Current Events
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Major changes from hell/important stuff listed in no particular chronological order.
Total Food Rebalance
- Stacks of nutrition only remove 1 point of hunger instead of 2 when applied.
- (This means that, for a given amount of hunger restored, one gets twice as full afterwards compared to what one used to.)
- Every player-accessible food in the game has had its nutrition values tweaked to account for this and also be more sensible.
- Fast food and sweets now give negative stress when consumed, in exchange for their poor nutrition.
- Homecooked food now gives a minor buff that restores minor stress, heals, and dehungers on heartbeat.
- Nutrition's healing is now in general proportion to the corresponding reflexes penalty, but consumes the excess nutrition if successful in doing so (on top of decaying naturally).
- (Billygoat nutrition doesn't heal extra, before you get too clever.)
- Hunger-inflicting actions done while having nutrition now consume nutrition instead of adding more hunger.
- 'Hot' foods now dose a drug which raises one's perceived temperature. This matches how certain 'cold' foods already did so.
- Rations can be gotten from Camp Benjamin.
Picking malus tweaks
- Thin and fingerless gloves now don't penalize lockpicking. Rings don't either.
Aim tweaks
- The aim verb on guns has been changed to now have a slight delay before you are aiming at your target.
- Delay depends on gun speed and your Quickdraw total. Vector and American-180 are lightning fast, while sniper rifle is turtle slow.
- You can now aim at NPCs.
Sneak and pathing changes
- Sneak is now substantially more powerful and important.
- You can still path through enemies, but once sneak is finalized this will be removed.
- You can only sneak against other players if you're PvP enabled (even if they are not), and cannot sneak against your corpmates.
- When entering a room with monsters or players, sneak is rolled against target with highest appraise.
- Flashblind effect (flashbangs) and smoke (Writhing Smoke or smoke bombs) aid with sneak rolls.
- Upon success, you are given 'sneaky' stacks which prevent you from being detected for few heartbeats by said targets (better roll = more heartbeats).
- creep command will add +10 to your sneak rolls, but makes you move twice as slow. Use creep again to stop sneaking.
- Dodge malus on your feet is also applied to your sneak (if you wear boots that give you -1 dodge, you also get -1 sneak).
- NPCs are also able to sneak, but are hilariously bad at it.
- @prefs -sneak to stop trying to sneak.
PvP changes
- PvP is now on per-contract per-player basis dubbed Death Classic contracts.
- Contracts are 1 week-long (168 hours)
- PvP time only counts down when in open, PvP-enabled areas. You can't grief someone and wait out retaliation in a cum fort.
- Contracts are bought in Abandoned high-rise in Freedom City (From Fourth and High, head north-east, down, east.)
- N-tags cannot sign Death Classic contracts, but will keep their PvP status if they become N-tag again through tutoring/rerolling.
- On 'who' list, PvP-enabled players have numbers that dictates their "hazard level", a very rough approximate of their power level.
- PvP has reputation attached to it with several ways of losing and gaining it
- It is listed as "Death Classic initiative". As all faction reputations it very slowly gravitates towards zero.
- Ways to earn:
- Kill people above/near your hazard level.
- Signing Death Classic contracts gives rep equal to amount of hours (12 hours contract = 12 rep)
- Hack gangland cameras.
- Download sensor cluster data in Necropolis while PvP-enabled.
- Ways to lose:
- Kill people below your hazard level.
- Death Classic shop stocks normalization hypos (clear ATP stacks), beef juice boxes, speed and berserker hypos as well as 'gold plating kit', making your weapon the snazziest on the block.
- All these items require and consume reputation upon buy.
- You will be unable to buy Death Classic contract if you have too low reputation. Either wait it out or kill someone of your own size.
- All PvP damage is apparently halved.
- The Pit still exists, as a separate PvP thing.
Other
- You no longer die if your health, on heartbeat, dips below 0 but raises above 0 after. (2332 on *clp)
- Sneaking against enemies is now substantially (-10 on all rolls) harder, but is still very effective for most builds. (2334 on *clp)
- Attacking an enemy mid-combat no longer makes you draw your readied weapon if you have it stowed.
Cannot gain XP from STAT ip (gymming) (speed bags etc). (undocumented?)Overlooked bugged change, fixed in 2326 on *clp- Rescuing another player should now properly transfer all ongoing attacks towards that player to the rescuer, instead of simply redirecting the next attack. (2321 on *clp)
- Seemingly bugged, rescuing now works only half the time?
- Salamander got reworked - it still takes stress, but now it converts normal nutrition (but not the billygoat kind) into additional health. (2297 on *clp).
- Preference to allow other people to loot your corpse has been added. (2351 on *gr)
- When powerattacking, some fists weapons now sum up all their damage instances into one. So if you have a fist weapon with 5-10 slash and 1-5 bleed, on powing it will roll both separately, then sum them up into slash dmg. (2276 on *clp)
- Vampires and zombies do not age from mutations or aging, but will jump towards their counted year should they demute.
- Instead of having a 9% chance to gain 100 hunger per movement while flying with the flight mutation, players now gain 18 hunger per movement.
- Every 0.1 attackspeed higher 3.0 gives +1 min primary damage, up to the max damage.
- Shotguns instead get +1 to all damage types per 0.3 speed.
- This applies to both players and mobs.
- Combat fatigue is substantially more impactful than in Hell.
- The 'baby farmer' journal and the 'baby farmer' job have been unified: bringing a live infant to the shoggoth, or a monster baby to the bone pile, contributes to both.
- Permanent Revolutionary has been added to Macero, dropping the schematics for a Headsman.
- Major RV has been added to the Wasteland, dropping the schematics for a Hobgoblin SMG.
- Vector buffed to 2.6 speedcap with increased damage per bullet, added 2-burst and automatic fire modes.
- SPAS-12 damage nerfed.
- wristpad history now shows 100 lines by default like most other nets.
- Headsman now speedcaps at 3.0 with crit rate lowered to 33%.
- Necronata and w00tz bo staff cannot be modded with monowire and force enhancer mods.
- Dodging ensnaring enemies (silicate, glass trees) now works properly instead of roll being harder the more dodge you have.
- Some of the armor sets have been separated into -over and -under armors (leech/lampther, armordillo/bouilli) to allow set mix-ups.
- You can tempposture and posture to set your appearance in rooms. tempposture is cleared on room move while posture persists.
- Chud minions don't suck ass and are easier to keep around.
- Cat Ears is a proper mutation now.
- Ammo pouches, bandoliers, and vests now exist; they store ammo more efficiently than just carrying it, and can automatically be reloaded from. This is compensation for an upcoming ammo weight rework.
- Eelskins are now immune to bends, lose thirst in water and move very fast in the water.
- Dodging status effect grenades (flashbangs, THC, etc.) now works properly instead of being harder the more reflexes you have.
- Few information commands were added:
- @grindreport to see how much you left to grind.
- @owned to see your possession (boats, apartments, planes).
- Smoke bombs are now on par with Writhing Smoke.
- Things stolen from Cialis Tower safes in Corpclave and stereos from other apartments now count for Burglar job.
- PLEASE SEND HELP