You can now travel directly to planetary co-ordinates. In addition, using the TRAVEL command with no argument will bring up a handy screen like this, with nearby shops, centers, and points of interest:
Wayfar 1444 is a text based online multiplayer game. You are a colonist, sent to the surface of an alien world with a few basic supplies. Join up with other colonists, or plot against them, while surviving and building a self sufficient colony.
Showing posts with label space mud. Show all posts
Showing posts with label space mud. Show all posts
Friday, November 6, 2015
Thursday, November 5, 2015
New scavenger objective for points of interest on planets
These space born hostile droids factories may occasionally occur at points of interest. They contain sleeping robots, who are naturally hostile, as well as chances at advanced technology:
Saturday, September 12, 2015
Revamped character creation preview (updated 9/29/15)
Next, based on your passenger class you enter the ship in a varying area (for instance passengers are in a cabin, unticketed lowlives are in a vent):
Once you've made a choice of starting background, it's off to the races! Did I say races? I meant dropping to the surface in a cramped emergency pod:
A variety of other players, items, vehicles, and potentially hungry wildlife will be happy to welcome you to your new planet. Thank you for signing both your colonial agreement, and the non disclosure form provided at the beginning of your voyage.
Best regards,
The Central Administrative Complex
Monday, September 7, 2015
Wayfar 1444 is seeking player reviews!
Wayfar is seeking reviews, on your favorite MUD site. The content of your review is up to you - anyone who submits a review that is approved during the month of September will receive a custom in game reward! Negative, positive - however you like the game, if you submit a review you can claim your prize by @send Hawgpadre with a link to the published version.
Details:
Details:
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Monday, May 4, 2015
Updates 5/4/15
Updates since the last post:
* added new command to Machine Spirit skill
* Added who <person> to see various connection statistics about a single person
* Self-destruct modules can now be configured with the 'configure self-destruct' command
* Sector center guards are a little more intelligent in deciding when to intervene when they witness an attack on a building
* You can now order your crew to drop everything they're carrying which they're not currently wearing or wielding
* Tool and station quality now affects the quality of products
* Several bugs squashed
* New descriptions for 25 items
Picture of a foggy desert:
* added new command to Machine Spirit skill
* Added who <person> to see various connection statistics about a single person
* Self-destruct modules can now be configured with the 'configure self-destruct' command
* Sector center guards are a little more intelligent in deciding when to intervene when they witness an attack on a building
* You can now order your crew to drop everything they're carrying which they're not currently wearing or wielding
* Tool and station quality now affects the quality of products
* Several bugs squashed
* New descriptions for 25 items
Picture of a foggy desert:
Monday, July 28, 2014
7/28/14 Updates
- Assorted buffs to harvesting tools.
- Adjustments to civilian collection behavior and sanity checks, etc.
- Chop shops got buffed and their reference to acceptable chopping targets is now on a $worldgen property list and not a hard-coded one. You can now chop armor, weapons and gadgets for their constituent goodies (if they have any).
- Foods got restructured and a few new food items were added.
- Various pirate loot containers got buffed and a few new ones added, the newer armor/weapons are now included in the drop lists.
- Small escort vehicles (The 8T-RL escort vehicle) now come with a heavy machine gun mounted by default, it's not as powerful as the autocannon equivilent using the same ammunition but it'll do in a pinch.
- The 8T-RL escort vehicle now has a child vehicle the 8T-BL fast attack vehicle which is slightly slower but has greater integrity and fuel capacity.
- A bunch of minor changes to properties and descriptions for balance purposes and the removal of typos, etc.
On top of all that, I've recently been mucking around with the Unity3D engine, favoring the 2D side. I'm just getting to grips with all the important classes and getting used to the C# language (MOOcode handles public/private status and classes in another fashion) but I'm making fairly decent progress with a little 2D shooter platformer thing as a testbed.
- Adjustments to civilian collection behavior and sanity checks, etc.
- Chop shops got buffed and their reference to acceptable chopping targets is now on a $worldgen property list and not a hard-coded one. You can now chop armor, weapons and gadgets for their constituent goodies (if they have any).
- Foods got restructured and a few new food items were added.
- Various pirate loot containers got buffed and a few new ones added, the newer armor/weapons are now included in the drop lists.
- Small escort vehicles (The 8T-RL escort vehicle) now come with a heavy machine gun mounted by default, it's not as powerful as the autocannon equivilent using the same ammunition but it'll do in a pinch.
- The 8T-RL escort vehicle now has a child vehicle the 8T-BL fast attack vehicle which is slightly slower but has greater integrity and fuel capacity.
- A bunch of minor changes to properties and descriptions for balance purposes and the removal of typos, etc.
On top of all that, I've recently been mucking around with the Unity3D engine, favoring the 2D side. I'm just getting to grips with all the important classes and getting used to the C# language (MOOcode handles public/private status and classes in another fashion) but I'm making fairly decent progress with a little 2D shooter platformer thing as a testbed.
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Tuesday, July 15, 2014
Changelog Summary / Devblog Updates for 7/15/14
* bugfixes & ~200 descriptions added.
* Added a starship construction platform station to the Supra solar system.
* Added a mailing list called *typo for reporting spelling & grammar errors - use the syntax: @send *typo to submit reports.
* Colonists can now be assigned to gather resources and will bring them to your warehouse every 12 hours.
* Daily login rewards added. Referral rewards added. Holiday events coming soon!
* Dragging re-enabled on most things that should be draggable.
* You can now type MATCH or MATCH <string> to see exactly which objects match to which names in game.
* Added association logs which currently track credit transactions.
* Limited orbital bombardment from dreadnought class ships is now possible.
* Collecting some various images from forums posts:
* Alien desert concept art:
(warpstorm test)
(current map and status view... status in need of rework)
(programmer assist MXP menu)
* Alien desert concept art:
* Added new graphical solar maps to the website and a brand new historical event log:
Wednesday, April 2, 2014
4/2/14 updates changelog
Okama gamespheres are now available in the Central Gear Shop.
Missiles now leave craters.
Exosuits increase maximum weight capacity when worn.
Seeds found during exploration/discovery can be farmed with an agricultural pod (built from the structure tool).
The Theology skill has been upgraded:
* Cost reduced from 500 to 250 - taking 2.5 regular skill spaces. It is an exclusive social skill and other skills cannot be taken with Theology (such as Musician or Consultant).
* PREACH - new command that can buff other players and creatures in the room. 10 minute cooldown.
* BLESS <robot or product (weapon, armor, building, vehicle, etc)> - restore 20 points of health to the target. 5 minute cooldown.
* Max HP Bonus: 5
* Aggression penalty: 2
* Max clarity bonus: 1
* Max stamina bonus: 1
Job added: preacher man (rolling double the difficulty check when preaching) - 24 hour cooldown.
Missiles now leave craters.
Exosuits increase maximum weight capacity when worn.
Seeds found during exploration/discovery can be farmed with an agricultural pod (built from the structure tool).
The Theology skill has been upgraded:
* Cost reduced from 500 to 250 - taking 2.5 regular skill spaces. It is an exclusive social skill and other skills cannot be taken with Theology (such as Musician or Consultant).
* PREACH - new command that can buff other players and creatures in the room. 10 minute cooldown.
* BLESS <robot or product (weapon, armor, building, vehicle, etc)> - restore 20 points of health to the target. 5 minute cooldown.
* Max HP Bonus: 5
* Aggression penalty: 2
* Max clarity bonus: 1
* Max stamina bonus: 1
Job added: preacher man (rolling double the difficulty check when preaching) - 24 hour cooldown.
Tuesday, April 1, 2014
Freak Background Status - updated 4/1/14
Freak is one the original backgrounds we've been wanting to add to Wayfar for a long time. We've finally started completing some of the pieces. As a freak, the player is wanted by law enforcement, and his or her goal is to locate and enter a heavily guarded lab in order to remove their warp powers - before they end up an experiment in the same lab, forever.
Freak powers:
* Warpstorm - 100%
Unleash your psychic powers in an area around your target. 2 minute cooldown.
* Teleport - 25%
Zap yourself to another tile on the same planet. 5 minute cooldown.
* Mind Ray - 0%
Focus your mind on a single target to deal energy damage. 2 minute cooldown.
Freak objective:
Corporate lab - 10%
* map complete
Freak powers:
* Warpstorm - 100%
Unleash your psychic powers in an area around your target. 2 minute cooldown.
* Teleport - 25%
Zap yourself to another tile on the same planet. 5 minute cooldown.
* Mind Ray - 0%
Focus your mind on a single target to deal energy damage. 2 minute cooldown.
Freak objective:
Corporate lab - 10%
* map complete
Wednesday, November 27, 2013
Updates 11/27/13
It's been over a month since the last post, most of the work done since then has been mostly behind-the-scenes but there have been a few things that may be of note to players:
- Factories now have an industrial catalog terminal that allows you to purchase packages of materials and components to save you time and effort in exchange for cold hard cash.
- The pre-assembled models of modular chassis starships are almost all done (the five dreadnought variants have yet to be fitted) and are available for purchase.
- Life support modules are now mandatory for space travel without an EVA suit, non-chassis starships are fitted with one by default.
- Changes to the 'gear' command; all uncovered body parts are now displayed, weapon attacks show what damage type they do and weapon attacks show the duration of the attack.
- Improvising with a material now shows only one of each type of material and chooses the highest quality piece of a material available.
- Various vehicles got a speed increase.
- Battlegrounds got some attention- they now clean the battlefields properly, store people's equipment properly, last longer, had the loadouts changed, no longer trap you in the battleground forever and now no longer mysteriously eat people's equipment. They also got a helpfile too.
- Sector centers got a helpfile and some commands to help you round up and manage your civilians.
- Purchases made at NPC-constructed randomly stocked buildings will now pass half of the price of any items purchased there to the owner of the sector center on each daily income tick.
- Robots had some adjustments and new commands to allow players to make them perform actions which didn't work with robots.
- Wildlife (including robots) now have an 'attack' command to make the play as wildlife feature easier, no more having to wait for that muta-chicken to attack randomly.
- Large pirate bases got some new goodies inside them (including large cred-vaults and lockboxes which drop more and rarer gear) to make up for them being so large and awkward to travel through.
- The algorithm behind applying the 'superior' bonuses to weapons (the (!) suffix on weapon's name) has been fixed, it would previously only allow bonuses up to 'level' 4 and now allows bonuses up to 'level'6.
- Putting all of our armor, weapons or gadgets into a container now ignores the items you are currently wearing or wielding for sanity's sake.
- Starship parts and various other components were assigned relatively sane weights and values (in most cases the value is increased significantly, they have all mostly been described too.
- Dismantling buildings will now return the components to you, but will only return around 50% of components if you lack the Crude Planning skill.
- Bleeding is now also caused by bullet/slug shell damage.
- Crafting tools will now check for materials and components lying in the room the user is standing in, this makes the now quite hefty starship parts much easier to use when crafting and can save effort in some cases.
And for new content:
- Black Markets with randomised shops, the shop types are determine upon placement and can be one of six types: Implant, Munitions, Superior Equipment, Starships, Medical or Robots. All of these shop types provide at least some items, objects or vehicles which cannot be found elsewhere.
- Warp-class modular-chassis destroyers, frigates and dreadnoughts, which come pre-equipped with a warp drive as well as the standard weaponry, power, scanners and engines loadout for similar vessels.
- Burns, which are caused by thermal, laser or plasma damage. They will persist for five minutes and are slow to decay, they have a stacking stamina and aggression dice max detriment as well as a stacking reduction to dodge and defense rolls, they can be treated with fungal salve, burn salve or burn patches (in increasing order of effectiveness).
- Implants which provide either static bonuses, damage resistances, actions or the capacity to release a drug are now available from the black market, some require reroll points to install and most will be damaged every time you die and are likely to be left on your corpse when you die. Examples of implants are the Hack-pro implant which increases hacking rolls, the Subdermal impact dissipators which provide damage resistance to impacts and explosions, and the Hemostatsis coordinator implant which can be activate to release a drug that reduces bleeding quickly.
- Various new ammunition packages to be bought from black markets.
- A few new robots to be bought from black markets, a few new control pad commands for robots ('clear' to cancel actions as an example).
- A few new wildlife types to get eaten by.
- A few new artifacts.
- New food and drink items, all older food and drink items have been described and given values.
- New containers in large pirate bases which can drop some interesting equipment.
- Several new fish (some of which are pretty high-value).
- Some new jobs for achieving milestone goals (such as building a sector center or making your first warp jump).
- Food pills and donuts, both with random flavors.
- Throwing wild eggs at people splatters them with egg and reduces their clarity and to-hit.
- Some new modular-chassis starship components.
And one the side:
The player helpfiles available in-game can now be accessed via the website in the guides section, it includes all subjects currently written (and some unwritten).
No pictures so far this month, but if any good shots turn up then they'll be posted here.
- Factories now have an industrial catalog terminal that allows you to purchase packages of materials and components to save you time and effort in exchange for cold hard cash.
- The pre-assembled models of modular chassis starships are almost all done (the five dreadnought variants have yet to be fitted) and are available for purchase.
- Life support modules are now mandatory for space travel without an EVA suit, non-chassis starships are fitted with one by default.
- Changes to the 'gear' command; all uncovered body parts are now displayed, weapon attacks show what damage type they do and weapon attacks show the duration of the attack.
- Improvising with a material now shows only one of each type of material and chooses the highest quality piece of a material available.
- Various vehicles got a speed increase.
- Battlegrounds got some attention- they now clean the battlefields properly, store people's equipment properly, last longer, had the loadouts changed, no longer trap you in the battleground forever and now no longer mysteriously eat people's equipment. They also got a helpfile too.
- Sector centers got a helpfile and some commands to help you round up and manage your civilians.
- Purchases made at NPC-constructed randomly stocked buildings will now pass half of the price of any items purchased there to the owner of the sector center on each daily income tick.
- Robots had some adjustments and new commands to allow players to make them perform actions which didn't work with robots.
- Wildlife (including robots) now have an 'attack' command to make the play as wildlife feature easier, no more having to wait for that muta-chicken to attack randomly.
- Large pirate bases got some new goodies inside them (including large cred-vaults and lockboxes which drop more and rarer gear) to make up for them being so large and awkward to travel through.
- The algorithm behind applying the 'superior' bonuses to weapons (the (!) suffix on weapon's name) has been fixed, it would previously only allow bonuses up to 'level' 4 and now allows bonuses up to 'level'6.
- Putting all of our armor, weapons or gadgets into a container now ignores the items you are currently wearing or wielding for sanity's sake.
- Starship parts and various other components were assigned relatively sane weights and values (in most cases the value is increased significantly, they have all mostly been described too.
- Dismantling buildings will now return the components to you, but will only return around 50% of components if you lack the Crude Planning skill.
- Bleeding is now also caused by bullet/slug shell damage.
- Crafting tools will now check for materials and components lying in the room the user is standing in, this makes the now quite hefty starship parts much easier to use when crafting and can save effort in some cases.
And for new content:
- Black Markets with randomised shops, the shop types are determine upon placement and can be one of six types: Implant, Munitions, Superior Equipment, Starships, Medical or Robots. All of these shop types provide at least some items, objects or vehicles which cannot be found elsewhere.
- Warp-class modular-chassis destroyers, frigates and dreadnoughts, which come pre-equipped with a warp drive as well as the standard weaponry, power, scanners and engines loadout for similar vessels.
- Burns, which are caused by thermal, laser or plasma damage. They will persist for five minutes and are slow to decay, they have a stacking stamina and aggression dice max detriment as well as a stacking reduction to dodge and defense rolls, they can be treated with fungal salve, burn salve or burn patches (in increasing order of effectiveness).
- Implants which provide either static bonuses, damage resistances, actions or the capacity to release a drug are now available from the black market, some require reroll points to install and most will be damaged every time you die and are likely to be left on your corpse when you die. Examples of implants are the Hack-pro implant which increases hacking rolls, the Subdermal impact dissipators which provide damage resistance to impacts and explosions, and the Hemostatsis coordinator implant which can be activate to release a drug that reduces bleeding quickly.
- Various new ammunition packages to be bought from black markets.
- A few new robots to be bought from black markets, a few new control pad commands for robots ('clear' to cancel actions as an example).
- A few new wildlife types to get eaten by.
- A few new artifacts.
- New food and drink items, all older food and drink items have been described and given values.
- New containers in large pirate bases which can drop some interesting equipment.
- Several new fish (some of which are pretty high-value).
- Some new jobs for achieving milestone goals (such as building a sector center or making your first warp jump).
- Food pills and donuts, both with random flavors.
- Throwing wild eggs at people splatters them with egg and reduces their clarity and to-hit.
- Some new modular-chassis starship components.
And one the side:
The player helpfiles available in-game can now be accessed via the website in the guides section, it includes all subjects currently written (and some unwritten).
No pictures so far this month, but if any good shots turn up then they'll be posted here.
Tuesday, October 22, 2013
Updates 10/22/13
* several bug fixes
* blueprint items now display valid module install targets and other detailed information when viewed from a crafting tool
* official mascot of the central complex mr jingles has been retired. Replacement: Catbug
* Official HellMOO crossover extravaganza!:
* Midnight CST:
* blueprint items now display valid module install targets and other detailed information when viewed from a crafting tool
* official mascot of the central complex mr jingles has been retired. Replacement: Catbug
* Official HellMOO crossover extravaganza!:
* Midnight CST:
Wednesday, October 16, 2013
Bio-Engineering Preview
THE SOURCE
Life among the stars is strange & different, but most lifeforms are the kind with skin. Skin or hide color determines the genetic sequence color you receive from a dead lifeform. Different colors correspond to dice pools, health points, limbs, and general appearance of the creature created with bio-engineering.
Red strands: Increase the aggression dice pool of the engineered creature.
Green strands: Increase the maximum health of the engineered creature.
You can also recover rare strands of genetic material that come with a bonus and a drawback.
Mutagen-13 strand: Increase maximum health points by 10, decrease stamina dice pool by 1.
Radiated red strand: Increase aggression dice pool by 3, decrease maximum health points by 25.
Unlinked Q-Strand: Dice pools are shuffled every 3 hours.
THE TOOLS
* Bio-Organic Synthesis Tool *
This advanced tool can blend, shred, analyze, and sequence genetic material. It is used to craft advanced reagents, complex cellular scaffolds, and incubate the final results of bio-engineering.
The synthesis tool includes the SCRAPE command. Scraping harvests a genetic sequence from a corpse, if one is available and in good condition.
THE PROCESS
To bio-engineer a creature, a player needs both a scaffolding and a set of reagents to manipulate a collection of genetic strands. To create larger or more complex creatures, a larger scaffolding and extra reagents are required. The genetic strands are combined with the scaffolding to create the prepared genetic sequence. A complete genetic sequence can then be incubated via the synthesis tool.
THE RESULTS
The different colors of strands impact not only stats, but the appearance of the creature, such as size and weight, number and configuration of limbs, and maximum dodge and health. These attributes, especially limbs and size, determine the available attacks the creature can use.
Creatures will follow and assist you until they die or are lost - if lost for too long, the creature will escape into the wild and possibly ruin the nearby ecosystem.
Red strands: Increase the aggression dice pool of the engineered creature.
Green strands: Increase the maximum health of the engineered creature.
You can also recover rare strands of genetic material that come with a bonus and a drawback.
Mutagen-13 strand: Increase maximum health points by 10, decrease stamina dice pool by 1.
Radiated red strand: Increase aggression dice pool by 3, decrease maximum health points by 25.
Unlinked Q-Strand: Dice pools are shuffled every 3 hours.
THE TOOLS
* Bio-Organic Synthesis Tool *
This advanced tool can blend, shred, analyze, and sequence genetic material. It is used to craft advanced reagents, complex cellular scaffolds, and incubate the final results of bio-engineering.
The synthesis tool includes the SCRAPE command. Scraping harvests a genetic sequence from a corpse, if one is available and in good condition.
THE PROCESS
To bio-engineer a creature, a player needs both a scaffolding and a set of reagents to manipulate a collection of genetic strands. To create larger or more complex creatures, a larger scaffolding and extra reagents are required. The genetic strands are combined with the scaffolding to create the prepared genetic sequence. A complete genetic sequence can then be incubated via the synthesis tool.
THE RESULTS
The different colors of strands impact not only stats, but the appearance of the creature, such as size and weight, number and configuration of limbs, and maximum dodge and health. These attributes, especially limbs and size, determine the available attacks the creature can use.
Creatures will follow and assist you until they die or are lost - if lost for too long, the creature will escape into the wild and possibly ruin the nearby ecosystem.
Wednesday, May 15, 2013
Updates 5/15/13
- New citizen type added to sector centers (Maintenance technician, this and the engineer citizen type will repair buildings and vehicles in the nearby future)
- Crew commands! You can now hire up to three civilians (this may be increased in future by skills or reroll bonuses) and use 'crewhire' and 'crewfire' to manage which civilians you have in your crew. You can give orders to your crew such as converging on your position, holding ground/guarding, looting corpses and attacking. They also respond to standard civilian commands such as 'guard' and 'follow'.
- Cargo droids now have three more commands: 'pickup', 'dump' and 'inventory'. The function of these is fairly straightforward.
- Biome web interface has been neatened up, resource spawn rates are now quoted as verbal figures rather than numerical, all current weather types are now described.
- Creature web interfaces have been neatened with blank lists being replaced by 'does not drop any items' or 'does not spawn with equipment' and drop lists have been added with links to the objects.
- Charge rods have been buffed again.
- Requirements on some items have been fixed or modified.
- Some items and creatures have been given descriptions.
- Many locked treasure containers have now been given descriptions.
- Some new helpfile entries have been made.
So far, not bad considering I only got awakened from my text slumber three days ago.
- Crew commands! You can now hire up to three civilians (this may be increased in future by skills or reroll bonuses) and use 'crewhire' and 'crewfire' to manage which civilians you have in your crew. You can give orders to your crew such as converging on your position, holding ground/guarding, looting corpses and attacking. They also respond to standard civilian commands such as 'guard' and 'follow'.
- Cargo droids now have three more commands: 'pickup', 'dump' and 'inventory'. The function of these is fairly straightforward.
- Biome web interface has been neatened up, resource spawn rates are now quoted as verbal figures rather than numerical, all current weather types are now described.
- Creature web interfaces have been neatened with blank lists being replaced by 'does not drop any items' or 'does not spawn with equipment' and drop lists have been added with links to the objects.
- Charge rods have been buffed again.
- Requirements on some items have been fixed or modified.
- Some items and creatures have been given descriptions.
- Many locked treasure containers have now been given descriptions.
- Some new helpfile entries have been made.
So far, not bad considering I only got awakened from my text slumber three days ago.
Monday, May 13, 2013
Updates 5/13/13
* New command for refinery processors called 'mass-add' which also responds to 'massadd' and 'madd'
* Four new creatures in forest and desert biomes
* New citizen type added to sector centers (game hunter)
* Planetary surface exploration rate doubled
* Charge rods now recharge more weapon power per tick
* Various descriptions and bug fixes
* New skill command for Situational Awareness that trades stamina for clarity and aggression
Screenshots:
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Monday, December 24, 2012
Fun Changes 12/24/12
Whilst things have been quiet on the home front, things have been busy elsewhere-
We've been doing a lot of detailed changes in order to both balance the game more and expand content available to players, notably that of 'superior' weapons which come with a (!) suffix. These weapons are assigned a number of 'points' during generation and these are randomly spent on various stats on the weapon to improve it over a non-superior weapon of the same type. Note that these 'superior' suffixes are not mutually exclusive with existing weapon prefixes so you could find a 'sawn-off m78a1 plasma rifle (!)' or an 'artillery judge-brand pistol (!)' with crazy-high stats and mad damage output.
Here's a list of a portion of the things that have been done:
- Superior weapons now come in six delicious flavors (levels), ranging through cyan, green, blue, purple, yellow and red. Each of these levels have different improvement levels and higher level superiority is exponentially more difficult to acquire in comparison to a lower level.
- Superior weapons now appear in your inventory and on the ground with their suffix correctly shown.
- Superior weapons now generate with more 'points' to spend depending on how high the quality of the weapon is (higher quality means better stats).
- Attacks will now hit bodyparts rather than ambiguously hitting a target somewhere on their body, if they have a body.
- Hackable treasure containers such as those found in pirate bases will now spawn items within a quality range rather than quality 0 which sucked.
- Respawn matrices such as the Kerkove organic regeneration matrix will now display a fun message whenever you respawn at the matrix, thanking you for your patronage/telling you not to die again/etc.
- Civilians bearing a paramedic AI package will now use any medical supplies they are carrying (such as bandages and medicare health injectors) before they use their standard equipment, so they will use any health injectors and top-tier bandages you give them in order to improve their healing abilities.
- The ammo capacity modification of weapons during superior weapon generation has been changed in order to scale with the weapon's standard ammo capacity (weapons with high ammo capacity will gain more, whereas weapons with small ammo capacity will gain less) and weapons with an ammo capacity of 1 will have their superiority 'points' spent in other stats.
- Civilian building construction now works, if you enable civilian building rights then construction sites will appear in the 3x3 section around your sector center (including the center tile) and these construction sites will slowly be completed and then finish regularly.
- Diseases such as spore cough now pay attention to if you're wearing a gas mask or headgear bearing a rebreather module and do not affect people wearing such things.
- Explosives set off inside vehicles will now damage the containing vehicle (frag grenades and such will do little to harm the vehicle, but a pile of proximity charges will make a royal mess of things).
- Sector centers now bear sensors to warn civilians during attacks from vehicles, warning them to take shelter inside the sector center or to man turrets in order to repel the vehicle threat. The civilians manning turrets may also be able to identify the individual controlling the attacking vehicle and attack them if they leave their vehicle.
- Various new consumables are available to players.
- You can now construct tractor beam modules, which can be installed in solar carriers to drag ships inside the integral hangar.
- You can now use drug injectors on both yourself and other people.
- Bandages and injectors now employ a medical skill roll to reduce the duration of their use (the more medical skills you have, the shorter the average time it takes for you to use a bandage or injector on someone).
- NPC factions have received various updates which allow players to operate under them, allow them to perform ground assaults on locations, man turrets and use them to attack, reload vehicle weapons and perform planet travel to inside-a-building/vehicle travel without fault.
There's a bunch of other stuff I'd like to share, but some of it's secret and the rest I'm just too lazy to report B).
Tuesday, October 9, 2012
Updates 10/9/12
* web integration fixed!
* regen chamber for vehicles and starships, allowing players to register for their next respawn at the chamber's location:
* Snap shot as biomes continue to develop:
* regen chamber for vehicles and starships, allowing players to register for their next respawn at the chamber's location:
* Snap shot as biomes continue to develop:
Thursday, August 30, 2012
Updates 8/30/12
* moved to a new server for half the cost with double the RAM
* added airlock doors to some starship interiors, allowing you to vent anything in the airlock into space
* added ship intercoms
* a multitude of spawner improvements, mainly to support & implement a full 3d on demand spawning for digging and climbing. Which does work at last:
* a variety of other random fixes
* digging in it's most basic form:
* new job for linking solar systems with a warp gate
* added two new solar systems
* security cameras are now available on the electronics processor tool:
* new starship for constructing space deployables:
* added airlock doors to some starship interiors, allowing you to vent anything in the airlock into space
* added ship intercoms
* a multitude of spawner improvements, mainly to support & implement a full 3d on demand spawning for digging and climbing. Which does work at last:
* a variety of other random fixes
* digging in it's most basic form:
* new job for linking solar systems with a warp gate
* added two new solar systems
* security cameras are now available on the electronics processor tool:
* new starship for constructing space deployables:
Friday, August 24, 2012
Updates 8/24/12
-
New robot voice command:
- You can now give orders directly to robots when you are in the same location:
- Bug hunt/housekeeping/idea implementing:
- Added pinch command to clear out offline players from the central complex
- Tools now display any unlocked blueprints from look_self
- Mobile painting rig for styling up houses and vehicles:
- Decal etching for vehicles, flyers, and starships - works in tandem with painting:
- Quick list for qualities and status of your container items:
- Desert life snapshot:
- Ice planet snapshot:
Wednesday, August 15, 2012
Changelog 8/15/12
* Ignore command added
* Demolition charges are available on the engineering tool. These explosives are capable of destroying enemy buildings. They must be claimed and armed first, then remain armed for a 12 hour (real time) period before exploding.
* WHO revamp
* implemented the second medigun, which heals the assist target, as well as nearby party members
* @play now has access to combat and the kill, scan, examine, and tactical commands
* new reactive healing gadgets:
* robot guard command implemented - robots, when on guard duty, will defend their controller and their controller's stuff (including the robot itself of course)
* Demolition charges are available on the engineering tool. These explosives are capable of destroying enemy buildings. They must be claimed and armed first, then remain armed for a 12 hour (real time) period before exploding.
* WHO revamp
* implemented the second medigun, which heals the assist target, as well as nearby party members
* @play now has access to combat and the kill, scan, examine, and tactical commands
* new reactive healing gadgets:
* robot guard command implemented - robots, when on guard duty, will defend their controller and their controller's stuff (including the robot itself of course)
Friday, August 10, 2012
Aphteroid changes 10/08/12
Another truckload of changes in the past few days, mostly revolving around civilians and their role in the colony. Whilst we had planned to make them work at the civic buildings you construct this never actually came to fruition.
Instead, I made them available for the controller of the sector center to use as personal bodyguards, if you control their home sector center then you may ask them to follow you or to stay put as you command, if you give them weapons they will gladly wield them (and automagically reload ranged weapons with ammo produced from their magick pockets) and if given a piece of armor they will either put it on, take off an existing piece of armor in the same slot and replace it with that given to them, or reject the new armor if it's value is lesser than their existing piece.
All this, and you can now construct a militia barracks which will encourage the civilians to perform training exercises to improve their maximum health and maximum dice pools, making them more effective bodyguards and defenders of their colony. I also payed some attention to the sector center itself, changing the description of the governor's office to account for statistics including, but not limited to bonuses from surrounding civic buildings and the maximum population the colony's total civic bonus can support. (Generally five, plus the total civ bonus divided by two).
In short:
- Civilians are available to colony owners as bodyguards
-Civilians now accept equipment from people
- Civilians are able to improve their terrible default health and dice pools (with some help)
- Sector centers now update their maximum civilian allowance every three hours dependant on civic building counts
- Civilian housing buildings are now un-hidden by default, now bear lootables of mediocre value and now have default damage resists
- Civilians sometimes spawn with default equipment such as colonial rifles and machetes
- Civilians sometimes spawn with an AI package to allow them to bandage wounds of them and nearby friendlies
Of course I did do other stuff aside from this things, but I'll keep it short:
- Changed food to actually make it beneficial, making it nearly always give you a status effect which provides a dice/max hp bonus and periodic dice regeneration
- More buildings, and more buildings for NPC factions
- More AI and improvements to existing AI packages to make them do less stupid things and cause fewer potentially hilarious accidents (like a complex two ranger being mysteriously dragged around the circumfrence of WY-1444 after a typo in NPC vehicle support)
- Various bug fixes, including the notorious 'oh my god I just typed get all and now I can't stop picking up things please someone kill me oh goooooood' bug and it's variants.
- please help i'm dissolving in text
Instead, I made them available for the controller of the sector center to use as personal bodyguards, if you control their home sector center then you may ask them to follow you or to stay put as you command, if you give them weapons they will gladly wield them (and automagically reload ranged weapons with ammo produced from their magick pockets) and if given a piece of armor they will either put it on, take off an existing piece of armor in the same slot and replace it with that given to them, or reject the new armor if it's value is lesser than their existing piece.
All this, and you can now construct a militia barracks which will encourage the civilians to perform training exercises to improve their maximum health and maximum dice pools, making them more effective bodyguards and defenders of their colony. I also payed some attention to the sector center itself, changing the description of the governor's office to account for statistics including, but not limited to bonuses from surrounding civic buildings and the maximum population the colony's total civic bonus can support. (Generally five, plus the total civ bonus divided by two).
In short:
- Civilians are available to colony owners as bodyguards
-Civilians now accept equipment from people
- Civilians are able to improve their terrible default health and dice pools (with some help)
- Sector centers now update their maximum civilian allowance every three hours dependant on civic building counts
- Civilian housing buildings are now un-hidden by default, now bear lootables of mediocre value and now have default damage resists
- Civilians sometimes spawn with default equipment such as colonial rifles and machetes
- Civilians sometimes spawn with an AI package to allow them to bandage wounds of them and nearby friendlies
Of course I did do other stuff aside from this things, but I'll keep it short:
- Changed food to actually make it beneficial, making it nearly always give you a status effect which provides a dice/max hp bonus and periodic dice regeneration
- More buildings, and more buildings for NPC factions
- More AI and improvements to existing AI packages to make them do less stupid things and cause fewer potentially hilarious accidents (like a complex two ranger being mysteriously dragged around the circumfrence of WY-1444 after a typo in NPC vehicle support)
- Various bug fixes, including the notorious 'oh my god I just typed get all and now I can't stop picking up things please someone kill me oh goooooood' bug and it's variants.
- please help i'm dissolving in text
Labels:
changelog,
moo,
roguelike,
sci fi,
sci fi mud,
space moo,
space mud,
wayfar 1444
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