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Colfer

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Everything posted by Colfer

  1. I feel like almost any change to the way cult works could be an improvement, but this in particular I would be really excited to see. I strongly prefer the generic and maluable idea Gecko presented, rather than the strict lore specific one. Overall this looks like a good improvement to cult in general.
  2. Holographic this and that and stuff is everywhere, yet our little pAI buddies have some of the most complex collapsing and unfolding mechanism known to man (atleast as far as im aware), yet nobody thought that giving them holographic projectors would benefit them at all. This suggestion is to give pAI's the ability to use holographic projections much like the AI would with holopads, I have a couple of ways I believe this could be executed to great effectiveness. 1. "Choose Chassis" verb first asks you to choose what type of chassis you are, "Mobile Unit" or "Holographic Projector", picking "mobile unit" then opens the normal pAI radial menu as it is now. Selecting "Holographic projector" changes the pAI to instead deploy as a special mob which looks like a pAI device laying on the ground. The pAI can then use a few new special verbs. "Select hologram" allows the pAI to select from holographic categories much like the AI, except that "Unique" is replaced with "Animal". The pAI can choose to mimic a nearby person, select from almost any animal mob in the game, or use their loadout character instead, from here, the pAI can project its hologram onto any tile within 7 tiles that isn't out of sight of the device, and be recalled by clicking on itself or using a new verb called "Recall-Hologram" for when it is inside somebodies pocket while currently projecting (Examples as to how this would be useful: A pAI device named "Stand In" who mimics its masters behaviors and projects an image of them when they leave their department) 2, probably the easier, better option. Works much like before, but the pAI unfolds similar to the classic chassis, however, it unfolds into a holographic image instead of normal chassis. It walks around using this holographic image and can change it at will, just like the previous idea. Unlike the previous idea, the pAI device no longer turns into effectively a holopad when unfolding. (This is probably the least code intensive idea, and may be much easier to actual implement if worked on) (Examples as to how this would be useful: A pAI device named "Guide" who takes the form of a captain in its loadout who helps people navigate the map using its holographic image), I personally like this option more as its much more simple, but the first option seems alot more fun and useful Special abilities that could be implemented: 1. pAI's can choose special effects they preform when clicking on things, from displaying a biting overlay on them, to shooting a laser tag laser at the target, all of them obviously not being harmful. and just for flavor, pAI's with laser tag special abilities could automatically rest when hit with a laser tag beam opposite to the one they picked. (Examples where this could be useful: FORCE A PAI DEATHMATCH AND WIPE THE LOSERS, LET ONLY THE STRONGEST SURVIVE) 2 (less likely but it would be cool if added) if the pAI is a holographic emitter, it is able to project its current holographic image onto any tile that it clicks on within 7 meters while some ability to do so is toggled on, it can do this as many times as it wants (with each hologram taking the form of the setting that was selected when it was projected, meaning you can have different sprites for multiple active holograms), and only it can move the holographic images by click dragging them to a nearby turf, or onto an item. These projections disappear if they move out of range (7 tiles) or are touched. (Examples where this would be useful: Acting as a pokemon catching game by projecting creatures into the map to be caught by the player. Or a training simulation by simulating a scene with holographic persons). 3. The ability to use the cyborg's "Rename" verb to rename yourself after you have been downloaded, either to correct a spelling error if you made one, or to pick a name more suitable after the fact, such as if your master has given you a different pet name. (Other notes: Holographic mobs projected by the pAI will probably have the hologram overlay applied to it along with a greenish hue, so that its more identifiable from the AI's holograms. This would also mean that a pAI could possibly project more exotic animals, as with the transparency and tint, it probably wouldn't be hard to identify these as holograms at a glance.)
  3. If this shouldn't be used outside of cyborgification, and the MMI is the suppressing factor, than why does this surgery even need to exist? If it is on an OOC level, not supposed to be used and actively discouraged to be used for the unintended (BUT STILL VERY REAL) purpose of removing peoples memories, why have it in the first place? Sure renaming it would give people the idea that this surgery can be used outside cyborgification, but perhaps the surgery could be renamed and the text could be reflavored to go along with it, suggesting that the persons memories are extremely fuzzy, and they cant fully recall many details about their life, thus not completely removing player agency from the victim, and still allowing them to play the character they made, albeit at a reduced capacity. What im struggling to understand is why this surgical procedure exists in the code at all if its absolutely abhorrent to use it outside of cyborgification, if the MMI already does this procedure in the first place.
  4. What I am trying to say is that I don't know how this is relevant to the post at hand. It doesn't have to do with MMI's or lobotomies. It has to do with renaming the procedure, and the proceedure states that it removes memory recall, which is effectively memories.
  5. I do not understand this comment. "Your brain has been surgically altered to remove your memory recall." And this is a surgery procedure currently in the game (pre-cyborgification procedure) (surgical drill while brain is exposed). This is the exact text that "Pre-cyborgification procedure" gives the victim of the procedure. It is true that this is done by the MMI, which gives all the more reason why this procedure should be renamed.
  6. For reference, the text you get when your memories are removed is this: As part of your brain is drilled out, you feel your past self, your memories, your very being slip away... Your brain has been surgically altered to remove your memory recall. Your ability to recall your former life has been surgically removed from your brain, and while your brain is in this state you remember nothing that ever came before this moment.
  7. easy solution, we just ban people who log off, ever, for any reason
  8. So hear me out right? I cANT TELl YOU HOW MANy TIMES pEOPLe HAVE JUST DECIDeD TO "GET up AND LEAVE" when they are important to MY ANTAG GIMmiCK!!!!!!!!!!!!!!!!!!! Me and two buddies were ganking people in maintenance during cult round and converting them and then they just LEAVE and its SO ANNOYING, this sugmgestion is to REMOVE THE GHOST buTTON FROM The GAME!!! because itz not LORE CACCURATE to be aBle to just REMOVE YOUR SOUL. they keep saying to me "But colfer, removing my brain, putting it into an MMI and then putting the MMI into the cistern of the toilet and then calling every crewmember over to watch the toilets sing "I am the great mighty poo" in perfect harmony isnt something I want to participate in, it doesnt sound fun" Well GET OvER IT!!!!! u hAVe To do as I cOMMANd BEcAUSE ur under FEAR RP!!!! and u neED TO ACT REALISTIC 😠😡 If you dont akt realistic then im goieng to report u to the admnins next time you ghost while AliVE!! (This INCLUDES people using cryogenics, if U ARENT GOinG TO PLAY THE FULL ROUND THen DONT PLAY at ALL!!!!!!!!!!!!!!!) Legal notice: This post is bait in its entirety
  9. Sure, it might be a pre-cyborgification procedure, but instead of naming it something that narrows its suspected uses down to something extremely niche and rare, tell people what it actually does when you preform it, so people can actually use this in round and know what will happen when they do. I dont want to preform multiple "Pre-cyborgification procedures" on people, I want to remove their memories for one reason or another. It has nothing to do with cyborgification if you arent using it for cyborgification. This operation should be clerified to roboticist/mechanists who are preforming the procedure in written or wiki pages. The reason I suggest this is that I loved doing "Lobotomy" procedures on people as a ninja, and then telling them who they were in their previous life, but the current rename of "Lobotomy" to "Pre-cyborgification procedure" seems really unfitting for what I use it for, and I believe other people dont know/use it because they believe that it can only be used for cyborgification.
  10. I was just told that molotovs apparently will only break when thrown on harm intent, maybe instead of that, they break if thrown on any intent. I misunderstood and assumed that it was just a chance to break like many other things being chanced based
  11. I saw a person try to throw a Molotov cocktail at security and it hit the security officer, but didn't go off, then the security officer threw it back, and it hit the floor but didn't go off, then that guy threw it back and it missed the security officer and didn't go off, fast forward 6 more times and the guy was detained by security, that molotov never went off despite hitting multiple people and the floor repeatedly. This isn't acceptable, bashing somebody over the head with a bottle and lighting them on fire is consistent 100% of the time, so how is throwing the bottle at full force at somebody not consistently breaking it, much less having an apparent really low chance of doing so. This suggestion is to just straight up remove the chance that molotovs will break, and instead requesting them to break every time they are thrown.
  12. So hear me out right? I had this idea for an antagonists type that has been sitting on my mind for a while now and I just cant get rid of it so in order to somehow appease it I present to you the idea in (almost) its entirety: Basically the antagonist picks one person and also opens a ghost spawner role for a "narrator" with 5 slots (We'll get to narrators in a bit). The person who is picked becomes a ghost or fiend of their own custom design. "What is their own custom design?" I'm glad you asked conveniently placed inquisitive reader. The custom design functions similarly to an antagonist ordering equipment from an uplink, but instead these functions serve as weaknesses and benefits or neutral changes in the antagonists functions. These custom abilities and functions add a detriment to the antagonist however, as by purchasing any weakness, benefits, and sometimes neutral changes, your character gives off some emission or is weakened by some forces. Here are some examples. Good Trait: (takes 5 points)(Unseen) Description: (Your form is naturally cloaked at all times, you can disable this at will to show yourself, being invisible prevents you from being interacted with, people can still hear you speak.) But: (Your invisibility can be disrupted by null magic sources, mostly from the chaplain if you are within 3 tiles of them, or disrupted by your weaknesses.) Identifier: (Moving within 1 tile of somebody gives them a small red message that says, "You feel a chill run up your spine, like somebody is watching you.") Neutral Trait: (takes 1 point)(Temperature Tamper) Description: (Your will that you exert on your surroundings is so great that the very air around you heats up or cools down to whatever temperature you prefer. Within a range of -10C to 40C, meaning your surroundings naturally heat up or cool down as if you were an AC unit) Identifier: (None) Weakness: (gives 5 points)(Salt Avoidant) Description: (Salt is toxic to you, your abilities will be weakened if you pass over salt, and completely disrupted if hit with salt.) Identifier: (Salt that is touched by the ghost antagonist turns purple and crystaline, and no longer acts as salt afterwards) Now onto narrators: Narrators are effectively ghost drop in and drop out antagonists, narrators have absolutely no ability outside of communicating with the antagonists, narrators are effectively an observer with the ability to talk to the ghost antagonist. The ghost antagonist can authorize narrators to use abilities specific to their gimmick, for example: Radio communication: Narrators can hijack nearby intercoms, radios, and headsets on peoples head or the ground to speak through them, their text is garbled and barely understandable. Blood drawing: Narrators can, every 3 minutes, draw a message out in blood if there is blood nearby. Or draw an ominous glowing rune at the exchange of removing a nearby blood tile. Hallucinations: Narrators can pick a target and manifest a hallucinatory image that they control and walk around as, only their target or targets can see the image, the image can speak and change shapes after manifesting. Srom interference: Narrators can join the srom and forcefully eject skrell from their dreams by attacking them, waking them up with a large red text that says, "Your heart rate feels like its through the roof." Corpse Meddling: Narrators can join on and cause corpses to briefly rise from their grave for 1 minute, regardless of injuries. These corpses will speak cultish when speaking. There's a bunch of other traits and stuff I thought about, like an trait for electronic interference having an identifier that causes nearby radios to glitch out and turn on and off while saying, "! bzzt.. Kkkztt" occasionally, but this is more of a thought provoking thing rather than a suggestion. I hope you enjoy my maniac ramblings
  13. Basically, a ghost spawn visitor gets some kind of menu that lets them spawn in crates that cargo technicians could order, except for ones that are too impactful to the round. This would allow them more variety in what they can do, because they could spawn a hydroponics crate and a kitchen supplies crate and act as a representative of some obscure service company who wants to sell foods they make on station. I don't know all the crates that cargo can spawn because I have never played cargo technician but I know that there are plenty for visitor merchant gimmicks, or for coming on station as a painter with painting supplies and such. 🤔I suppose so. I just thought of this idea so it could be more reliable to ghost spawned visitor on round start, and with a bunch of helpful items that can let them do a wider array of gimmicks without having to ask for admin assistance. To help distinguish them more as a unique visitor rather than just joining as a regular visitor which is (right now) much better than the ghost spawn one. As the ghost spawn one doesnt have body markings, prosthetics, certain ages (as IPC) and other things to choose from while the regular one does, making ghost visitor kinda pointless besides not having an announcement that you are entering the station (I think?) and not having records, (something normal visitors probably already dont have)
  14. Visitor ghost spawns have nothing that makes them unique to actual visitors in my opinion, to offset this I thought of an idea recently, so hear me out right? Visitor ghost spawns get a menu that they can use to spawn ANYTHING cargo can order (except for things that may disrupt the round like lethal weapons, electronics boards (I don't play cargo man)) These crates will despawn after 30 seconds and take their contents with them. Visitors are informed of these new abilities and are obviously told that this is for whatever gimmick they are going for, and not to be abused Visitor ghost spawns also spawn with a chameleon kit and perhaps a paperwork faking kit. I think this would make random ghost spawn visitors much more enjoyable to play without requiring admin assistance to be the special snowflake you always want to be. From spawning a multitude of collectable hats and selling them off as a traveling merchant, to perhaps being an expert surface gardener with equipment already given to them.
  15. Cant seem to find any problems with the uniforms, They look very distinguished and good. Cant wait to find out icly what they are like on my characters
  16. BYOND Key: Colfer Discord Username: Co.LF-ER (or) Corrupted AI Core (Colfer) Character Name: World Crawler Item Name: (if you are applying for multiple items, it should be made into a list with the description, name and appearance together): World Crawlers custom chassis Item Function(s): Its a new sprite for world crawler Item Description: A mini-land crawler from the unathi lore, redecorated to be in a pAI art style Why is your character bringing this item to work?: This character is bringing this item to work as a reference to one of the roleplay scenarios they use to entertain the crew. How did your character obtain this item?: Through careful design from its creators and manipulation of software to unfold in the correct pattern What value does this item have to your character, and what story does it tell?: World crawler is a dungeon master pAI, when they began to first run games the only scenario that could be chosen was the "World Crawler" scenario, where the players would roleplay on a moghes land crawler to meet interesting people and locations over the course of the game, and battle dangerous foes. The land crawler chassis is a reference to this scenario and is to serve as a reminder of World Crawlers humble beginnings, even if they have branched out far beyond their initial programming with more scenarios and creativity Sprites: WCpai.dmi Additional Comments: Sprites made by Captain Gecko and slightly edited by me. I have permission from the author to use these sprites to make a custom item application
  17. I can assure you that literally yesterday I was blown up during traitor AI and my circuitboard brain survived, as well as another instance where a ninja blew me up in maintenance and in the AI chamber (2 seperate occasions) of which I survived all of them. Not sure what it could be on your end, but as far as im aware, brains on the main aurora server survive 100% of the time when blown up. If its a really low chance than I guess im just supremely lucky
  18. Not that I know of in all my time of gardening. I'm certain that ghost mushrooms are a random spawn only available in the warehouse or through merchants, and even then its an astronomically low chance (basically 0%)
  19. Stationbounds aren't people, they are seen as tools and property in every sense of the word, their crew manifest entry is literally called "Equipment". The comparison that an expensive piece of property built with safeguards that may destroy itself should also apply with living organic and mechanical beings with rights, free will, and sentience is completely illogical. The only thing I could see this applying to is viax, which are also basically equipment without free will or sentience, if you were told a simple machine was outfitted with explosives to prevent it from harming you, it may seem strange but fine. But if you were told that you had to have an explosive implant placed in your head in the event that you were deemed hostile, it would be completely outrageous. It is expensive equipment, but the crews life is more important, which is why the explosives exist in the first place. It is a last resort measure that must have thorough deliberation before choosing to commit to
  20. This already happens. During self destruct the brains are still ejected and fully intact. The player is required to re-enter their body to re-possess their brains. I have never had an instance where my brain didnt survive self-destruction, just for information
  21. I'm sorry. What? What does ERP have to do with this? Vampires are known in alot of fiction for the ability to hypnotize people for the sake of controlling them and gaining an advantage over others. Cultists do the same thing albeit with many more players in a more team based setting. Cortical borers do this same thing. This doesnt mean that these acts are ERP related at all as your post might suggest. We should also remove gun sounds incase any of our players have PTSD, as well as knives just incase anybody was actually stabbed in real life. These things are also extremely horrible and are serious issues with people, but people can understand typically that this is a VIDEO GAME and that the person on the other end is not their love interest that has abused them for months or more time. They just met this person, and have barely any connection to them if I had to guess. This gaslighting argument sounds contrived at best. Just ahelp for the vampires to get back their blood points and head to cryo, Its as simple as that. I don't think I understand where you are getting this sexual and ERP side of vampire gameplay. If you have legitimately been uncomfortable with a vampire who is doing these sorts of things in a sexual manner, ahelp it. Its main appeal is to those who want to be a vampire, a legendary monster told throughout the world in myths, and to gain the powers of one to a realistic degree. Its a power fantasy would be a better term to describe it. The vampire player is (hopefully) not joining as vampire in order to gaslight, abuse, and sexually harass people and its mechanics only encourage gaslighting to a moderate degree, because its an effective tactic when you have the ability to alter peoples memories substantially as an other worldly entity. Overall I don't understand this point of view. Nobody is forcing you to participate when you get thralled, Just go play something else for an hour or two. It just sounds like you don't like being thralled and are pulling out as many of the worst topics that you can to make it sound worse than it actually is. I don't like thralling either, but I would just say its not very helpful to a roleplay environment. I feel that the roleplay is much better when I get turned into a vampire rather than become a thrall, because I have to cope with my new nature as an undead beast, rather than pretend im normal until the vampire says the magic word.
  22. I was literally thinking about this just yesterday infact. I completely support this
  23. Its a long (albeight slightly altered for the sake of making it look like patch notes) history of world crawler up to "version 1.0"
  24. The following is information related to my personal AI device: World Crawler. The multi-user-dungeons and D&D simulation device you might have heard about. First of all thank you for all the positive feedback related to this character, I never thought they'd get this far to be honest. I've decided to make this for your entertainment, to read it over and see some of the stuff I used to do wrong or changed in the past. Patch notes go in a decending order from oldest to newest (Oldest being the first entry at the top) v0.3 Released the inital alpha build of world crawler with only one senario to choose from: Wasteland crawler. Based off the unathi landcrawler vehicles. The player characters crash land onto the planet and are hypothetically picked up by a wasteland crawler after a few nights of survival. (All simulation was done via the game rimworld running in the background, no im serious, the response times and delays were intense due to having to work with rimworld as a background engine for the entire session. Up until clerified, you may assume that all of these things were using rimworld as a jank combat and movement engine that I had to constantly fiddle with in the background, most content being added via mods to rimworld) v0.32 Allowed the player characters to start inside the wasteland crawler if they chose to do so, as well as pick different race options other than human. v0.392 Updated accent data in the personal AI device to be biesellite instead of text to speech. v0.4 Added a new senario and new content. Vault Start. The player characters start in a vault that they have no remembrance of, with the only goal either being to survive, figure out where you are, or escape somehow. Added IPC's and unathi as a selectable race and NPC spawns. v0.41 Added clerification on game start that Wasteland Crawler senario is not accurate to moghes to avoid complaints from unathi about not properly represented unathi culture or clans present in the game. v0.419 changed the accent to be konyanger by default, additionally, downloaded universal translator by default on startup now. v0.5 Changed physical attributes to be less specialized. Skills are no longer "Shooting / Melee / Construction / Cooking / Growing / Crafting / Art / Social / Intellectual" skills are now simplified to "Survival / Construction / Combat / Intelligence / Social / Medical" v0.6 Fixed broken code and defunct environment simulation systems that were not used anywhere, there should now be a significant decrease in response time as well as allowing more flexibility in the new simulation systems that were added. (At this point, I stopped using rimworld as an engine for combat and movement, and started using my own imagination as rimworld was too hard to build around.) v0.68 Added new scenarios: "Zombie Apocalypse / Random Campaign / Custom Campaign" Zombie apocolypse sets the player in a zombie rich environment either at the start, or after a zombie outbreak, forcing them to survive using their wits. v0.69 Allowed the player to choose any race that exists in fantasy or reality, or describe the race they wish to play if it is a custom one. v0.698 Added the electrical engineering skill due to players interacting with alot of electrical equipment without any skill other than intelligence to base their success off. v0.7 & 0.71 Added the escaped monster scenario, and changed the primary accent of world crawler to Venusian Jintarian (I wanted to pick Venusian Cytherean, but didnt pick the right one.) v0.75 Added a contingency plan incase world crawler was not handled appropriately or for some reason failed to start a game, in these cases, world crawler will start a Multi-User Single-Character campaign on the chat client, where multiple people will vote for the actions that a single character will take in the world, also added physical at a skill that can be selected. v0.76 Polished out clarifications and warnings to inform the user of the setting and things there-in where-ever possible, incase users dont like magical settings, they can choose for such things to not be present. v0.79 Polished up the pAI description so that it indicates that it is not a D&D simulation device, but a D&D and MUD esc games, as well as its specialty in survival, roleplaying and management style of play, as well as other contradictions that were previously present in the description. v0.8 Changed electrical engineering to be "Technology" skill, due to electrical engineering being very specialized in a cast of otherwise very wide encompassing skills. Redefined the rules of the game to be "If it works or you roll high enough, it works." instead of any strict or notable rule set, increasing the creative ceiling. v0.82 & v0.823 & v0.83 Added Dinosaur survival as a playable scenario, then immediately removed it due to the requirement to actually know what dinosaurs are which we dont have. Replaced this scenario with Alien environment survival. (I actually had to delete the dinosaur survival option mid choice, due to the fact I knew I couldnt run such a gamemode) v0.85 Changed world crawlers opening game scenario responses to be instantaneous due to the code related to them no longer needing to be grabbed from an external source and instead being placed directly into the pAI's main memory. Allowing the startup of games to go along much faster. v0.9 Allowed the ability to save games. Saved games are encrypted with the users biometric data when saving a new master, alternatively, if the game isnt run by the master or the person running the game did not save any data, uses facial recognition and crew manifest results instead. v0.94 Added Demigod, Ghost/Monster hunt scenarios. v0.945 Fixed the accent used to be Venusian Cytherean instead of Venusian Jintarian after Cytherean players pointed out the inaccuracy. v1.0 Changed custom campaign to be renamed to standard campaign to make it a more appealing option, as the creativity aspect of making your own campaign was what world crawler is now intended to do. Finally fixed some bugs and glitches and improved memory retention and fleshed out the creativity engine the pAI uses, campaigns should now be more consistant and shouldnt have memory related conserns such as forgetting unimportant details. Added new functionality when inserted into computers or PDA devices. Added the ability to ask for a map of the current environment and various dozens of other changes. v1.1 Excellency now actually helps with normal tests of that skill, instead of simply giving advantage on normal and above. You should now no longer miss in melee range when combat is excellent. v1.13 Prevented an issue with spawning psychic monsters on Monster Hunt senario. Players should no longer get instantly mind controlled and fail on spawn.(This never happened, I just think it was funny when I was talking to somebody in a discord about it) v1.14 Made it so that you will always spawn with some way of getting out of the cryogenic cell on vault start without having to break your knuckles on an air vent if you dont get the hint.(This never happened) v1.17 Added small noise cues to world crawler that will play when preforming certain actions to help set the mood. v1.19 Added tutorial scenario to help people who choose to learn about how the game works through a simple tutorial level that is randomly generated. v1.2 Removed the tutorial scenario since learning the game isnt actually very hard and people get into the hang of it pretty quickly, instead merged some more helpful information world crawler states during tutorial mode into every mode. v1.23 Added the wave survival scenario, which places the player character(s) in an almost endless variety of hazardous situations against various threats with the goal of staying alive. v1.25 Added the "Lone Survivor" scenario, which places the player character at risk every corner they come across, never knowing if any turn might be their last as they avoid many kinds of threats while trying to survive. v1.256 Added the "Movement" skill, since most athletic actions such as climbing, movement speed, sneaking around and such were not governed by any skill. v1.4 World crawler has received many new changes including separating campaign and more arcade style modes from each other. "World Crawler" gamemode has been merged into the "Vehicle Exploration" arcade gamemode. v1.46 World crawler notifications can now be turned on, if world crawler is available on a device near you, it will inform you that it is ready to be downloaded if you are the last person to have started a campaign (and you are available), to allow people to finish up their campaigns faster. (Aka I just LOOC somebody who most recently started a new campaign instead of OOC advertisement) v1.5 World crawler now has an EXPERIMENTAL "Show gameplay" feature, that changes the text based descriptions into visible pictures on screen. This may slow things down, however. v1.46 and v1.5 have been reverted due to lack of use since implementation. v1.55 World crawler will now always ask for the era of the setting, Medieval, Industrial, Modern. v1.59 Random selection for arcade or campaign settings will now actually be random instead of selecting one from the list. v1.6 World crawler will now ask for skill checks if the user wants to use actual dice v1.63 Original "Wasteland Crawler" scenario and "Alien world" have been added to a special scenarios tab, additionally, alien world has been reworked heavily, and renamed to "Cachet's Critters" v1.633 Reworked wave survival, renamed it to Battle Arena and placed it into the special scenarios tab. It is no longer a campaign scenario, and is now placed in a white room called "The Matrix" where battle simulations can take place. v1.7 Reworked "Standard campaign" and added "Standard Arcade", as well as a new special mode called "Sandbox". Standard campaign now actually sets the players in a campaign that has been pre-established with an objective and goal, establishing the story as the game goes on, instead of just setting them in a world to find their own purpose, that now is covered by Sandbox. Standard Arcade is similar, but typically more combat and mechanics focused. Additionally, removed "Random Campaign" and "Random Arcade" as it was not used, and didnt work correctly, also added "Standard Arcade" v1.711 Added investigator scenario to standard campaign, moved escaped monster to arcade where it belongs. Investigator sets the player character in control of a well known criminal investigator, giving them the option to investigate a crime scene or interrogate the persons involved with it. v1.72 Changed "Vehicle Exploration" to "Vehicle Adventure" to more accurately reflect on its not only exploratory nature. Also added "Complex" melee mode, or "Simple" melee mode. In complex mode, characters can choose to block and attack in one of three directions. They can also choose to parry in a single direction, or preform special actions in a single direction, such as disarming, these options are only available in battle arena though, or in melee combat encounters classed as "Tense" to increase the tension. v1.728 Allowed more character variety in cachet's critters by reducing points usable at the beginning by 1, but allowing players to take a negative in any or all of the attributes, and a double negative in one attribute to increase their point pool, characters can now select special abilities or traits and can even make mechanical creatures, additionally, allowed the spawning of mechanical creatures and structures by default and have an option to disable them. Additionally, changed monster hunt to have far less stalker type monsters, to increase diversity. Allowed the use of "tutorial bug" that was created during a campaign to be used by default in all campaigns, it will help the player make choices through vague icons and gestures, most things will ignore it unless it is a specific part of the setting v1.729 Allowed the player to convert medicine charges into chemical injectors with special abilities, as long as these special abilities are in line with "would most likely be in a medkit" parameters. Additionally, used this system to better explain similar systems, such as boxes of electronics having 15 charges, and can be used to pull out 15 door circuits, or 8 multitools, or whatever. v1.73 Added a highly requested feature to normal campaigns, ripped from catchets critters. There is now a "Senses" skill, which covers your ability to see, smell, taste, and what have you, since there wasnt any skill that governed perception at all. "I can see clearly now the rain is gone" v1.74 Added "Scroungers" scenario to the scenario selection, the player character(s) play the part of various different machines of their own creation and attempt to survive in a post apocolyptic world filled with only the robotic remains of a once prosperous human society, while managing resources such as heat, health, modules, software and more. Also added quickstart, either random, or for a specific scenario. DISCONTINUED. (ADDITIONAL UPDATES WILL NOT BE POSTED HERE) Once again, thank you all for the support. If you'd like to leave a comment about any thoughts or ideas you have about this character I strongly encourage that you do, I might add things to world crawler that are suggested here as well. Hope you have fun, I know I did.
  25. Well yeah obviously, but it being implanted could probably be removed via surgery if I had to guess? Though this would be a weakness of this specific power pack because it would probably be hard to lock it in place in terms of code
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