Best Of
Re: Events
Over the weekend, Steve got roped into someone's storyteller event, and then was himself at the center of another storyteller event. So, I second Nykara's comment: contact your local storyteller today (and Please Hold, CA members).
While not large scale, a number of players are involved and affected by these small-scale events. I believe more large-scale events will come once the staff has gotten through work on several key things on the road map.
Steve
2
Re: Events
Please contact your local storyteller today, especially if you have any ideas. That's why they're there.
Unless you're Celestine. RIP.
Also, don't uh... don't discount the large scale events we have had. Tranquility Deepness was really cool, as was the Ry'nari thing in Song. Vega got kidnapped!
Unless you're Celestine. RIP.
Also, don't uh... don't discount the large scale events we have had. Tranquility Deepness was really cool, as was the Ry'nari thing in Song. Vega got kidnapped!
Nykara
4
Development Updates: The Roadmap so far, what are we working on and what's next
Greetings Starmourners,
It's been a while since we've had a quick recap and exposition on what we've done lately and what we're doing next.
One of our big goals with Starmourn at the moment is getting the game to the point where we can leave "Beta". Over the last few months, we feel we've done quite a lot to make the game more stable, fix bugs and add some much needed mechanics, systems and quality of life improvements.
In April we posted the Starmourn Roadmap, which you can still find here: https://forums.starmourn.com/discussion/907/starmourn-roadmap.
We tried to keep development as close as possible to the aforementioned Roadmap and this worked out fine for the most part. Naturally, we implemented a few things that weren't in the Roadmap, we changed our approach to other things and shifted and turned the priority of development to match the needs of the community.
So how are we doing so far? Over the last six or so months, we've covered the following topics (this is not an exhaustive list):
PvE
- New exploration mechanic that allows you to search the wilderness and obtain comm rewards
- Systems that allow for dynamic scaling of areas (New Dikamazi and the wilderness are examples of this). This system also allows us to include everyone in all of our events, regardless of level.
- Xenozoology - an engaging mechanic that has you scan creatures to learn more about them and rewards you with lessons. Also comes with daily bounties
- Daily Faction Quests
- Music and Performance!
(Both of these last two weren't on the list)
Economy
- Numerous changes to commodity spawns,frequency and density
- Commodity grouping by relevant areas
- Manufacturing specializations (these will probably see more action this month or the next, based on your feedback)
- Improvements to the MARKET, personal market orders, better value
Tradeskills and Shopfronts
- New Tradeskills
- Revamp of Modding
- Numerous shopfront improvements and upgrades
- Design improvements
Customizations
- Ship Customizations
- Generic item customization requests
- Class weapon/armor and loyals customizations
- "Transmogrification" system
PvP
- Improvements and changes to the cosmpiercer system
- Space pirate refineries that allow for open PK
- Multiclass
In addition, all areas have received significant Quality of Life improvements, fixes and tweaks. We know some of the aforementioned systems still need some attention and we're working on delivering those changes based on your feedback and our data and results! We really appreciate how involved all of you were in testing and giving feedback on everything we have put in so far.
So what's going on now?
September is underway and we opened the month with new Tradeskills and Multiclass. We still have one more Tradeskill to release and this will probably happen early next week. Alongside this, each of us is working on their own projects, as follows:
Eukelade and the Storytellers are working on a very interesting event you'll start hearing about very soon. We like to think that we're approaching this in a manner that hasn't been done much in IRE before.
Garryn is working on a new conflict mechanic! Basically, the Cosmpiercers will, once again, receive an overhaul and they will be tied in with a land conflict system as well. The goal here is to give players the opportunity for some more 1 on 1 or team on team combat that isn't directly linked to ships and space. Another aim of this new system is to tie in some of our existing mechanics into a more cohesive system.
Ilyos is working on finishing the remaining Tradeskill and will probably spend the rest of the month consolidating existing systems and working on some more QoL improvements.
We already have the theme picked out for next month but...no spoilers just yet!
Let us know your thoughts on how the development of Starmourn is going so far, for you!
Ilyos
11
Re: HELP us HELP you!
There is now a HELPMOD NEW <topic> function for those who want to create new helpfiles.
Currently under building by staff:
- HELP PERFORMANCE
- HELP CAC
Ilyos
4
Re: Events
The Staff agrees that we need more events in game and we're working on bringing some to SM now that things are doing well in the mechanics department. I know @Eukelade and Her Storytellers are hard at work right now on some very interesting things.
And, as it has been mentioned before, for smaller scale (and not only) RP events, please reach out to your Storytellers.
Ilyos
3
Re: Pathfinder for Nexus
More updates!
Since you can double click rooms on the Nexus map to pathfind there, I integrated this with this pathfinder rather than with the in-game one, so happy clicking around to zip across the map. Additionally, I found the on-hover tooltips annoying since they interfere with this. Therefore, the tooltips no longer appear. If you want to toggle this behaviour, type MAPUSEMAPPER.
The pathfinder will now crash if normal movement does not work. It's a bit messy but it works. You'll want to be careful if you have any triggers that send/resend crashes. You can always toggle this behaviour with MAPUSECRASHING.
Finally, I've made the pg <alias> command accessible to the front-end. You can now:
- MAPALIASES: Display the current map aliases.
- MAPALIAS SET <alias> <here|#>: Create or update an existing alias to either a vNum or to your current room. Just PG <alias> to return!
- MAPALIAS DELETE <alias>: Delete an alias.
- MAPALIAS SEARCH <filter>: Search for a map alias.
Re: Quality of Life Wishlist
Went around and commented on posts to reflect what we have implemented from your requests. More will come as a lot of these suggestions are good. Some might come sooner than others, depending on the coding effort involved.
Ilyos
7
Re: Quality of Life Wishlist
The message system is bad in regards to selling things as well from stores. I will wake up to "You have like 400 new messages" because someone bought a lot of powders. So many powders. All the powder the universe has to offer.
I like selling powders. I like designing them. I like making people high filled with food.
I do not like deleting messages one at a time.
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