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STICKY: Small Updates and Tweaks

 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Sun May 06, 2012 11:08 pm 
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It's now possible to buy real estate from the real estate menu, rather than walking all the way there. It will also transport you directly to the bought property on completion.

I've been working on a property re-selling system, but it's taking longer than I expected, so I'll finish that another time.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Thu May 10, 2012 1:41 pm 
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You can no longer summon an ally who is grave digging.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Fri May 18, 2012 2:32 pm 
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The leaderboards have been updated to include filters in the following categories: all, humans, my path, roleplayers, or gamers.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Fri May 25, 2012 8:36 pm 
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Humans now have a CrowNet variant (unnamed). The menu options are limited, but it allows them to use a few extra features that they couldn't before.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Sun Jun 03, 2012 5:04 pm 
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Two power tweaks today, both of which were high level powers which had a fairly serious lack of point to them:

Daywalker. I've updated this power so that it protects you from any danger of being hit by a human using the Sandman power. The human still has the regular chance of hitting you, but it isn't certain like it is against other vampires using that power.

Medium has been changed so that it allows you to see wraiths as well as spirits. I've also added quite a few more roaming NPC spirits, giving the 4th level power much more use.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Sat Jun 09, 2012 6:13 pm 
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Some changes to newbies:

* Blood thieves don't buy from those under level 5 (they will tell you that your blood is to weak)
* If you reach 200% of your exp level, you will be forced to level up, and will be unable to move until you do so
* Level 1-4 characters no longer increase the city alert level by killing certain NPCs
* Upon reaching level 5, your bounty is wiped (if somehow you have one)

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Tue Jun 12, 2012 11:32 pm 
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The grid is being rolled-back by 4 hours due to a bug which messed up too many things to count. Sorry for any inconvenience, but I guess that's beta for you.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Wed Jun 13, 2012 3:11 pm 
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A mausoleum has been created next to Oldtown Graveyard (technically, it has been there for hundreds of years :P).

The mausoleum houses 24 "chambers", each of which can be bought in the same way crypts or apartments can be bought, except that they are only available for karma.

Don't worry, guys, I will be making the super special elite apartment tower soon, which will only be available for in-game money, so while you might miss out on one of these if you can't get karma, you will still be able to buy one of the elite apartments soon enough.

Each chamber in the mausoleum is the same shape and size as regular apartments, and they act in the same way as player-owned homes. They won't show up on the real estate list, however.

The mausoleum itself also has direct connections to both the north and south parts of the catacombs. It also spawns ancient zombies and the occasional mooncalf, but no old swords. Additionally, it will connect to the forthcoming catacomb extension areas, which will have even harder enemies and better loot.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Mon Jun 18, 2012 8:10 pm 
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The QZ has been adjusted so that enemies can appear in any of the squares belonging to that district. The Deserted Asylum has also been updated, because it's now owned (but not private, don't worry), but enemies will only spawn on the ground floor of that building. More enemies have been added to the QZ to compensate for the larger spawning area.

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 Post subject: Re: STICKY: Small Updates and Tweaks
PostPosted: Mon Jun 25, 2012 12:05 pm 
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A few various, small changes today before I get to PMs and bugs...

Breaking and entering has been updated slightly to incorporate one of the suggestions made on the suggestions forum by Aiden Geist (thanks for that).

Tracking will now make it possible for you to automatically pinpoint the exact direction from which a guard is approaching. With a tracking of 1, you only have a 1 in 15 chance of pinpointing the guard's possition, but with a tracking of 10 you have a 10 in 15 chance.

Additionally, due to recent crafting update, I felt that a few changes were needed with B&E. Getting out without being spotted or tripping any alarms now only takes 5 energy, but when you have to fight a guard it takes 8 energy. Thralls will always spend 8 energy, no matter what. Avoiding guards at all costs is now even more important than before, and this is partly because I felt that the tracking update gives those who wish to specialise in B&E a specific skill set that is potentially quite different from somebody who wishes to craft things. I like to encourage craftspersons (wow, that's really a word?) to team up with people who actually gather the loot, such as humans for the wilderness, and now trackers / thieves for the B&E part of the game.

Also, I've been looking at the easiest ways of gaining exp and I've started to feel that killing Mooncalfs was giving a little too much. I've lowered their exp reward from 65 to 55. Likewise, fadebeast exp bonus has been lowered from 100 to 80. I like to reward each different 'trade' equally, where possible, and recently the fighting / hunting trade has been able to gain a lot more exp than any other type of character build. They should still be able to gain more experience, but not a ton more.

As you may have seen last night, city alert levels now come with added consiquences for vampires. Getting the city alert level up over 10% will now cause vampire NPC shops (green ones, different to the ones humans shop at) to close down due to the heat. They cannot trade in illegal items while humans are so suspicious. Higher city-alert levels will result in even harsher changes to the game.

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