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Full Version: 2020-01-23 Trial Teleport, Rare Resources, Nebula, Static Display
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Trial Teleport
Nerfing the ability to teleport for noobs prevents them from getting together when they start.

Trial account avatars are now permitted to teleport.

Rare Resources Bug
Trace resources still do not produce a rock on a moon.

A little nudge was needed to get this working. A numeric comparison required a fuzzy test.

Dense Nebula
Nebula cloud effect is too dense. It sometimes becomes solid colored and completely blots out the sky.

Nebula cloud is more transparent now.

Static Display Lighting
Items on static display on the walls of my ship are often dark. They aren't lit according to the room they are in.

My design has room voids that do not reach the walls, to keep people from peeking through.

When the static item is placed on the actual visible wall polygon, it is outside the room void. That causes it to not be lit according to room lighting. Instead it is lit like a hull mesh. If I move my pictures away from the wall until they are lit, they look stupid hovering there.

This is fixed.

Items currently on display will need to be nudged to fix them. Select them one by one and do anything to them to trigger an update. I moved mine a bit then back or in some cases just moved them a millimeter.

Static Display Annoyance
When I display something on my wall, the object just falls to the floor at my feet if I am too far from the wall. Its on static display there so I have to jink around with it to pick it up again. This is very annoying.

When placing things on static display, nothing is placed if you are targetted on something that is too far away. Instead you will get a message saying the target is too far away.

You can still place items on display at your feet, if you are not targetted on anything when you place the item, or if you target the floor.

Limbo Rescue
Fifteen avatars and a ship are still in limbo because the limbo rescue fix in the previous update didn't work.

Fixed the fix. It worked when the servers were restarted this morning.

The ship turned out not to be in limbo at all. The limbo query produced an incorrect result; it needed updating due to recent changes.

Nobody is still in limbo.

Top Down Fog
Fog used to be disabled in top down view. In some environments, fog makes top down view useless.

Fog effects are now completely disabled in top down view.

Immunization
Antitoxin should have a lasting effect, like a bandage.

Antitoxin now has a lasting effect. It is effective for a number of hours equal to its quality. Its effectiveness goes down by one, each hour until it is gone.

You can apply an antitoxin at any time. The antitoxin is not accepted if the creature is already immunized at or above the Q level of the antitoxin. A message indicates this.

Your current immunization level is shown on the Biology page of the Bio(F8) window. Nothing is shown if you are not immunized at all.

Hide HUD
Sadly "Hide HUD" option still shows AI names

AI names are now hidden when screen elements are hidden.

Approach Lighting System
Fun fact, hide HUD doesn't remove the airport landing pad marker either

ALS now hidden when screen elements are hidden.

Server Crash
A number of servers have crashed recently, always in a function that processes the effect of collisions.

I think it will be ok now. Time will tell.
Thank you for your hard work!
(01-24-2020, 01:50 PM)Haxus Wrote: [ -> ]Top Down Fog
Fog used to be disabled in top down view. In some environments, fog makes top down view useless.

Fog effects are now completely disabled in top down view.

Does this also apply to underwater/undermyrathane cities? It got very frustrating to put a city together without being able to see anything through the liquid.
That includes sea fog.
(01-24-2020, 01:50 PM)Haxus Wrote: [ -> ]Immunization
Antitoxin should have a lasting effect, like a bandage.

Antitoxin now has a lasting effect. It is effective for a number of hours equal to its quality. Its effectiveness goes down by one, each hour until it is gone.

You can apply an antitoxin at any time. The antitoxin is not accepted if the creature is already immunized at or above the Q level of the antitoxin. A message indicates this.

Your current immunization level is shown on the Biology page of the Bio(F8) window. Nothing is shown if you are not immunized at all.

Does this mean that Antitoxin no longer have that tiny percent chance of making a healthy person sick?
Bye bye bio warfare.

Other than that, nice change!
I did consider the bio warfare aspect of the change.

I concluded that a better approach to biowarfare was needed, if it was going to be a feature of the game.
(01-26-2020, 07:27 PM)Haxus Wrote: [ -> ]I did consider the bio warfare aspect of the change.

I concluded that a better approach to biowarfare was needed, if it was going to be a feature of the game.

Fully agreed.

Especially since the old method could be done without starting a war.
(Wish I has thought of that before now.)