The value of an e-print now lowers over time as it runs out of paper.
No more will you be able to sit in your locked apartment and locate people on the SIC over and over forev3r.
After a certain number of traces your local sic node will catch on to what you are doing and the tracker won't work, meaning you will need to change locations. To prevent you from simply going from one room of your apartment to your closet, a log of all the locations you've tracked from is kept, and old locations are only pruned occasionally.
The end result is that over time, you will need to get out and be walking around, or at least somewhat vulnerable when using your highly illegal and expensive tool.
These can explode if you crit fail while tending them. There have always been ways to prevent this (using them in a room designed for cooking) but it was also unforgiving enough that we decided to make it more forgiving.
These (and really all production kits that can explode) now have a counter for how many critical fails before they explode. I'm trying out 3 fuck ups. If you crit fail your batch is still ruined and the counter goes down. You then get 2 more chances before it explodes.
Also, the value of the item is decreased if you fuck up, because you're like, messing it up. So if you start seeing cheaper ones around, like say in the market, it's because they've taken some damage from previous fuck ups.
(Edited by Slither at 3:43 pm on 7/23/2020)
Worked with Johnny for 5 hours today on Grid 3.0. Much more up to speed. We've identified critical work that needs to happen before launch, We ticked off some bugs from jira and that I found during a QA pass:
- Copyright text at bottom of forums on Grid shows up in ______'s becaues text is black
- Convert new gridmail and form post blank lines to new lines instead of having everything show up on the same line
- Reset password request needs to be made from same SIC id account is registered with
- No SIC means no Grid access
More updates later this week.
Fixed an issue where some NPCs failed to return items back to a player if they were disguised in any form.
Scavenger NPCs now appropriately identify that you have a disguise on.
Note that we are still working on a known bug where some NPCs fail to ID some disguises.
I've added a new scheduled ambiance feature for the dispatcher. It will dispatch an anti-corporate troublemaker to VS or NLM (if there are corpsec agents online), and have them start trouble. I won't get into what that trouble is. It can be found ICly. Then someone at the corp will report the troublemaker, and ask for corpsec to get rid of them.
This should be a good training opportunity for corpsec agents, and a nice challenge from time to time.
Through painstaking and tedious effort, I have added colored holographic arrows to the express tubes for red/gold/green which point you in the direction of the level you are trying to go, when you hit a turn. This should reduce the OOC frustration and annoyance that I think we have all felt.