Hi,
We mentioned in the Attack + Kill blog post previous to this one, other features/tweaks that have taken place during. Here is a quick rundown. Apologies if we miss some off
Gameplay changes
- New Bodyguard code to handle bodyguards role in Attacks
- Bodyguards killed in Attacks now earn prestige and honourpoints
- Bodyguards Bug Fixes & costing re-worked
- Prestige & Honourpoints earned by the attackers are now also lost on the defender. I.E. you lose prestige + honourpoints for losing attacks
- Attack reports re-worked so that they now show more clearly information about the attack but also represent the prestige + honourpoints earnt for each component
- Various Attack + Kill UI bug fixes
- All attacks and kill now require energy. Kill + Attack = 20 & Carbomb & Loot = 14. Each member participating must have the required energy
- Prestige & Honourpoints are now earnt/lost when performing mugs on other players
- UI tweaks: airport more prominent, space saving on the left menu, and turf gets its own drop down menu making garage a little more accessible
- Smooth new signup process
- Returning from Hell although not too disimilar in looks is completely re-coded
- Turf has reverted back to a single button to collect all rent
- Turf Bug fixes to rent accrual
- Completely removed the random turf events. Buildings will only get damaged from attacks
- Bug fix: Chat windows correctly scroll accross the site
- UI tweaks in Turf
- Casinos and assets no longer have pickup licenses
- Increased % of finding items whilst performing crimes throughout the game
- Duffel bags + Hard case suitcase added as credit items (useful in loots)
- Pricing models re-worked for memberships and credits
Tech changes
- Migrated from a static server in AWS to Kubernetes in GCP.
- Introduced a fully automated deployent pipeline, allowing for seamless code bugfixes+updates without damaging the player experience at all
- Complete re-write of the foundational code (this was fairly dated by this point)
- Added a logging engine, to give us more awareness at any one time of the system & errors, whilst (as best we can) keeping those errors from user frontend
- Taken the time to containerise the stack, meaning that it is now very easy for other developers to work on this project.
- Seperated the various components of the game into microservices, so we can scale the crap out of any layer now!
This entry was posted on Wednesday, July 8th, 2020 at 11:57 pm and is filed under In Game Updates, Street Crime News, Version 6. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.