRATION

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!

CORPSHARE AND PAYDIRT INTEGRATION CONTINUED

The IMPACT on corpshare increases based on the number of quests completed for the paydirt overall, in the same way completing quests increases value as quests are completed. This goes both ways. If your paydirt is stolen after you've done all the quests, and turned in on the blackmarket, the negative impact on Corpshare will be higher :)

(Edited by Slither at 11:40 am on 9/11/2021)

PAYDIRT NPC UPDATE

Middle-management NPCs no longer respond to you if you don't work for their corp. Gone are the days where Joe Baka on the streets could ask VS for their super-secret science projects.

PAYDIRT CHATTER

There was a bug in paydirt chatter which was causing duplicate entries. I've fixed the bug and cleared the chatter streams because there was way too much in there.

(Edited by Slither at 4:18 pm on 9/11/2021)

PAYDIRT PROJECT DESCRIPTION

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."

PAY DIRT ASSIGNMENT EXPANSIONS

New paydirt types and tasks have been created, expanding what needs to be done when doing paydirt. Some of these will require you to go to spooky, far off locations.

Beware, the system grows yet more complex and arcane.

OPEN POLL LOGIN NOTIFIER

There was a bug where the number of open polls was only showing as 1 upon login even if there were more than one open. This has been fixed.

PAYDIRT NOTES FIXED

There was a bug that wouldn't log automated notes when a paydirt project was completed. This has been fixed, and completing a paydirt project now generates a note for all the contributors of that group. Thank you to the test groups for being the sacrificial lambs.

(Edited by MirageGM at 10:42 pm on 9/11/2021)

ORBS CAN NOW BE ATTACKED

Previously for balance reasons orbs were not combat-valid targets. Because of the latest changes to robots, we've reconsidered and appropriately statted orbs to be valid targets for combat.

Orb pilots beware.

TOPSIDE CRIME

Help crime, and help xhelp have been updated to include that violent crimes such as assault or kidnapping are now permissible outside of secure areas on the gold sector when targeting other player characters.

JUDGE AI IMPROVED

Judge NPCs will now automatically scan, note, and go through WJF procedure with characters that have committed an assault crime topside automatically.

GET YOU A LIGHT?

Lighters now support light person's anything with lighter. This only works with smokable drugs, and not molotovs.

12 GAUGE SHOTGUN SHELLS REMOVED

Pump action shotguns are still pump action, but they're now semiautomatic and automatically chamber the next shot after firing.

With this, I've also removed 12 gauge shells from almost every area of the game, and replaced them with 12 gauge magazines. If you had 12 gauge shells laying around, I converted them to a single magazine with the appropriate number of rounds.

Your shotguns will remain loaded, as they have an internal chamber. When a clip is loaded into a shotgun, you can pump it to transfer a shell from the clip into the rack. You can keep doing this until the gun is full.

20 gauge is still a work in progress.

(Edited by MirageGM at 9:38 pm on 9/13/2021)

SHOTGUN MAG RELOADING

It is now possible to unload your old shotguns and push the ejected shells into magazines.

UNIVERSAL FIRESTARTER SYSTEM

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.

MAGAZINES GIVE MAX COUNT

Magazines now tell you their max round count in addition to their current rounds.

PROGIA TEXT COMMAND

I've added a text shortcut to progia-11s to make it easier to send texts to your chums without needing a menu.

THE WIRE SYSTEM

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.

CYBER DEBUGGER UPDATED

The cybernetics debugging kit is now using the universal wire system.

ZMI TRUSIGHT UPDATED

To use the wires universal system.

JUNKYARD SEATBELTS

Seatbelts will now spawn in junkyards. This was an oversight that has been corrected.

CRAFTABLE FLIGHT COMPUTER

A new flight computer crafting recipe has been added to the game.

(Edited by MirageGM at 10:51 am on 9/15/2021)

AERO CHECK RENAMED

The command to check flight plans is now called 'validate', to fix a command conflict.

PAYDIRT STATUS UPDATED

On the skill test assignment, a line has been added to the check summary to provide info about its current work status:

"It is currently being worked on and has 9 hours and 45 minutes left on it, and it can be worked on again in 1 hour and 45 minutes"

CAR BUYING NPC MADE SMARTER

His search kinda sucked, and I noticed a lot of players having trouble figuring out why Euel couldn't find their vehicle. I've rewritten the parser from the ground up and he should be way better at it now.

(Edited by MirageGM at 5:01 pm on 9/16/2021)

CLEANING BLOODY MESSES

Solvent cans were throwing TBs when used to clear bloody messes. This has been fixed.

CORPSE FALLING

When a corpse is falling through a room, if there's vehicles in that room, it will choose one randomly, hitting it and doing some damage, before it continues falling.

ITEM HOLD CODE REFACTOR

I've rewritten a lot of the code that lets characters hold things. You shouldn't see any weirdness here, but if so it is my fault. The new version is slightly faster and supports missing limbs / non-phenotypically abled body types to hold items in a slightly less janky way.

(Edited by MirageGM at 5:11 am on 9/18/2021)

CRASH DAMAGE

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.

RUINED PARTS NAME FIX

When ruined parts are repaired, "ruined" should now drop from their name.

Conversely, when a part is ruined during failing to repair it, it will now add "ruined" to the name appropriately.

COLLISION DAMAGE NERF

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.

CRITTER BODY TYPES

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 AUTHORIZATION OVERHAUL

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.

VEHICLE SECURITY CONSOLE UPDATED

"look security" in a vehicle should show specific permissions for vehicle-authorized users, if the user has permissions to view security information.

PRICE CHART FIXED

It was possible for cyber charts to undergo such intense computations that they would time out and fail to display anything but a traceback. This has been fixed.

CORPSE DECAY MESSAGES

Have been broken for probably a few years. They should be working now.

WIRE CLEANUP

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.

MACGUFFIN NPCS

Can now always hold a project item for turn in. No more errors about the item being too heavy for them.

LIGHTER FUEL

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.

VEHICLE SECURITY SYSTEMS

Have been upgraded to use the new authorization systems, and no longer traceback when installing/uninstalling them.

VEHICLE HELP FILE

Tow vehicles now have an updated examine file to list their commands.

@CH-OWNER

Players can no longer use this command on shops they own. It requires going through an admin. This was a holdover from before we had the leasing system in place.

ARMORED QUALITY

No longer takes a tailoring skill check in order to see that a garment is armored and may provide protection.

ARMOR INSPECTION

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.

ARMOR LOOK/DESCRIPTIONS

Now show a short message if the armor is damaged when you look at the armor.

NEW CYBER WEAPON

A new cybernetic weapon has been added to the game, the first one in a while. The Razor is the counterpart to the Nailz, and is an extending blade from the arm. Enjoy this frequently requested item.

FLYING INTO $NOTHING

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.