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Posted: Fri Feb 21, 2014 1:56 am | |
I've added some additional functionality to the 'track' command, in that in areas equipped with the new spawners, it will give a textual clue as to what sort of state the mob population is in.
I've also made changes to the balance of mobiles. They should feel more challenging and dangerous overall, but they also have less armor, in return. This gives a scaling buff to everything that armor, by nature, nerfs into the ground. Maybe? I don't know, I thought it would be worth experimenting with.
Edit: On a side note, you've probably noticed that a lot of things that aren't remotely feline are looking like feline, when you track. This is a limitation of working with mob races, and it's not one that's overcomeable in the immediate future. Sincerest apologies if it leads to some confusion.
Editedit: Mob damages may fluctuate for a while as I test them.
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Posted: Tue Feb 25, 2014 4:53 am | |
Apparently my gate/hatch prog is not actually working for some reason, despite working previously.
I'll try to get that sorted.
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Posted: Tue Feb 25, 2014 5:49 am | |
The Metro gate and Lab hatch now work as intended.
I've also added a couple more interactibles within the Metro. Hopefully more to come.
I've completely rewritten the prog to not be broken as hell, and to use a standard format so they're easier for me to make now, hopefully more will come.
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Posted: Wed Feb 26, 2014 2:54 am | |
I think what we need is.. automated fire drills, that release poison gas into the bases 12 hours out of every day, to force people to actually go out and socialize with more than the same 1-3 people over and over and over.
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Posted: Wed Feb 26, 2014 3:01 am | |
Yeah, definitely. And let's release that gas into the Market shops, too.
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Posted: Wed Feb 26, 2014 3:08 pm | |
Let's just release the gas everywhere. Then we can all RP in the graveyard!
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