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[Apr '21] Improvements & Bug Fixes
Stuffs getting better, stuffs getting better all the time.

This is where we'll post improvements and bug fixes we did in the month of April. If you've got feedback for us about it, please post it in the Improvements Feedback thread for this month.
PROGIA SIGNAL

Progias work thanks to the power of the grid. There isn't a whole lot of grid infrastructure outside the dome. So, Progias don't work well outside the dome anymore. They will still work in certain populated areas (or near those populated areas) and should work reliably in the dome, but they shouldn't work absolutely everywhere anymore. :)

But Johnny you say, My quickterm doesn't work, but my progia does! To that, I say that the Internet doesn't always work on my phone, but I can make calls still, network technologies are weird!

PROGIA REDIAL

Redial and *69 on Progia 9 and 11s should be properly affected by OOC locations, the requirement to hold your phone, EMP and the previous posts effects that can impair their ability to work outside the dome.

RADIO SHORTCUT (\\)

Use a double backslash before whatever you want to say over the radio in your hands. It'll remind you to hold it if it finds one in your inventory. Much faster than the transmit command.

Note this only works with handheld radios in your inventory at this time, not helmets or radios installed in vehicles yet. :)

VEHICLE RADIOS, HELMET RADIOS & INTERCOM PANELS

These will now work with the new radio shortcut (\\) too.

You'll find it gets preference to whats held in your hands, then potential radio helmets, followed by radios and intercom panels in the same place as you and finally, a radio you might have in your inventory but forgot to hold.

RADIO VOICE

Radio communication should always show the voice of the person transmitting from now on. Don't go being Solid Snake, I ain't checking for your word-less ellipsis usage. :)

Intercoms too.

CYBERWARE PRICE CHART STYLE

The individual configuring their price chart has the option to display dots (.) on the chart to help visually relate the information on the same row. This option will now be overridden when someone looking at the chart has @access STRIP_ASCII enabled.

TERMINALS

The 'clear' command now works on terminals you aren't holding if they are locked to a room.

JANITOR BOARDS

These now show graffiti within 5 minutes of it being put up in a corp.

VEHICLE VINS

Vehicles now have Vehicle Identifying Numbers (VINs) stamped on their chassis. This number appears on evaluating the vehicle.

VEHICLE VINS PT2

Vehicle VINS now require the appropriate tools in order to be read during evaluation.

VEHICLE LICENSING TERMINAL

A new terminal has been added to the WJF licensing office. This terminal includes some basic functions that I think you all will find very useful, with the primary one being the ability to now transfer ownership of vehicles to other people.

It is also a convenient way to see what vehicles are currently registered to your name, and their VINs.

Enjoy!

VEHICLE EVALUATE UPDATED

With vehicles that have hardpoints, evaluating the vehicle will now show additional details about the vehicle's hardpoints. Their size, what they're meant to mount, and what seat is wired to fire them.

This should remove some guesswork when equipping vehicles.

FREQMANS NOW FREQQYS

We've made a number of changes to the FreqMan 4K and FreqMan 6K portable radios. First, they are now Low Band radio devices instead of Mid Band. This means they'll no longer pickup WJF and CorpSec frequencies (among other effects of radio bands). They've been renamed. The "Freqman 4Ks" have become "Freqqy 1000 walkie talkies" and the "Freqman 6Ks" have become "Freqqy 2500 adjustable walkies". They are both available in an array of sporty colors. No prices have been changed at this time. :)

Low Band devices are generally low power and of low complexity. They are negatively affected by dome infrastructure and only work over a limited range as a consequence. As the signal drops off, the receiver will hear interference in the form of static, buzzing, hissing and the sound dropping out. Portable Low Band devices will not work inside vehicles due to the body of the craft acting as a Faraday cage and the low power of the devices.

FREQQY 2500s RESET

Those of you with the renamed FreqMan 6Ks who had customized which frequencies it was tuned into, we've reset your frequencies since you're in a whole new band now, so you'll need to add new frequencies besides the low band's common channel: 825.425.

WJF HELMETS & HANDHELD RADIOS

The WJF have been officially granted an exclusive licensed by the city, reserving an additional frequency solely for their usage.

WJF helmets are now multi-channel thanks to a new switch command that lets you switch between the limited channels on the helmet. There is no visual display of which channel you're on at this time. By default, the helmets only have the 2 channels.

Additionally, WJF handheld radios (Tac-Comm 7s) are now multi-channel as well. All WJF radios are Mid Band devices. Check out help radio for more about radio bands.

LAST <whatever>

'Last' is now a valid way to refer to something when you're dealing with multiple items, letting you reference the last of whatever it is when you count <whatever>.

You can use this in the same place you'd use 'second' or 'third', etc and it will refer to the last of whatever it is you're needing to use 'second' or 'third' to refer to.

(Edited by Johnny at 9:33 pm on 4/12/2021)

FREQQER RADIO HELMETS

Now available from your favorite electronics stores, Freqqer radio helmets, in an array of friendly colors! They cost a little more than the Freqqy 2500s, but they fit on your head. Operates on the Low Band.

Additionally, switching channels on your radio helmet (Freqqers or others) will now announce what new frequency you're on in your head.

GROUND COMMS & HIGH-BAND COMMS

Craft installed radios formerly called 'radio comms' were all high-band devices and were installed in all sorts of vehicles. We've audited which were installed where and split these between Mid Band for devices now called 'ground comms' and High Band for devices now called 'high-band comms'. If you have a vehicle that had a 'radio comms' or 'high-band radio', these have been renamed/reparented according to the kind of vehicle they were in.

More on availability of these devices in stores soon.

Addendum: Ground Comms will obey spectrum regulation, so they won't work for WJF or Corporate frequencies out of the box. :)

(Edited by Johnny at 10:48 pm on 4/12/2021)

RECHARGABLE BATTERY DEVICES

Your battery powered devices can now be recharged via surfaces that can provide a charge. So far, workbenches, metal shelves and the very fancy granite coffee tables provide this advanced functionality.

(Edited by Johnny at 11:46 pm on 4/12/2021)

HOMEMADE CB RADIOS

It is now possible to craft your own homemade CB radios that can be installed in a vehicle if you have the right set of skills and source materials. Homemade CB radios are Low Band, multi-channel radios.

VEHICLE TERMINAL IMPROVEMENTS

Vehicle terminals will no longer show unpowered vehicles like skateboards in the owned vehicles section. These are not traceable.

Additionally a new field has been added to the menu option for viewing vehicles. This new field shows the status of your vehicle title, for that real DMV experience. If your vehicle has been purchased at a scrapyard, expect to see it say SALVAGE instead of CLEAN.

CRAFT FROM WHAT?

If you've got the skills, examining an item used in the crafting of another will highlight that you think you can craft that item with the thing you've examined.

VEHICLE HARDPOINTS

Now support variants of hardpoints that have no control wiring (meaning guns can't fit to them) and an expansion of what 'hardpoints' mean for possible non-vehicle-weapon equipment mounting to vehicles.

VEHICLE SECURITY COMMAND

Has been added to enterable vehicles, now allowing folks to see a readout of the currently authorized users on their vehicle, as well as any security alerts.

VEHICLE HARDPOINTS

Are now available on vehicles, and be seen with the 'evaluate' command.

VEHICLE EVALUATE

Now uses a skill check to see if you can determine the damage condition of the part. Without the appropriate skill, you will only get a "is it ok or broken" indicator.

MESSES AND CUSTODIAN BOARDS

Based on feedback I've made it so that custodian boards have a property that builders and coders can set which will allow exclusion of certain rooms (secret rooms, crawl spaces, rooms we just find super annoying to have cleaned) from getting messes.

This adds flexibility and means not EVERY room has to get messy.

I've also exempted sleeping coffins from getting corp messes since, obviously they shouldn't.

If you come across areas that you are SURE should not get messes in your corp for whatever reason, like they are giving away secret stuff by showing up on the custodians board, or are a 'clean room' then you can submit a service request for BUILDER and we'll handle it if it makes sense.

GANGER DEVALUATION

Candy sold to gangers will now depreciate in value when they are missing some doses.

DEBUGGING UNIT FIXED

Rebooting cyberware via the debugging unit was reporting no found cyberware. That is fixed now, and the reboot function now consistently works.

MOTORCYCLE GAUGES STRIP ASCII

Motorcycle fuel and temperature gauges will now obey the STRIP_ASCII @access setting.

DEBUGGING PRIVACY

There is now a privacy screen on the debugging device that prevents people from being able to see the screen if it's not held.

JUNKYARD TWEAKS

With some data collected as junkyards have been in play, we've determined they're not quite where we want them to be. So some numbers have been tweaked for a better experience.

CYBER INSTALLS

It's now possible to install cyberware even if the patient has insufficient system resources on their CPU. This will have deleterious effects, so be careful with blind installs!

Thank you, new malfunction system.

STOLEN VEHICLES

Vehicles that are stolen will now report their title status as "STOLEN" in the WJF vehicle terminal.

CYBERWARE BALANCE TWEAKED

After checking out the balance of the various cyberwares, we've collectively decided to adjust the balance of various wares' PDS and CPU load closer to our design intent.

Additionally we've added a new cyberware malfunction type that can be encountered.

HOMEMADE TAC-COMPS

If you're skilled in operating systems and how networks work, you might be able to figure out how to craft a homemade tac-comp now. They won't work forever and you won't have access to change anything, but you can get a peek into that sweet WJF paydata until they catch you or it breaks down.

CRAFT EXAMINES

I've adjusted the check whether to show you how to craft something to scale with the crafting challenge. This means that you might no longer see how to craft something that you were seeing before I changed this. Better not to show you if there's no chance you're going to be able to craft it.

SPACESUIT HELMET RADIOS

The helmets for your spacesuits now support radios. They work on the High Band and as such, have unique power requirements that require you to have the EVA Pack on in order for the radio to function.

VEHICLE TERM TIMING CHANGES

Instead of vehicle operations generically saying "PENDING" when they are processing, they now give a number of hours until the job is complete.

CYBER UNINSTALL FIXED

Two bugs preventing cyberware from uninstalling and "failing silently" have been fixed.

NPC PAYOUTS

These have been fixed.

INFECTIOUS VECTORS

Eating in dirty places, doing cyberware installs and uninstalls in dirty places, now carry risks of infections systematically, rather than by manual GM fiat.

USING DRUGS MAKES THEM WORTH LESS

Somehow, I thought this was already a thing but it wasn't. If you've got a 5k drug with 5 uses, and you use 1, it will now be worth 4k. Use another, 3k. Use another, 2k. And so on and so forth. This means that if a ganger asks for drugs and you get them a partially used pack of marcy, you'll get paid part of it.

This applies everywhere, so inspect is included.

NEW CYBERWARE

Two new pieces of cyberware have been added to the game. This is the radio and tracheal implant, adding some much needed functionality and love to that area of cybernetics. This also comes with a lot of bugfixes across the board as I looked at cyberware.

Among them, some of you may now notice additionally that cyberlimbs do not have wounds and instead have mechanical descriptors of damage. One less nitpick hanging.

(Edited by MirageGM at 9:21 am on 4/25/2021)

INSTALL SCRIPTS UPDATED

Cybernetic installation scripts no longer force the doctor to talk, and instead provide a private roleplay cue for them instead that is less immersion breaking.

CYBERWARE FIXES

It felt weird being totally radio silent. So while I cannot describe exactly *what* was fixed, a number of weird immersion-breaking or balance issues have been fixed with cyberware.

RADIO BUGS

Fixed a couple bugs with echo and radios behaving a bit oddly.

CYBERNETIC SHORTDESCS

A special hidden adjective may appear in your shortdesc now if you are sporting a lot of designer cyberware that is visible. There are three of them. Happy hunting.

CRITTERDEX CONNECTIONS

Fixed a scenario where one of the connected devices to a critter-dex has been recycled, ending in TBs.

MOTORCYCLE MOUNTING

Motorcycles now correctly report access denied/granted when mounted. They were using the wrong verb / their own implementation and that's been brought in line with how vehicles normally work.

Fucking motorcycles. Being special. Now they are less special.

VEHICLE PART PRICES

Have been reduced across the board to account for coming vehicle combat changes. These will be reflected in the junkyard as well. We will continue monitoring this.

KEYED RADIO TRANSMISSION

Rule the airwaves, at least for a little while. How long depends on character skills, what frequency band the device operates in and other potential factors. This only works with the radios you can install in vehicles and fixed locations (due to the power drain).

The new commands are:

key mic on radio

release mic on radio

With the mic keyed, no one else will be able to transmit on that frequency until you release the mic. It will force you to let your radio cool down to keep from burning out the radio.

FLATFIXER

A new item has been added to autoparts stores called "FlatFixer", this is a standard expendable item that can be used to repair ruined or damaged tires back up to functional.

Enjoy!

CYBERWARE NAKEDS

Have been adjusted. Previously the code wouldn't let cyber nakeds concatenate, so only the first would show. This has been fixed.

Additionally, @nakeds will now show on cybernetic nakeds NOT belonging to a mechanical limb replacement or prosthetic.

EXTERNAL RADIATORS

Two new external radiators which fit on hardpoints have been released to the game. These things are mixer as fuck, and work like other radiators.

Small cheer, these are the first hardpoint items to be released for player use.

REMINDER: Patch notes are not IC knowledge!

HYPHENATED GRID USERNAMES

Having a hyphen in your Grid username will no longer cause you to get an error when you try to hack something.

RIGGING CYBERWARE

A new cybernetic has been added that enables the interface of rigger and machine. This is now for sale at all cybernetics clinics.

Additionally...

MODDABLE VEHICLES

A new interior modding system has been introduced to vehicles. This facilitates the addition of lightweight features that can be installed into vehicles. Vehicles have limits to how much they can fit modification-wise, with some vehicles fitting more than others.

Using this feature, it was possible to add the second part of the the rigging cyberware that provides an access point to actually use the new ware.

ROBOT BACKEND UPDATED

Robots got some much needed love. With everything that's been going on with cybernetics, I decided to take a look at our good little robot buddies and see if I could do anything. It turns out that there was and not only was I able to significantly clean up the code and ease some burdens there, I was also able to update robots to leverage all the same new features that have been added to Cyberware lately.

I cannot overstate how amazing this change is, as it really lines us up to make robots as amazing as the other core features to the game (and as you've probably noticed a theme), give some much needed attention to some of the neglected areas. Because of this refactor, I was also able to clean up a lot of the immersion/balance-breaking edge cases to robots AND combat.

Robots no longer get sick, spread disease, or express injuries in the same way as biological things.

Robots cannot drown.

This touched a lot of combat code too, and as such combat has been adjusted to account for things with limbs that are not human (critters, quadrupeds, etc). This will still take some effort to fill out, but will have impacts to the game even outside of robots.

WRGON MONTH

(Edited by Slither at 11:46 am on 5/1/2021)

Whoops wrong month. I will post in a different one.
ROBOT POWER

There's a lot of stuff I've been working on in the back end here, but this one I can announce. Robots now take power to run. Just like walking makes you tired, robots consume electricity as they move and do actions.

Coupled with this, robots now need batteries and can run out of power. If they run out of power they will shut off. It is possible to swap batteries on the components themselves AND while the power sources are installed in robots.

I've given robots free battox powercells with this change, so no robots should drop out of the sky suddenly.

A command to see the system status of your robots will be coming soon, and other positive UX changes.