Author Topic: Release Note discussion!  (Read 49563 times)

Veselka

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Re: Release Note discussion!
« Reply #325 on: November 28, 2017, 02:39:51 AM »
Sounds like a bug!
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evilcabbage

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Re: Release Note discussion!
« Reply #326 on: November 28, 2017, 03:00:26 AM »
if it's a grain it's probably not kuraci, afaik the only way to get anything that isn't a grain is literally to get it from kurac.

i could be wrong. but it's one of those "merchant house secrets" like salarr (probably?) is the one who forges -any- metal weapons for the big black robes and kadius "probably" makes the metal rings you see nobles wearing.
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Synthesis

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Re: Release Note discussion!
« Reply #327 on: November 28, 2017, 01:43:54 PM »
if it's a grain it's probably not kuraci, afaik the only way to get anything that isn't a grain is literally to get it from kurac.

i could be wrong. but it's one of those "merchant house secrets" like salarr (probably?) is the one who forges -any- metal weapons for the big black robes and kadius "probably" makes the metal rings you see nobles wearing.

You used to be able to forage a pinch-sized amount of at least one type of spice, that I can remember.

I haven't foraged for spice in a long time though, so I suppose they could've changed it.

Also, technically, there are a few au naturel spice objects that aren't grains/pinches/knots/thal-knots/bricks.
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Grapes

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Re: Release Note discussion!
« Reply #328 on: November 28, 2017, 01:57:06 PM »
I've seen knots of spice decay way faster than the discussed time-frame. Might want to take a closer look at that, honestly.
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Akariel

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Re: Release Note discussion!
« Reply #329 on: November 28, 2017, 04:46:46 PM »
Yes, it appears the decay rate is off. We're working on it.

Akariel

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Re: Release Note discussion!
« Reply #330 on: November 29, 2017, 02:58:14 PM »
Yes, it appears the decay rate is off. We're working on it.
This should be fixed now.

Veselka

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Re: Release Note discussion!
« Reply #331 on: November 29, 2017, 03:22:00 PM »
Should people file reimbursements for spice that went bad in the interim, or just suck it up to a batch of low-grade crack?
« Last Edit: November 29, 2017, 03:33:17 PM by Akariel »
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Kialae

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Re: Release Note discussion!
« Reply #332 on: November 29, 2017, 03:31:37 PM »
if it's a grain it's probably not kuraci, afaik the only way to get anything that isn't a grain is literally to get it from kurac.

i could be wrong. but it's one of those "merchant house secrets" like salarr (probably?) is the one who forges -any- metal weapons for the big black robes and kadius "probably" makes the metal rings you see nobles wearing.

Yeah, a 'pinch' is the smallest amount of spice available from Kurac. A 'grain' is the smallest unrefined amount.

Akariel

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Re: Release Note discussion!
« Reply #333 on: November 29, 2017, 03:33:25 PM »
Should people file reimbursements for spice that went bad in the interim, or just suck it up to a batch of low-grade crack?

For the most part, all spice that was stored properly should still be in working order - except for maybe grains or pinches. I'll do reimbursements if needed, of course.

Grapes

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Re: Release Note discussion!
« Reply #334 on: November 29, 2017, 03:35:43 PM »
Should people file reimbursements for spice that went bad in the interim, or just suck it up to a batch of low-grade crack?

For the most part, all spice that was stored properly should still be in working order - except for maybe grains or pinches. I'll do reimbursements if needed, of course.

Darn, I trashed all the spice that went bad, suppose that's on me. Glad to hear it's working now tough!
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manipura

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Re: Release Note discussion!
« Reply #335 on: November 29, 2017, 05:53:05 PM »
Should people file reimbursements for spice that went bad in the interim, or just suck it up to a batch of low-grade crack?

For the most part, all spice that was stored properly should still be in working order - except for maybe grains or pinches. I'll do reimbursements if needed, of course.

Darn, I trashed all the spice that went bad, suppose that's on me. Glad to hear it's working now tough!

Same.  At that point I was still under the assumption it was working as intended and I didn't want to be bothered with all this half-spoiled spice that I wasn't going to use before it went bad.  I also wasn't sure how else to store and just didn't want to deal with all that so I figured just be done with it and toss most of what was left.

Akariel

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Re: Release Note discussion!
« Reply #336 on: November 29, 2017, 06:25:00 PM »
Spice will decay into nothing given enough time, the rock-hard stuff is just there to indicate that it has decayed entirely, so people don't ask WHAT HAPPENED TO MY SPICE IT'S GONE!?

Like I said, if you need a reimbursement, please send one in.

Veselka

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Re: Release Note discussion!
« Reply #337 on: November 29, 2017, 06:38:19 PM »
Spice will decay into nothing given enough time, the rock-hard stuff is just there to indicate that it has decayed entirely, so people don't ask WHAT HAPPENED TO MY SPICE IT'S GONE!?

Like I said, if you need a reimbursement, please send one in.

That's a nice touch actually. It's nice to see remnants of 'what happened', rather than it just disappearing and making you think you were robbed or it simply poofed.
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sleepyhead

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Re: Release Note discussion!
« Reply #338 on: November 29, 2017, 06:41:02 PM »
Spice will decay into nothing given enough time, the rock-hard stuff is just there to indicate that it has decayed entirely, so people don't ask WHAT HAPPENED TO MY SPICE IT'S GONE!?

Like I said, if you need a reimbursement, please send one in.

So if I'm reading this right, rock-hard is the worst modifier for spice, indicating that it is now useless and about to decay into nothing?

Re: Release Note discussion!
« Reply #339 on: November 29, 2017, 07:04:00 PM »
Spice will decay into nothing given enough time, the rock-hard stuff is just there to indicate that it has decayed entirely, so people don't ask WHAT HAPPENED TO MY SPICE IT'S GONE!?

Like I said, if you need a reimbursement, please send one in.

So if I'm reading this right, rock-hard is the worst modifier for spice, indicating that it is now useless and about to decay into nothing?

Yup. It's the "spoiled" of spice, I suppose.
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stark

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Re: Release Note discussion!
« Reply #340 on: December 08, 2017, 10:28:16 AM »
I'm pretty sure there's still an issue with this, at least, from my perspective, after receiving a reimb and the next day, despite the spice being put in "appropriate containers" it was already too old to roll or sniff. I'm not going to bother anyone with another request tool report either though.
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Akariel

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Re: Release Note discussion!
« Reply #341 on: December 08, 2017, 06:37:05 PM »
I'm pretty sure there's still an issue with this, at least, from my perspective, after receiving a reimb and the next day, despite the spice being put in "appropriate containers" it was already too old to roll or sniff. I'm not going to bother anyone with another request tool report either though.

https://gdb.armageddon.org/index.php/topic,49825.msg1002613.html#msg1002613

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stark

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Re: Release Note discussion!
« Reply #342 on: December 08, 2017, 06:46:42 PM »
Thank you.
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Hauwke

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Re: Release Note discussion!
« Reply #343 on: December 10, 2017, 04:58:33 PM »
Quote
-Armor tailor bug fixed where armor that was re-sized would have the # of armor points provided 
  increased/decreased proportionally.

Does this mean that for example, half-giant armor is now the same amount of armor as a humans armor?

Akariel

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Re: Release Note discussion!
« Reply #344 on: December 10, 2017, 05:27:28 PM »
Quote
-Armor tailor bug fixed where armor that was re-sized would have the # of armor points provided
  increased/decreased proportionally.

Does this mean that for example, half-giant armor is now the same amount of armor as a humans armor?

Specific gear designed for specific things (like a half giant wearing it) will have stats specifically made to fit that gear.

John

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Re: Release Note discussion!
« Reply #345 on: December 16, 2017, 05:27:07 PM »
So this reboot saw a few cool additions: threaten skill/command and NPC medics will heal damaged people (I'm expecting this is specific to clan sawbones like the one in the Byn).

I expect some people will think the threaten skill is unnecessary. After hearing for years about how raiders have it tough because people just spam flee, I think it's great for them to have code to back up what their character would try to do (i.e. attack someone if they try to flee). This will help give raiders a chance to roleplay more and code less. I've already seen people be less likely to auto-flee when they see another PC in the desert. Hopefully this will give raiders the support they need.

But in addition to helping support raiders, this will also help criminals such as thugs. We already got significant support for those PCs in the past with crim code getting turned off at night under certain conditions (at least, I'm pretty sure that's what happened. It's been a while since I've read the release notes for that). Now they'll be able to roleplay out threatening people for whatever they have on them.

All in all, it looks like good support for criminals wherever they might be.
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Riev

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Re: Release Note discussion!
« Reply #346 on: December 16, 2017, 05:41:04 PM »
I once had a PC in Tuluk who was threatened by a bunch of elves (which I'm pretty sure was one of Malifaxis' elves) and while at the time I was livid about the fact that it DID happen, I admit that I could've just fled away and escaped the situation entirely.

This makes it so much easier for 2-3 people to pull off a mugging without guarding all the exits, hoping, and at least seventeen prayers to the Ginka.
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HavokBlue

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Re: Release Note discussion!
« Reply #347 on: December 16, 2017, 06:01:47 PM »
This is an exciting change that will open more avenues for fun RP instead of feeling like you need to perraine stab your mark so they don't run away.
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nessalin

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Re: Release Note discussion!
« Reply #348 on: December 16, 2017, 06:40:00 PM »
So this reboot saw a few cool additions: threaten skill/command and NPC medics will heal damaged people (I'm expecting this is specific to clan sawbones like the one in the Byn).

This applies to any NPC that has both the bandage skill and a bandage item in their inventory.   When they are in the room with a friendly (same clan, usually) character that needs to be healed the NPC will make the attempt.
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RogueGunslinger

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Re: Release Note discussion!
« Reply #349 on: December 16, 2017, 06:40:45 PM »
This is cool and something I have wanted for a long time. But now im afraid people will be more willing to just run from every encounter so you dont even have the chance to threaten. Something I never considered until now.