Author Topic: Release Notes  (Read 104642 times)

nessalin

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Re: Release Notes
« Reply #175 on: August 22, 2019, 10:31:32 AM »
August 22nd, 2019 (Thursday)

(Nessalin)
-Fixed crash bug in hunt.
"I wanna be an architect"

Brokkr

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Re: Release Notes
« Reply #176 on: September 03, 2019, 05:43:25 PM »
September 3, 2019 (Tuesday)

Not a code release, but a policy shift some folks might want to know about.

-Artisans, Dune Traders and Fences are now allowed to custom craft.

Toss me a request if you are one of the handful of folks that have combined one of these classes with the subclass "Custom Crafter" and we'll talk, since while other classes will still get benefit from this subclass, these three classes no longer will (since everything is duplicative).

« Last Edit: September 03, 2019, 06:08:21 PM by Brokkr »

nessalin

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Re: Release Notes
« Reply #177 on: September 09, 2019, 10:33:27 AM »
September 9th, 2019 (Monday)

(Nathvaan)
-Added colors to objects in analyze to add clarity to what object is needed for crafting.

(Nessalin)
-Fixed bug in hunt that caused bloody foot prints to show up incorrectly.
-Fixed bug in bash that was blocking skillgains for some scenarios
-Changes to
  -how templars cast spells
  -what others see when templars cast spells
-Gith are a little smarter
-Updates to staff commands for managing clans
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #178 on: September 10, 2019, 09:13:47 AM »
September 9th, 2019 (Monday)

-Fixed bug with casting some spells as a templar fixed.
-Fixed bug where
  -Could not look at possessions of others (look gith's helmet)
  -Could not look at illustrations (look book 1)
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #179 on: September 11, 2019, 10:26:21 AM »
September 11th, 2019 (Wednesday)

(Nessalin)
-Pipes now use, and respond do, the same syntax as spice tubes
-Smoking pipes now use command emotes (same as spice tubes)
-(If your pipe is broken please wish up to have it replaced with a new one)
-Formatting of using the ASSESS command on a LIGHT item updated to be more consistent.
-Assessing a LIGHT item that is NON-refillable now indicates how used up it is.
-The REPAIR command now does all of it's error checks before applying the delay
  -too damaged to repair
  -not damaged enough to repair
  -etc...
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #180 on: September 11, 2019, 10:53:54 AM »
September 11th, 2019 (Wednesday)

(Nessalin)
-Fixed intermittent bug where books could not be written to that had become reproduceable.
-Fixed crash bug (hopefully)
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #181 on: September 11, 2019, 12:19:02 PM »
September 11th, 2019 (Wednesday)

(Nessalin)
-Fixed crash bug.
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #182 on: September 16, 2019, 10:08:34 AM »
September 16th, 2019 (Monday)

(Nessalin)
-Updated pipes will now smoke all non-tube spice items.  This fixes a bug where some spices could not be smoked.

-Damage taken by characters now creates a wound on the character that represents the kind of damage that dealt the wound.
-When the code does not have information about the type of damage dealt the would is described simply as a 'wound'.
-Wounds have words describing how much damage the wound currently accounts for.
-As characters regain hit points their wounds go down in value and become less severe.
-Wounds on a character can be viewed with the assess command using the verbose option
  -assess -v <character>
  -Only the top 5 wounds will be displayed
-When a character is fully healed all remaining wounds will be removed.
-When a character dies the corpse that results will have all of the characters woulds transferred to it.
  The top 5 wounds can be viewed by looking at the wounds.
  -look corpse's wounds
-Ldescs now display 'wounded' instead of 'bleeding' to make it a bit more generic.

Wounds help entry
« Last Edit: September 16, 2019, 10:25:20 AM by nessalin »
"I wanna be an architect"