As always, please give your feedback in the related Improvements Feedback thread.
(Edited by Johnny at 1:15 am on 2/1/2021)
As always, please give your feedback in the related Improvements Feedback thread.
(Edited by Johnny at 1:15 am on 2/1/2021)
When there is an exit from a location thats not named in a standard direction like 'north' or 'east', your flight computer is unable to plot a course, but that doesn't mean that you shouldn't be able to fly through the exit to the 'garage' that you can clearly see in front of you.
Well, now that should work.
Please let us know if you find this is letting you fly into someplace you should not be able to.
When you would shout in vehicles before, those outside the vehicle would see that someone was shouting from "nearby". Now, if you're in the room the vehicle is in, you'll hear that the shouting is coming from that vehicle.
Additionally, if your vehicle has windows and those windows are down, those in rooms connected directly to the room the vehicle is in via exits will hear that someone is shouting from nearby now.
(Edited by Johnny at 12:15 am on 2/6/2021)
We incorrectly were showing a rounded value in some cases when showing chyen amounts. No chyen amount showing the actual number in green should be rounded.
Note, you still estimate when inspecting items, someone can still shortchange you, you'll see the wrong values in green, but those are still not rounded, just wrong. :)
The Cybernetic Price Charts had a bug where some wares were missing from the configuration menu. These missing wares were ones only located in a left hand only location. I had taken a shortcut to removing redundant ware listings for all the wares that exist as both left hand and right hand variants. The shortcut ended up filtering out a few wares.
We are now filtering out the symmetrical variants better so the missing wares are showing up on the boards. I've also cleaned up how we display the symmetrical wares, so you'll see now see a single listing for each ware 'pair' with it saying 'Left or Right' to indicate you have a choice and that the clinic doesn't specialize only in right eyes.
When submitting SIC advertisements, you will now be prompted to enter the ASCII-FREE version of your ad first and after, the Simple ASCII version of your ad if you would like. You will pay for which ever version is longest and everyone will see the version that's best for them.
In the ASCII-FREE version, be sure to avoid any ASCII except whats appropriate for your sentence. We will know who entered what AD, so don't make us put in a symbol filter please. :)
Note I have labeled the version you can use ASCII as the Simple ASCII version. Don't go nuts with full ASCII art pictures. Please keep it to light flourishes, highlighting, offset positioning, and other such 'ad layout' strategies.
I've made the prefixing elements of all the display terminals obey your STRIP_ASCII accessibility preference and get rid of all the 'chrome' and replace it with your HIGHLIGHT_HINT accessibility preference. If you do not have a HIGHLIGHT_HINT but do have STRIP_ASCII enabled, you'll get a symbol according to the kind of device it is.
This affects everything from purchasing and billing kiosks to WJF field computers to critterdexes.
Let me know if you hate this. Please note, the actual content displayed by the various devices may present challenges depending on whats in the content.
You can now shuffle decks of cards independently. This is opposed to it being built into the collect and deal/draw commands, you will now distinctly shuffle before/after doing those things with decks of cards.
Additionally, you can all define your @shuffle_cards message (its in @messages me), so that when you shuffle a deck of cards, you can do it in your own fashion.
@shuffle_cards me is "%N %<shuffles> %p %t."
Trading Card Games can be made and played with trading card decks. How does a deck of trading cards differ from traditional playing cards? They can be split and merged with other trading card decks of the same kind, letting you literally trade the cards between the decks. The hands of cards you get from these decks support a play command that at present let you play your cards in front of you, on your 'board'. In time, you'll be able to play cards in specific positions within your board, but that is not written yet. :)
Game Card Sets can be created by builders to create new TCGs, but there is an IC one already making its way through the game now. (It is not yet available for purchase!)
When using the play command with the test TCG decks, you'll be prompted to select which position on the board you want to place the cards you've selected to play. Looking at the board shows cards in the various positions.
I've added some working positions, not sure if they're final, want to hear from the playtesters before I settle on them.
Still looking at issues around non-board commands letting you do weird things with the board. You can't pick it up anymore at least.
Once you've played Trading Card Game cards from your hand into a position on your board, you can use move in board to choose a card and move it to other positions of the board, back onto the top or bottom of the draw/discard piles or back into your hand.
Use move in hand to reorder the cards in your hand. It's menu based now to better deal with the variety of cards and places to move them.
When you look at the board or the deck, the positions on the board are now ordered in the same manner as they are defined by the builders, so they can control how the play area will lay out. Oh, and I added a new potential position on the attax board called the 'Pantry' for food types. Feels like its needed to let you define your pool of resources for bringing critters out and playing quick cards.
I think the one command mechanic missing for TCGs at this point is drawing from the discard pile?
You can now specify the the 'discard' pile when drawing cards from decks of cards (both playing and TCG). TCGs will prompt if you want to draw them from the bottom or the top of the specified pile. The classic syntax draw from deck will continue to draw from the draw pile.
TCG CRITTER ATTACK/DEFENSE SCORES
Critters now express their attack / defense scores on their game cards. Values are defined behind the scenes as ranges and are randomized in each deck/booster when they are created. Curse Cat for example can have an attack score of 1-3, and a defense score of 0-1.
The buggered proportionate messaging where you would play or discard extreme sounding amounts of cards from your hand has been cleaned up with a much more accurate proportionate messaging system for the scales being dealt with.
I think we're done with the coding here outside of your @bug reports on it.
Staff are reviewing a guide on how to make more TCGs than the one we're going to launch soon, so if you want to get involved in making the 'Most Wanted' TCG some folks have talked about, get your butt in fix-it and start asking about how you can contribute to it. :)
Store receipts will now capture a timestamp when something happens affecting the receipt (like a purchase). This information will now come up when store owners (or staff) check store receipts. We've cleaned up the store receipts command with money formatting and it'll obey your @linelength too.
Decks of cards now come wrapped in plastic so you can tell if a deck has been opened or not! Note, item's value may change when unwrapped. You can tell its wrapped when you look at it. If it's already been unwrapped, the unwrap command will not show up when you examine it. You will automatically unwrap a wrapped item when you do things like shuffle, deal, etc. #recycle