Planetary Resources, Incorporated is proud to release the latest version of its cutting edge acoustic hydro-analytical computer, the PRI WB81R water system scanner. Utilizing sound waves to determine the depth and breadth of water systems, this device is always in demand around the world by countless utility providers, nuclear power plants and other industrial facilities where water management is key. Available now!
(Edited by Slither at 10:44 am on 3/13/2021)
(Edited by Slither at 11:12 am on 3/13/2021)
(Edited by Slither at 11:14 am on 3/13/2021)
Sometimes people are seeing: OOC Error: You can't store that in your locker due to a bug. Please make a @bug report and include where you were, and what you were trying to put in.
I haven't found the issue here but I have updated the messaging to have folx xhelp so we can look into it in real time. Should help us diagnose this.
The code that would auto fleamarket duplicates on NPCs wasn't working. It won't fix NPCs with 4 machetes on them but the GMs can fix that. And we won't be adding to the problem any more.
MOO BUG FIX DAY
We are doing a bug fix day on the last Sunday in March. It's been scheduled and I put together a spreadsheet of some high priority stuff to look into.
790 BUGS to 390 BUGS.
In prep for bug fix day I've been reviewing all the bugs. I've closed a ton as duplicates or obsolete that we can't verify. We are down to 390. Though it's probably more like 300 as I got tired of reviewing for dupes and stopped after my third pass.
A mask designed to fit into helmets exposing the face, it will connect with various vehicles that are designed to keep their driver or pilot alive during adverse conditions. Not all aeros, not just aeros. Now available ICly in appropriate places.
1.) Wear your helmet
2.) Wear your mask
3.) Enter your vehicle.
Have been added to the game with a new tool that enables them to access the firmware level of cybernetics. This new level of access uses the systems skill, and will be the key to unlocking the true potential for your cybernetics, as well as diagnosing issues from .. other.. new systems.
One hint I will give is that cybernetic technicians have a lot of influence over that new 'system resources' metric we've all heard of by now.
Additionally, sometimes a piece of cyberware might be in a disabled or offline state after a serious malfunction, and that is another area where cyber technicians may be able to help.
We know the systems skill needs a lot of love, and we're happy to introduce something that expands on this often overlooked skill. This lays a lot of ground work on letting us provide future enhancements to this skill as well.
Cyberware can now be damaged, both in hardware and in software. The hardware can only be repaired by cyber doctors with the appropriate tools, of which there are two new ones.
Cyberware that is damaged will be susceptible to malfunctions when it's used. There are over twenty of these malfunctions that can happen, and each cyberware has malfunctions customized to it.
Some of these malfunctions include:
* A blue screen of death blinding you.
* Random studdly erections
* Distorted or blurry vision.
* An intense electrical shock!
* Acid in the blood.
The more damaged the cyberware, the worse the malfunctions can be. These can be potentially very deadly, so watch that edge!
Have been removed. It is no longer possible to attack a region of the body that is missing on a victim. No more blunt wounds to your missing arm, and so on.
This also covered a very rare edge case where an attack's valid hit locations are all missing, and it now appropriately handles that scenario.
Short descriptions now properly account for when you only have one cybernetic eye by saying "with a cybernetic eye" instead. Additionally, the score has been nerfed a little bit so it's less noticeable than some other features.
EMP now does malfunction damage to cyberware. This damage cannot be fixed, but does go away with time.
COMBAT LIMB BUGFIX
There was a lingering logic error in the fix yesterday with attacks not targeting missing limbs. This has been corrected, and the bug is now finally, and completely eradicated.
As you may know, when someone wears a disguise we may choose to spawn an NPC with the same disguise. The issues was that shrouds and shit get patched. This makes it easy to spot when it is an NPC wearing a brand new shroud or a PC wearing a patched one. Now, NPCs will spawn with patches. Maybe even the same patches.
I've fixed an issue where long views with the binos and telescopes could sometimes get a TB when the distance to what you're viewing is beyond the maximum view distance.
Additionally, you'll need to hold your binos and telescopes again (excluding special telescopes that are fixed to specific locations).
The bug where you would try to hold an item after removing it even though you were already holding it is resolved.
Some stores were tracebacking now and then due to long descriptions. This has been fixed with an $su:words_suspended verb.
A traceback in the market on rummage running out of ticks has been fixed.
When you buy more than one of something (eg. 10 martini) from an NPC at a serving window, or an NPC at a restaurant that is using a serving window, they will no longer hand you each one, quickly, causing you to spill them.
They will instead, hand you one, and the rest will go on the serving window (like a normal bar) for you to grab.
This was changing the right amount of money for the most part, but prompting you to accept the incorrect (single payer) amount. Now, if you are leading and you have escorts, doors that charge a fee (mag lev entrances, for instance) should prompt you to pay the ENTIRE and CORRECT amount.
We fixed an issue where the fancy green money formatting was getting garbled by the overhear code dropping invisible needed by the formatting. (we removed the green color from the money formatting from the echo seen by viewers, not for the person using the bank though.)
For some reason references to left and right ear were reversed. This has been fixed. If you are missing your left ear, it now appropriately says that.
PASSENGER SPACES REMOVED
There were double spaces for the passenger sentence inside vehicles. These have been removed. If a vehicle has weapon hardpoints, it now also says what seat is controlling what hardpoints for gunners.
Mementos which die with items they are responsible for (like their rolexes) didn't actually have these items on them, as the system doesn't let those items drop. However the clothing matrix thought those items were there so they were showing up when you looked at the corpse.
This has been resolved. Undroppable items will get removed from the clothing matrix upon death.
Are now properly indexed and counted in vehicle combat systems. Now when a vehicle is firing, dedicated gunner weapons will now also fire as long as someone is sitting in the controls dedicated to fire them.
This includes a display in the vehicle's passenger list of who is at what control station.
Support has also been added for a future implementation of changing passenger seat position so that characters can move around in a vehicle and be at the correct fire control set.