Wednesday, November 30, 2011

Updates 11/30/11

* partial player corporations/guilds
* found a decent (uncustomized) flashclient that i'll add to the main web page sometime in Dec/Jan: http://wayfar1444.com/flashclient/

Monday, November 28, 2011

Updates 11/28/11

* added the rocket pack, which allows players to zip into sector airspace for a short duration; long enough to fire a rocket at nearby aircraft
* added reactive combat shields, worn in a gadget slot, that occasionally heal their wearer, or do damage to the attacker, or other such
* moved jetpacks to the gadget slot and jetpacked around a bit
* added a skill gain chance when doing actions that you have no skills in - allows skillpoint gain from harvesting, exploring, etc, since those actions don't require skills to preform
* player parties! thank to 0 over at infernomoo:


Tuesday, November 22, 2011

Updates 11/22/11

* implemented encounter rooms that spawn specific mobs on a cooldown
* moved dungeon spawning to the points of interest - 10 per sector
* finished skillbuy/skillsell commands for complete skill access

Score sheet:

Character status:


Skill sheet:

Skill group info:

Learning a skill:


* dungeon / blueprint spawning works reliably at last:

Monday, November 21, 2011

Updates 11/21/2011 - New guides

* New guides are now available: Crafting, Combat
* implemented armor and location damage
* fixes to weapon wielding
* partial implementation of the skill buy/sell system
* reimplemented wildlife nests - wildlife will establish a nest and defend it - players can loot the nests for various treasures:

Monday, November 14, 2011

Changelog for 11/14/11

  • due to a week in Vegas and then a busy week at home, I wasn't able to update the changelog for the last two weeks. How'd I do at poker? Very well.
  • integrated mysql with the moomail - this still has work to be done on it. But the upshot is that all the mail is stored in a mysql database instead of long lists in the moo db.
  • skills! You can view the list on the Wayfar Skill guide page.
  • new combat! The dice pool style of combat is finally implemented. Here's a little snapshot:





  • npc combat re-implemented with chance based attacks, allowing for rare attacks to be busted out by cool guys/bosses
  • Scavenger objectives appear randomly across planets, offering players who can find them a multiple choice decision: