I've updated the rarity on these items to common, allowing an addition 20ish of them to make their way into the game.
Kitchenettes now reset to their base state when an apartment resets, and the items on the kitchenette are recycled (food and drink) or dumped in the market (if something else).
This should help to reduce bloat over all, as there are currently over 900 items in the game just sitting on kitchenettes, and 600+ of them are food and drink. Most of these are likely in unrented apartments, so I expected the number to go down over time.
I am also considering doing a blanket 'recycle' on any food or drink items on kitchenettes as a one time cleanup. But I haven't decided if I will do that yet.
It is possible to type 'hide' and be starting to move to stealth and have someone 'aim' at you. It's basically a race condition. I've resolved this by making it so if someone aims at you while you're looking to stealth, they will automatically still see you in stealth. This makes sense to me, because the person has drawn a bead on you, even if you've started looking for a place to hide. They are very focused on you, and thus, even if you have a billion stealth, they can still see you hiding behind that potted plant.
We had a very general check happening when you clean with solvents. I've updated it to three different kinds. To make the checks more specific, but also in some cases, more general.
CLEANING ART
Requires artistry.
CLEANING ELECTRONICS
Requires secure tech or electro tech.
CLEANING BLOODY MESSES
Requires medical, bio tech, or forensics.
I've updated the help vacation help file. The biggest change is explicitly stating that we are not enforcing a length on vacations at this time. If you want to stay on a vacation character 4 years, go for it, but we aren't holding employment + positions in orgs during that time. You'll have to reforge connections and jobs when you return.
There were four objects that were implementing the same install/uninstall verbs because we had wanted to quickly make it possible to install/uninstall them.
Generic Installable Container
Generic Shelf
Generic NK PhotoFrame e-Display
Generic Whiteboard
The verbs were essentially identical. I have extracted the install/uninstall verbs for each of these into a general verb for the purposes of keeping the code in one place and making it easier for new items to have install/uninstall, without needing to copy a bunch of code around.
I tested, and all seem to work as expected but if you see anything wonky with these please @Bug it.
(Edited by Slither at 12:57 pm on 3/17/2025)
(Edited by Slither at 2:14 pm on 3/17/2025)
I've gone through a bunch of commands on the $watcher admin object, and removed a bunch that were never used / super old, moved some to the $justice bit that didn't need to be on $watcher. I also deleted a bunch of verbs I deprecated several years ago but kept around so they would point people to the new / updated versions of those verbs.
I've also reviewed our documentation to ensure that all remaining $watcher commands are documented in the examine me for $watcher's (the full staff bit). There were 20+ verbs that were undocumented but useful, that I've added documentation on and made the admin aware of. Some I think they were using, others, may have fallen out of usage as people forgot or were not made aware of them.
This should make future training + awareness of what commands admin have available much easier!
I've reviewed all the $creator (builder level verbs) for admin, and added documentation for the 12 (out of 150) commands that were not documented. I also removed some deprecated verbs and cleaned up and reorganized the $creator examine me to be more intuitive. Should make $creator's lives easier moving forward.
We have some automated ways of determining if someone has done things (such as place a SIC ad for their lease) and some manual ones. The GMs have a command to answer questions about player leases and they are reminded regularly to submit details.
On top of the existing questions, like 'did the player run events', we've added a new one around networking. Did the owner network? IE: made contacts, brought business to the lease from outside deals, made deals with people to fund/create events?
If the answer is yes, it will provide an additional 3% increase to weekly profits when it is calculated (once a month). If the answer is no, there is no penalty.
I've also adjusted some of the %'s to be a bit higher, meaning if you're working a lease and doing a bunch of things, you'll see your weekly profits go up more quickly.
You can now go up 14% & down 7% month over month for a shop.
You can now go up 16% & down 9% month over month for a club.
These % increase/decreases have always been based on the current weekly profits and not the base level.
(Edited by Slither at 7:29 pm on 3/20/2025)
If you have run an event in the last two weeks, you can submit an ambient income event request. If it was outside that range, it is not eligible.
Also, this is a beta test. I reserve the right, after seeing how it goes to completely change this system, remove it, or tweak payouts, questions, etc. Please do not RELY on this system to make you your money back. That's not what it is there for.
There was a bug where a quickterm could be recycled under certain circumstances, which would not clear a property on the player for which quickterm they were using. This meant that StreetTerms would not work after, until you touched a different quickterm. I've resolve this weird bug.
Fixed a bug where if two players typed go clone at essentially the exact same time, both would enter the cloning process and the first person would get the clone data of the second person, and the second person would get the correct clone data.
It was a wild one. I've added additional checks on top of the existing ones to prevent this from happening again.
The player that got the wrong clone data has also been fixed, and much appreciation for them being a good sport about it.
We've shifted the original approach of how to deliver stolen vehicle cargo to NPCs. Originally this was intended to be an automated turn-in process. For now, that isn't working out and can't be done.
But to encourage cargo theft and to see if this helps enable more chances, we've introduced several NPCs in game that will take stolen cargo - but you need to leave a puppet-request with them. This isn't an automated process. It's a roleplay process and the rewards will be decided by staff. Please @add-note and document the effort, the roleplay and the stolen cargo, everything that went into it if your character is trying to turn in stolen vehicle cargo to one of these NPCs.
You might find a person in-game who will give hints about where to find these cargo-receiving NPCs.
Vehicle cargo theft still works the same from vehicle to vehicle. The commands are found with an examine here when inside cargo capable vehicles.
Thanks to Bonsai, Butako and Mench for working this out.
This command was buggy, barely worked, and I'm 90% sure was the cause of the terrible bug where people would put their weapons away during combat. I checked with some people it had never happened for, and they did not have one set. I checked the people reporting it happening, and they did have one set. I've removed the command, and all references to default weapon in the code. You'll have to manually hold weapons, if you were using this command, or set up a macro.
PUTTING WEAPONS AWAY AT START OF COMBAT
I believe this should be fixed now!
this isn't ic yet as bubbles is helping me to move over current UMC people.
It also means all fight records are getting reset.
The new board supports
Players being able to be authorized to log flights
Admin being able to register a character or remove a character
Setting and adjusting the rank of a player
Assigning or vacating a championship
A view that looks like the old one showing wins and losses and bouts fought
An accessible view for screen readers
And ability to look at a fighters record in more detail showing who they fought and when and if they won (not coded yet)
Showing who is the champ for each rank
When we put this ic it should make management much easier!
There was a TB due to the verb not having permissions to update a specific prop related to how soon the rig is going to explode as critical fails mount. I've fixed this, but BEWARE, that does mean that these critical fails, which may not have been adding up previously, are now adding up again, and if you crit fail a bunch, your rig will possibly explode.