* 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:
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 skills. Show all posts
Showing posts with label skills. Show all posts
Thursday, August 30, 2012
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:
* new look for flyer cockpits:
* a double (21 x 21) sized minimap for running around in the wilderness:
Labels:
research,
robots,
roguelike,
sci fi,
sci fi moo,
sci fi mud,
science,
skills,
smtp,
social classes,
space colony moo,
space moo,
space mud,
text game,
tutorial,
wayfar,
wayfar 1444,
wayfar moo,
wayfar1444,
weather
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:
* 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:
* 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:
* 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
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:
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