Author Topic: Release Notes  (Read 35066 times)

nessalin

  • Board Administrator
  • Posts: 262
Release Notes
« on: August 10, 2015, 07:43:46 AM »
August 10th, 2015

Banking Changes
-Fee is now on deposit
-Nobles pay no fee (in their city)
-Nobles are addressed by title (in their city)
-Templars pay no fee (in their city)
-Templars addressed by title (in their city)
-GMH Creation of GMH Family clans (House Kurac Family, House Kadius Family, House Salarr Family, House Nenyuk Family)
-GMH Family members pay 1/2 tax of other commoners
-Minimum deposit required when fee is in effect (2,000 or more combined value of deposit + balance)

Banking Changes discussion thread for this release

Forage Changes
-Subguild Grebber can now forage food.
« Last Edit: August 10, 2015, 10:03:52 AM by Nyr »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #1 on: August 13, 2015, 10:41:10 AM »
August 13th, 2015

Starting Locations
-Pointing to Labyrinth now takes new characters to the Labyrinth starter shops room.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #2 on: August 17, 2015, 07:32:56 AM »
August 17th, 2015

Armor Damage
-Armor can now be damaged by natural weapon attacks (sting, pinch)
-All material types have values associated with their how much damage it takes to break them

Craft Tool Degradation
-Craft tool degradation now takes place after the delay.  This is to keep tools from degrading before the craft attempt is made.
-Tools now only degrade on failed craft attempt.
« Last Edit: August 17, 2015, 08:15:49 AM by Nyr »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #3 on: September 07, 2015, 07:13:08 AM »
September 7th, 2015

Armor Repair
-Refactor of code for readability/maintainability
-Unused code removed
-Now takes all material types into account (was roughly 15 years behind)
-Materials leather, gwoshi, and skin can be used to repair each other.
-Materials bone, isilt, and duskhorn can now be used to repair each other.
-Armor items of similar type (see above) can now be used to repair each other.
-Much (much) harder to destroy a piece of armor through failed repairs.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #4 on: September 24, 2015, 10:59:25 AM »
September 24th, 2015

Movement, and all it entails.
-This is entirely a code refactor release, there should be no perceived change to users
-Several hundred lines deleted (much of it commented out code, or ifdef'd code from 10-15 years ago)
-Some best practices added
-Much of this simplifying code for future work and terraforming to make the code base habitable for future developers

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #5 on: September 28, 2015, 01:04:04 PM »
September 28th, 2015

Wine sip messages:
-Updated wine sip/taste messages

Harness/Unharness removed
-Feature had been commented out for ... a very long time, while adding complexity/fragility to the code.
-Roughly 800 lines removed across multiple areas
-Code simplified where risk was low to continue terraforming for future developers.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #6 on: October 02, 2015, 12:10:02 PM »
October 2nd, 2015

Crash bug fixed
-Uninitialized variable was causing game to crash.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #7 on: October 05, 2015, 01:03:12 PM »
October 5th, 2015

Code cleanup, movement related
-Updated variable names to be meaningful
-Removed unnecessary (as opposed to unused) variables.
-Removed ambiguity from ride to increase developer intent, made its return values constants for readability.
-Moved the repeated code into its own functions.
-Changed raw values to constants to improve readability.
-Converted clumsy code to more appropriate comparisons, reducing amount of code.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #8 on: October 12, 2015, 12:32:23 PM »
October 11th, 2015

Falling,
-Throwing now checks to see if your character should fall.
-Shooting now checks to see if your character should fall.
-Anything that knocks you out makes you fall.
-Falling makes you stop hiding.
-Falling based on non-movement actions now consolidated into one place. Previously each placed performed it's own check, in different ways.
-Verified that +climb gear works, contrary to player beliefs.
-Verified that climbing tools (separate from +climb gear) works, contrary to player belief.

Hiding
-Anything that knocks you out makes you stop hiding.

Discussion Thread about these changes
« Last Edit: October 12, 2015, 12:36:35 PM by nessalin »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #9 on: October 26, 2015, 08:39:02 AM »
October 26th, 2015

-Combat initiates a falling check (as it was supposed to in prior release, this may be an on-going issue as new ways to start combat are identified).
-Modest climb bonus for each free hand (not counting hands holding climb tools)
-When using a climbing tool, climb message will now indicate that the tool is helping.  (climb tools are not the same as items that give a bonus to climb)
"Using a coil of hemp rope, you carefully climb west."
-When a leader goes into a falling room, non-flying followers will stop.  Message will include sector type for most outdoor sectors.  This can be expanded in the future.
"You notice the hills give way to a hazardous fall, and stop following a warrior from team A."
-Message sent when climbing with both hands full (and neither hand is holding a climb tool).
"Struggling with a jeweled iron dagger and a hooded lantern in your hands, you carefully climb west."

Discussion Thread found here
« Last Edit: October 26, 2015, 08:41:57 AM by nessalin »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #10 on: November 02, 2015, 08:30:06 AM »
November 2nd, 2015

-Consolidation of repeated code in single place
-Nearing the end of movement related code cleanup
-Should be no apparent changes, but the code is healthier than it was before.
« Last Edit: November 02, 2015, 04:25:51 PM by nessalin »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #11 on: November 29, 2015, 10:41:16 AM »
November 29th, 2015

- Subguilds are now handled the same as guilds/races for account settings.  This means staff can set the options for extended subguilds on accounts after approval and the option for that subguild wills how up during character creation.  The option can be set as one time use or permanent. (A future release will tie these values to karma levels, which will hopefully eliminate a lot of the process around extended subguild request/auto approval/staff setup).

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #12 on: November 30, 2015, 12:36:32 PM »
November 30th, 2015

-Added nosave climbfollow, which will let characters follow leaders into falling rooms.
-Mounts will now follow characters into falling rooms.
-Characters will only get the message about now following their leader into a falling room when they are in the same room as the leader.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #13 on: December 14, 2015, 07:55:10 AM »
December 14th, 2015

-Weapons that are type Razor or Knife can now be used for skinning.
-Garbage text that was appearing during character creation when selecting subguild cleaned up.
-Three new liquid types added.
-Food items will now age
  -Food items only age when in the game (meaning your food is fine while you're logged out)
  -Food items will not age when held by an NPC merchant
  -Food items will last 192 games hours / 36 RL hours before turning to dust.
  -Food items will get the word 'lightly-spoiled' added to their sdesc and keywords when they have 3 game days left (purely cosmetic at this time)
  -Food items will get the word 'spoiled' added to their sdesc and keywords when they have 1 game day left (purely cosmetic time)

Discussion thread about food aging can be found here:
http://gdb.armageddon.org/index.php/topic,50250.0.html
« Last Edit: December 14, 2015, 07:56:43 AM by nessalin »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #14 on: December 15, 2015, 07:35:29 AM »
December 15th, 2015

-Added a new foodtype mushroom
-Added a way for builders to set preservation values on foods (salted, smoked, pickled, preserved, and a few generics that are catch-alls as the system is fleshed out)
-Added a flag for making foods infinite.  This may not be a long term option, but is something we'll try out for very special cases to see what the results are.
-Extended how long foods will last after it was pointed out foods were decaying too quickly, simple multiplication error, feel free to file reimbursement requests if RP-foods were lost
-Items in rooms that are indoors (or in items, or in people's inventory) have their chance of aging each hour reduced by 15%
-Items in rooms that are dark (or in items, or in people's inventory) have their chance of aging each hour reduced by 15%
-Added a container type that will preserve food (reducing chance to age each hour by 15%)

The above chances are cumulative, currently the maximum chance of reducing aging per hour is 45%, which would close to double the age of items in ideal conditions.
Containers that preserve food only apply the bonus once, meaning you cannot nest a preservation container inside another preservation container and get 30%.



Discussion thread about food aging can be found here:
http://gdb.armageddon.org/index.php/topic,50250.0.html
« Last Edit: December 15, 2015, 09:09:53 AM by nessalin »

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #15 on: December 16, 2015, 07:03:05 AM »
December 16th, 2015

- Food times that represent living things will note age (such as insects)
- Using the 'assess' command on a container that preserves food now returns, "It is meant for storing food."
- Eating food that is lightly spoiled gives a message and only gives half the usual hunger points.
- Eating food that is spoiled gives a message and only gives one quarter the usual hunger points.
- Preserved foods (salted/smoked/etc...) reduce the chance of aging by 20-30% depending on the flag
- Add a very slight amount of variance to how food ages, the result being 4 steaks skinned from the same corpse will not expire on exactly the same hour (but probably very close)
- Excluding food that is intentionally meant to last forever, all food will have a slight chance to age, no matter how many bonuses are piled up.

- While we always strive to keep the game stable, this release does include some risk.  If the game starts crashing we'll roll back to yesterday's release.

Discussion thread about food aging can be found here:
http://gdb.armageddon.org/index.php/topic,50250.0.html

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #16 on: December 17, 2015, 08:45:04 AM »
December 17th, 2015

-Can no longer craft with spoiled items (defined as items having 8 IC hours left before they go poof)
-Upped base rot time from 36RL hours to 48RL hours
-Each food flag gives a different resistance to aging, in relative order
  -pickled
  -preserved
  -longlived
  -dried
  -salted
  -smoked
-Assessing a food item will now tell you which of the food flags above have been applied to it.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #17 on: December 18, 2015, 07:35:50 AM »
December 18th, 2015

-Fixed a typo in the message displayed when using assess on a food item to check it's preservation status
-Staff can now pause aging on a food item until a PC picks it up (to be used for things like eggs in nests, fruits in bushes/trees, or staging areas for plots where food should wait for a PC to arrive)
-Foods now age relative to their food type.  The aging rate previous to today is the rate at which meat will age, everything else has a factor of that rate.  At the high end is dried-fruit, which will last for at least 9 RL days, up to 20 when indoors/darkness/preservation container.  These values are adjustable with a reboot, but should be adjustable without a reboot in the near future.  Expect them to change regularly as we find the sweet spot.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #18 on: December 18, 2015, 09:52:38 AM »
December 18th, 2015

-Fixed a bug in this release where all item types, not just food, were having their age checked to see if they could be used in crafting.  Now only food will have its age checked.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #19 on: December 19, 2015, 10:21:02 AM »
December 19th, 2015

-Refactor of the food aging code, cleaning up debug code, consolidating duplicated code.
-Food ages faster in
  -Rooms that are heavy with vegetation
  -Rooms that are light with vegetation
  -Rooms that have been ashed/defiled in
-Food ages slower
  -In rooms affected by spell restful shade
  -Outdoors are low sun
  -Outdoors at sundown

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #20 on: December 20, 2015, 08:39:17 AM »
December 20th, 2015

-Fixed a bug in the fill command, where emptying a poisoned drink container into another wouldn't remove the poison flag from the now empty drink container.
-Fixed a bug in how single use extended subguild settings weren't saving on the account.
-Insect foods should no longer be automatically, or unpredictably, too spoiled for crafting.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #21 on: December 21, 2015, 08:44:25 AM »
December 21st, 2015

-Some minor refactoring/deleting of old code
-Moved food data (maximum age, hunger, thirst, taste, etc..) into the database where it can be reloaded without a reboot
-Built a webpage for Admins & Producers to manage food data without having to touch the database directly
-Added two new customizable values to food types, the words used to indicate 'lightly-spoiled' and 'spoiled'
-Cosmetic changes to online object creation commands for staff
-Any closed container, in a room (not held, not in inventory, not nested somewhere in inventory or held) will be almost as effective as a preservation container
-Added 'who c' as an option back into the game.  It is now a clan job.  It is entirely up to clan staff to decide if their clan could make good use of it.

The daily reboots should end with the ability to tweak food aging without code changes.  Thanks for being patient and being polite in your reimbursement requests.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #22 on: December 22, 2015, 08:20:14 AM »
December 22nd, 2015

-Fixed issue where clan leaders were able to self promote the whoc job: promote me whoc arm of the dragon
-Fixed issue where some non-clan members were showing up in the who c listings.

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #23 on: December 28, 2015, 09:33:58 AM »
December 28th, 2015

-Moved liquid data into the DB/out of the code, meaning additions and changes to liquids will no longer require a reboot
-Improved staff commands related to working with liquids during creation
-Updated the code used by staff to set up patrolling NPCs
  -Fixed a bug that would cause them to do nothing roughly 1/3 of the time
  -Cleaned up messaging to be less spamming/more informative for staff
-Minor change to material types to improve clarity for builders when selecting one for objects
-Small fixes in code to improve readability, reduce compiler warnings, improve logging

nessalin

  • Board Administrator
  • Posts: 262
Re: Release Notes
« Reply #24 on: January 05, 2016, 01:09:51 PM »
January 5th, 2016

-Spell disabled while we look into updating it (if it affects you, you'll know when you cast it)
-Removed debug messages from patrol NPCs that were inadvertently being seen by players