Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts

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:

Wednesday, June 27, 2012

Changelog 6/27/12

* flyers vehicles and most normal things now work perfectly on the new on demand planets
* new look for flyer cockpits:
* Some larger planets, too big for screenshots: CT-732 Planet Map, IT-1067 Planet Map, WY-1444 Planet Map
* a double (21 x 21) sized minimap for running around in the wilderness:

Thursday, June 21, 2012

Updates 6/21/12

A whole slew of things will go unmentioned here, but at least here are a few recent updates:

* mostly finalized the "must do" for alpha 2/end of summer
* buffed dice regen a bit
* added a game error handler for printing nice messages in certain situations
* fixed bugs and exploits on the linkup terminal, added colony beacon
* implemented emergency teleporter gadget
* new pirate moon dungeon by Aphteroid (and several other space changes)
* implemented player built planetary shuttle networks for quick movement between prime locations:

* implemented lifesign scanners for vehicles:

Tuesday, December 20, 2011

Updates 12/20/11

  •  skills and armor can now grant commands
  •  added authorize lists to buildings and vehicles, allowing players to let other players use their stuff
  •  added basic lock/unlock codes
  •  added collectible holovids
  •  added collectible holo profiles, which detail wildlife or player stats

Mini Hellcore tutorial - $lu:map_prop:

$list_utils:map_prop is insanely useful. Say you have a list of enemy species on your creature and you want to print their names. Instead of looping through the list and collecting the names, do this:

critter_list = {#123, #124, #125};
critter_names = $lu:map_prop( critter_list, "name" );
"now you could print the names with $su:from_list for example";
player:tell("This critter hates "+$su:from_list(critter_names,", ")+".");



Screenshots:


* ACTIONS output
* crafting output for crafting guide






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: