Best Of
Announcements post #409: I Need Some Boos... uh, right, October!
From: Feracht Whisperer Soren
Subject: I Need Some Boos... uh, right, October!
Howdy Starmourn,
October is here again and with it we say goodbye to the Newbie Challenge, though you still have thirty days from the time your character was created to win - check NEWBIECHALLENGE to see if you're still eligible! As of sync tonight, though, new characters created are no longer eligible - but don't worry, the challenge will probably be back eventually!
Moving on...
With October comes Rapadruk, our favorite not-at-all Halloween celebration in the sector! October's promo will be up sometime this weekend, with a small refresh in mid-October - which will also see the return of Candy Dan and maybe some fun new additions to the annual festivity besides? Who knows!
For now, though, we just wanted to announce two important things: first, our annual Scare The Storytellers contest, which will be detailed in a different post, and second, a special Rapadruk ball RP event!
More information on the ball will be available later in the month, but it is planned for late October and there will be *prizes*! Again, more information TBA, but for now, just know that if you want to enter to win, you should be planning your most FABULOUS costumes!
More from us very soon,
Your Friendly Neighborhood Soren
who is definitely not being held at whip-point by Damiel right now
Subject: I Need Some Boos... uh, right, October!
Howdy Starmourn,
October is here again and with it we say goodbye to the Newbie Challenge, though you still have thirty days from the time your character was created to win - check NEWBIECHALLENGE to see if you're still eligible! As of sync tonight, though, new characters created are no longer eligible - but don't worry, the challenge will probably be back eventually!
Moving on...
With October comes Rapadruk, our favorite not-at-all Halloween celebration in the sector! October's promo will be up sometime this weekend, with a small refresh in mid-October - which will also see the return of Candy Dan and maybe some fun new additions to the annual festivity besides? Who knows!
For now, though, we just wanted to announce two important things: first, our annual Scare The Storytellers contest, which will be detailed in a different post, and second, a special Rapadruk ball RP event!
More information on the ball will be available later in the month, but it is planned for late October and there will be *prizes*! Again, more information TBA, but for now, just know that if you want to enter to win, you should be planning your most FABULOUS costumes!
More from us very soon,
Your Friendly Neighborhood Soren
who is definitely not being held at whip-point by Damiel right now
Neritus
1
Repurpose CAC tasks to become location-specific activities
So you know those CAC tasks that people do occasionally for little benefit? Those same tasks that are probably on the rework-or-cut list for the upcoming conflict rework? I propose repurposing the CAC task system to make additional PVE and other kinds of activities for each zone, particularly for zones suited to leveling up, for the following reasons:
- Alleviate developer resource scarcity by putting more activities/objectives into each zone without having to dedicate developer resources to writing and implementing quests (the tasks system would do a lot of work here with semi-randomized activities);
- increase player engagement while exploring and leveling by adding more reasons for players to perform certain tasks, go to certain locations, and so forth; and
- enhance player game experience by rewarding activities that players want to do, such as leveling or exploring.
Before going on to the tasks themselves or rewards, let me take a moment to say I suggest a location in each zone be dedicated to the Task Board. And, to reiterate, there's one of these Task Boards in every one of the Areas (found on the AREAS LIST). The Tasks available at each Task Board would be tailored to each zone, such that if you go to a Task Board, you can expect to receive Tasks for you to interact with in that region. Task Boards would be the place to go to undertake tasks, similar to how we can undertake CAC tasks at will.
Tasks would be modeled closely after CAC tasks under the hood, I think. The simplest one to implement, in my estimation, is the bashing task: kill X mobs in that zone, selected from a list of mobs available for bashing in that zone. I think of this Task as one that's based on common quests, and there is room for developing new Tasks that track with common quest objectives, such as collect some items from zone-specific props or turn in drops from mobs in that zone.
Going further afield for Task development, we could add tasks like the following, which are based on existing systems or rather underutilized exploration skill abilities:
- triangulate in the region (like WILDERNESS TRIANGULATE, ideally with randomly selected triangulation rooms and a mechanism to find out whether you're getting closer to or farther from the triangulation room),
- use a scanner to scan certain mobs (sort of like a repeatable xenozoo scan),
- gather reports on local activities from NPCs by talking to them (add a command to streetwise the heck out of individual NPCs),
- find the thing and dig it up (HEY SHOVEL HOW'RE YOU DOING LANGUISHING OVER THERE?),
- put out literal fires (speaking of exploration abilities that don't have any good uses),
- find the game-generated bug and sweep the heck out of it (yeah another exploration ability),
- locate the hidden mob (yep another exploration ability),
- ascertain the location of the MacGuffin that has been carried off by an individual (peruse ability)...
You get the idea.
Rewards could be experience, marks, reputation or some kind of location progress-tracking (could lead to honors or lumps of experience and marks as their own quests), gear or mods, some combination of those, something else, whatever.
My suggestions are suited to bashing/leveling and exploration. Others can be added easily to develop other systems such as crafting, performance, whatever.
To summarize: more stuff to do, less admin work longterm by making a single system to flesh out activities in each zone instead of having to create custom quests.
To summarize: more stuff to do, less admin work longterm by making a single system to flesh out activities in each zone instead of having to create custom quests.
Steve
1
Scoundrel weapon theme improvements
Greetings! Here's my suggestion to clarify Scoundrel's theme and expand the ways people approach the class, based on what weapons the Scoundrel equips. If you're curious, read on!
The problem. Scoundrel's theme is messy and lacks focus. Many Scoundrel players envision something different in substantial ways from the abilities and weapons we have now. The PIECE, in particular, is a thematic hodgepodge that contradicts itself and muddies the thematic waters. Some people are uncomfortable with Scoundrel's IED themes because it reminds them of terrorist acts and things that are a little too real.
The proposed solution. Scoundrel becomes thematically flexible by having multiple versions of its weapons, each with a set of description elements and ability lines to go with each weapon version but which are identical mechanically. The theme for each weapon version would be different to help Scoundrels pick their flavor a la carte from themes that allow for a variety of players to pick Scoundrel as the class for them (with the common element being the Scoundrel's just a person making the most of what's available in a world of space sorcerers, giant robots, and so on).
A community-driven effort. If you've been around the Starmourn Discord's Scoundrel channel for any amount of time, I'm sure you've read something about trying to figure out how the PIECE works or asking why we have to have certain, contentious elements of the class. I am 100% sure player volunteers would leap at the opportunity to develop the many ability lines that would be needed to pull this off.
To elaborate, here are my suggestions for weapon versions and the ability themes that can go with them.
PIECEs
Revolvers. This is the gunslinger we have now, but with a lot more clarity on how the gun works.
Semi-auto pistol. This is a fairly middle-of-the-road shooter, somewhat vanilla in terms of standout features.
Full-auto pistol or small submachine gun. This Scoundrel fires a bunch of very low caliber rounds, matching the effect of other PIECE platforms by virtue not of excellent aim, but rather by virtue of spray and pray (rapidfire becomes firing even more bullets).
Pistol-caliber rifle. This is the would-be sharpshooter Scoundrel, choosing shots carefully and preferring to be a little more serious about the whole business of putting bullets downrange.
Light, short barrel shotgun. Scoundrels that want to use scatterguns are very intense and direct (I can't help but think of some action movies -- Bruce Willis seems like the guy who'd use a shotgun in this case).
Knuckledusters
Knuckles (what we have now). This is the unrestrained, violent scoundrel we know and love (mostly).
Knife (Vibroknife, baby lightsaber, a little bitty blowtorch). This is a more methodical, more professional, but still brutal scoundrel (pummel becomes stab stab stab, for instance).
Beating sticks of various sorts (wrench, crowbar, cudgel, blackjack). This is a scoundrel that understands improvisation and prefers a direct approach to solving problems (find a stick and smack the problem with it), but without the high degree of unrestraint found in the knuckles scoundrel.
Toolkits
Preliminary note. The thematic question of how Scoundrel makes bombs should be clarified. Reworking the IEDs is a ton of work behind the scenes because of how IEDs are items, though that would be ideal. Instead, I suggest changing the bandolier to be some kind of high-tech bomb generating device. What would change below, then, would be how the scoundrel delivers bombs.
Bomb-bag/box (like the toolkit we have now, but without the confusion of being an engineer's weapon). This is the terrorist scoundrel we currently have, with a bit of change to its theme to be more unrestrained and a little crazier (forcefeed's current ability line being especially instructive) (also, I'm imagining a big of classic Green Goblin, here).
Wrist-mounted grenade launcher. This is a higher tech scoundrel that may be a soldier, an inventor, or a spy, where the scoundrel does not handle the grenades at all but uses specialized delivery mechanisms (e.g., tripwire becomes a Bouncing Betty kind of mine that the Scoundrel launches).
Portable, single shot grenade launcher (single shot breach action or whatnot, like a flaregun). This is another example of a simple approach to solving the problem, but the user may handle the explosives by hand in some cases.
Mobility items.
Jetpack. Yep.
Jet boots. Self-explanatory, too.
As for outlier abilities, those, too would be themed according to certain weapons. Guile, in particular, has a lot of those outlier abilities. The most contentious ability in this category is none other thaaaaaaaaaaan....
POCKETSAND! Some suggestions I have are strobe flasher, repurposed medical neuralizer, and pocketsand for knife, stick, and knuckles, respectively.
In conclusion, let's fix scoundrel together~~~~~~
Ahem.
The problem. Scoundrel's theme is messy and lacks focus. Many Scoundrel players envision something different in substantial ways from the abilities and weapons we have now. The PIECE, in particular, is a thematic hodgepodge that contradicts itself and muddies the thematic waters. Some people are uncomfortable with Scoundrel's IED themes because it reminds them of terrorist acts and things that are a little too real.
The proposed solution. Scoundrel becomes thematically flexible by having multiple versions of its weapons, each with a set of description elements and ability lines to go with each weapon version but which are identical mechanically. The theme for each weapon version would be different to help Scoundrels pick their flavor a la carte from themes that allow for a variety of players to pick Scoundrel as the class for them (with the common element being the Scoundrel's just a person making the most of what's available in a world of space sorcerers, giant robots, and so on).
A community-driven effort. If you've been around the Starmourn Discord's Scoundrel channel for any amount of time, I'm sure you've read something about trying to figure out how the PIECE works or asking why we have to have certain, contentious elements of the class. I am 100% sure player volunteers would leap at the opportunity to develop the many ability lines that would be needed to pull this off.
To elaborate, here are my suggestions for weapon versions and the ability themes that can go with them.
PIECEs
Revolvers. This is the gunslinger we have now, but with a lot more clarity on how the gun works.
Semi-auto pistol. This is a fairly middle-of-the-road shooter, somewhat vanilla in terms of standout features.
Full-auto pistol or small submachine gun. This Scoundrel fires a bunch of very low caliber rounds, matching the effect of other PIECE platforms by virtue not of excellent aim, but rather by virtue of spray and pray (rapidfire becomes firing even more bullets).
Pistol-caliber rifle. This is the would-be sharpshooter Scoundrel, choosing shots carefully and preferring to be a little more serious about the whole business of putting bullets downrange.
Light, short barrel shotgun. Scoundrels that want to use scatterguns are very intense and direct (I can't help but think of some action movies -- Bruce Willis seems like the guy who'd use a shotgun in this case).
Knuckledusters
Knuckles (what we have now). This is the unrestrained, violent scoundrel we know and love (mostly).
Knife (Vibroknife, baby lightsaber, a little bitty blowtorch). This is a more methodical, more professional, but still brutal scoundrel (pummel becomes stab stab stab, for instance).
Beating sticks of various sorts (wrench, crowbar, cudgel, blackjack). This is a scoundrel that understands improvisation and prefers a direct approach to solving problems (find a stick and smack the problem with it), but without the high degree of unrestraint found in the knuckles scoundrel.
Toolkits
Preliminary note. The thematic question of how Scoundrel makes bombs should be clarified. Reworking the IEDs is a ton of work behind the scenes because of how IEDs are items, though that would be ideal. Instead, I suggest changing the bandolier to be some kind of high-tech bomb generating device. What would change below, then, would be how the scoundrel delivers bombs.
Bomb-bag/box (like the toolkit we have now, but without the confusion of being an engineer's weapon). This is the terrorist scoundrel we currently have, with a bit of change to its theme to be more unrestrained and a little crazier (forcefeed's current ability line being especially instructive) (also, I'm imagining a big of classic Green Goblin, here).
Wrist-mounted grenade launcher. This is a higher tech scoundrel that may be a soldier, an inventor, or a spy, where the scoundrel does not handle the grenades at all but uses specialized delivery mechanisms (e.g., tripwire becomes a Bouncing Betty kind of mine that the Scoundrel launches).
Portable, single shot grenade launcher (single shot breach action or whatnot, like a flaregun). This is another example of a simple approach to solving the problem, but the user may handle the explosives by hand in some cases.
Mobility items.
Jetpack. Yep.
Jet boots. Self-explanatory, too.
As for outlier abilities, those, too would be themed according to certain weapons. Guile, in particular, has a lot of those outlier abilities. The most contentious ability in this category is none other thaaaaaaaaaaan....
POCKETSAND! Some suggestions I have are strobe flasher, repurposed medical neuralizer, and pocketsand for knife, stick, and knuckles, respectively.
In conclusion, let's fix scoundrel together~~~~~~
Ahem.
Steve
1
Starchart map spreadsheet
Here's a starchart map in spreadsheet form. Please let me know if you find any errors. Feedback welcome.
https://docs.google.com/spreadsheets/d/1F5h0I-LdGV0tlxBLbzIlPC1mdOvwV9lkQt6C0Lz8_68
https://docs.google.com/spreadsheets/d/1F5h0I-LdGV0tlxBLbzIlPC1mdOvwV9lkQt6C0Lz8_68
bugbo
1
Re: Starchart map spreadsheet
Now with improved colors
https://docs.google.com/spreadsheets/d/e/2PACX-1vSTwYiCK7tT32DGqyfajBc3HZrifnLG0jD6h4tTA2OkcEJomyk8-YUR3zxpThWPaNN0fJb3vmyUp5gO/pubhtml
https://docs.google.com/spreadsheets/d/e/2PACX-1vSTwYiCK7tT32DGqyfajBc3HZrifnLG0jD6h4tTA2OkcEJomyk8-YUR3zxpThWPaNN0fJb3vmyUp5gO/pubhtml
bugbo
1
Announcements post #405: Xenohunt Winners.
From: Feracht Whisperer Soren
Subject: Xenohunt Winners.
Howdy y'all,
The xenohunt is now over and the winners have been awarded with their credits, titles, and honors if applicable! The top hunter in each category was:
1-50 - Renault
50-74 - Kukiri
75+ - Aesan
A big congratulations to all of you, and well done to all of the other hunters in the top rankings - you made the sector proud!
If there's an error with any prizes awarding, please ISSUE yourself!
Thanks bunches,
Soren
Subject: Xenohunt Winners.
Howdy y'all,
The xenohunt is now over and the winners have been awarded with their credits, titles, and honors if applicable! The top hunter in each category was:
1-50 - Renault
50-74 - Kukiri
75+ - Aesan
A big congratulations to all of you, and well done to all of the other hunters in the top rankings - you made the sector proud!
If there's an error with any prizes awarding, please ISSUE yourself!
Thanks bunches,
Soren
Neritus
1
Announcements post #403: Xenohunt Weekend.
From: Feracht Whisperer Soren
Subject: Xenohunt Weekend.
Hey, all! Just writing to let you all know that this weekend, starting tomorrow at sync, we'll be having a xenohunt!
What is a xenohunt? It's Starmourn's version of the Great Hunt, which you might be familiar with from other IRE games.
It means that the following things will be in effect:
- Double XP for hunting
- Double junk marks cap
- Each mob you kill that would grant you experience will grant you a number of points based on its level. Collect points and climb up on the XENOHUNT RANKINGS.
There are 3 brackets/tiers:
* below level 50
* levels 50-74
* levels 75 and onwards
If you enter a new bracket during the hunt, you will be ranked according to the new bracket. It is -not allowed- to manipulate your xp to go down in brackets in order to rank in a different bracket. Offenders will be disqualified from the Xenohunt. Once you reach level 75, it is unlikely that you will be ranked in the 50-74, even if you go down in level (see the next section for why)
- At the end of the Xenohunt, the top 6 players in each bracket will receive credit prizes:
1st: 300cr
2nd: 250cr
3rd: 200cr
4th: 150cr
5th: 100cr
6th: 50cr
The winner of each bracket will also get an honors line! That's obviously the real prize
- Also, simply by participating, you can win some prizes, by reaching the following point thresholds
100 Points = 5 Bound Credits
750 Points = 10 Bound Credits
2500 Points = 15 Bound Credits
- At any time you may use the XENOHUNT command to check out your score and see the current rankings. There's also HELP XENOHUNT (which is basically just this!)
Get ready to hunt, Starmourners! Expect another post after the hunt goes live!
Your friendly neighborhood Soren
Subject: Xenohunt Weekend.
Hey, all! Just writing to let you all know that this weekend, starting tomorrow at sync, we'll be having a xenohunt!
What is a xenohunt? It's Starmourn's version of the Great Hunt, which you might be familiar with from other IRE games.
It means that the following things will be in effect:
- Double XP for hunting
- Double junk marks cap
- Each mob you kill that would grant you experience will grant you a number of points based on its level. Collect points and climb up on the XENOHUNT RANKINGS.
There are 3 brackets/tiers:
* below level 50
* levels 50-74
* levels 75 and onwards
If you enter a new bracket during the hunt, you will be ranked according to the new bracket. It is -not allowed- to manipulate your xp to go down in brackets in order to rank in a different bracket. Offenders will be disqualified from the Xenohunt. Once you reach level 75, it is unlikely that you will be ranked in the 50-74, even if you go down in level (see the next section for why)
- At the end of the Xenohunt, the top 6 players in each bracket will receive credit prizes:
1st: 300cr
2nd: 250cr
3rd: 200cr
4th: 150cr
5th: 100cr
6th: 50cr
The winner of each bracket will also get an honors line! That's obviously the real prize
- Also, simply by participating, you can win some prizes, by reaching the following point thresholds
100 Points = 5 Bound Credits
750 Points = 10 Bound Credits
2500 Points = 15 Bound Credits
- At any time you may use the XENOHUNT command to check out your score and see the current rankings. There's also HELP XENOHUNT (which is basically just this!)
Get ready to hunt, Starmourners! Expect another post after the hunt goes live!
Your friendly neighborhood Soren
Neritus
1
Announcements post #360: Socket to me.
From: Neritus
Subject: Socket to me.
Hello Sector!
We're clearing out a big to-do today: augmentation chips have been REFACTORED! As many of you are aware, chips have been clogging up inventories, the promo market, and the server for far too long. Chips are nevertheless an important part of speeding along progress in the game, and as an additional revenue stream for hunting after MIL 75. So it was high time for them to be looked at.
All handling of chips is now done via the CHIP command, though you can still use SOCKET <chip> instead of CHIP SOCKET <chip>. The effects of chips have not changed at all.
Chips are no longer real items in your inventory and are no longer on promo market (huzzah!). You can see the chips you own with CHIP LIST and view active chip effects with CHIP SHOW. All chip items have been deleted and replaced in the new systems, including chips that were previously on the promo market, not in your inventory, etc.
Now for the new stuff... CHIP TRADEIN <chip> FOR <chip> will trade one chip type in for another chip type, at various ratios visible in CHIP TRADEIN INFO.
CHIP MARKET will show a summary of the brand new chip market, and CHIP MARKET <chip> will view listings for a particular chip.
The chip market works a little bit differently than other markets in the game, taking a "set it and forget it" approach that lets you set the price for your chips once and never worry again.
CHIP SELL <chip> FOR <price> will set the price that you'll sell that type of chip for on the market. CHIP REMOVE <chip> will clear the price to no longer sell it. Doing this will sell ALL the chips you have, FOREVER, even if you run out of chips and then get more later on. To reserve some chips for personal use, use CHIP RESERVE <#> <chip>. Thus if you have 50 experience augmentation chips and do CHIP RESERVE 10 XP followed by CHIP SELL XP FOR 20000, you will forever sell experience chips on market, but always retain 10 of them in reserve; 40 chips will go on the market immediately, and more will automatically go on the market if you accumulate more.
CHIP BUY <#> <chip> AT <price> works just like MARKET BUY: it will attempt to purchase all the chips it can up to the stated quantity at the stated maximum price, buying from the cheapest offers first at prices lower than the stated price if applicable.
That's it!
Regards,
Neritus
Subject: Socket to me.
Hello Sector!
We're clearing out a big to-do today: augmentation chips have been REFACTORED! As many of you are aware, chips have been clogging up inventories, the promo market, and the server for far too long. Chips are nevertheless an important part of speeding along progress in the game, and as an additional revenue stream for hunting after MIL 75. So it was high time for them to be looked at.
All handling of chips is now done via the CHIP command, though you can still use SOCKET <chip> instead of CHIP SOCKET <chip>. The effects of chips have not changed at all.
Chips are no longer real items in your inventory and are no longer on promo market (huzzah!). You can see the chips you own with CHIP LIST and view active chip effects with CHIP SHOW. All chip items have been deleted and replaced in the new systems, including chips that were previously on the promo market, not in your inventory, etc.
Now for the new stuff... CHIP TRADEIN <chip> FOR <chip> will trade one chip type in for another chip type, at various ratios visible in CHIP TRADEIN INFO.
CHIP MARKET will show a summary of the brand new chip market, and CHIP MARKET <chip> will view listings for a particular chip.
The chip market works a little bit differently than other markets in the game, taking a "set it and forget it" approach that lets you set the price for your chips once and never worry again.
CHIP SELL <chip> FOR <price> will set the price that you'll sell that type of chip for on the market. CHIP REMOVE <chip> will clear the price to no longer sell it. Doing this will sell ALL the chips you have, FOREVER, even if you run out of chips and then get more later on. To reserve some chips for personal use, use CHIP RESERVE <#> <chip>. Thus if you have 50 experience augmentation chips and do CHIP RESERVE 10 XP followed by CHIP SELL XP FOR 20000, you will forever sell experience chips on market, but always retain 10 of them in reserve; 40 chips will go on the market immediately, and more will automatically go on the market if you accumulate more.
CHIP BUY <#> <chip> AT <price> works just like MARKET BUY: it will attempt to purchase all the chips it can up to the stated quantity at the stated maximum price, buying from the cheapest offers first at prices lower than the stated price if applicable.
That's it!
Regards,
Neritus
Announcements post #355: New Reynolds bar - now open!
From: Fiendish Damiel, Pew Pew Pew
Subject: New Reynolds bar - now open!
As you may have just seen in the IC post by Benny Nebula (yes, that's Benny), the brand Hangar On Bar is open at Reynolds Spaceport.
The whole thing was designed by players, in a player-voted contest run by Scatterhome and with the help of Saio last year. The winner was Niko Exo but she also really wanted to incorporate a lot of aspects of the other entries, so we did!
A big thank you to all the entrants and a big congratulations to everyone who had a hand in bringing this to life: Bugbo, Shulamit Moonchild, Holgorath V'lani, Nathaniel Warren, Marcella, Zarrach Merzavetz, Sabika Ironbound and Afesotinuilar Matari.
There's a new bouncer, two new lovely bartenders, a new feracht and even some more hedonistic substances down in the downstairs room supplied by YET ANOTHER of those questionable Matari types.
Be sure to go check it out!
Damiel
Subject: New Reynolds bar - now open!
As you may have just seen in the IC post by Benny Nebula (yes, that's Benny), the brand Hangar On Bar is open at Reynolds Spaceport.
The whole thing was designed by players, in a player-voted contest run by Scatterhome and with the help of Saio last year. The winner was Niko Exo but she also really wanted to incorporate a lot of aspects of the other entries, so we did!
A big thank you to all the entrants and a big congratulations to everyone who had a hand in bringing this to life: Bugbo, Shulamit Moonchild, Holgorath V'lani, Nathaniel Warren, Marcella, Zarrach Merzavetz, Sabika Ironbound and Afesotinuilar Matari.
There's a new bouncer, two new lovely bartenders, a new feracht and even some more hedonistic substances down in the downstairs room supplied by YET ANOTHER of those questionable Matari types.
Be sure to go check it out!
Damiel
Major Nexus Update Coming
We're finally ready to give a sneak peek at our next project. Our team has spent the last year rewriting Nexus from the ground up. The new version will include several exciting features. Read on and learn what to expect and check out a few screenshots to see how things are progressing.
Here is the shortlist of the new features:
Here is the shortlist of the new features:
- Mobile, stand-alone versions of the client for Android and iOS.
- A stand-alone desktop version. No need to play in your browser.
- Edit settings while not logged into your character.
- Add characters to the client to easily manage them.
- Auto-login options. Especially handy on mobile.
- Add and play third-party games to the client. Yes, you will be able to play almost any MUD from the Nexus client.
- Settings save on the cloud across all clients. Edit your settings on the desktop version and use them in the mobile app.
- All IRE games can be played in a single client.
- The client is faster and more responsive.
- Settings from your current characters are automatically ported to the new client. They are stored separately, so don't worry about corrupting your setups in the current version of Nexus.
Here is a link to a few screenshots: https://imgur.com/a/FulHaT3
We will be releasing the browser, desktop, and android versions within the next few weeks for you to start experimenting with. The iOS version is about ready as well, we just have to finish jumping through the hoops to get it listed.
We will be releasing the browser, desktop, and android versions within the next few weeks for you to start experimenting with. The iOS version is about ready as well, we just have to finish jumping through the hoops to get it listed.
Jumpy
3