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Darkmyre

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Everything posted by Darkmyre

  1. Active NPC traits: Gym Junkie: double skill multiplier when working out Pacifist: never fights or triggers uprising Hard Worker: double work productivity Swimmer: bonus stamina workout daily Jogger: bonus athletics workout daily Cyclist: bonus speed workout daily Glutton: hunger is at least 1 if no food in last 12 hours Alcoholic: thirst is at least 1 if no drink in last 12 hours Boring: no further trait rolls allowed Assigned, but not yet functional traits: Militant, Depressed, Albino, Imbecile, Genius, Cruel, Xenophobic, Fisherman, Patriotic, Farmer, Strong, Feeble, Biker, Rev Head, Religious
  2. Updates Added new dynamic hover cards for NPC's and Players. These cards will appear whenever you hover over an NPC or Player name/avater, showing more detailed information about the NPC/Player. Added a new Traits system for NPC's. Traits can provide a bonus/penalty to NPC actions, unlock or restrict NPC actions, or influence how an NPC votes (in a future update). This update adds up to three randomly assigned traits to each NPC. Bug Fixes Fixed VBX being listed twice in the Deposit Currency widget. Fixed active wars appearing as 'Proposed Treaties' in the Foreign Affairs office. Fixed a bug preventing NPC's from doing damage in battles, despite successful attacks. Fixed an issue causing Invision emails to be classified as spam. View full release
  3. Updates All regions now have an Appeal rating, which influences where NPC's will choose to move. Appeal defaults to zero for all regions, can be negative, and has no set limits as it is evaluated as a relative score. When an NPC decides to move, they will only consider regions with higher appeal than their current region. Added an Appeal modifier to all climate zones, which will establish the base appeal for a region. Climate zones are assigned to regions when they're added to the game and are based on an average of the equivalent real-world location's typical climate. Added an Appeal modifier to all Infrastructure which is applied to the region when the Infrastructure is completed (modifiers for existing Infra have been manually applied). Appeal modifier ratings will be made available along with other Infra details in the new documentation module as time allows. Damage added to battles by Defence Systems should now be correctly identified instead of appearing as 'mystery damage'. The display of this information will be further tweaked over the next few days as NPC Uprisings take place. Company messages are now shown on the dashboard work widget, making them useful/visible to workers again. Bug Fixes Fixed a database issue preventing Average Production Costs above $9.99 from being saved. Fixed a bug preventing Tier 5 goods from having an Average Production Cost. Fixed several bugs with NPC combat. Fixed 'Total Weekly Profit' never actually being calculated on CEO page. Fixed some resources never being highlighted on Resource Marketplace, even if companies require them (eg Chocolate for T3 Food). Power companies no longer require/use power. CEOs of power companies that have already purchased power may request a refund by raising a ticket. Please note due to my current real-world commitments, these requests may take time to be processed. Fixed only the first six results on any marketplace being visible. View full release
  4. Current limitations to NPC fighting: NPC's will always fight as Infantry (requires NPC military training and Traits systems to be completed) NPC's will not gain Wounds, and thus require no First Aid pool (will be enabled once NPC's are able to act as Medics) NPC's will fight once per day with 10 attacks (may be adjusted in the future) NPC's do not gain Combat XP and thus will not increase in military rank (will be completed in a future update) NPC actions on the battlefield will probably be messed up (will be fixed over the course of the next few battles)
  5. Updates NPC's no longer generate CEO alerts when they accept a job offer, as this was far too spammy. NPC's with low health will now attempt to use medicine to recover their health, regaining 5 health per Tier of medicine consumed. NPC's are now able to buy most consumer goods, and will try and maintain a minimum inventory as the market and their bank balance allows. NPC's now have a random chance to incite an uprising. An NPC can only start an uprising if they hold citizenship for the conquered nation, and only if there are no other uprisings in progress. NPC's will now fight in battles occurring in their current region that affect their citizenship nation. This feature will receive additional updates and balancing over the next week, as it will require live battles to completely implement. It is now possible to deposit/withdraw currency to your companies directly from the new CEO manager. To withdraw currency, simply click the desired currency balance in the Company Cash widget. Added a new Power widget to the CEO Manager, making it much simpler to manage your companies power needs. It now only costs 5 VBX to move a company internationally. Company moves within the same nation are now free. The Move Company page now shows the nation each region is currently controlled by. Added a new Companies Needing Attention widget to the dashboard. If you are a CEO, your Secretary will alert you to any company that is not currently functional, due to a lack of either cash, power or raw material (RM). These alerts will be automatically cleared by either depositing cash or purchasing the required RM/power. CEO's can now quickly purchase resources direct from the Tier widgets in the CEO manager. Simply click any resource icon to purchase that resource from the company's local market. When a citizen tries to work, but the company does not have sufficient RM, only job offers from the affected tier will be removed. Added a Send PM button back to Citizen profiles. Please note this button will ONLY be shown if the citizen has setup their forum account. Removed the notice informing users when their daily login reward was ready. This was intended as a temporary work-around to manually trigger daily rewards during a very old bug, and has not been needed for quite some time. Bug Fixes Fixed a typo breaking the entire Purchase Orders page. Having more than 5 consumables should no longer stretch the consumables widget, breaking the header UI. Removing your avatar on the website will now correctly sync to the game. Fixed a bug causing NPC's health and happiness to decrease at exponential rates. Fixed a bug that could potentially cause negative sales tax to be charged to the nation, when players or NPC's purchased imported goods. Fixed a display bug on the battlefield causing Battle Modifiers to be loaded for the opposing side, instead of the side the player is fighting on. Fixed an intermittent PHP error in the War Room. View full release
  6. Maybe he's changed since I last watched him I guess. Back then he was basically Milo Yianopolous with a fakenews beard and aussie accent
  7. He's basically Alt-Right-Lite
  8. Please no, Butterfield is terrible. Also that beard is likely fake and just a collection of defenceless small animals glued to his chin.
  9. NPC Purchases was an easy fix actually, so the 100 minimum should be applied universally now.
  10. NPC Sales Tax is a known issue - the bug itself has been fixed, but it'll be at least another 20 hours from this post before I have time to refund the bugged money (for details: NPC Sales Tax - Bug Tracker - Virtual Nations (vnations.net)) I can look at the jet issue and NPC purchases around then too (you may need to bump this if I haven't updated you this time tomorrow).
  11. If you only want to employ 3 humans (without considering NPC's), you'd just set 3 job vacancies like normal and set the NPC shift cap to whatever. If you ONLY want to employ 3 humans (and no NPC's), you'd list 3 job vacancies like normal, and set the "max NPC shifts" to 0.
  12. Sorta both in some respects, but mechanically it only limits the number of times NPC's can work for you each day. It's possible to have more NPC workers than you're allowing shifts - but then, the NPC's who aren't able to work will get unhappy and eventually move to a different region (currently this is the only thing that'll cause an NPC to leave their job). 1.4 changelog is still coming sometime this week. IRL is extremely chaotic for me at the moment though so I'm not sure how much longer it'll be.
  13. CEO Manager -> Edit Company -> "Max NPC Shifts Per Day". Currently you might still end up with (many) more than that employed by your company, but only that many of them will be able to work on any given day. There's currently an issue where they'll take a job even if they're not able to work (due to low health etc).
  14. Click on the currency you'd like to withdraw in the Company Cash widget. A changelog should be up either later tonight or sometime tomorrow outlining this and other recent changes.
  15. It wasn't setup to sync removing avatars. I've fixed that oversight, it should sync up next time you login to the game.
  16. Found it, there was an obscure setting to hide posts with URL's. I've updated this to whitelist any vnations.net URL's.
  17. Yeah I'm not really sure why that happened. I've double checked the permissions, and content should only be hidden for users in the New Members group. I guess it's possible it was held for approval due to the URL, but I can't remember seeing any option for that.
  18. I've just identified a configuration error that has caused several backend scripts to fail since the move to the new server. This has affected several things including elections, law proposals, sporting events, daily raffle and several maintenance scripts (primarily statistics updates). This has been fixed, and any backlogged tasks should clear over the next 24 hours. Regarding elections, there will be significant changes to the election module in game version 1.4, expected later this month. When this update is released, a fresh election cycle will commence for all elected roles. More details will be posted on how this will work in the coming week.
  19. Updates CEO's can now set a cap on the number of NPC's that can work for their company each day. Once this limit is reached, existing NPC employees will be unable to work, and other NPC's will no longer accept job offers. Maximum NPC shifts defaults to 10, and can be adjusted via the Edit Company button in the CEO Manager. Daily NPC shift quotas reset at DayChange (Midnight UTC). NPC's no longer consume job offer slots. A company must still have suitable job offers with available slots for an NPC to accept a job. NPC's now gain additional discontent if they are unable to work for any reason, increasing the chance they will quit their job and move regions. Bug Fixes Major code cleanup. Many minor bug fixes/code optimizations across the site. Fixed an issue causing error messages to not always render properly when trying to consume books. Cleared outdated avatar info from citizen accounts. Avatars are now handled exclusively through the forums - you must link your game/forum account, and then simply set your avatar here and it will sync to the game. Fixed an error preventing CEO's from seeing the performance stats of their NPC workers. Fixed a bug preventing CEO's from seeing more than the last 7 shifts of a worker, instead of all shifts in the last 7 days. Fixed a bug allowing NPCs to work with 0 health/happiness. NPCs will now only attempt to work if they have at least 50 happiness and 25 health. Fixed a bug breaking most of the Housing page. View full release
  20. Good point...although the game is now running on the new server, transfer went a lot smoother than expected. I'll move the forums over after getting some sleep.
  21. That's not actually a bug. Since the last RM update, the PP of any RM essentially shows its "rarity" - it takes 2 spice "in the ground" to produce 1 usable spice. Rarity is probably not the right word here, maybe difficulty is more accurate, but hopefully you get my meaning. Regarding the double-click issue, this is a long standing bug that I haven't been able to isolate yet. A few people have reported it from time to time, I can never reproduce it, and there doesn't seem to be any pattern to browsers being used or anything else. I'm not even really sure how to troubleshoot an issue like this to be honest.
  22. There'll be no update this week. I'm still working on things in the background, but it'll be next week before the next update is officially posted.
  23. It was a little tricky, because the NPC's look for any tier they can use. For example if an NPC is at 98 health, they'll waste part of a T3 food, so they check the market for any T1/T2. I've updated the limit check so it takes this range into account - so in this example, there'd need to be at least 200 food (in either T1 or T2). This should generally result in the NPC's respecting tier limits properly, although there may be some instances where an NPC may eat a T1 food, despite there being less than 100 T1 food (but only if they're looking for more than T1, T1 is the cheapest, and there's more of other tiers).
  24. Updates Updated the layout of the CEO page, to make more commonly used actions easier to access. Began adding Discord WebHooks to the game engine. Certain game actions (such as Uprisings) will now trigger discord messages on the official vNations discord. Updated the region page to the new UI style, making more information more easily available. War Reports on the region page will now only show battles started within the last 90 days. Players who have their discord connected on the forum will now receive automatic access to the private chat for their nation on the official vNations discord. Doubled the rate of AP generation, to +1 AP every 6 minutes. Player feedback is encouraged as we tweak the AP rate in this and future updates. Started updating the UI of the Battlefield, although there's still more work to be done here. Increased the minimum food/drink on the market for NPC purchases to 100 due to player feedback. Please continue to provide feedback if this continues to affect player options so it can be further tweaked. Bug Fixes Fixed a bug causing most random events to never trigger. Fixed a bug causing Power to be removed from the market if there have been no sales for 14 days. (This old 'feature' was previously removed from all other industries, but was still affecting Power). Fixed a bug preventing CEO's from firing NPC workers. Known Issues 520 errors are still occurring. We are well aware of how annoying these are, and are continuing to investigate this ongoing issue. Recent changes may result in a blank white page being displayed instead of the CloudFlare 520 error. View full release
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