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Sindome 2021 In Review
A review of what we accomplished this year!

Hey everyone! WHAT A YEAR! We made so many changes that even I can't keep up and I made some of them. From a TON of new cyber, to a BUNCH of new vehicle stuff, to hundreds of QOL and bug fixes... 2021 has been a great year for game improvements on Sindome. I know many of you keep up with the monthly threads, but it can be tough to remember exactly what was changed! So I've gone through the FIVE HUNDRED AND FORTY SIX updates we've posted about this year and categorized them all for your reviewing pleasure. It took me three hours to put this together because there were so many changes! Hopefully everything is in its correct place, though some kinda sat on top of a few different sections (cyber weapons for instance) so there may be slight inconsistencies.

I've also reviewed all the analytics we track for admin and compiled some fun numbers to start this end of year thread with. A BIG THANK YOU to everyone who GM'd, built, handled service requests, greeted guests, coded, webmasters, etc., this year as well. Take a look at this data! It's incredibly humbling and amazing to see just how much work the staff put into this passion project which is Sindome.

28,124 xhelps sent to players

12,271 verbs programmed by coders

8,488 notes left by admin

8,418 properties on objects updated by builders & coders

4,409 objects created by admin

3,184 puppet requests done by GMs

2,076 new verbs added by coders

1,623 new properties added to objects

1,194 service requests done

1,087 guests were greeted

546 Game Improvement Posts made

513 typos fixed (mainly by Mench)

411 histories denied by GMs

389 histories approved by GMs

234 new rooms added by Builders

Programmer Analytics

OBJECT NAME VERBS-PROGRAMMED VERBS-ADDED PROPS-ADDED PROPS-SET

Mirage 5857 1175 897 2955

Johnny 3366 582 460 1134

Fengshui 2748 294 236 1755

Kard 265 23 12 246

Mench 33 0 12 582

Glitch 2 0 4 507

Storm 0 0 0 38

Butako 0 2 2 1360

Celestial 0 0 0 2

THANK YOU SO MUCH TO EVERYONE WHO CONTRIBUTED TO CODE AND UPDATES.

Builder Analytics

OBJECT NAME THINGS-CREATED ROOMS-DUG THINGS-DESCED PROPS-ADDED PROPS-SET PROPS-REMOVED TYPOS-FIXED

Mirage 914 48 6 897 2955 120 8

Butako 564 131 14 2 1360 0 55

Johnny 291 11 0 460 1134 65 0

Fengshui 213 7 18 236 1755 62 0

Kard 103 2 0 12 246 0 0

Mench 99 2 1 12 582 0 450

Glitch 97 33 20 4 347 0 0

Storm 21 0 2 0 38 0 0

Celestial 7 0 0 0 2 0 0

SO much amazing content added to the game by so many different people. Thank you all so much.

GM Analytics

OBJECT NAME PUPPET REQUESTS SERVICE REQUESTS HISTORIES-APPROVED HISTORIES-DENIED NOTES-LEFT XHELPS-SENT GAME-HELP-KARMA GUESTS-GREETED DONE-CHARPUPPETS ADD-CHATTER GOLDSTARS-GIVEN

Storm 1350 163 55 41 2656 5237 3 1 106 5 5

Ramrod 655 5 112 65 2185 4987 0 203 23 121 4

Kronos 331 0 20 32 745 916 0 230 69 44 2

Coral 260 1 104 150 654 149 0 84 15 141 0

Celestial 211 27 4 6 459 2208 33 58 15 34 0

Butako 88 498 2 1 234 1786 7 54 4 18 0

Mono 73 2 43 72 313 604 0 56 5 5 0

Fengshui 59 270 2 3 607 3104 14 46 6 41 23

Mirage 57 11 9 10 163 2357 0 50 1 7 21

Mench 41 103 6 1 160 1676 22 236 4 27 7

Voodoo 36 0 21 13 94 90 0 30 2 4 0

Fountain 10 0 11 14 21 1 0 0 0 0 0

Kard 7 10 0 1 70 1400 6 47 0 7 0

Blinder 4 27 0 0 31 1075 0 0 0 0 0

Glitch 2 74 0 2 69 845 1 1 0 0 0

Jinx 0 0 0 0 2 0 0 0 0 0 0

Slither 0 0 0 0 4 17 0 0 0 0 0

Laerg 0 3 0 0 6 119 0 0 0 0 0

Johnny 0 5 0 0 15 1553 22 1 0 0 0

Incredible work by the GMs as well. Thank you all so very much. I am blown away by your efforts.

And now for the improvements we made!

Quick Links to the different areas

Cybernetics

CYBER EYES

Cybernetic eyes will now correctly enhance your character's ability to notice things. The bonus should be the same whether you have one or two replacement eyes.

MIDNIGHT MONA CYBERWARE

As commonly requested: a new female version of the studdly has been added as new cyberware.

AESTHETIC CYBERWARE

SOME cyberware can now be customized in appearance with some new commands:

@designs => shows all designs you've made for this

@check => shows current design and what it will look like

@color => sets the color for the design

@appearance is => sets the naked msg when installed

@design is => finalizes design / reuses existing design

This changes how the cyberware is displayed in your nakeds, and is now accessible to cyberdocs.

CYBERNETIC SYSTEM RESOURCES

A new unit has been added to cyberware called "system resources". Some cyberware generate system resources, and the purpose of these resources will be expanded on later.

FACIAL CYBERWARE

A new cyberware face has been added that is aesthetically customizable.

It protects against airborne infections too. It's not just a pretty face.

PDS vs CPU

Existing cyberware have had their PDS values adjusted where we've reduced the PDS penalty for wares. Where we've reduced this PDS, the cost has been shifted to the concept of system resources provided by a processor unit. You can think of this new cost as CPU provided by the main computers you have installed in your body.

Once you reach the maximum amount of consumed CPU (as provided by an installed processor), you will not be able to install further wares that require CPU.

Not all wares have been reduced, but a LOT of them have. In some cases, you may find your wares are costing you significantly less in terms of PDS. The goal with this change is to permit a broader variety of cyberware implants being used by everyone.

/SYSTEM SHOWS CPU

If you have a /system command that shows output in your vision, you'll see available CPU displayed there as a percentage of your capacity.

!NEW! PROSTHETIC COATINGS

Before, it was unclear if prosthetics were metal, or capable of sensation. Now, coupled with the @design system, prosthetics like cyberlimbs can be coated at the 'prosthetics painter' in the SK kiosk room.

Using

coat cyber with painter

A cyberdoctor can select a new exterior coating for the prosthetic from 'polymer colors' to FleshRight(tm) real sensation skintone skin.

MULTI-NAKED PROSTHETICS

Cybernetics that replace multiple locations now support multiple naked message overrides, to better support the disguise and layering system.

The command has changed from:

@appearance cyber is

to

@appearance cyber

CYBERNETICS BUGFIX

Uninstalling can no longer be done while:

* The patient is awake and the procedure requires a knockout.

* The patient doesn't trust you. (with the same exceptions as install)

* Uninstalling or installing other cyber.

It is no longer possible to install many cybernetics simultaneously.

Uninstalls and installs also cannot be done while aiming, climbing, flying, driving, and a bunch of other situations where doing delicate cybersurgery made no sense.

As a reminder, the syntax for trusting your cyberdoc is:

@trust doctor to operate

!NEW! CYBERNETICS (COPROCESSORS)

A new line of coprocessors has been added to the game. These add system resources for specific kinds implants. These can be purchased from the SK kiosk as usual.

FLESHRIGHT BALANCE CHANGE

Fleshright coatings on prosthetics now decrease their PDS load, but increase their CPU load.

NK HOLOPROJECTOR EYE MODULES

Nito-Kodak is pleased to announce their new product: A holoprojector module that fits in your cybernetic eye from Saedor-Krupp!

You may use this to project either a still image or a moving image from your eye. This requires being able paint the scene in your mind well enough, as well as being able to program the module to project it. The quality of the image will depend on how well you you achieve both of these things!

Note: It's a holoprojector module. It doesn't produce sound, don't try to make it!

CYBERNETIC DESIGN IMPROVEMENTS

Cybernetics now list the substitutions they accept in @check, which allows for some more advanced programmatic substitutions to be utilizable in custom designs. For example the color of color eyes.

Speaking of, the color eyes have been made customizable to showcase this new functionality.

!NEW! CYBERNETICS

Two new SK cybernetics have been added to the game. A spine replacement and a dynamically resizing breast implant.

Both are supported by the design system.

To read more about the design system, please read the shiny new helpfile at:

help cyber-design

CYBERNETICS SCANNERS META-EXPLOIT FIX

The cybernetics security device no longer announces in the player's voice that triggered it, fixing a possible meta-exploit.

CYBERNETIC PRICE CHARTS

The long very simple cybernetic price board at the various clinics have been upgraded! DocSign (A division of SK) has provided all the established outfits with touch-sensitive digital cybernetics price charts that wirelessly connect to the SK and VS product databases!

Cyberdocs working at one of these clinics can get access to the configure panel each high tech device sports. Able to define the advertising headline, what wares are sold, how much they're sold for and an array of other bells and whistles, docs are in full control of how they market what they sell!

Customers should be sure to take advantage of the touch-sensitive display to get more in-depth information provided by your clinic's doctor and backed by SK and VS product facts.

DocSign - "A doctor's best friend."

OVERPRICED WARES

Characters skilled at trading can now notice prices on cybernetic price charts that seem higher than they should be.

NPCS FOLLOWING YOU THROUGH DOORS WITH FEES

This is fixed. NPCs will follow you through doors with fees correctly now. We broke this during skateboard code. Thanks for the report.

CYBERWARE DESIGN CONFIRMATION

To prevent installing partially designed cyberware, a prompt has been added when a player attempts to install partially designed cyberware asking for confirmation to proceed.

HARDENED PROCESSOR

The price for the Hardened Neural Processor was too low, so its been raised significantly.

WARE ERRORS & YOUR HUD

If you have a Visual Overlay Optical Module, errors with your wares that used to produce the standard yellow text of the visual overlay will now produce a BLINKING ERROR MESSAGE.

CYBER PRICE CHARTS & SOCKETS,NAILZ,ETC

The Cybernetic Price Charts had a bug where some wares were missing from the configuration menu. These missing wares were ones only located in a left hand only location. I had taken a shortcut to removing redundant ware listings for all the wares that exist as both left hand and right hand variants. The shortcut ended up filtering out a few wares.

We are now filtering out the symmetrical variants better so the missing wares are showing up on the boards. I've also cleaned up how we display the symmetrical wares, so you'll see now see a single listing for each ware 'pair' with it saying 'Left or Right' to indicate you have a choice and that the clinic doesn't specialize only in right eyes.

/COLOR OVERLAY

If you have a Visual Overlay Optical Module, you can now specify what color it outputs as ICly with /color overlay. Enjoy!

CYBER MISSING LIMB DESCRIPTIONS

Descriptions will no longer erroneously include that a hand or other limb is missing when installing a cyber limb.

COLOREYE DESCRIPTION

Is fixed. Previously it always showed the eye as a "right eye", this has been repaired.

Additionally, it now properly displays if you install one in each socket.

CYBER SHORT DESC

If your eyes are the most noticeable part of you and it's a cybernetic eye, that is now reflected in the short description message.

TRUSIGHT UNLINKING

When a trusight cyberware port is uninstalled, it now properly clears the link on the weapon as well.

CYBERNETIC TECHNICIANS

Have been added to the game with a new tool that enables them to access the firmware level of cybernetics. This new level of access uses the systems skill, and will be the key to unlocking the true potential for your cybernetics, as well as diagnosing issues from .. other.. new systems.

One hint I will give is that cybernetic technicians have a lot of influence over that new 'system resources' metric we've all heard of by now.

Additionally, sometimes a piece of cyberware might be in a disabled or offline state after a serious malfunction, and that is another area where cyber technicians may be able to help.

We know the systems skill needs a lot of love, and we're happy to introduce something that expands on this often overlooked skill. This lays a lot of ground work on letting us provide future enhancements to this skill as well.

CYBERNETIC DAMAGE

Cyberware can now be damaged, both in hardware and in software. The hardware can only be repaired by cyber doctors with the appropriate tools, of which there are two new ones.

MALFUNCTIONS

Cyberware that is damaged will be susceptible to malfunctions when it's used. There are over twenty of these malfunctions that can happen, and each cyberware has malfunctions customized to it.

Some of these malfunctions include:

* A blue screen of death blinding you.

* Random studdly erections

* Distorted or blurry vision.

* An intense electrical shock!

* Acid in the blood.

The more damaged the cyberware, the worse the malfunctions can be. These can be potentially very deadly, so watch that edge!

SINGLE CYBER EYE

Short descriptions now properly account for when you only have one cybernetic eye by saying "with a cybernetic eye" instead. Additionally, the score has been nerfed a little bit so it's less noticeable than some other features.

EMP DAMAGE

EMP now does malfunction damage to cyberware. This damage cannot be fixed, but does go away with time.

SPARTEK/BOKKEN CYBER DAMAGE

Has been reduced to 0. It is now safe to spar with these weapons and not break your shiny, expensive flashboost.

CYBERWARE PRICE CHART STYLE

The individual configuring their price chart has the option to display dots (.) on the chart to help visually relate the information on the same row. This option will now be overridden when someone looking at the chart has @access STRIP_ASCII enabled.

DEBUGGING UNIT FIXED

Rebooting cyberware via the debugging unit was reporting no found cyberware. That is fixed now, and the reboot function now consistently works.

DEBUGGING PRIVACY

There is now a privacy screen on the debugging device that prevents people from being able to see the screen if it's not held.

CYBER INSTALLS

It's now possible to install cyberware even if the patient has insufficient system resources on their CPU. This will have deleterious effects, so be careful with blind installs!

Thank you, new malfunction system.

CYBERWARE BALANCE TWEAKED

After checking out the balance of the various cyberwares, we've collectively decided to adjust the balance of various wares' PDS and CPU load closer to our design intent.

Additionally we've added a new cyberware malfunction type that can be encountered.

CYBER UNINSTALL FIXED

Two bugs preventing cyberware from uninstalling and "failing silently" have been fixed.

NEW CYBERWARE

Two new pieces of cyberware have been added to the game. This is the radio and tracheal implant, adding some much needed functionality and love to that area of cybernetics. This also comes with a lot of bugfixes across the board as I looked at cyberware.

Among them, some of you may now notice additionally that cyberlimbs do not have wounds and instead have mechanical descriptors of damage. One less nitpick hanging.

INSTALL SCRIPTS UPDATED

Cybernetic installation scripts no longer force the doctor to talk, and instead provide a private roleplay cue for them instead that is less immersion breaking.

CYBERWARE FIXES

It felt weird being totally radio silent. So while I cannot describe exactly *what* was fixed, a number of weird immersion-breaking or balance issues have been fixed with cyberware.

CYBERNETIC SHORTDESCS

A special hidden adjective may appear in your shortdesc now if you are sporting a lot of designer cyberware that is visible. There are three of them. Happy hunting.

CYBERWARE NAKEDS

Have been adjusted. Previously the code wouldn't let cyber nakeds concatenate, so only the first would show. This has been fixed.

Additionally, @nakeds will now show on cybernetic nakeds NOT belonging to a mechanical limb replacement or prosthetic.

RIGGING CYBERWARE

A new cybernetic has been added that enables the interface of rigger and machine. This is now for sale at all cybernetics clinics.

EXOSKELETONS

Two new cyberware have been added to the game. The Belter exoskeleton which is older and has been around for a while, and the newer Enforcer exoskeleton.

Neither of them are particularly pretty, as metal bolted to skin tends to be a bit offputting. But the downsides are a wonderful tradeoff for the abilities afforded by either exoskeleton.

DYNAMIC NOTABILITY FOR COLOR CYBEREYES

Those of you with color cyber eyes are now benefiting from two new effects. First, the color of your cyber eye is now showing up, in color, in your short description if its a noticeable element. (more so than other things). Second, each color now has their own notability score for short description calculation. This means that the brighter colors will now be more noticeable in your short descriptions than the darker or more normal colors.

I have updated your state so that your short descriptions might now reflect it. If not, strip down and look at yourself. :-D

NEW CYBERWARE

More cyberware of a brand new tier has been added to the game, but this isn't like a normal release. None of this ware is purchasable, and it must all be found in game.

Along with this, we had some exciting cleanup on the backend that added features for both cyberware and robotic parts, centralizing a lot of stat-centric and mechanic-centric code that enabled me to make more ware faster than before with a higher level of consistency.

CYBER DESIGNS

Using @check on a piece of cyberware will now show if the item is capable of supporting custom designs.

CYBERLIMBS

Have always existed in some form in game, though their general use has been discouraged.

This is because the base coded systems for missing limbs needed some love and testing. They've had that and we've completed a satisfactory amount of testing. So cyberlimb sales at clinics have been enabled.

It is now possible to buy cyberlimbs for your average joe, rather than something that requires staff oversight.

RAINBOW COLOR EYES

/color eye now has an option for rainbow eyes!

CYBERLIMB PRICE CUT

Cyberarms and cyberlegs are now 50% cheaper on PDS load and chyen cost in order to make them more accessible and less crippling.

CYBER DEBUGGER UPDATED

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

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.

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.

ARIN INTERFACE FIXED

The /system status display for ARIN has been fixed and should now display as intended.

CYBERWARE NULLIFICATION FIELDS

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.

CYBERWARE EXPOSE

Cyberware now exposes properly when using the 'expose' command. I believe biomods do as well now from my limited testing set.

BIOMOD NAKEDS

Now prefix the @naked for their area, and that area can now be edited with the use of @naked.

CYBERARM BUFF

Cyberarms now slightly buff hand to hand damage because getting punched with a metal fist hurts.

DERMALWEAVE NERF

Dermalweave's armor bonus no longer applies if the limb is missing or has been replaced with a mechanical version.

CYBER PRICE CHART PREVIEW

Touching a cyberware on the price chart that has an external appearance now shows a preview of what that cyberware would look like.

CYBERWARE MODULAR SLOTS

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.

PRICE CHART SLOT UPDATE

Pricecharts for cyberware now also include information about their modular slots, and the types of those slots.

EMP DAMAGE BUFF

EMPs now non-temporary damage to cyberware, in addition to their normal damage which has also been buffed.

EMP DAMAGE BUFF

EMPs now deal non-temporary damage to cyberware, in addition to their normal damage which has also been buffed.

CYBERHANDS AND CYBERFEET ADDED

As the title says, your tiny extremities have been added.

PDS FIXED

For right arms, as they accidentally had too much PDS.

NEW CYBERWARE

Four new pieces of cyberware have been added to the game. You can find them on the priceboards where they're featured. Enjoy folx!

EMP BUFF

EMPs now in addition to the previous change will now also have a chance of causing ware malfunctions by force.

SEX-CHANGING NANO

While this has always been available in character as an unscripted item, we've gone ahead and added a new nanogenic that automates the process of changing your character's sex and this is available now.

CYBERWARE DAMAGE FIXED... AGAIN

My damage code for cyberware wasn't working correctly, and I've rewritten it for the third and final time.

You may notice your cyberware stop working from damage and require repairs now. Thanks EMP code for showing my this was a bug.

CYBERWARE DAMAGE CHANCE INCREASED

Cyberware damage no longer applies on just blunt critical hits. Instead, cyberware damage has a chance to proc on *any* critical hit, and the chance of this damage happening has been increased across the board.

CYBER NAKED MSGS UPDATE

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.

BLOODWORK FIX

Cyber-eyes and other cyberware that don't belong in blood scans no longer show up in those blood scans.

No more leaky cyber-eye fluid in your blood.

Vehicles & Vehicle Combat

VEHICLE CAUTION AND WARNING SYSTEM

Has been added to better communicate the status of a vehicle on the fly. It includes common warning lights that reflect the status of your vehicle.

This also includes a "caw mute" and "caw unmute" command to tell the systems to not audibly warn your character if there is a situation of concern.

UNPOWERED VEHICLE EXAMINE

You won't get useless information anymore when you examine one of the new unpowered vehicles like wheelchairs or mop buckets.

Additionally, staff can now define examine files for specific vehicle generics (and their descendents) via @edit-help and then set the generic to use the new file by @setting the .examine_file property of the generic.

SKATEBOARDS

Skateboards and longboards have both been added to the game. You ride skate to get on one and dismount skate to get off. While you're riding, you push skate to [direction] to ride it in that direction.

You can also smack each other in the face with them.

SKATEBOARDS IN THE TUBES

Skateboards and other unpowered vehicles now expose the rider such that you may be hit by an aggressive or inattentive driver in the express tubes. When this happens, you'll be dumped from your ride and it may be trashed.

ENTRANCE FEES & UNPOWERED VEHICLES

You'll need to pay entrance fees just like everyone else, but you can still roll up into the club. (in wheelchairs, mop buckets and on skateboards)

PICKPOCKETING & UNPOWERED VEHICLES

Them damn skater punks are no longer immune to those of you that pick pockets. They are more difficult to pick though.

THROW / CATCH & UNPOWERED VEHICLES

You can throw and someone else can catch your skateboard, wheelchair or mop bucket now.

INSPECT SCRUTINIZE & UNPOWERED VEHICLES

You can inspect your unpowered vehicles now too. Scrut away kiddos.

RECYCLING CHUTES & UNPOWERED VEHICLES

It's possible to drop your unwanted unpowered vehicles in recycling chutes. It's also possible that future unpowered vehicles like bicycles will not fit in the chute.

Also: if you happen to find yourself in the place where the chute goes when something is dropped into it, you'll see improved messaging as the item drops into the room. Additionally, I added code to raise an error if the object (for whatever reason) does not go anywhere, preventing the recycling chutes from being used to generate infinite sic credits from bugged items.

HIGH PLACES & UNPOWERED VEHICLES

The unpowered vehicles now support jumping, shoving, falling and just riding around on rooftops. It's more difficult to jump without getting hurt while on one of these things, but when you do fall down, you shouldn't get stuck, the board shouldn't get stuck and you might even roll away.

FLYING IN NON-CARDINAL DIRECTIONS

When there is an exit from a location thats not named in a standard direction like 'north' or 'east', your flight computer is unable to plot a course, but that doesn't mean that you shouldn't be able to fly through the exit to the 'garage' that you can clearly see in front of you.

Well, now that should work.

Please let us know if you find this is letting you fly into someplace you should not be able to.

SHOUTING IN VEHICLES

When you would shout in vehicles before, those outside the vehicle would see that someone was shouting from "nearby". Now, if you're in the room the vehicle is in, you'll hear that the shouting is coming from that vehicle.

Additionally, if your vehicle has windows and those windows are down, those in rooms connected directly to the room the vehicle is in via exits will hear that someone is shouting from nearby now.

RIDING VEHICLES INSIDE VEHICLES

You can no longer start riding an unpowered vehicle within the front room of a vehicle without an exit to another room within the vehicle. You can also not start riding your vehicle within cramped spaces like ventilation ducks or crawl spaces.

TIMEBOMBS DAMAGING VEHICLES

Fixed a bug that was preventing ethicol timebombs from damaging vehicles properly.

EMP AERODYNES

Aerodynes hit with an EMP now stall as expected.

NPC TAXIS

Work again after a several day strike where they apparently refused to listen to clients.

EMP VEHICLES #2

Pulling a pin on an EMP grenade inside a vehicle now shuts off that vehicle and all other vehicles in the room.

SPECIFIC VEHICLE INSTALLS

When installing a part with multiple valid locations of install, the mechanic is now prompted on WHICH location to install the part. This previously didn't matter, but it will soon matter with vehicle weapons where the different hardpoints have different meta-parameters.

VEHICLE GUNNERS

Are now properly indexed and counted in vehicle combat systems. Now when a vehicle is firing, dedicated gunner weapons will now also fire as long as someone is sitting in the controls dedicated to fire them.

This includes a display in the vehicle's passenger list of who is at what control station.

Support has also been added for a future implementation of changing passenger seat position so that characters can move around in a vehicle and be at the correct fire control set.

MECH PARTS

Mechs in the game have been updated to use mech parts. No more mechs with tires and car transmissions.

WINDSHIELD REPAIR

Now uses the higher of your two repair skills. As it does with several other vehicle parts in the game.

VEHICLE MUNITIONS

Vehicle weapons can now be loaded with ammo, and it updates the internal gunnery computer's display of ammo.

VEHICLE VINS

Vehicles now have Vehicle Identifying Numbers (VINs) stamped on their chassis. This number appears on evaluating the vehicle.

VEHICLE VINS PT2

Vehicle VINS now require the appropriate tools in order to be read during evaluation.

VEHICLE LICENSING TERMINAL

A new terminal has been added to the WJF licensing office. This terminal includes some basic functions that I think you all will find very useful, with the primary one being the ability to now transfer ownership of vehicles to other people.

It is also a convenient way to see what vehicles are currently registered to your name, and their VINs.

VEHICLE EVALUATE UPDATED

With vehicles that have hardpoints, evaluating the vehicle will now show additional details about the vehicle's hardpoints. Their size, what they're meant to mount, and what seat is wired to fire them.

This should remove some guesswork when equipping vehicles.

VEHICLE TERMINAL IMPROVEMENTS

Vehicle terminals will no longer show unpowered vehicles like skateboards in the owned vehicles section. These are not traceable.

Additionally a new field has been added to the menu option for viewing vehicles. This new field shows the status of your vehicle title, for that real DMV experience. If your vehicle has been purchased at a scrapyard, expect to see it say SALVAGE instead of CLEAN.

VEHICLE HARDPOINTS

Now support variants of hardpoints that have no control wiring (meaning guns can't fit to them) and an expansion of what 'hardpoints' mean for possible non-vehicle-weapon equipment mounting to vehicles.

VEHICLE SECURITY COMMAND

Has been added to enterable vehicles, now allowing folks to see a readout of the currently authorized users on their vehicle, as well as any security alerts.

VEHICLE HARDPOINTS

Are now available on vehicles, and be seen with the 'evaluate' command.

VEHICLE EVALUATE

Now uses a skill check to see if you can determine the damage condition of the part. Without the appropriate skill, you will only get a "is it ok or broken" indicator.

JUNKYARD TWEAKS

With some data collected as junkyards have been in play, we've determined they're not quite where we want them to be. So some numbers have been tweaked for a better experience.

STOLEN VEHICLES

Vehicles that are stolen will now report their title status as "STOLEN" in the WJF vehicle terminal.

VEHICLE TERM TIMING CHANGES

Instead of vehicle operations generically saying "PENDING" when they are processing, they now give a number of hours until the job is complete.

MOTORCYCLE MOUNTING

Motorcycles now correctly report access denied/granted when mounted. They were using the wrong verb / their own implementation and that's been brought in line with how vehicles normally work.

Fucking motorcycles. Being special. Now they are less special.

VEHICLE PART PRICES

Have been reduced across the board to account for coming vehicle combat changes. These will be reflected in the junkyard as well. We will continue monitoring this.

FLATFIXER

A new item has been added to autoparts stores called "FlatFixer", this is a standard expendable item that can be used to repair ruined or damaged tires back up to functional.

EXTERNAL RADIATORS

Two new external radiators which fit on hardpoints have been released to the game. These things are mixer as fuck, and work like other radiators.

Small cheer, these are the first hardpoint items to be released for player use.

REMINDER: Patch notes are not IC knowledge!

MODDABLE VEHICLES

A new interior modding system has been introduced to vehicles. This facilitates the addition of lightweight features that can be installed into vehicles. Vehicles have limits to how much they can fit modification-wise, with some vehicles fitting more than others.

Using this feature, it was possible to add the second part of the the rigging cyberware that provides an access point to actually use the new ware.

SKATEBOARDS IN MILLSPORT

You will no longer be able to store unpowered ridden vehicles like skateboards, wheelchairs and mop buckets in vehicle storage garages like Millsport.

VAN DESCRIPTIONS

Vans have been updated to use the same description code as the rest of vehicles, so things like license plates and window state are now properly being communicated when you look at them.

HAND TRUCKS

I've added pushable hand trucks to the game. These have a vary narrow use case, but can be used to move heavy vehicle parts or robot parts.

These are available in game now.

JUNKYARD PART REBALANCE

I've adjusted how junkyards respawn parts. There are two changes here:

1. When searching, it might say you see nothing, but there were in fact still parts to find. This was not a bug, this was intended to reward persistent players. But it seems instead it just confused people, which makes sense. So I just removed that 'feature'.

2. It is now more likely that the junkyard will create entirely new parts when the pool of available parts is low, making junkyard variation of scrap parts much higher. Trips to the junkyard should now bare more varied results.

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.

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.

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.

AERO CHECK RENAMED

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

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.

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.

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.

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.

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.

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.

MOTORCYCLE HELP

Motorcycles have their own examine help file now.

VEHICLE RENTALS

A vehicle rental system has been added to the game. It's used in just one location right now, but the system will likely be expanded into future locations.

What sorts of places would you like to see a vehicle rental terminal used?

JURY RIG BUFF

Juryrig can now repair ruined parts.

MOTORCYCLE BLOCKADE RUNNING

When motorcycles fail to run a blockade and hit the blockading vehicle, the impact will now cause the riders to go airborne.

VEHICLE DAMAGE CODE REBALANCE

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.

HOTWIRING KIT CHARGES

Hotwiring kits now have charges so they can be used multiple times before being tossed.

MOTORCYCLE DEATH

When dying while riding your motorbike, the state is successfully cleared for the motorbike to prevent putting bike and player in a bad state.

Badlands

LONG HAUL COURIER

A new location has been added to the long haul courier place.

BADLANDS CHANGES

The badlands are now much more dangerous. We've added auto spawning enemies with various different kinds of turf, throughout large parts of the badlands. There are creatures you've seen and heard of before, and creatures you've never seen. There are also a LOT more dune dragons and rad scorpions that will be spawning throughout various different portions of the badlands. This is an initial step toward making the badlands more difficult/dangerous. Feedback welcome.

A lot of internal changes / updates were made to support this code that I'm not going to go into as well, but that will support future updates in this space.

Corpshare

CORPSHARE MARKET RESET

I've written the final pieces of code that the corpshare market needed to reset itself at the end of the cycle. The share prices & ongoing events won't reset, but each corpshare account will be emptied after prizes are assigned.

CORPSHARE PRIZES

There is a new option at the corpshare terminal, 'claim prizes' which will let you claim prizes. This is only possible AFTER the corpshare cycle has ended and prizes have been assigned. And only while you still work at your corporation.

CORPSHARE MARKET RESET

I had to fix a few things, but the first corpshare market reset ran with mostly no issues. Prizes for the top accounts have been dispensed and are accessible at the terminal. The reset blanks ALL accounts, but doesn't change anything else (stock price, etc) at this point. Please provide feedback on the market (as it is now) in the feedback thread. I'm not looking for new ideas, just feedback on how things are working as it stands. I'll be incorporating more stuff into the corpshare as time goes on (different prizes, chatter feeds, etc).

CORPSHARE PRIZES CHATTER

The winners of the corpshare prizes each quarter will get pushed out to chatter.

Each week we will auto generate the current top 3 for each prize (in future there may be more than one) and that will get pushed out to chatter.

These are TOPSIDE only chatter events, so you'll have to talk to a bartender or other chatterer to get this paydata.

NPCs have been configured to pick this up and give it to you as part of their streams.

CORPSHARE EVENT CHATTER

There is now an NPC (in a place you will reasonably stumble on them) that will sell chatter tidbits on the current goings on in the corpshare market. These are randomly pulled from the current 'events' happening in the corpshare market, and will NOT encompass everything going on. However, if you spend time paying attention, and talk to these folx often enough, you'll be able to see some of the macro trends affecting various stocks. Again this DOES NOT MEAN that what you hear is the ONLY thing happening for a stock, just that it is ONE of the things.

I plan to add additional NPCs, with different requirements at different places (like your corps).

CORPSHARE EVENT CHATTER

This chatter will now refresh every 1 to 3 days. Again, it picks random events that are ongoing, so you might hear the same thing 6 days in a row, but you might also, hear new stuff. The chatter ONLY sticks around for the 1-3 days as well, when new chatter is added, the old stuff is removed. This means you are incentive to check in on it often, or, since there is a cost involved, pool resources and track macro trends with your ace kool. Or whatever ace kool is but with corpies.

CORPSHARE LEADERS

Forgot to post this after I did it. So it's been IC for a week or so. There are new prizes for Corpshare that are based on the person with the LEAST valuable portfolio. These are shame prizes. Shame on you for winning them. Shame on your corporation for hiring you.

CORPSHARE WEEKLY TRADE CAP

There is now a weekly trade cap of 5 trades. If you trade (buy or sell combined) up to the limit you will no longer be able to trade. This resets on a weekly basis and the date/time it resets is presented when you use the terminal. You can see your trade count for the week in 'view account'.

The number of weekly trades can be tweaked based on feedback.

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 :)

CORPSHARE MARKET VOLATILITY

Based on feedback I've added a new 'market volatility' property to the corpshare market. Any change to corpshare price will be multiplied by the market volatility, resulting in a larger shift, if the volatility is > 1.0. Right noiw I've set the volatility to 2.0-- but may tweak this over time based on where stock prices end up and such. Overall this should make predicting a winner, and knowing what's coming have a bigger influence on your corpshare account, since the swings in stock price will be more exaggerated.

Be aware this is a hard change to forecast / test so if something gets wonky please report it.

Website

CHARACTER PASSWORD RESET

The Reset Password button shown next to each of your Character accounts was broken for users who were behind common web proxy servers (perfectly normal stuff your ISP or Job might be doing). I have fixed the issue. If you've always found this button broken, maybe you know why now!

WEB SIGNUP

The web based signup page now has a warning that we do not allow proxy/VPN connections, w/ an explanation of why.

OOC Comms

CHANNEL SPEECH

The XTO command now lets you target more than one person. Just separate the people with commas, no spaces.

MULTI-CHANNEL COMMANDS

@XSILENCE player

@XSILENCE all

@XSILENCE [channel] [channel] ...

@XLISTEN last

@XLISTEN [channel] [channel]

Players and staff can now listen to and silence more than one channel at a time. You can target a list of channels separated by a space for both silencing and listening. When silencing, you can also target 'player' and 'all' to target just player channels your listening to or all the channels your listening to.

When you silence one or more channels, we'll remember the last set of silenced channeled so that you can use 'last' when you want to listen to all those channels again.

#EarPlugs

CHANNEL LISTEN GUIDANCE

When you use @xlisten to listen to certain chat channels, you'll get some helpful guidance on using the channel including not to share your character's details.

Staff can manipulate a channels .listen_msg to customize these or fix typos.

@XSTATUS

- This now shows if a channel has an @rewind

- This now only works on channels you have access to

XMAV

Maverick was the OG person who would accidentally say something in the wrong window / channel. In honor of the original individual, xkev is now xmav. Mav away!

Combat

LARGE COMBATS

There was an issue, possibly introduced recently, possibly that had existed but was exacerbated by recent changes, that was causing NPCs to respond when attacked in a silent but cascading fashion, such as, A attacks B, B attacks A, C attacks A because of liking B, A attacks C, B attacks A because of liking C, etc.

This was causing some lag, and tracebacks. It's been resolved. Hopefully big combats kick off with a bit less lag now as well.

The recent changes to combat are going to uncover bugs that have been missed for years, and performance issues that we have just come to 'live' with. So this is actually pretty exciting that we can find/fix these issues more readily now.

There WILL be bugs with the updates we are making to combat, it was a pretty battle tested (pun intended) system previously, and we didn't change it often, but now that we are, we will resolve them as they come up.

LIMB SEVERING

It is now possible to cut off someone's limbs. You can do this on vulnerable characters with an edged weapon to the limb or body location of your choice.

The command is:

sever body_part from character

FALL DAMAGE

We've reformulated fall damage to deal with falling from higher places better. Before, it was possible for well stated characters to become invincible to fall damage, no matter the height. This might make super high jumps in topside much more dangerous, but they were always supposed to be very dangerous.

Just so you don't think all falling is going to hurt more, we ran the numbers extensively and are happy that the new formula is producing fall damage in the same ranges as the old formula. Here's a 2 floor sample showing the one dependent stat increasing from left to right while the other dependent stat is represented by the different colored lines. You can see that as your stats go up, the damage goes down (you'll note there is some randomization at play too).

SEVER UPGRADED

Sever command has been upgraded with all kinds of new attention to detail. Bleeding, skill checks, pain, and more.

MISSING HAND HACK REMOVED

And replaced to appropriately check for cybernetics or disabled limbs when doing actions that require two hands.

COMBAT LIMB BUGFIX

There was a lingering logic error in the fix yesterday with attacks not targeting missing limbs. This has been corrected, and the bug is now finally, and completely eradicated.

CRITICAL HITS

Critical hits with the appropriate weapon now have a chance to damage cyberware. This damage must be repaired at a cyberdoc.

Additionally, limbs have a small chance of being severed with the appropriate weapon on critical hit.

DAMAGE OVER TIME MECHANICS

A generic subsystem has been added to the game for damage over time mechanics. The MVP of which includes the first DOT mechanic (and a chance to the type of damage overall): Radiation

Radiation now works differently than other damage in ways that you will have to find out, and I can guarantee that the experience isn't pleasant. Adding these types of mechanics will fill out different types of gameplay and add more variety to the game world.

HT WOUNDS

HT or Health will now show individual wounds to yourself even if they're covered.

HT FATIGUE LEAK

Apologies for letting your fatigue state leak, this bug has been fixed. When checking the health of another character, you will no longer see their fatigue description.

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.

COMBAT FOCUS SWITCHING

At some point a combat check got added that broke the ability to switch your target during combat, necessitating you to stop attacking and then attacking something else.

This has been fixed. If you type 'kill [another target]' during combat now, it correctly switches your target and gives the room proper messaging.

AUTOMATIC FOCUS SWITCHING

I've added code that makes sure when in a combat with multiple people, if the target you're attacking has gone down that you will automatically refocus to someone else in the fight that is targeting you, otherwise you will leave combat automatically.

CEASE ATTACKING

A new bug had popped up sometime where attacks would continue happening even after someone was unconscious, this has been fixed.

GRAPPLE/GUARD

It is no longer possible to grapple while guarding, and the inverse is also not possible.

GARAGE TRACEBACK

Fixed when attempting to install a vehicle part outside of a garage, it now correctly tells you that you can't do that.

COMBAT LOGGING VEHICLES

Is it no long possible to exit the back room of a vehicle while engaged in combat.

COMBAT MOVEMENT FIXED

A switch in January to the battle system appears to have made it so you can just stop attacking and walk away from combat despite being attacked. This was a bug, and it is now fixed.

BODYGUARDING & PROTECTION

Is now a feature that you can read about help protect. It is now possible to protect other characters from harm.

SHOOTING UPDATE

Shots from another room when attempting to snipe now have a chance of hitting a bodyguard, or someone you're grappling/detaining.

Non Cyber Weapons

DISPOSABLE PIECES

It's now possible to find certain characters that will sell you a disposable firearm, no questions asked.

WEAPON MOD REMOVAL

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

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.

SHOTGUN MAG RELOADING

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

MAGAZINES GIVE MAX COUNT

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

ZMI TRUSIGHT UPDATED

To use the wires universal system.

Games within the Game

SHUFFLE CARDS

You can now shuffle decks of cards independently. This is opposed to it being built into the collect and deal/draw commands, you will now distinctly shuffle before/after doing those things with decks of cards.

Additionally, you can all define your @shuffle_cards message (its in @messages me), so that when you shuffle a deck of cards, you can do it in your own fashion.

@shuffle_cards me is "%N % %p %t."

DISCARD CARDS

When you discard cards, they'll now end up in a discard pile and you can see the top card in the pile when you look at the cards laid out in front of you.

PEEK ON CARDS

You can now peek at cards in the 'draw' or 'discard' piles in front of you.

TRADING CARD GAMES

Trading Card Games can be made and played with trading card decks. How does a deck of trading cards differ from traditional playing cards? They can be split and merged with other trading card decks of the same kind, letting you literally trade the cards between the decks. The hands of cards you get from these decks support a play command that at present let you play your cards in front of you, on your 'board'. In time, you'll be able to play cards in specific positions within your board, but that is not written yet. :)

Game Card Sets can be created by builders to create new TCGs, but there is an IC one already making its way through the game now. (It is not yet available for purchase!)

DISCARD FROM HAND

When discarding from a hand of either playing cards or trading cards, you'll use the same menu to select cards to discard as you do when you 'play' or 'split'. That old way of matching card names should be no more. If its still hiding somewhere, let me know.

INSPECTING TCG DECKS

If you've got your deck on you, you can inspect your deck and you'll be given an option to inspect individual cards as you want to.

If your character is a trading wiz, you'll have no problems calculating up some basic facts about your deck too!

PLAY FROM HAND

When using the play command with the test TCG decks, you'll be prompted to select which position on the board you want to place the cards you've selected to play. Looking at the board shows cards in the various positions.

I've added some working positions, not sure if they're final, want to hear from the playtesters before I settle on them.

Still looking at issues around non-board commands letting you do weird things with the board. You can't pick it up anymore at least.

TCG GAME BOARD POSITION MOVEMENT

Once you've played Trading Card Game cards from your hand into a position on your board, you can use move in board to choose a card and move it to other positions of the board, back onto the top or bottom of the draw/discard piles or back into your hand.

Use move in hand to reorder the cards in your hand. It's menu based now to better deal with the variety of cards and places to move them.

When you look at the board or the deck, the positions on the board are now ordered in the same manner as they are defined by the builders, so they can control how the play area will lay out. Oh, and I added a new potential position on the attax board called the 'Pantry' for food types. Feels like its needed to let you define your pool of resources for bringing critters out and playing quick cards.

I think the one command mechanic missing for TCGs at this point is drawing from the discard pile?

DRAW FROM DECK

You can now specify the the 'discard' pile when drawing cards from decks of cards (both playing and TCG). TCGs will prompt if you want to draw them from the bottom or the top of the specified pile. The classic syntax draw from deck will continue to draw from the draw pile.

TCG CRITTER ATTACK/DEFENSE SCORES

Critters now express their attack / defense scores on their game cards. Values are defined behind the scenes as ranges and are randomized in each deck/booster when they are created. Curse Cat for example can have an attack score of 1-3, and a defense score of 0-1.

CARD DECK MESSAGING

The buggered proportionate messaging where you would play or discard extreme sounding amounts of cards from your hand has been cleaned up with a much more accurate proportionate messaging system for the scales being dealt with.

I think we're done with the coding here outside of your @bug reports on it.

Staff are reviewing a guide on how to make more TCGs than the one we're going to launch soon, so if you want to get involved in making the 'Most Wanted' TCG some folks have talked about, get your butt in fix-it and start asking about how you can contribute to it. :)

TAP / UNTAP IN BOARD

TCGs game boards now support tap mechanics. Tap and untap multiple cards at a time. You'll see whats tapped when selecting cards and when you look at the board, you'll see tapped cards highlighted in gold. (color and messaging configurable for various TCGs)

UNWRAP YER DECK

Decks of cards now come wrapped in plastic so you can tell if a deck has been opened or not! Note, item's value may change when unwrapped. You can tell its wrapped when you look at it. If it's already been unwrapped, the unwrap command will not show up when you examine it. You will automatically unwrap a wrapped item when you do things like shuffle, deal, etc. #recycle

CRITTERDEX ATTAX TCG

TurboZoom is very proud to announce the general availability of their latest must have product, Critterdex Attax Trading Card Game. Available wherever Critterdexes are sold in both full size decks of cards and booster packs!* Get yours today!

* - may not be available in all stores where critterdexes can be found

CRITTERDEX ATTAX RULES

Player written rules are now included in the help on attax decks. Thanks for your contribution, Joshua!

Money Formatting

PRICE / CURRENCY DISPLAYS

I've begun converting the places where we display amounts over to a standardized formatter for consistency of experience and security. The changes are not complete, but since I've already broke the way stores formatted their shelves, I'm going to announce it before I'm done.

You can see this now in the Cybernetics Price Charts and store shelves, but you'll eventually see it just about anywhere the game is communicating cost or you are seeing an actual numeric amount of chyen. You'll still see indeterminate or estimated amounts of chyen like 'a lot of chyen'.

And the issue where store shelves were overly wide is fixed. Apologies.

Change Has Been Applied To:

- Store Shelves, Buying, Refunds

- Cybernetic Price Charts

- Bank Terminals

- item inspection

- counting yo money

- dropping money on the ground

- planting money on someone

- paying someone

- bounty terminals

- wage display at jobs you scan in to work.

- apartment rentals

- wallets

- gambling tables

- afterthoughts purchases

- markets

- pickpocketing

- loanshark npcs

- couriers delivering packages

- sic costs (ads, encryption, credits, etc)

- locker rooms

- gene therapy tanks

- recombination tanks (corpse cloning)

- doctor npc responses

- progia kiosks

- cred chips

- bet taking npcs

- cube hotel kiosks (new rose, hab, lucky eagle, etc)

- bars & bartender npcs

- carcass cooking npcs

- recycling chutes

- gift wrapping npcs

- gas pumps

- licensing terminal

- employment terminals

- strip club stages

- apartment redecorations

- cyberdoc npcs

- business card printing kiosk

- WJF field computers (tac-comps)

- briefcases

- taxis

- chatter npcs

- VR Game rooms

- ATMs (remote bank terminals)

- sales income npcs (businesses)

- slot machines

- ware ordering kiosk

- npcs who buy things they are looking for

- mechanic npcs

- sanitation booths

- propellant depots (space gas stations)

- pet ordering kiosks

- travel ticket kiosks

- art workbenches

- sticker printing kiosks

- vehicle ordering kiosks

- requisition terminals

- clothing dyeing kiosks

- tow truck npcs

- critterdex revives

- corpshare market terminals

- rentable vending machines

- prosthetic coating machines

- part recycling machines

- junkyard scrounging

- rentable garages

If I have overlooked anything IC, please file @bugs for places where its not doing any formatting of values. Places where its formatting wrong, there are missing spaces, etc can go in @typo.

Please keep in mind that terminal devices should not be showing the green highlighting within the terminal screen, so thats working as designed.

CHYEN FORMATTING FIXED

We incorrectly were showing a rounded value in some cases when showing chyen amounts. No chyen amount showing the actual number in green should be rounded.

Note, you still estimate when inspecting items, someone can still shortchange you, you'll see the wrong values in green, but those are still not rounded, just wrong. :)

MORE MONEY FORMATTING

- immigration checkpoints

- clone recording prices

- apartment door prices

- chelp sic balance

- employment terminal employee lists

- employment terminal budgets

- npc cyber surgery quotes

- roulette table's look

- chatter messages about money

COLOR OF CHYEN

I have brightened the color of money to address visibility issues that were raised with this key bit of information. If I missed anywhere thats still showing chyen in dark green, let us know.

MARKET HAGGLE MONEY FORMATTING

We fixed an issue where the fancy green money formatting was getting garbled by the overhear code dropping invisible needed by the formatting. (we removed the green color from the money formatting in haggle speech.)

BANK TERMINAL ANNOUNCEMENT MONEY FORMATTING

We fixed an issue where the fancy green money formatting was getting garbled by the overhear code dropping invisible needed by the formatting. (we removed the green color from the money formatting from the echo seen by viewers, not for the person using the bank though.)

Armor

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.

POWER ARMOR

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.

ARMOR REPAIR VALUE

Armor's value now decreases the more times it's been repaired.

FIRE ARMOR

Fires now correctly factor in armor when doing damage to players. Minor fires now do damage to players.

Progias

PROGIA SIGNAL

Progias work thanks to the power of the grid. There isn't a whole lot of grid infrastructure outside the dome. So, Progias don't work well outside the dome anymore. They will still work in certain populated areas (or near those populated areas) and should work reliably in the dome, but they shouldn't work absolutely everywhere anymore. :)

But Johnny you say, My quickterm doesn't work, but my progia does! To that, I say that the Internet doesn't always work on my phone, but I can make calls still, network technologies are weird!

PROGIA REDIAL

Redial and *69 on Progia 9 and 11s should be properly affected by OOC locations, the requirement to hold your phone, EMP and the previous posts effects that can impair their ability to work outside the dome.

FREE PROGIAS!

Electro techs asking the right person can come away with a broken device that can be fixed into a temporarily working progia-3! These early model progias are no longer sold in stores, kinda suck to use, but might be collected by certain individuals. Who knows how long it will work for.

PHONE CALL MINUTES

Your Progia purchases from PacWest now come with 800 minutes of call time included. When your available minutes drops to 5 or less, you won't be able to start a new call. It costs you minutes to send or receive calls. You can buy more minutes from the purchase kiosk in a variety of sizes and costs.

Note: This is NOT a new IC thing where PacWest is suddenly being more greedy. They've always been this greedy. We simply were not simulating the re-occuring cost of a phone before.

PHONE 411

Did you know you can call 411 to get your phone number? Now it will tell you how many minutes are left too.

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.

Ingress & Egress From the City

HOLE IN THE DOME

There was a hole in the dome letting spiders in. This has now been spackled over.

Who knows if something else that replicates this may become around in the future?

CONTRABAND ITEMS IN CARTONS AT THE GATE

Previously, all ammo cartons were blocked from being carried. However, I have made a change so that instead of blocking cartons, it checks what the carton spawns (IE: clips, or v-202 or whatever) and checks if -that- is considered contraband.

LICENSES MAKE AN ITEM NOT CONTRABAND

Got a firearms license? Got that firearm on you? You can now ingress/egress with that weapon on foot or in a vehicle.

The same goes for ammo FOR THE CLASS OF WEAPON YOU ARE LICENSED, and ammo in cartons (for the class of weapon you are licensed). The city doesn't see these items as contraband when you are licensed.

Note: You must have the item ON you. If it's in a vehicle you are in, it will not be considered yours and will be considered contraband.

AUTHORITY CANCELS CONTRABAND

There are certain classes of NPC and PC (think HOJ employee) that the city will allow to carry contraband items unrestricted. This could be a judge returning from the badlands with a perps gun, or a piece of poison fruit or a corpse. If you are in a position of authority such as this, you can carry contraband through the gates in either direction.

If you are one of these people and you are in a vehicle, even a non WJF vehicle, all contraband will be attributed to you, including contraband on other people in that vehicle, or in the vehicle itself, and you will be allowed through.

WJF GETS NOTIFIED OF CONTRABAND

If you attempt to leave the city on foot or in a vehicle with contraband, the WJF will be notified, with your name, and the contraband items. This happens if you are allowed (because you have authority) or if you are not allowed (because you do not). Either way, the WJF will be made aware via their encrypt.

CONTRABAND FAIL IN VEHICLE MESSAGES

Previously only the driver of a vehicle was seeing contraband failure messages. This has been fixed and anyone in the front of the vehicle will see it.

ADMIN IN VEHICLES AT CHECKPOINTS

Admin are no longer taken into account when a vehicle is checked at the gates.

LICENSE PLATE ADDED TO WJF REPORT

The license plate for a vehicle will now also be reported to the WJF on ingress/egress with contraband.

BANISHED PEOPLE IN VEHICLES

You can no longer enter the city. You can leave, cause the city don't care. This was an oversight when we added vehicles exiting the city through the gate.

WJF VEHICLE INGRESS/EGRESS

When a WJF vehicle passes through the gates a notification now goes out on the WJF encrypt with the vehicle/plate. This is good for audit purposes since WJF vehicles move unrestricted regardless of who is in them :)

BANISHED PEOPLE WJF ALERT

When banished people try to walk into or ride into the city in a vehicle, the WJF will be notified on their encrypt.

IMMIGRATION GATE UPDATES: BANISHED

Banished people in the back of vehicles no longer are able to just enter the city.

IMMIGRATION GATE UPDATES: CONTRABAND

Contraband in the back of multi-room vehicles, or on people in multi-room vehicles, will cause you to fail to get through the gates.

IMMIGRATION GATE UPDATES: FEES

The fees charged on ingress/egress now take into account everyone in a vehicle, not just people up front.

Radios

RADIO SHORTCUT (\\)

Use a double backslash before whatever you want to say over the radio in your hands. It'll remind you to hold it if it finds one in your inventory. Much faster than the transmit command.

Note this only works with handheld radios in your inventory at this time, not helmets or radios installed in vehicles yet. :)

VEHICLE RADIOS, HELMET RADIOS & INTERCOM PANELS

These will now work with the new radio shortcut (\\) too.

You'll find it gets preference to whats held in your hands, then potential radio helmets, followed by radios and intercom panels in the same place as you and finally, a radio you might have in your inventory but forgot to hold.

RADIO VOICE

Radio communication should always show the voice of the person transmitting from now on. Don't go being Solid Snake, I ain't checking for your word-less ellipsis usage. :)

Intercoms too.

FREQMANS NOW FREQQYS

We've made a number of changes to the FreqMan 4K and FreqMan 6K portable radios. First, they are now Low Band radio devices instead of Mid Band. This means they'll no longer pickup WJF and CorpSec frequencies (among other effects of radio bands). They've been renamed. The "Freqman 4Ks" have become "Freqqy 1000 walkie talkies" and the "Freqman 6Ks" have become "Freqqy 2500 adjustable walkies". They are both available in an array of sporty colors. No prices have been changed at this time. :)

Low Band devices are generally low power and of low complexity. They are negatively affected by dome infrastructure and only work over a limited range as a consequence. As the signal drops off, the receiver will hear interference in the form of static, buzzing, hissing and the sound dropping out. Portable Low Band devices will not work inside vehicles due to the body of the craft acting as a Faraday cage and the low power of the devices.

FREQQY 2500s RESET

Those of you with the renamed FreqMan 6Ks who had customized which frequencies it was tuned into, we've reset your frequencies since you're in a whole new band now, so you'll need to add new frequencies besides the low band's common channel: 825.425.

WJF HELMETS & HANDHELD RADIOS

The WJF have been officially granted an exclusive licensed by the city, reserving an additional frequency solely for their usage.

WJF helmets are now multi-channel thanks to a new switch command that lets you switch between the limited channels on the helmet. There is no visual display of which channel you're on at this time. By default, the helmets only have the 2 channels.

Additionally, WJF handheld radios (Tac-Comm 7s) are now multi-channel as well. All WJF radios are Mid Band devices. Check out help radio for more about radio bands.

LAST

'Last' is now a valid way to refer to something when you're dealing with multiple items, letting you reference the last of whatever it is when you count .

You can use this in the same place you'd use 'second' or 'third', etc and it will refer to the last of whatever it is you're needing to use 'second' or 'third' to refer to.

FREQQER RADIO HELMETS

Now available from your favorite electronics stores, Freqqer radio helmets, in an array of friendly colors! They cost a little more than the Freqqy 2500s, but they fit on your head. Operates on the Low Band.

Additionally, switching channels on your radio helmet (Freqqers or others) will now announce what new frequency you're on in your head.

GROUND COMMS & HIGH-BAND COMMS

Craft installed radios formerly called 'radio comms' were all high-band devices and were installed in all sorts of vehicles. We've audited which were installed where and split these between Mid Band for devices now called 'ground comms' and High Band for devices now called 'high-band comms'. If you have a vehicle that had a 'radio comms' or 'high-band radio', these have been renamed/reparented according to the kind of vehicle they were in.

More on availability of these devices in stores soon.

Addendum: Ground Comms will obey spectrum regulation, so they won't work for WJF or Corporate frequencies out of the box. :)

HOMEMADE CB RADIOS

It is now possible to craft your own homemade CB radios that can be installed in a vehicle if you have the right set of skills and source materials. Homemade CB radios are Low Band, multi-channel radios.

SPACESUIT HELMET RADIOS

The helmets for your spacesuits now support radios. They work on the High Band and as such, have unique power requirements that require you to have the EVA Pack on in order for the radio to function.

KEYED RADIO TRANSMISSION

Rule the airwaves, at least for a little while. How long depends on character skills, what frequency band the device operates in and other potential factors. This only works with the radios you can install in vehicles and fixed locations (due to the power drain).

The new commands are:

key mic on radio

release mic on radio

With the mic keyed, no one else will be able to transmit on that frequency until you release the mic. It will force you to let your radio cool down to keep from burning out the radio.

CRAFTED RADIOS

You can no longer use Progia-7s or Progia-3s to craft radios.

RADIO HELMET SWITCH

Using the SWITCH command to change what frequency your radio helmet is tuned to will no longer cause a TB if the frequency your currently tuned to is no longer available to your helmet. (MOO-9359)

OLD RADIO COMMS

When we upgraded radios, we inadvertently left the old 'radio comms' in vehicle radio for sale. If you've purchased one of these, we've swapped it out with a 'ground comms' unit instead and you can no longer purchase the old 'radio comms'.

Robots

EVALUATE ROBOT

Robot want toothbrush. Robots can now be evaluated properly for their mechanical condition.

ROBOT THOUGHTS

You'll no longer detect robots with your Mind's Eye.

ROBOT BACKEND UPDATED

Robots got some much needed love. With everything that's been going on with cybernetics, I decided to take a look at our good little robot buddies and see if I could do anything. It turns out that there was and not only was I able to significantly clean up the code and ease some burdens there, I was also able to update robots to leverage all the same new features that have been added to Cyberware lately.

I cannot overstate how amazing this change is, as it really lines us up to make robots as amazing as the other core features to the game (and as you've probably noticed a theme), give some much needed attention to some of the neglected areas. Because of this refactor, I was also able to clean up a lot of the immersion/balance-breaking edge cases to robots AND combat.

Robots no longer get sick, spread disease, or express injuries in the same way as biological things.

Robots cannot drown.

This touched a lot of combat code too, and as such combat has been adjusted to account for things with limbs that are not human (critters, quadrupeds, etc). This will still take some effort to fill out, but will have impacts to the game even outside of robots.

ROBOT POWER

There's a lot of stuff I've been working on in the back end here, but this one I can announce. Robots now take power to run. Just like walking makes you tired, robots consume electricity as they move and do actions.

Coupled with this, robots now need batteries and can run out of power. If they run out of power they will shut off. It is possible to swap batteries on the components themselves AND while the power sources are installed in robots.

I've given robots free battox powercells with this change, so no robots should drop out of the sky suddenly.

A command to see the system status of your robots will be coming soon, and other positive UX changes.

ROBOT POWER

There's a lot of stuff I've been working on in the back end here, but this one I can announce. Robots now take power to run. Just like walking makes you tired, robots consume electricity as they move and do actions.

Coupled with this, robots now need batteries and can run out of power. If they run out of power they will shut off. It is possible to swap batteries on the components themselves AND while the power sources are installed in robots.

I've given robots free battox powercells with this change, so no robots should drop out of the sky suddenly.

A command to see the system status of your robots will be coming soon, and other positive UX changes.

CAT ROBOTS

With the release of the new robot system, we've released a new robot leveraging all the features the new system has to offer. This cat robot is the entry level robot for new riggers, and is available from two stores currently.

ROBOT RENAMING

Has been added and can be done through the 'christen' command on the robot controllers. Enjoy!

ROBOT WITNESSES

Robots will no longer report crimes as if they are bystander witnesses. They aren't that smart. Usually.

ROBOT REPAIR

The PRI arc welder has been added around to different stores. This enables healing robots, and repairing broken robot parts.

POSE FEATURE FOR ROBOTS

In my testing I realized there was a huge thing missing while strolling around with my robot. .. I couldn't roleplay. How sad. So I added the ability to pose with robots, even if they can't talk.

This required some finagling to make sure it all works okay and it wasn't possible to sneak in some speech through clever posing, but it all works now and you can roleplay through your robots now.

ROBOT CONTROLLERS HARDENED

The code for robot controllers has been streamlined for a better user experience, and several exploits with their use has been fixed.

Such as user not clearing when the controllers are put down, and seeing feeds from robots even if the robots are turned off.

RIGGING

Now takes into account a rigger's skills when they are piloting a robot. This means a robot will perform better or significantly worse depending on the rigger's ability.

Additionally, code has been added to robots that now enforces a robot may only have one active pilot. Controllers may request the ability to assume direct control over a robot in cases where they may be multiple connections.

HIDING ROBOTS

You can no longer hide robots that are offline, as it results in them being in an unretrievable state. Also makes no sense.

THROWING ROBOTS

Throwing robots that are offline has been disabled, which prevents them from getting into a bad state where they can never be picked up again.

ROBOT EMOTES

No longer fire if the robot is offline. No more petting felibots and having them purr even while turned off.

ROBOT CHASSIS REPAIR

Has had a bug fixed on an edge case where it said there was no damage to repair, but there really was.

UNINSTALL FAIL FIX

The script for failing to uninstall a robot part was glitched, and has since been fixed. Failing to uninstall a robot part will no longer make you unable to do anything else.

ROBOT LOCKS

I discovered a pretty significant security hole. Robots while running could just be scanned by anyone. Stealing an expensive robot is so easy when you can just walk up to it mid rampage and scan it in.

So I put a stop to that. All robots just received a firmware update adding a /lock and /unlock command. Set a password with /lock and use that passcode to unlock your robot.

Robots while locked cannot be scanned to.

ROBOT EVAL

Robot evaluate has been added back in. It is now possible to see visible parts on a robot. Assuming it is turned off.

A help file for robots has been added as 'help robot'.

ROBOT EVAL 3.0

I've expanded the prototype robot eval from yesterday, filling in all the little gaps and providing some additional information and user friendliness. Enjoy!

ROBOT SERIALS

Since robots can look like other robots by just changing over all their body parts -- to identify the BASE CHASSIS FRAME (aside from just the IC name of the robot) I've added serial registration codes that include a model # to evaluate.

That way there's both a way to identify the individual robot, as well as something to call the model.

ROBOT NAKEDS

Have been fixed and no longer display duplicates of limb messages. Sorry about that folx. My bug.

SCRAPCATS

Craftable robot parts have been added to the game as a test of the system. To figure out the recipe, find out in game.

FEEDING ROBOTS

Has been patched out of the game, as it was an oversight. It's no longer possible to force-feed your robot or make them OD on drugs.

ROBOT BOXES

Have been fixed. Newer versions of packaged robot boxes that had both a controller and a robot were recently broken by an oversight that made it so the controller was not linked to the robot by default.

If you bought a pre-boxed robot and are having this issue, xhelp to have your robot fixed, as it is not retroactive.

USING RCUS

It's now possible to use an RCU even if it has no robots linked to it. A "local only" command mode is now supported so it acts more like a traditional remote controller rather than a device that only works once it's networked with something else.

HOBBY ROBOT CONTROLLERS

Will now warn you that if you unscan the robot from the controller, you will not be able to rescan them together again, and ask for confirmation before proceeding.

These are toys, when they are unscanned they are unscanned for good because the expectation is you will be replacing them with a better controller.

Hopefully this provides a better user experience.

ROBOT ID-ING

It is now possible using some items in game to scan the SIC ID of the pilot off a robot that's being controlled. This obviously compromises the ability for anonymity with drones, now making drone operators liable to consequences for using their robots.

...Good thing there isn't a way to mask that broadcasted ID, right?

ROBOT FRAME CONDITION

Condition of the robot's frame is now visible at the end of evaluate's output. There is still a known bug where a robot is at full health and it says it's in critical condition. That's just a UI error, and the robot is actually fine if the eval says it's fine.

ROBOT CONTROLLER SYNCING

I've once again fixed robots not being sync'd to their controllers when being unpacked from boxes.

ROBOT HEALTH LEVELS

Have been fixed, and robots now appropriately report their condition when looking at them or using ht.

ROBOT SHUTDOWN COMMAND

Added "shutdown" as a local command to controllers to remotely shut off your robot.

ROBOT PAIRING FIXED

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

ROBOT POWERPLANT FIXED

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

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.

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.

ACCESS LOCK NERF

Robot access locks can now be pried open using wrecking bars. This can only be done under certain conditions to prevent it from being too easy, among other things.

In addition, two new tiers of access port locks have been added to Sebastian's.

ROBOTS ON FOOT OR IN VEHICLES

Robots, which don't have SIC chips, will no longer trigger a block and prevent you from exiting the city if they are in your car, or you are rigging them through the gate. This means your felibot won't prevent you going in/out of the city.

BANNED ROBOTS AT THE GATES

Banned robots (war bots mainly, right now) are no longer allowed ingress or egress from the city. Any attempt to ingress/egress is reported to the WJF.

BANNED ROBOTS IN CARS

The same goes for cars. Banned robots can't get out in your car either. Unless perhaps, if it's a WJF vehicle.

REQ TERMINALS UPDATED

It is no longer possible to requisition cyberware or robot parts. The terminals don't support this at this time and fulfilling these orders breaks the game.

ROBOT DEBUGGING KITS

As a partner to the cyberware debugging kits, robotic debugging kits have been added to the game.

Accessibility

STRIP ASCII AND SIC ADS

When submitting SIC advertisements, you will now be prompted to enter the ASCII-FREE version of your ad first and after, the Simple ASCII version of your ad if you would like. You will pay for which ever version is longest and everyone will see the version that's best for them.

In the ASCII-FREE version, be sure to avoid any ASCII except whats appropriate for your sentence. We will know who entered what AD, so don't make us put in a symbol filter please. :)

Note I have labeled the version you can use ASCII as the Simple ASCII version. Don't go nuts with full ASCII art pictures. Please keep it to light flourishes, highlighting, offset positioning, and other such 'ad layout' strategies.

STRIP ASCII AND TERMINAL DISPLAYS

I've made the prefixing elements of all the display terminals obey your STRIP_ASCII accessibility preference and get rid of all the 'chrome' and replace it with your HIGHLIGHT_HINT accessibility preference. If you do not have a HIGHLIGHT_HINT but do have STRIP_ASCII enabled, you'll get a symbol according to the kind of device it is.

This affects everything from purchasing and billing kiosks to WJF field computers to critterdexes.

Let me know if you hate this. Please note, the actual content displayed by the various devices may present challenges depending on whats in the content.

BANK SIGN

Fixed the accessibility text on the bank sign so it won't TB when you have STRIP_ASCII on.

MOTORCYCLE GAUGES STRIP ASCII

Motorcycle fuel and temperature gauges will now obey the STRIP_ASCII @access setting.

SIC ADS & ACCESSIBILITY

I've updated the warnings about ascii free sic ads to better capture the requirements and the fact that they will be seen by people with screen readers, so making sure the ad makes sense when 'read aloud'.

I've done the same for the admin version of adding sic ads.

SIC ADS UPDATE

For ASCII free sic ads, we have 150. I've gone through 50/150 to ensure they make sense when read aloud. Updating 20 or so thus far that didn't meet the 'read aloud' guidance.

SIC ADS UPDATE CONTINUED

I've updated the rest of the admin created SIC ads. They should be much more screen reader friendly.

PLAYING CARD ACCESSIBILITY

Generic playing cards (for player run games like Poker) have had a couple of tracebacks fixed. If you had the @access STRIP_ASCII setting enabled, you would get tracebacks when looking at your hand or trying to peek at cards in the draw or discard pile. These have been resolved.

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.

PLAYING/TRADING CARDS and STRIP ASCII

Those of you using the @access STRIP_ASCII setting can now play cards without being assaulted by our silly drawings of playing cards. Enjoy! :)

Chatter

CHATTER UPDATE

I've gone through all the verbs that build the messages you see when you ask for chatter, and extracted commonalities to properties. I've also expanded some of the word lists so that the messages will be less likely to be exactly the same, with just the name/date changed.

In moving them to props I've made the props accessible by $builders who, in the future, may want to add words to the word lists, for more options.

I'm also keeping an eye on places where we should have a mix word list and a topside word list. The best example of this is when deaths are reported on chatter. In the mix someone might get ghosted, topside someone will get killed.

CHATTER FEES

If an NPC charges for what chatter they know, you'll be asked by them if you want to pay the cost and you'll need to tell them yes or no before they continue. No more giving over your chyen just because you ask for chatter.

GOSSIP

Certain NPCs will respond to a specific phrase: 'I heard gossip that' which can be followed by the gossip you heard/made up. If the NPC accepts gossip, and you pass the stat check needed (NPC dependent, but should be intuitive) the NPC will log this gossip into a queue that the GMs can review and approve/deny. GMs also have the ability to edit/twist the gossip as they see fit. Not all submitted gossip will be approved.

WHY CALL IT GOSSIP AND NOT RUMORS?

Great question. Because rumor contains the word rum, and will net you a drink at most bars. That code executes before the service options code, and thus, it's called gossip.

SUBMITTING GOSSIP

Certain NPCs will respond to a specific phrase: 'I heard gossip that' which can be followed by the gossip you heard/made up. If the NPC accepts gossip, and you pass the stat check needed (NPC dependent, but should be intuitive) the NPC will log this gossip into a queue that the GMs can review and approve/deny. GMs also have the ability to edit/twist the gossip as they see fit. Not all submitted gossip will be approved.

Example: "I heard gossip that the Snakes were losing turf to the Arts."

Things to consider when submitting gossip:

* Ask: Is this relevant to more than just me?

* Ask: Am I avoiding small worlding?

* Accent: The NPC is going to record EXACTLY what you said and how you said it and may parrot it back. If you character has a very distinctive accent, tone it way down, as it wouldn't make sense for the NPC to parrot it back. GMs may deny rumors that don't meet this criteria.

* Gossip doesn't have to be factual or true.

* This is not a way to just slander someone. Make it interesting or it's going to be denied.

GOSSIP REMINDER

When you ask an NPC for chatter and they support rumors, if you haven't been reminded in a month, it will tell you that it accepts rumors. The reminder is only once a month for ALL NPCs, meaning if you ask one bartender, and then another, you will only see the message once. Mainly this is to raise that this feature exists for people who are unaware.

GOSSIP TWEAK

I've removed the 'I heard gossip that' portion of the message that gets submitted, and replaced it with the same substitutions we use for other auto generated chatter. This means that it will not be immediately obvious if what you are hearing is GM submitted chatter or player submitted gossip.

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.

BARTENDER CHATTER REQUIREMENTS

Bartenders now want you to have a drink, they don't care if it's alcoholic. The messaging and the requirements have been updated.

CHATTER SKILL CHECKS

Chatter / Rumors now require half the stat/skill rolls they previously did. This applies to bartenders, HR folx, decker chatter, etc.

MAX PLAYERS IN ROOM FOR BAR CHATTER

Max players before the NPC said they were too busy was set to 1. I've updated this to 2. This means that you can get a bartender to give you chatter if there is another PC in the room. This could get spammy, and if it does, please render that feedback.

MIXER DEATH STREAM MOVED TO GANGERS

I've moved the stream of chatter that bartenders had for mix deaths from bartenders to gangers. Not every ganger has this information, but every gang, including the park, terra, and heaven has two NPCs that will give this chatter. However, you must have a bit of faction standing with the NPC's group for them to be willing to talk to you about this kinda thing. This should resolve the issue people raised with the deaths being a bit spammy, since you'll have to seek this specific information out, and the gangers seem like the people who would know it. Ask your favorite gangers what the chatter is until you find one willing to talk.

CHATTER GATES

I have adjusted the checks made for general chatter such that many more people will have access to basic chatter from bartender/gangers. It checks a variety of skills / stats to determine if you're worth talking to. Since this is for general chatter that we want widely available, I wanted to make this as accessible as possible. If you had previously been told 'you don't seem like someone worth talking to' please check again as I think you'll most likely have better luck.

This does not apply to more specialized NPCs like HR folx or deckers or scavengers that have more specialized information.

Grid

CITY MAPS ON THE GRID

The maps available of the city have been updated for the first time in several years, showing you all the hard work our builders have been putting in adding to the city.

GRID GUARDIAN

Running the Guardian ware on a node will no longer crash the Grid.

HYPHENATED GRID USERNAMES

Having a hyphen in your Grid username will no longer cause you to get an error when you try to hack something.

GRID MODERATOR ACTION UPDATE

If an account (such as NewsDesk) is a moderator on a forum, they had the ability to pin, but not unpin, a topic. I have moved the unpin action to moderators so they can now unpin without needing an admin (grid admin not game admin) account to do it.

GRID USERNAMES WITH PERIODS

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).

NPC GRID ACCOUNTS

The admin facing page for accessing grid accounts was still stuck in Grid 2.0. I've updated it so all the NPC accounts populate correctly making admin lives easier.

Help & Training

NPCS ARE NOT STAFF REMINDER

Added a new reminder:

"NPCs may be controlled by GMs, but that does not mean that a communication from an NPC is a communication from the staff. If the staff want you to OOCly know something, they will tell you via xhelp. Do not assume that an NPC telling you that you can't/shouldn't do something is the GM behind that NPC telling you you can't/shouldn't do something. NPCs are characters, they have roles, and sometimes their roles are to be Buzz Killington. That doesn't mean you have to listen! Just remember there are still potential consequences from that NPC if you are caught. So, don't get caught!"

NPCS ARE FALLIBLE REMINDER

"NPCs are fallible, just like any other character in the game. Just because an NPC tells you something, does not make it true within the world. NPCs lie, have bad information, communicate poorly, etc. Take care that you don't start OOCly believing something is objectively true/false/fair/unfair/right/wrong just because an NPC told you it was so."

HELP FILES

Updated help search and help hide to account for the new 'search behind syntax' which was confusing people. You're welcome, Johnny :)

NEW HELP SYSTEM

The examine system has been expanded with a new mechanism for coders and programmers to supply help. I always found it kind of annoying that when examining an object there was no additional help.

So I changed that.

light target's anything with this - lights target's item with this lighter

light anything with this - lights something with this lighter

Some items will now have commands listed like this on examine, and we have the potential to add many more. If you'd like to see a help message override in an examine, feel free to submit it on xfix and we'll review to see if we can add it!

Admin Improvements

PUPPET ANALYTICS

When an admin unpuppets an NPC, we will now ask them a series of questions that are meant to quantify the tone of the puppet and the outcome of the puppet for the player(s) involved. Once we have gathered enough data over a period of time we will be able to add code that will slice and dice this data, presenting us with information about how often we are providing positive/negative outcomes, coupled with positive/negative tone. This will be very interesting, and is macro enough that we will be able to share these analytics at town halls.

We can also get micro enough, since the questions are specific to an NPC, and see if specific NPCs are always providing positive outcomes or negative outcomes, and tweak that balance.

Generally, we think we want to shot for 30% positive, 10% neutral, 60% negative or something along those lines. This is cyberpunk after all, and a beat down, a fuck off, a chewing out, are all negative outcomes.

We're tracking tone as well, because there are NPCs who are ALWAYS going to be assholes in how they relate to PCs but might be giving positive outcomes. You could have an asshole boss who is promoting you while calling you an idiot. Or a gang leader that is telling you not to fuck up while they jump you into the gang.

Being able to pivot along the 2 axis will give us lots of info to play with.

ADMIN @SICADS NON-MENU OPTIONS

Admin can now list views of SIC ads so they can see just PC, NPC, expiring or non-expiring ads. Additionally, they can search for ads by the text in them.

ADMIN -> UNREAD GRIDMAIL

There was an issue where we were pulling deleted gridmails that were not read into the unread admin alert for gridmail. This has been fixed, so when an admin sends a test gridmail to themselves and then deletes it, it won't show up forever unread :)

APPROVED HISTORIES

When an admin approves a history we now generate a mail to all subscribed admin, the same way we do when a history is denied.

GOLDSTAR

Admin now have a handy @goldstar person command which will give them a picklist of things to quickly log that a player did, allowing us to have better insight into who is doing things like running great plots, helping on fixit, writing scripts, etc. We think it is important to be noting positive interactions, which sometimes get missed as they seem less critical to log than negative interactions / issues.

CODER AUTO CHECKOUT/IN

Sindome's admin programmers, the $creator class and up, now have access to @prog-option +auto_vms so that instead of getting a permission denied error and needing to manually checkout a verb so they can edit it, this will automatically do it for them.

When it does this, it will then automatically check the verb back in so the verb can function under the correct permissions. This will improve the coding experience and help prevent players from encountering an error due to the programmer temporarily having ownership of the verb -- the window will go from however long it takes someone to check the verb back in manually to less than a second.

@SLANG MISSED TERMS

When you type 'help [topic]' and there is no help on [topic], admin are notified and when enough people have attempted to looking for [topic] that it reaches a threshold, a report starts notifying the staff periodically that [topic] is missing help. From now on, the same thing will happen when you type @slang [term] and there is no definition for that [term]. Staff will be notified that you're looking for it and once enough folks look for it too, the staff will be notified that a bunch of you have looked for it.

Staff: @show-slang has been reformatted to sort the terms alphabetically and to fit more on the screen at a time. Also, @delete-missing-slang exists to delete missing slang entries once processed.

GROUPED PCS AROUND AN NPC REMINDER

Per conversation in staff meeting this week, GMs wanted more proactive reminders about puppets they might do outside of puppet request. Staff now receive a message at a 3 hour cadence which notifies of groups of a certain # of PCs who are around an unpuppeted NPCs.

SENIOR ADMIN ROOM COMMAND MONITORING

To better support debugging of issues, people getting stuck, and testing of new features, $creators (coders, builders, senior admin) now have the ability to monitor (almost) all the commands typed in a specific room.

When this is enabled it is VERY VISIBLE:

- every person in a room is alerted that it has begun and of the admin who is monitoring

- It alerts on a staff channel so all other admin know it is happening.

- the room description gets a RED OOC MESSAGE appended to it that says admin command monitoring for debugging purposes is enabled

When the monitoring is turned off it is also visible:

- every person gets notified that the commands typed into the room are no longer being monitored

- the staff channel is notified

- the RED OOC MESSAGE goes away

- the admin has to BE in the room, so they can only really be monitoring one room at a time.

Other things:

- It has a one hour time limit (in case they forget to turn it off).

- Certain sensitive commands are not shown (IE: @password)

This should allow coders and builders and anyone debugging an issue to be able to get a better grasp of what is going on if there is a bug, or if players are asked to test something. This command is only available to senior admin.

@BATTLES

Updated @battles (admin command) to show the battle instance id for debugging purposes.

@MANAGE BAR

I've created a new command for $builders so they can manage the items sold at a bar/kitchen. This should make it a ton easier to manage what's on sale, and to manage seasonal items as well.

ADMIN SEARCH TOOLS

Search tools used by Admin such as @ts, @rs, etc now support a new flag to output rows in Comma Separated Value format (CSV). Use -csv in coordination with -vmoo and you'll get it in a handy format useful for getting things into a spreadsheet better than the traditional output.

Jobs & Businesses

CUSTODIAN WORK AT CORPS

This is no longer a job that you just 'rp' doing. There are custodian boards at both NLM and VS which show the locations of messes that need cleaning up.

These messes will show up in the room description. There are a variety of different messes, like coffee spills and overflowing trash bins. The messes also shows how long it has been there (fresh, day old, week old, month old, etc).

Anyone can -technically- clean the mess up (you use the 'clean ' command), but that is beneath most corpies as it is mixer work. If corporations don't have a custodian/janitor then HR or other employees can get create and do something like pay to have a service mixer clean the place up and simply have corpsec escort them.

Messes will spawn randomly daily, and will pile up if they are not cleaned, leading to a gross corp. Eventually that might even effect stock prices. Who knows?

RECYCLING MACHINES

Have been added to topside mechanic's shops. In a continuing effort to balance out the costs of mechanics shops, these machines assist in making repairs cheaper and more profitable for mechanics.

MECHANIC ESTIMATES HELPER

An 'estimate' command has been added to garages for mechanics to help with pricing suggestions for repairs.

These vary by shop and are just a rough guideline to give players a starting point on what to charge, given the complexity with doing car maintenance.

These prices align with what the NPC mechanics already charge and should help take out some of the mystery of doing mechanic work.

FLEET STATUS BOARDS

Have been added to companies in game where appropriate, including information that should help mechanics know the standard loadouts of their fleet vehicles and some other additional information.

JANITORIAL MESSES BUG FIX

Fixed a bug that was causing the new corporate janitorial messes to cause tracebacks when looking at a room.

WHEELCHAIRS & MOP BUCKETS

You can now find wheelchairs and mop buckets around the game in a few spots. They work sort of like motorcycles in that you ride them. After you do that, you can wheel or push them around, respectively.

They are a bit rough, find the edges and give me feedback. These are our first unpowered ground vehicles I believe. Don't expect to go too fast in them, they're not made to get you around at any real speed. :)

MOPS CLEAN FLOORS

You'll find you need a mop in the same room as a spill or diry floor custodial mess to clean them up now.

MOP BUCKET PUSHING

While yesterday you could push yourself along if you were riding in the mop bucket, you can now also push the mop bucket along without first riding in it. Janitors rejoice!

WHEELCHAIR PUSHING

Use the push command to push the wheelchair someone else is sitting in to an exit:

push wheel to [direction]

Other wheelchair commands (while I work on the examine):

ride wheel

wheel wheel to [direction]

unmount wheel

BLOODY MESSES

Bleeding all over the place gets messy, especially when you're fighting someone. These bloody messes now will need to be cleaned up! They also reveal some interesting facts about what went on potentially to those with the right tools and skills!

WJF ENHANCED COMBAT HELMETS

Judge helmets before 'face' was added were a full-face helmet that covered your entire face. Now that we have an actual location, we have retconned the WJF helmet to be the half-face helmet style that lets everyone see your judicial sneer.

OVERPRICED STORE GOODS

Characters skilled at trading can now notice prices at stores that are higher than they think things should be. Your character may be wrong of course.

PC LEASED BUSINESSES

PC Leased business revenue is now subject to fluctuation on a monthly basis based on interaction of said business with the in-game world.

Best get to hustlin'

CRATE RUNNERS

Crate runners have ALWAYS had a cap to how many crates can be 'outstanding' at one time. The number was 3. However, there was also a bug where most of them thought they had like -77 (Bruce) and -396 (Larri) so we were NEVER seeing the message about having too many runners out.

Moving forward this bug had been fixed and the max raised-- but it's still possible to hit it if a LOT of people are running crates at the same time.

BADLANDS COURIERS

Badlands couriers now let you run crates UNLESS you work for a MEGA CORP.

BADLANDS COURIERS ADDENDUM

After further discussion, for game balance reasons, we have made it so MEGA CORP employees cannot run these crates. These are not intended for them and there isn't much reason for corpies to be doing this and we do not want to encourage it. The restrictions have still been loosened, so certain places that couldn't now can, but if you are a straight up MEGA CORP employee, ya out of luck.

MEDIC / MEDICAL ITEMS

Tailors can no longer craft clothing using 'medic' or 'medical' in the name. Restricted terms with tailoring is about preventing confusion with real functional items, be it something someone is trying to intentionally pass off as legitimate or a honest mistake.

STORE RECEIPTS

Store receipts will now capture a timestamp when something happens affecting the receipt (like a purchase). This information will now come up when store owners (or staff) check store receipts. We've cleaned up the store receipts command with money formatting and it'll obey your @linelength too.

BAR RECEIPTS

Bar receipts will now capture a timestamp when something happens affecting the receipt (like a purchase). This information will now come up when bar owners (or staff) check bar receipts. We've cleaned up the bar receipts command with money formatting.

MARKET SALES

As you sell more and more of the same kinds of things over a short period of time, you will receive lower and lower offers until what you're offered feels like an insult or is fundamentally worthless to trade.

TAILORED SHOE TREADS

If you do not give your tailored shoes treads before wearing them to a crime scene, we're going to automatically generate a pattern and assign them to your shoes before we record your footprints.

WJF INVESTIGATION PROJECTORS

You'll start seeing the WJF deploying these at crime scenes they're working. They indicate places you shouldn't go unless you're one of them. WJF personnel should always be able to find one in Equipment Issue.

NEOTRANS TOLIETS

Neotrans has a toliet and a janitors closet now.

NEOTRANS MESSES

NeoTrans will now get messes the same as VS and NLM.

NEO HIRING MANAGER HAS CHATTER

The Neo hiring manager now has chatter to give out, just like other hiring managers.

CYBERNETICS TECH LICENSE

There is a new license to become a cybernetics tech. This will allow you to legally repair/modify/augment someones installed cyberware.

CYBERNETICS TECH JOBS

Several clinics now have a new job of 'Cybernetics Tech'.

PILOT'S OXYGEN MASKS

A mask designed to fit into helmets exposing the face, it will connect with various vehicles that are designed to keep their driver or pilot alive during adverse conditions. Not all aeros, not just aeros. Now available ICly in appropriate places.

1.) Wear your helmet

2.) Wear your mask

3.) Enter your vehicle.

JANITOR BOARDS

These now show graffiti within 5 minutes of it being put up in a corp.

MESSES AND CUSTODIAN BOARDS

Based on feedback I've made it so that custodian boards have a property that builders and coders can set which will allow exclusion of certain rooms (secret rooms, crawl spaces, rooms we just find super annoying to have cleaned) from getting messes.

This adds flexibility and means not EVERY room has to get messy.

I've also exempted sleeping coffins from getting corp messes since, obviously they shouldn't.

If you come across areas that you are SURE should not get messes in your corp for whatever reason, like they are giving away secret stuff by showing up on the custodians board, or are a 'clean room' then you can submit a service request for BUILDER and we'll handle it if it makes sense.

GANGER DEVALUATION

Candy sold to gangers will now depreciate in value when they are missing some doses.

DATE HIRED IN TERMINALS

Non-retroactive change, but moving forward the date someone is hired into a NON PLAYER BIZ terminal, will now be captured and visible to the employee and HR. Also to admin.

TOOLBOXES

To help keep the moo clean, we've added toolboxes for scrap. This will be especially relevant as toolboxes will be where jury-rigging and other repair features that cost money work out of. You'll need a toolbox and the relevant tool to do some repairs now.

USED CAR TRADER

A new NPC type has been added to the game. The used car trader buys used cars. This can be a quick way to get some chyen for older vehicles sitting around, and provides a new way to make money for mechanics.

STORE CODE

I'm doing some extensive refactoring of the code that makes most stores function. Just about every command is getting rewritten in a way that will allow us to define new kinds of stores with different features.

You should not notice my work, as I'm not changing any messages you see, but its possible I introduce an error that causes a traceback or inadvertently changes behavior. Please let us know via xhelp if you get a traceback while purchasing or other transactions in stores. Otherwise, pay no mind to the man behind the curtain.

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.

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 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.

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.

CLEANING BLOODY MESSES

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

MUNITIONS WORKBENCHES ADDED

It is now possible to repair your armor, and this is done via the munitions workbench. Repairing armor takes scrap, and the rest you'll have to find out on your own! Good luck, all.

NEO ANTI CORP

Neo has joined the list of corps which will see automatically dispatched NPCs that are anti-corp show up and start causing trouble.

NEO ENCRYPT

Neo now has a similar sic encrypt situation that NLM and VS have. Find out more ICly.

Music & Performances

NEW MUSICAL INSTRUMENTS

Three new musical instruments have been added to the game and its stores.

PERFORMANCES

Have been added to the game. This is an entirely new social system much like the tailoring and food systems that existed to augment the social roleplay so many of our players enjoy daily. These are done using instruments, some of which are the environment, and some of which can be purchased or worn.

Performances are the meat and potatoes of any entertainment character. Much like bards in other games, performers and entertainers grant mechanical boons to audiences as they are moved, relaxed, and entertained by a performance.

The strength of this bonus, how long the bonus will last, and how long a listener has to remain in an area to receive the bonus are all dependent on the performer's skill and ability. The type of bonus is based on the performer's instrument.

All instruments and performances reduce listener fatigue (assuming the performer is good), energizing and amplifying audiences.

CROWD REACTIONS

In addition to mechanical effects, bars and stages have ambient crowd reacts that respond to the skill of the performer, to give some hint of the quality of their performance. Special prompts, messages, and ambience will happen in an on-going performance that should be reacted to in character and played to as they come. Additionally, you may receive prompts now and then that let you know how you think you're doing, and it's recommended to use this to prompt for your roleplay.

COMPOSITION

All performers benefit from composing their pieces before a show. An artist may only have a certain number of performances memorized, which is dependent on their stats. Composing a piece will also enable the player to save written performances and make them easier to replay in the future.

When asked to enter input into a composition, you should use the pose format to write each pose like you would be if you were planning the performance beforehand. You will have a chance to validate your input before saving.

PLAYING IN A BAND

When playing in a band, nothing different has to happen. It is recommend to use different compositions for each player so they all have a different part to play, and poses can be staggered as desired using the =next command.

All of this information and more can be found in help performance

FUTURE PLANS

This system will continue to get more attention and love as time goes on. Expect it to be a little buggy as it's an entirely new system, but I look forward to seeing what you all create with it.

VIBES CHECK

Performances now give you some internal monologue to let you know how you're doing. This can help when there isn't a crowd that lets you know how much you suck.

This is a lot more unreliable than crowds. For hilarity.

CROWD SPACING

The timing for crowd heckles has been doubled so it isn't as frequent, and adjusted it so it doesn't play repeat messages.

PERFORMANCE STAT FIX

The timer was way too low and buffs were expiring as soon as they were added. This has been fixed.

CROWD AMBIENCE REBUILT

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.

@STATS PERFORMANCE

Stats now shows a status line when you've recently seen an inspirational performance.

Super Happy Fun Land

SHFL REOPENED

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.

SHFL STAND FIX

There was a bug on standing that could cause a TB, no idea if this was visible to players but it's fixed.

SHFL SIC REMOVED

Rooms changed to not have SIC.

SHFL BLEED AND GRAPPLE FIXES

Grapple and bleeds are now end when SHFL ends.

SHFL CLEARING AIM

SHFL clears aim when you exit the simulation now.

DROME CROWDED PERFORMANCE

The drome has been fixed to have crowded reacts on performances there. doop.

PERFORMANCE INSTRUMENTS REFINED

The difficulty for playing all instruments was previously the same. Now some instruments are more difficult than others to play.

DOME LEVEL SCALAR

Some crowds are easier to impress than others. The higher you go up in the dome, the harsher those crowds will be to please with your playing. It's a real way to throw your dick down playing the hardest instrument at a level and still whip ass.

INSTRUMENT INSPECTION

Some instruments when you inspect them will tell you if they are easy or not to play depending on your skill level.

NEW INSTRUMENT

Drumsets have been added as the first of an introduction of a new type of instrument that can be installed or uninstalled in a room and is quite heavy.

WEEKLY PROFITS FOR SHOP AND BUSINESS OWNERS

For a long time now we've been taking into account a variety of things that business owners can be doing (employing people, sic ads, skill checks for relevant skills, having events, and much more) as part of a monthly review of the automated weekly profits that businesses make from 'ambient' populations. These differ between a shop and a bar/club and a garage. This was a pretty big effort that Glitch was doing manually.

Several months back I created code for GMs to 'rate' leases based on a variety of questions that the GMs answer 'did the person have an event' and things like that. This provides us with some data on things that the MOO can't track automatically.

I also added a variety of analytics based on things Glitch was gathering manually and created a command for him to review a readout of all the things that businesses were doing, and incorporated his algorithm for increasing or decreasing the weekly profits based on all the input. This allowed him to update the leases much more effectively.

After this was battle tested, it was time to automate it. And as of a few minutes ago, this is a completely self contained system (aside from the inputs from GMs on the more intangible pieces of a lease).

The automated system runs monthly and will update the weekly profits for a business based on the results of all the data collected. These changes can be positive (an increase in profit), neutral (no change), or negative (a decrease in profits).

What this means is that characters who run businesses and are actively advertising, promoting, employing, putting UE into relevant skills & stats (trading, charisma) will see their weekly profits increase month over month, and players who are doing some of this, may see a smaller increase or they will stay neutral, and players doing fuck all, will see a decrease.

There are hard minimums and maximums, so there will come a point where profits can't go up or down any further. When a lease is first taken over it will be at the minimum weekly profits possible, so there is no place to go but up!

We'll keep an eye on this system, as we get a monthly readout of all the businesses, and what went into the calculations, as well as the changes being made.

These are not going to be earth shattering changes, but rather a slow increase or decrease based on how the business is performing in the IC world.

And since it is now automated, it's one less thing we have to do, and one less thing we potentially get too busy to remember to do. So it will be very consistent!

CYCLING MEGA CORP SIC KEY NOW FREE

When you are a member of a mega-corp there are perks. One of those is that you now don't need to pay to add your work SIC key. This only applies to keys that are generated automatically and displayed on the key note pads. Not the secondary ones that different groups roll and use on their own.

This does have a few caveats.

1. The key still counts against your cap

2. It counts as a key when you add another key after it. So the cost for keys after your work key will still go up.

3. It must be the -current- key your corp is using. Won't work if the key is old and already out of use.

However since adding it is always free if you need to add another key you can always remove your work key, add the new key you want to add, pay the smaller fee, and then add the work key back for free. That is totally fine.

REQUISITION DENIAL COMMENTS

These comments were being MOOMailed to GMs but not appearing in the terminal, resulting in us thinking we were telling people things like: Juniors do not rate ProTek, either for reimbursement or requisition. Please speak to your senior agents before you request something like this again. Or I will except we were not. These comments now show up under the 'my requests' section of employment terms.

General Improvements

HIDE [thing] BEHIND [kiosk / wall art]

SEARCH BEHIND [kiosk / wall art]

You can now hide and search for items hidden behind some of the every day things around the city. Cube Hotel rental kiosks, NLM street terminals, even art hung on a wall are all examples of things you might be able to hide something behind.

You'll find you can't put something larger than the hiding spot behind a thing, only one thing is going to fit there and it can't be too bulky either. Find those tracebacks!

You will not search behind these things when you search through a room, so be sure to be through in your detective work, gumshoes.

CONDOMS

Now available from convenient dispensers near your favorite glory holes, locker rooms and other such locations. xhelp if you find a spot that seems like it'd have one and it don't.

FACE BODY LOCATION ADDED

The long debated 'face' location has been added! We Recommend that players update their 'head' nakeds to split hair and facial features between the two areas. Clothing & combat has been updated to account for this new location.

If there are clothing items that should be updated to have a face location, please @bug it and our lovely staff will make sure the item is updated if we agree it should be.

LOUD / DIRECTED SPEECH

The TO command, socials where you target someone (smile johnny), poses directed at you (not emotes!) and a few places where the game targets you as the direct object of a message can now show up brightly like when you speak loudly or emote loudly.

We've reduced the threshold for this behavior (which affects speaking and emoting loudly too) in half, meaning it will happen when its less crowded now.

@WHO SOMEWHERES

Found another place where 'somewhere' was coming from on the @who and have cleaned that situation up. Now folks will be accounted for right in this use case. Won't tell you what it was so as not to leak who is where. :)

GUEST TOURING

Guest tours in the Red Sector will now start inside The Edge so they can enjoy the show too. Show'm what you got, Withmore!

PRESS / JAB / SMASH / PUNCH / TOUCH

Push has been removed from the commands you use for elevators. I know, ugh!

It has been replaced with press jab smash punch or touch. When you use one of these, the action you take will be reflected in how you press the button. Let you add a little emotion to this annoying $%@$@ change.

Why did we do this? In order to straighten out conflicting commands that are now more of an issue than they already were, we have made the decision that 'push' commands will be reserved for objects in rooms that you can interact with. Any room that defined a 'push' command (when you 'examine here') was blocking the numerous objects that define a 'push' command. With mop buckets, wheelchairs and skateboards needing to get around (especially through elevators), this was an issue. Sure, we could have come up with other commands this time for pushing push-able vehicles, but this wasn't the first time this issue had come up (over 25 different kinds of things define push commands) and we're going to continue to add 'push' type things in the future, so it made sense to make this change now and put the stake in the ground for how we're going to do it going forward.

TYPE / INPUT

Rooms that had 'push' commands where you were typing longer form words into fixed consoles, computers and the like now use 'type' or 'input' as their commands.

PRESS / SMASH / START

Gaming and VR rooms that used to allow 'push' now use these more video game terms for there commands.

JACUZZI ACTIVATION

When in the jacuzzi, use the command 'activate' to turn on the bubbles & jets.

PANIC / LOCKDOWN BUTTONS

Specific locations which had panic or lockdown functionality behind a 'push' command have been moved to physical button objects you'll need to find before using.

@TREAD [tailored footwear]

Tailors can now set the tread pattern for footwear they are creating. Once you use this on a @finalized item, you will not be able to change its @name or @coverage anymore. Basically, once you make a pair of shoes fully, you can't fix coverage issues or change your shoes into a pair of underwear or a hat.

Inspecting footwear will let you see what the tread is like on the bottom.

THIS IS STILL EXPERIMENTAL

If things don't look right, I might have to purge the tread pattern datastore and we'd all start over with them, so do your best to find the pattern you like for your shoes. If we're having issues, bring'm up on the board.

Why do you need tread patterns? You've begun leaving footprints in the bloody messes. No, you can't detect these yet, but you're providing me with test data and letting me refine the "footprints as evidence" code.

PARK STENCH SIT COOLDOWN

Some people were spamming sit/stand in the park to get that park stench on them. I find this to be OK when people emote rolling around in the garbage, but not OK when they don't. Since we can't have nice things...

There is now a cooldown on this. If you want to sit/stand over and over, you can do so, but unless it's happening over a longer period of time, it ain't doing fuck all for you.

DIVING IN TRASH

Since people might want a more IC way to get smelly in the park, you can now 'dive in trash' or 'dive in garbage' while on a park path, and you'll get smelly this way. However, please be aware that this is fucking disgusting and the messages reflect this.

APPEARANCE AND SCENT CHECKPOINTS

We already had weapons checkpoints which would not let you through them if you had a weapon. There are now appearance and scent checkpoints. These can be configured individually, or you can have a weapons/scent/appearance checkpoint all in one.

The only one in game is at a popular topside bar. If you show up looking like shit, or smelling like shit-- you ain't getting in.

This does not apply to employees, WJF, or building corpsec, of course.

GL*ANCE face

You can now glance at someones face. Thanks for this Johnny!

GLANCE PRONOUN SUBBING

Glance now properly subs in pronouns where it didn't before.

@RULES UPDATED

If you type @rules you will now see one liners for each rule. The full rules are still available but this acts as a quick reference so you can more easily internalize these.

VELCRO WALLETS

The long rumored to exist velcro wallets have been added to the game. You'll find them in the mix.

MISTY PICKPOCKETS

We've randomized the misty pickpockets so you don't get the same message every time. And no more someones.

LOSING YOUR RING

Dropping a ring in a room is a good way for it to get lost. You shouldn't have this problem when you put your ring on things like tables, bookcases, shelves and other 'containers', but you won't be able to keep from losing them when you drop them in rooms themselves.

KEEPING IT CLEAN - HYGIENE AND YOU

Changes are currently taking place that will affect how easy/hard it is to get clean in the game.

Scrub harder, mixers.

SHITBERGS EXIST

That is all.

SEWER WATER LEVELS

You can now see the water level in the sewers.

MANHOLES OVERFLOW

Sewer manholes can now overflow when the sewers are not draining right.

GPS DEVICES

You will now be seen interacting with your handheld GPS device when you press dah button.

WATER SYSTEM SCANNERS

Planetary Resources, Incorporated is proud to release the latest version of its cutting edge acoustic hydro-analytical computer, the PRI WB81R water system scanner. Utilizing sound waves to determine the depth and breadth of water systems, this device is always in demand around the world by countless utility providers, nuclear power plants and other industrial facilities where water management is key. Available now!

SEWERS GET YA WET

Now that the sewers have variable water levels based on things like obstructions, traversing the sewers will now get your clothing wet according to how deep the water you're moving through is.

SEWERS CAN KILL YOU

If the water gets high enough, the atmosphere of the room will change to underwater and you'll begin drowning. Enjoy!

SHITBERG LOOT

You can find shit when you clean up shit bergs.

DRUG ADDICTION POTENTIAL

Drugs are now slightly more addictive. This is a result of there being very few people addicted to drugs. I'm looking for a happy balance. Will continue to keep an eye on this.

BATHROOMS

Legit bathrooms (like the aforementioned toilets at Neo) have always had a 'dry' command but now they also have a 'wash' command. This will let you wash your hands or splash water on your face. Both will make you a teeny bit cleaner-- but with a cooldown so you can't spam it.

ANYONE CAN USE THE BATHROOM

Previously, you had to be male-bodied to use a bathroom. That has all changed. There are now urinals AND stalls in bathrooms.

BATHROOM MESSAGES

Messages on bathrooms are now using the $you system and that is better than the old system from when the verb was created 21 years ago.

REALISM IN BATHROOM

Male bodied people can use a urinal and need to pass a tough coordination check.

Female bodied people can use a urinal and need to pass a tougher coordination check.

Failing these checks results in realistic outcomes. Also you may end up smelling like pee.

Anyone can use a stall to sit down to pee with no coordination checks.

PHANTOM WOUNDS

Have been removed. It is no longer possible to attack a region of the body that is missing on a victim. No more blunt wounds to your missing arm, and so on.

This also covered a very rare edge case where an attack's valid hit locations are all missing, and it now appropriately handles that scenario.

MISSING LIMBS ON GLANCE

Previously if a limb was replaced with a cybernetic one, glance would still report that limb as missing. This has been fixed.

ENOTE DELETE

The e-note's delete command now allows you to delete by a number (as the order that it appears on the list) instead of having to type out the file's name.

FATIGUED SITTING

With the miracle of modern science, it's now possible to sit even if you're at maximum fatigue. You might not be able to stand again after.

CRAFTING

Now consumes resources from the objects used in the crafting. No more infinite ethicol for you.

ORDER CARTONS

Finished cartons can now be trashed again.

UMBRELLA COAT RACKS

Umbrellas can now be put on coat racks.

DISGUISE MIMICS

As you may know, when someone wears a disguise we may choose to spawn an NPC with the same disguise. The issues was that shrouds and shit get patched. This makes it easy to spot when it is an NPC wearing a brand new shroud or a PC wearing a patched one. Now, NPCs will spawn with patches. Maybe even the same patches.

WJF REPORTING

The WJF will no longer ignore crimes committed indoors topside. If there's people there, someone's callin' the Law!

DOUBLE BURNS

You will no longer burn yourself twice when lowering your lit smokes.

SERVING WINDOWS

When you buy more than one of something (eg. 10 martini) from an NPC at a serving window, or an NPC at a restaurant that is using a serving window, they will no longer hand you each one, quickly, causing you to spill them.

They will instead, hand you one, and the rest will go on the serving window (like a normal bar) for you to grab.

BADLANDS BOMB RIGGING

You will get an error telling you that you can't rig a riggable bomb out in the badlands when you attempt to do so. This never should have been allowed and the bugs experienced from it are now moot.

ESCORTING THROUGH PAY EXITS

This was changing the right amount of money for the most part, but prompting you to accept the incorrect (single payer) amount. Now, if you are leading and you have escorts, doors that charge a fee (mag lev entrances, for instance) should prompt you to pay the ENTIRE and CORRECT amount.

TOXIC ATMOSPHERE

In places with toxic atmosphere you will see people stumbling around due to the toxicity, but you will no longer see items doing it!

SIC DEATHS

It should no longer show "Associate Member" on SIC when someone times, but their actually short description like normal.

TERMINALS

The 'clear' command now works on terminals you aren't holding if they are locked to a room.

RECHARGABLE BATTERY DEVICES

Your battery powered devices can now be recharged via surfaces that can provide a charge. So far, workbenches, metal shelves and the very fancy granite coffee tables provide this advanced functionality.

CRAFT FROM WHAT?

If you've got the skills, examining an item used in the crafting of another will highlight that you think you can craft that item with the thing you've examined.

CRAFT EXAMINES

I've adjusted the check whether to show you how to craft something to scale with the crafting challenge. This means that you might no longer see how to craft something that you were seeing before I changed this. Better not to show you if there's no chance you're going to be able to craft it.

HOMEMADE TAC-COMPS

If you're skilled in operating systems and how networks work, you might be able to figure out how to craft a homemade tac-comp now. They won't work forever and you won't have access to change anything, but you can get a peek into that sweet WJF paydata until they catch you or it breaks down.

INFECTIOUS VECTORS

Eating in dirty places, doing cyberware installs and uninstalls in dirty places, now carry risks of infections systematically, rather than by manual GM fiat.

GLANCING FROM TANKS

Using GLANCE (in its various forms) should now work when inside recombination and specimen tanks. It will let you glance at things in the room the tank is in if its open or lets you see out.

NEW NPCS

A new group of NPCs have been added to the game. I won't say who or where, you'll have to find that out on your own. They've been given some unique clothing and flavor we'll know those of you who find them will enjoy.

BATTERIES

We needed MOAR POWAH. The battox gelcell has been given more power to justify its high cost.

Additionally, a new microfusion battery has been added to the game. This item has 'always existed', but it is now accessible. Few things use it at the moment, but more consumers will be added than the couple that exist now

RAD-B-GONE

Added two new medications to combat radiation sickness, hopefully before it becomes lethal. These have been added to a couple stores' stock and can be requisitioned.

SURVIVING WITHMORE

This now has the correct directions to SHI.

FORCED FEEDING

It is now possible to feed someone else an item from your inventory. A new @trust called "feed" has been added to facilitate this action.

FORCED FEEDING (DRUG ED)

And now you can feed people drugs.

FIREARMS PERMITS

These have been revamped so they do not require a serial number up front-- just the class of weapon you are requesting the license for.

If approved you can return to the licensing terminal after purchasing your gun and register it for your permit.

You can also remove the gun from your permit if it is lost/stolen/sold.

You can then register a new weapon of the same class.

THE ARMORY

The armory will now sell you a gun off the shelvecs if you have a license for the class of weapon you are trying to buy and that license is not assigned to another gun.

THE ARMORY

Added a 24 hour cooldown after the purchase of a gun & fixed the bug where the clerk would speak as 'Nothing'.

FEE SHOWERS

Showers that cost you money will now prompt to confirm you want to spend money on it. Same with the QuickKleen DRY command.

SELF TATTOOING

Due to people abusing this, you can no longer tattoo yourself.

FORGETTING SKILLS

Players can now (from @assign ue) forget a skill they have 30 or fewer points in. It forgets 1 point a day. Meaning it will take up to a month to forget. You are NOT refunded they UE, however you can earn it again if they were at max UE.

There is a callout on @stats that you are forgetting something.

You can only forget 1 skill at a time. You can turn it off from @assign ue.

New code. If you spot a bug @bug it but also xhelp and let us know (in this specific case).

WIGS & CONTACTS RESPECT SKINTONE

No more giving away you're wearing a wig or contacts due to skintone mismatches.

NEW WIG & CONTACT COLORS

Custom wigs now have additional colors available.

@ASS

You can now type @ass to assign your UE, instead of @assign ue. This was an update by Johnny that wasn't logged on here.

REQUISITION ORDERING ITEM NAMES

I've made the item name display more (65 characters instead of 45) so you should have less of a hard time picking items when there are a bunch that have long names and they are getting cut off at the terminal.

@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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

@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.

RAMPAGE ZOMBIES

I've updated the code that supports rampage zombies to limit the number that spawn. They will also not spawn if they are in a broken location.

OLD ANSI

We haven't run this yet but we tested it on Rampage, we have code that will replace all the old ANSI hacks we did with new color codes. I've also updated my conversion code to better handle 'bold' colors.

RATS NO LONGER DROWN

Sewer rats no longer drown in the sewer. They have, through millions of rat deaths, evolved the ability to breathe underwater. People will no longer receive messages of rats drowning from their showers.

SEASONAL DRINKS

Bars now support a seasonal_drinks. This allows us to automatically have seasonal drinks populate in bars where applicable. And unlocks the ability for builders to create seasonal drinks (egg nog, pumpkin spice, iced coffee, summer ale, winter ale) and add them to bars to show up in whichever months they want. Seasonal drinks are created exactly the same as normal food/drinks and just added to the .seasonal_drinks prop on a bar.

An example of this is Korova which has an Expressway Smash Moloko (pumpkin spice) which is now available only in October.

SEASONAL DRINKS MENU

The 'read menu on bar' command now has a new section for SEASONAL DRINKS that shows up only if there are seasonal drinks. It is colorful and filled with joy.

CHARACTER NAME LENGTH

New Player Character names must now be at least 3 letters long. Those few of you with just 2 character names are grandfathered in.

FORGET WITH FOOD PREPARATION COUNTER

Players can now use a food preparation counter's 'forget' command to forget custom recipes they have created, allowing them to create a new recipe with the same name after forgetting the previous.

BARTENDER RESPONSE ORDERING

The way we handle bartender responses has been updated so that responses of lesser importance will be checked last, and important responses that sometimes get messed up by the lesser ones, will be checked first.

For example: "I heard gossip that..." will be matched before 'hi' or 'bye'.

This should result in a better experience when submitting rumors or ordering drinks.

It is possible this change creates some wonkiness in responses that I didn't detect in my testing, if so, please report them in the feedback thread.

NEW CYBERTECH SHOP ON GOLD

There is a new cybertech shop on Gold where you can go and have your cyberware tweaked/updated. FOIC on how that system works. I also created a SIC ad for this business.

CYBERTECH ON RED

This place was open but the NPC wasn't statted/skilled properly. I've resolved that. I also created a SIC ad for this business.

BLACK FLOWER COLOR

I've fixed this so that we aren't using actual black text. We're using something that is readable. This fixes Orchid's and Lotuses. It may not resolve right away, the colors are written each bloom, but in the long run it'll be resolved.

@MACROS UPDATE

I've updated @macros to show more data because we are no longer in 1993 when 80 characters was the typical screen size. I've also added some color, reordered the way things display (so the trigger string is last since that is the longest). All in all just a little QOL change for folx.

RAISING SKILLS UPDATE

When you raise a skill it will now state something like How much would you like to raise the skill 'chemical'? [1 - 20]

And the skillname will be highlighted in yellow.

STORE RECEIPTS SHOW ITEMS

Store receipts will now show the item purchased, this is NOT retroactive as we were not tracking this information. It will show unknown if it doesn't know the item.

Also, I've shifted the order of the information to put the long shit at the end.

BRIEFCASES NOW SECURE INSTEAD OF LOCK

These should work in cars now since the verb is now secure and not lock.

CRED CHIPS NOW SECURE / UNSECURE INSTEAD OF LOCK/UNLOCK

Same as above. Will work in cars.

ENOTES NOW SECURE INSTEAD OF LOCK

@NOTES UPDATED DISPLAY

I've updated the display of @notes to show more of the subject and the applies to section. Mostly this is useful for admin, but it technically applies to players to. Shouldn't really change your experience much though.

NEW HELP SYSTEM

The examine system has been expanded with a new mechanism for coders and programmers to supply help. I always found it kind of annoying that when examining an object there was no additional help.

So I changed that.

light target's anything with this - lights target's item with this lighter

light anything with this - lights something with this lighter

Some items will now have commands listed like this on examine, and we have the potential to add many more. If you'd like to see a help message override in an examine, feel free to submit it on xfix and we'll review to see if we can add it!

@SLANG UPDATES

Anytime someone uses @slang and it doesn't have the word they want we track it. I've added some of the more commonly requested ones to @slang.

NPC-WANTS SHOTGUN SHELL UPDATE

All NPCs that were asking for shotgun shells now ask for 12 gauge magazines instead.

@ADDSHELF / @RMSHELF @ SHOPS

This command has been restricted to admin if a player tries to run it it will tell them to put in a service request for BUILDERS to review.

RADIATION

Wasn't procing at all, and nor wore the cures. Now both are operating as expected, which may result in some significantly delayed radiation sickness.

RADIATION DAMAGE OVERHAUL

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.

GAS PUMP FILL CHECK

Fill targets for cans/siphons and fuel pumps now check that you aren't trying to fill them with themselves.

GRAPPLING HOOKS AND EDGES

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!

NEW PONCHOS

A new line of ponchos has been added to the game. These come with some special functionality, and increase the total number of ponchos available in the game.

PONCHO COLORS

Digital ponchos have had their color tables updated to be a color set that makes more sense.

CRATES

You can now only ask for 2 crates at a time before being told you already have crates and to go deliver them. This applies to all crate places.

CANVAS AVAILABILITY FIXED

There was a bug skewing canvas ability and it has been fixed. Canvases will start appearing again.

SKYRISE TRAILER PARK

The ground entrance has been opened. It was locked previously while we built it out and then we didn't change the exit to be passable. All set now.

GLANCE PERSON'S SOMETHING

You can now glance at a persons bodyparts, and it will show the naked, if it is uncovered.

Ex. glance Joe's leye

'help glance' for more info.

CRATE RATE

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.

COUNT ITEM ON TABLE

COUNTING ITEMS IN CLOSED CONTAINERS

You can no longer count items in closed containers (wallets, briefcases, etc).

GROCERY STORES

There are now 2 grocery stores. One on Gold and one on Green. (You can pretend there are numerous other ones, but none on Red.) We've changed grocery stores be dynamically stocked nightly and food and drink now specify which store they're sold at. This means that as builders design new foods, they'll be able to have the new foods automatically added to the grocery stores when they're ready. You'll also find that you may need to travel more to find the food items you want.

I expect this will drive some new, nicer food stuffs to be created over the coming months or to see items move from one store to the other, etc.

IGNORING AMBIENT TV

You can now ignore ambient tvs for up to an hour using 'ignore tv' and undo this with 'watch tv'. It will automatically expire after one hour.

FACTION TWEAKS

I've tweaked faction standing slightly so you get credit for certain actions you didn't before. No more details required. Just letting folx know this got a bit of love.

WHO ARE YOU, BAKA?

NPCs asked who they are may now answer with their preferred nickname if they like you enough.

HEAL ME, BITCH

Mix NPCs will now auto-trust players they like sufficiently to heal them.

GROCERY STORES

Looking at items on shelves will now show you what ingredients they're made of and what sort of recipes (plate of, bowl of, etc) you'll be able make from it.

SIC TRIANGULATION REBALANCED

Yes, I've posted about this before. Yes, I am posting about it again. The SIC Triangulator devices have gone through yet another rebalance. This time they've been given a lockout feature, and a warm feature.

When your triangulator is locked out, it is bricked until the SIC network expires a timeout.

When your triangulator is warm, you've been using it too much but you can keep using it. But there's a risk. Get caught while using your triangulator and it will alert the WJF, and lock out your device.

Additionally, the code that detects if you've been using it too many times in one location has been broadened significantly, and many, many locations may now be considered 'the same location'.

FIRE DAMAGE TO CLOTHING

Clothing now takes fire damage and it shows on the clothing item.

SPATIAL SPAM OPTION

It is now possible to see fewer spatial messages from aeroes and the like. This command has been added to player @options.

You can toggle it with @options spatial

HOJ CLERK GREETING IGNORES HOJ EMPLOYEES

The clerk code for when someone enters the WJF will now ignore HOJ employees. This code actually existed, and I remember writing it, it was just broken because it was looking at the wrong thing and may have never worked. Past Slither didn't understand things as well as I do. This should be resolved now. If you enter and get a message when you think you shouldn't, @Bug it so I can look into it.

HOJ CLERK GREETING

Clerks will now not greet anyone in a WJF helmet as well, to prevent outing non-Judges pretending to be judges.

DRYING / SHOWERING

It is no longer possible to dry yourself while showering, or to shower or dry yourself consecutive times all at the same time.

PHOTOS

Pinned photos will now be called out when you count photos.

INFECTIOUS AIR DISEASES

I wasn't originally going to post this change note, but since the shout this morning of me clearing strep off of everyone, it's not a secret anymore.

I've rebalanced how diseases spread in the air. As diseases progress and you experience symptoms, there is now a chance for it to jump from you to someone else in the room depending on many circumstances. If it's an enclosed space, how far you are in the disease, if it's been treated, and so on.

Diseases did not previously spread automatically through the air in this way. This obviously represents a huge buff to infectious diseases, and one disease in particular had some outlier numbers I wasn't expected. It's been nerfed and cleared from the players as it wasn't intended for Strep to be THAT infectious.

SCRAPYARD SCROUNGE REBUILT

No feature changes, I've just converted it into one of our internal action systems that should result in scrounge having no more softlock conditions when using it.

@REVIEW-CLOTH BENEFITS

@review-cloth is a command that lets players review clothing that has been recycled to determine if it is worth keeping. An item is reviewed a number of times and then based on the group consensus it is either saved or recycled for good.

This is often an unfun job, but it needs to be done to keep the MOO clean. We currently have 260 items waiting review.

We are now incentivizing the use of @review-cloth with a 10c SIC credit per item reviewed. Happy reviewing.

General Bug Fixes

RANDOM WJF ALIASES

The Judges that were using entirely random SIC aliases on the WJF key have been re-educated. They should all now use proper aliases.

MIMIC DISGUISE FIXED

The NPCs that will shroud up and walk around to mimic peoples disguises to reduce meta were on occasion broken, I fixed them.

BLANK MESSES

The blank messes should be gone. The generic footprint leaving mess was accidentally being used as an 'end mess' that could randomly occur in a corp, but its not to be used as one of those. Also, coffee spills should return. :)

ORDER CARTON TBS

I've fixed a bug where order cartons were tracebacking when you looked at them due to having a higher amount of items in them than was expected in the code.

MIMIC DISGUISE

Fixed (likely) a bug that was causing the mimic disguise code to fail due to a lack of aliases on the auto generated disguise material for NPCs.

LOCKER BUG

Sometimes people are seeing: OOC Error: You can't store that in your locker due to a bug. Please make a @bug report and include where you were, and what you were trying to put in.

I haven't found the issue here but I have updated the messaging to have folx xhelp so we can look into it in real time. Should help us diagnose this.

ITEMS STACKING UP ON NPCS

The code that would auto fleamarket duplicates on NPCs wasn't working. It won't fix NPCs with 4 machetes on them but the GMs can fix that. And we won't be adding to the problem any more.

MOO BUG FIX DAY

We are doing a bug fix day on the last Sunday in March. It's been scheduled and I put together a spreadsheet of some high priority stuff to look into.

790 BUGS to 390 BUGS.

In prep for bug fix day I've been reviewing all the bugs. I've closed a ton as duplicates or obsolete that we can't verify. We are down to 390. Though it's probably more like 300 as I got tired of reviewing for dupes and stopped after my third pass.

NPC PAYOUTS

These are working again. It actually wasn't a bug with my code from yesterday. The mechanism that paid these NPCs so they had money to pay players was out of money and failing silently. It has been given money and thanks to Johnny it will now fail very very loudly.

DOUBLE DICK FIX

Studdlies no longer give their implantees two dicks. Only one.

GPS IN VEHICLES

I have fixed an issue where the GPS would generate the "unable to map area" error if the original location mapping began in was recycled while the map was being generated.

NPCS CLIMB FENCES

No more will NPCs be endlessly frustrated by even the smallest of fences! Npcs can auto-path through rooms with fences now.

TAXI PATRONS & JIMMY'S DRUGS

Jimmy's Drugs hasn't existed in... I dunno, I don't remember it. It's Uncle Sungh's and has been forever. But there was still a hold over calling it Jimmy's which was confusing taxi driver PCs. This has been corrected.

NPCS WANTING THINGS FROM OTHER NPCS

A bartender and an NPC looking for TH-2c got into a loop where they kept asking each other what they wanted. I have fixed the root cause of this by making NPCs excluded from responses when asked 'do you want something'.

THROWING ITEMS AT EDGES

Has been fixed. It's now possible once again to throw items off the edges of things.

CHEF'S ISLAND TRACEBACK

Now entering anomalous input when selecting ingredients in the chef's island doesn't cause a traceback.

HARVESTING SKILLSOFTS

Skillsofts no longer disappear when you harvest a skillsocket from a corpse. Happy ripping.

TAILORING COVERAGE FIX

When an article of clothing is about to go over the allocation limit of locations, the indexing of location options would become corrupted resulting in a traceback.

This has been fixed.

OOC EXPLOIT FIXED

It is now no longer possible to see a user's in-character name in the OOC lounge using examine.

VEHICLE SEATS

Previously entering a vehicle was not respecting the number of seats in that vehicle. It is now not possible to enter a vehicle past the seats capacity of that vehicle.

BINOCULARS & TELESCOPES

I've fixed an issue where long views with the binos and telescopes could sometimes get a TB when the distance to what you're viewing is beyond the maximum view distance.

Additionally, you'll need to hold your binos and telescopes again (excluding special telescopes that are fixed to specific locations).

HOLD BUG

The bug where you would try to hold an item after removing it even though you were already holding it is resolved.

STORE DESCS

Some stores were tracebacking now and then due to long descriptions. This has been fixed with an $su:words_suspended verb.

MARKET RUMMAGE

A traceback in the market on rummage running out of ticks has been fixed.

ENOTE TURN ON ERROR

Sometimes enotes error when you turn them on. I've added more helpful OOC messaging and caught the error. It'll tell you what to do next, if you get the error. Should reduce bug reports for interment issues.

ENOTE TURN ON ERROR 2

Mirage fixed the code I broke while fixing the above bug.

DRUNK & LOW OXYGEN ON CLONING

These are now cleared on cloning, so you won't wake up drunk / weird from low oxygen.

LEFT/RIGHT EAREDNESS

For some reason references to left and right ear were reversed. This has been fixed. If you are missing your left ear, it now appropriately says that.

PASSENGER SPACES REMOVED

There were double spaces for the passenger sentence inside vehicles. These have been removed. If a vehicle has weapon hardpoints, it now also says what seat is controlling what hardpoints for gunners.

TRACEBACK ON PRICE BOARD

Fixed tracebacks happening when trying to review details of some cyberware.

MEMENTO CORPSES

Mementos which die with items they are responsible for (like their rolexes) didn't actually have these items on them, as the system doesn't let those items drop. However the clothing matrix thought those items were there so they were showing up when you looked at the corpse.

This has been resolved. Undroppable items will get removed from the clothing matrix upon death.

TYPOS

Many typo's hav bin fixeded. tank. many more too goe.

SURVEILLANCE MICROPHONES

These no longer relay non-speech, restoring their long broken functionality. They are universal translators though, automatically translating correct speech (if you mispoke due to bad skill, others will see the flub).

VEHICLE AMMO PERSISTENCE

Weapons that are installed or uninstalled from vehicles will now persist the ammo contained within them.

NPC PAYOUTS

These have been fixed.

USING DRUGS MAKES THEM WORTH LESS

Somehow, I thought this was already a thing but it wasn't. If you've got a 5k drug with 5 uses, and you use 1, it will now be worth 4k. Use another, 3k. Use another, 2k. And so on and so forth. This means that if a ganger asks for drugs and you get them a partially used pack of marcy, you'll get paid part of it.

This applies everywhere, so inspect is included.

RADIO BUGS

Fixed a couple bugs with echo and radios behaving a bit oddly.

CRITTERDEX CONNECTIONS

Fixed a scenario where one of the connected devices to a critter-dex has been recycled, ending in TBs.

AUTOPRUNER

This had broken due to us changing the way store receipts worked (to capture more data) and not properly updating the autopruner. It is fixed now and pruned 16megs in its last run!

FIXED MEDICAL PATCHES

These have been broken since 08/17/2019 or so. They are now fixed and actually perform their function.

VEHICLE/CYBERWARE INSTALLS

Now only one person can work on (install/uninstall) from a robot/person/vehicle at a time. This fixes a possible exploit where multiple duplicates of the same part could be uninstalled.

SCRAPYARD SPAWNER FIX

Junkyards were supposed to be spawning several different kinds of junk and were only doing 1. This has been fixed, not that it terribly mattered as it's mostly flavor.

NUPOZ PATCHES FIXED

In that they actually end PDS episodes, instead of just saying they do. Enjoy tranquility.

I haven't posted in one of these threads for a bit so here's my addition:

Order Kiosks Messaging Fixed

Y'know when you bought material, or a ticket, or a cyberwar and it'd tell you that an order kiosk fell from its place into the order kiosk. That's fixed.

I say fixed, but really all I did was cheat and change the message because sub's are incredibly infuriating :)

Also fixed a bunch of other typo's so thanks for sending those in. Keep doing so wif teh @typo cummand plox ty thnx k bai

MRC Cook time

The length of time it takes to cook Marcy has been increased. The amount of it flowing into the game was not sustainable, and was creating massive hoards of Marcy. This change aims to begin to fix that.

We will be keeping an eye on the value of it, and will adjust as needed to take into account decreased supply.

MOO CLEANUP DAY

Another successful cleanup day! We did a LOT. Here are some stats that cover only some of the work:

Size of MOO at Cleanup Start: Sindome is currently: 154.816337585449 megs.

Objects in Market at Cleanup Start: 3831

Objects at Cleanup Start: 83390

Items in $recycling_bin at Start: 329

Size of MOO At Cleanup Finish: 148.622246742249 megs. [-6.19 megs]

Objects in Market at Cleanup Finish: 3776 (-55)

Objects upon Completion: 81948 (-1442)

Items in $recycling_bin at Start: 267 (-62)

There was a ton of other stuff that got done. Thanks to all the admin and players who helped!

FEED ACTION GLITCH

It was previously possible to be stuck in the "consuming" state when fed if the action terminated early. This has been fixed.

VIEW VEHICLE RECORD FIX

There was an edge case for vehicles with older notes to not be displayable in the vehicle terminal. This has been fixed.

FREQQY HELMETS

Will no longer give you a message about thermo being disabled when you remove the helmet. They don't have a thermo mode.

INFINITE KITCHEN SPACE

Is no more. Your kitchenettes and kitchen counters can now only hold 10 objects. Consume your food and drinks or don't create them, don't waste MOO space. Those of you with more than 10 items on them will not be able to put more on them until you bring the count under 10. Lets get trashing folks!

PASSWORDS WITH DOUBLE QUOTES

We've fixed a bug with the @password command preventing you from changing your password if the old password contained a double quote symbol.

GHOST SITTERS FIX

I've pushed a fix that may or may not fix ghost sitters that were causing clones of the character to exist in a room.

MEDICAL STORES NOT WORKING

Fixed a bug that was preventing people from buying non-firearm objects that required licenses.

This includes and mostly affects, but is not limited to, medical items sold in stores. This should now work, please xhelp and let us know if it doesn't.

SLING EXPLOIT FIXED

Some weapons don't fit in lockers. Putting them in a sling used to let you put the sling in the locker. That no longer works.

JUNKYARDS FIXED

Hulk spawning in junkyards was temporarily bugged. This has been fixed.

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.

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.

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.

MEDRITE SAMPLE FIX

It is no longer possible to sample subjects with a medrite vial when they are loaded with medicine.

FIXING LIE @ CLINICS

There was an issue with lie at clinics which put people into a bad state in certain circumstances. This is resolved.

MUTEX RELEASING

Updated how mutexes release when we have a lot of auto expiring ones (like during rampage) to better support these larger amounts.

RESUSCITATE / HEAL / STABILIZE

A bug has been fixed with the resuscitate command. Depending on how you were doing it (clinic, medical bag, ware or ambulance), you may have been unable to resus. The change also affects the 'heal' and 'stabilize' commands, but I don't know if they were erroring out like resus was. Let us know if you see any tracebacks when doing these important commands.

EYEPOD WIDE SHOT

There was an issue with the eyepod wideshot where it was TBing in rooms whose descriptions were string and not the expected list. I fixed it.

GREEN CUL DE SAC LAG

Someone set up a 'window' in this room that instead of pointing to the twin window on the inside of a house here, it pointed to the generic window. This caused this room to lag like crazy when people were talking in it. I fixed the issue and added alerting/abort logic if we detect the wrong parent on a window again.

ABUGAPALOOZA

52 bugs were cleared out from our backlogs. Too many to list here.

RADIATION DEATHS

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.

BUGS RESOLVED BY MIRAGE

Mirage resolved these bugs earlier and didn't put details on what bugs were resolved. This is the log of bugs resolved.

The firearms detectors are weird.

NPCs don't stop bombers.

players have access to @ab command while in void.

@assign-bug @ab - added admin check #85882 11/05/21 1:56 - moo.nlm

Can shout into the void.

Radiation poisoning and Rad-B-Gone scripts not running

NPC does not register crate is due.

NPC won't accept due/completed paydirt

Nameless 1c junkyard scrounge became fancy injection system

Felibot reads having no SIC on Omega gate

Invisible Locust while towing

Multi-location vehicle part install TB

New Authorization Permission System Not Working with Bike Auth Syntax

Disappearing HR crate

Last bite feed x to y error

Hobby robot controller @tbs on recycle attempt.

Car buyer NPC doesn't give quotes on unowned vehicles

cannot look North into Olgas

Sleepers can be severed

Price chart bug.

Unable to lock/unlock credchip in vehicle

Mech belt can install table!

TB on Cyber Price sign

Being able to deliver a crate on a skateboard.

FeliBot cams do not translate language

Robot Uninstall/Installation Wrong Messaging.

FeliBots can vomit, probably shouldn't.

Skinwatch Color Not Right

repeated dialogue in long emotes

Cybereyes see through barriers

You can /scan manhole and look through closed manhole with telescopic lenses.

WHJ - Employee Showers have no dryer

TB on Scrounging while Hidden

Installation of powerplant in Eisenhower runs double script and creates duplicate

TB on look n

TB on @add-note (Not serious, didn't happen again but submitting anyways.)

"Feed" script recycles item too fast

Feeding last bite of item throws a default item identifier.

Feeding Someone Last Bite of Somethings Gets It Called 'Recyclable'

Feed Shows Feeder & Feeded Eating

/scan doesn't work with non-cardinal directions.

Drowning rat text, nowhere near rat.

Nanogenic mutation damaged cybernetic limbs

RoboCat still purrs in automatic response even if it is turned off

Odd Usage of Spoiler Mountpoints.

traceback when eating

Colombian Supremo Coffee causing tracebacks.

NEO corp project tablet despawned out of hand and told me to bug.

To be clear a bug being resolved doesn't mean we definitely fixed it. If we decided we aren't fixing it (IE: using three sets of quotes in an emote) then we are just resolving an issue we know we aren't fixing.

PAYDIRT DESPAWNING

Sometimes when picking up a paydirt item, it would despawn immediately and ask you to report it as a @bug. It wasn't a bug, it was just despawning because it was already expired. This has been fixed and it now handles this appropriately.

FURNITURE DELIVERY BUG

Delivery NPCs for furniture were setting the install property incorrectly when installing furniture, making it throw TBs when anyone tried uninstalling it. It's been fixed to assign the data correctly.

DAMAGE OVER TIME ON DEATH

DOTs now clear when a player is cloned or dies. No more radiation passing on to future clones.

CRASHES FIXED

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'.

GRAPPLE EDGE CASE HANDLING

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.

DOGGO EXAMINE

I have fixed a task running out of ticks issue with dog examine. Should be working fine now.

PRI BETS FIXED

deathball bets are fixed for pri wreckers.

ROSCO FIXED

The rosco was not updated when the new face naked was added so old biomods were broken causing the rosco to not be able to work with them properly. I've fixed this.

SNIPER WINDOW FIX

It is now possible to aim out of a window that overlooks multiple rooms.

INFINITE TERMINAL SPAM FIXED

If you've any time since the game's creation had a moment where you typed something during a prompt from the game, and the game flipped out and spammed your entire buffer asking you for input.

That has been fixed. Across the entire game. It will not happen again.

COMBAT EXPLOIT FIXED

Fixed a combat exploit where it was possible to abuse stop attacking in order to gain multiple entries on the initiatives table.

LAUNCH BUG

Updated the spaceship launch command to support checking for multiple life support systems as ships now have redundant systems.

SPACESHIP FLYING RUNNING OUT OF TICKS

Fixed a bug where we were running out of ticks during space travel.

POLLY PARROT

The polly parrot had a bug where when it hit its max amount of things it would record it would not add new items since it was taking the first 50 and keeping those, and the new message was added at slot 51.

I've made the new message add at the start of the list, thereby pushing out older things and keeping newer ones.

Polly Parrots will now record new shit again.