Changelogs


Version 0.11.5 Beta

Fixed

  • Fixed an error with the Meter that would give Listener Script errors for the combat script.

Version 0.9.27.0 Beta

Fixed

  • The meter has had a small bug fix implemented for the weapon system. Some users were reporting a script error when first attaching a weapon (such as the slaughter knife) with RegionSay. This update should fix this.

Version 0.9.26.0 Beta

Fixed

  • Bug fixes.

Version 0.9.25.0 Beta

Changed

  • Menu’s now cleaned up. You will see in the menu descriptions what each button does. This fixes an issue where if an item name was too long, it was hard to determine what that ingredient was just by looking at the icon description.

Added

  • PvP option. This feature is coming soon and will let you toggle PvP on and off for dueling and fighting only when you permit it for your RP purposes.

  • Weapon Claiming. This feature is a placeholder for the full weapon system release coming this week. Players will be able to craft weapons and have the prim weapon sent to them for use on animals, monsters and dungeon system coming soon! Stay Tuned!

Fixed

  • Various bug fixes in the background.

Version 0.9.22.0 Beta

Changed

  • The compass now comes with ‘modify’ permissions to allow the user to resize this HUD to suit their display.

Added

  • HUD now displays a ‘coin name’ next to the coin icons. This is in preparation for a new feature where every region will have the ability to have their own coin should they so desire. When a region is using their own coin, for example ‘Dragoons’, then on entry to that sim, your HUD will display ‘Dragoons’ on your HUD and change your available coins to that in the display for that particular coin.

This will not affect your SLC Coins. Any coins you will own in future will be as different types of coins and will show in your web portal.

The Market HUB’s will use the global coins (SLC) - whilst all other systems, such as the Rental, Vendors, Drink Dispensors will have the ability to use a sim specific coin. This will enable for sim owners to generate their own coins, be responsible for their own inflation and value of coins and have their own economy within their own lands not influenced by the rest of the system.

Sim owners (or coin owners) will be able to sell coin for coin. So, you will be able to sell your coin, ie: Dragoons for SLC coin using both the Market HUB or the Vendors setup as ‘Exchanges’. Whether someone purchases your coin using SLC coin at the value you set will depend on whether the buyer believes your exchange rate is fair.

Sim owners with this control will also be able to setup ‘wages’ and paid jobs on their land with their own coin should they so choose.

Stay tuned for the release of more items to make use of this new system!


Version 0.9.18.0 Beta

Security

  • This is a forced update, all older versions of the HUD will no longer work.

Fixed

  • Timer system has been fixed. Now instead of the 60 second timer when going from OOC back to RP mode taking 10 seconds, it will really take 60 seconds.
  • Other miner bug fixes.

Added

  • Auto updating system to the HUD. When you attach a new copy of a HUD, the system will automatically reclaim all of your tools and deliver them into your HUD. You do not need to be wearing the old HUD to perform an update anymore.
  • New campfire design.

Changed

  • The compass is no longer a part of the HUD. It is now a seperate attachment which comes with the new HUD & Meter package. This is so that the Compass can be used anywhere on the grid, regardless if that sim has the SL Colonies experience enabled.

Version 0.9.15.0 Beta

Added

  • Personal campfire added to the tools menu. You can now sit on a chair to regenerate energy over time. You can also use the campfire as a basic cooking station, to cook things like caught fish.
  • Compass System. You can now search for different types of gatherable items on a sim, such as fungi, small flowers, twigs, twine and much more. The compass will pulsate a colour in the direction an item may be to hint to you how far and in what direction you are to the item to be found. Stay tuned for easter egg hunts!

Version 0.9.11.0 Beta

Fixed

  • Your stats, like Health & Energy, will now update automatically when attaching the HUD for the first time.
  • Survival stats in the slide down menu now automatically update as time goes by.

Version 0.9.10.0 Beta

Added

  • Slide out bars to display current player stats.
  • Profile picture displays on HUD.
  • Ability to go from OOC back to RP Mode via the HUD.

For the above, simply click on your profile picture to be given an options menu.

  • HUD also includes improvements to text display using mesh furware.

Version 0.9.9.0 Beta

Added

  • Energy meter now has a more fluid feel. Your energy will instantly drain and recover as you run and fly.
  • Taking off your meter after consuming your energy by running or flying will not reset your energy.

Fixed

  • /5on and /5off now work as intended. Coming back into /5on after going AFK will give the player a 1 minute count down to prevent people switching while crafting.
  • Taking off your meter while crafting, gathering or farming will not ignore your energy usage. Items now communicate directly with the database and will remove your energy even if your meter is not attached.

Version 0.9.8.0 Beta

Changed

  • Player meter now uses only 1 script and has been refined to consume half the amount of memory the previous version had.
  • All maths has been moved from scripts to server side.
  • Vulnerability Fixes

Version 0.9.7.1 Beta

Added

  • Crafting stations now have the ability to toggle the use of seats on and off. Players can now walk away from certain stations and come back to collect their finished product.
  • Crafting stations now include sounds. If a sound file is included within the contents of a station, the sound will loop while crafting and will stop when done.

Version 0.9.7.0 Beta

Fixed

  • Upon new player registration, meter was not allowing players to go beyond the selection of their gender. Meter would hang and not do anything more.
  • Although you were unconscious, if you detached and re-attached the meter, you would be able to walk around as normal; you didn’t fall unconscious onto the floor again.

Version 0.9.6.1 Beta

Fixed

  • New region server with updates to tool scripts made to work with the new Sim Items system.
  • Sim Items System now includes the ability for server admins to include energy consumption & gathering timer to gatherable items at a database level. Removing the need to update objects and have builders have to replace all their gatherable items to update. This also gives server admins the ability to balance the game as required based on supply & demand.

The gathering timer lets a player know how long he must remain in the vacinity of the gatherable item in order to complete the task. If they move away, the task will be cancelled.


Version 0.9.6.0 Beta

Fixed

  • Minor improvements & fixes on code. More fixes on the currency issues found and players being stuck in unconscious state because of it.
  • Improvements to coding for item trading feature between characters.

Version 0.9.5.0 Beta

Fixed

  • Currency now automatically updates on the HUD when transferring to and from other players. Fixed again, should work as expected now.

Version 0.9.4.0 Beta

Fixed

  • Currency now automatically updates on the HUD when transferring to and from other players.
  • Receiving player receives now receives notification of coin or item transfers.

Version 0.9.3.0 Beta

Added

Meter Setup:
Added a check to re-run meter setup if player gender is not setup correctly.

Fixed

Missing Sound:
Fixed a missing sound issue that came up for some users on attaching the HUD.

Death Animation:
Fixed the issue where on becoming unconscious and then reviving, the animation would not stop itself.

Removed

Fatigue Effect:
The fatigue effect which would slow down players when overly fatigued has been disabled until we can figure out how to approach this feature.


Version 0.9.2.0 Beta

Fixed

Coin Transfer:
Fixed a bug where when trying to transfer another player 0 coins, you would cause a mathematical error causing a script error and a crash of your HUD & Meter until re-attached.


Version 0.9.1.0 Beta

Fixed

View Inventory:
View inventory feature within the HUD has been fixed to display Drupal version of inventory from player portals.


Version 0.9.0.0 Alpha

Added

Rental Servers:
This Rental System is made for roleplay purposes and is not intended to be sophisticated like proper full fledged rental server which take L$. This system takes the roleplay coins only and has some unique features, including:

  • Main Server: Used for a sim owner or the ‘king’ of a zone of land. With the main server, you can set a TAX rate, rez sub rental servers and rental units.

  • Sub Server: This is intended to be used by land leaders, or village leaders who are not as high as a king or owner of a sim. Anything paid to rental units rezzed by this unit will have the TAX rate set on the main server automatically taken from the payment and sent to the main server’s owner.

  • Rental Unit: These can be rezzed for houses or shops on land. Your roleplayers will be able to add rental periods to these units by paying using SLC coins. Coins will go directly to the Sub Server owner (village leader) with a TAX also sent automatically to the Main Server (ie: King).


Version 0.8.0.0 Alpha

Added

Marketplace HUBs:
Marketplace HUBs allow both sim owners and leaders of villages/towns/cities to setup a marketplace in their in-world market area.

This is fully web driven and allows for players of the Trader/Merchant Profession to travel to various lands using SLColonies to purchase low and to sell higher at a profit in lands that have more of a demand.

Traders will earn Craft XP (CXP) when participating in trade, level up and get the ability to place more and more buy orders and sell orders on the market.

Non-trader professions will be able to see what is available in the markets and purchase directly from sale orders and fulfill orders placed by other players. Non-trader professions however will have limited trades they can accomplish per day.

This marketplace will highly encourage players to travel the various sims using SLColonies in search of rare items or to sell their items where another market might not have as much of a demand or activity.


Version 0.7.0.0 Alpha

Added

Merchant Vendors:
Merchant Vendors allow players to setup vendors to buy and/or sell various items.

These vendors can be set as single items vendors to sell what the player is crafting within small stalls. Or, they can be setup to be more like an NPC shop keeper which will buy and/or sell various items listed within the vendor.

Players can adjust buy and sell prices on the fly using the web based inventory listing.


Version 0.6.0.0 Alpha

Added

Domestic Animals:
These animals can be purchased from an NPC breeder. They allow farmers to gather resources from them periodically. For example, from cows you could gather milk every 4 hours. From sheep you might be able to gather wool from them each week which is used further in a loom to make twine.

Domestic animals can also be slaughtered to gather their meat type, however, keep in mind that SLColonies is not a breeding system, so the death of the animal will be permanent and you will need to visit an NPC breeder in-game to purchase more for coin.

Huntable Animals:
Huntables, or wild animals, are the types that you can find out in the wild while exploring lands and gathering resources. These animals will either run away in spotting you, or, they will chase you and try to kill you.

On killing these animals, the hunter profession will receive CXP for doing so. Any other profession will not be rewarded with CXP as they get their CXP by crafting their specific items based on their profession. These animals also drop their carcasses which can be further processed to different meats, furs, organs, bones and so forth used in the various other professions - such as butchery, enchanting, potions.

NOTE: All animals will be able to have random spawn locations set. On death, they will spawn at one of these random locations on sim which is set up buy the object owner. This will make it more fun for hunters, knowing that animals will not always be where they first spawned. You can set up to 10 locations sim wide.


Version 0.5.0.0 Alpha

Added

Weapon Durability:
All weapons crafted have durability, just like tools. The main difference is that weapons can be repaired using a Repair Bench.

Don’t allow your weapons to hit 0 durability though, or they will be completely broken and unusable and complete unrepairable.

Durability slowly drops as you use your weapons.

Weapon Sharpness:
Weapon Sharpness is the stat which determines the maximum damage your weapon will produce when hitting something. At 100% sharpness, your weapon will cause 100% damage to your target. If your sharpness is 50%, damage will be halved.

You need to keep your weapon sharp in order for it to be effective. You can sharpen weapons using sharpening wheels.


Version 0.4.0.0 Alpha

Added

Crafting Stations:
Crafting stations have been added to the game. Players will be able to use the various resources which they have gathered to make numerous items out of them in the different types of crafting stations. Crafting stations include carpentry, smithing, flour mills, cooking and many more.

There is no limit to what we can do here!

Rezzable Foods:
Not only can food be eaten directly from your HUD, but players that enjoy roleplay environments such as setting up dinner feasts with friends in taverns and homes can now do so. Certain foods have been set to be rezzable items and they can be layed out in-world for anyone to eat and regenerate certain stats.

Brewery Kits:
Brewing crafting stations have been added to the game. These will take input ingredients and after a set period of time, will allow collection of finished product. These products include rezzable barrels of acoholic beverages which tavern keepers can set a ‘coin’ price for. Players visiting these locations will be able to buy a single serve of the drink and be poured a virtual beverage served in hand while having meaningful discussions with their friends.


Version 0.3.0.0 Alpha

Added

Tools Menu:
Players now have access to tools. These tools make use of experiences in that they can be automatically attached to your avatar in order to perform a task requiring that tool.

Tools can be crafted using their relevant crafting stations.

The tool menu will give players the following options:

  • Get Tool:
    • This button will search the players virtual bag for an item which is considered a tool. If one is found, you can select which tool you would like to get. It will ‘pull’ the tool from your virtual bag and a regions server will send a prim version of that tool to your player HUD. -Use Tool:
    • This button will search your HUD inventory for a tool you have sent to it using the ‘get tool’ function. If one is available within your HUD and you use this option, that tool will automatically rez and attach to your avatar. You’ll then be able to perform the task requiring that tool, whether it be gathering, crafting, gardening etc.

Region Server:
A region server has been created. This will allow sim owners to register their land with SL Colonies. This will also act as the main tool server in that it allows players to use the ‘Get Tool’ function from their HUD on that land. The region server contains all the prim copies of the tools and will transfer items from the server into players HUD contents for use.

Gatherables:
An exciting update is the Gatherables patch! Now players can explore the worlds and gather items they find around the land. Some items can be gathered by hand simply by clicking on the item, whilst some require a tool to gather, such as jars to gather water, a pickaxe to mine an ore node!

Gatherables also have spawn points. Sim owners are able to set up to 10 random spawn locations for all their gatherable resources. This means that when a resource is depleted, the item will vanish, and then after its set respawn timer, it will appear at one of the random spawn locations set in the object!

  • General Resources:
    • Simple resources which players can gather by hand. These include stones, sticks, berries, fruit, mushrooms, plants and more.
  • Tool Based:
    • This is useful for resources such as ore nodes requiring a pickaxe for mining. Or trees requiring an axe to chop down.
  • Farming Fields & Gardens:
    • Farming has been enabled. Fields of many types can be made. Example is a Wheat Field. Require a tool such as a plough made by the carpenter profession. This tool allows you to plough the untill soil. Once done, you would need seeds to plant into the tilled soil. Once you have seeded the field or garden, you will need to water it. Once it has been watered, the field or garden will begin to grow. On completion of growth, you can harvest your field or garden, whether that be done by hand, or require another tool, such as a sickle, is left to the imagination!

Version 0.2.0.0 Alpha

Added

HUD Market/Inventory Symbol:
The HUD market symbol on the HUD has been added. When clicked, players will get the following options:

  • View:
    • When clicked, players will be able to open a web browser page which will list their current inventory. From within the web based inventory, they are able to use an item which effects players stats, or drop items they no longer need.
  • Give:
    • System will scan for nearby players. When a player is selected, you are given the option to simply give them items.
  • Trade:
    • System will scan for nearby players. When a player is selected, you are able to select which item you would like to trade with that other player, and how many. You will be asked to confirm, then the other player will receive notification to accept or deny the trade request. The other player then see’s the offer and makes a trade counter-offer. When both parties agree, trade is completed and items transfered to each players inventory.
  • Use:
    • Use an item, such as food, drink, potions.
  • Rez:
    • A number of items in the game are made to be rezzable. Such as certain foods, drinks, potions, weapons, tools, furniture and more. When you select an item to rez, the server will send you the physical version and remove the database version from your inventory. NOTE: Once rezzed, items cannot be returned to virtual inventory and are also sent to you as no-copy & no-transfer versions. The latter feature is in place to prevent the selling of items on the SL Marketplace for L$.

Version 0.1.0.0 Alpha

Added

Version Control:
The HUD & Meter attachments will check current version from the database. If you are wearing an older version, system will automatically detach from your avatar. CasperUpdate will send players update requests when new versions are released.

Currency Symbol:

  • Players can trade coins with other players by the use of the currency symbol found on the HUD.
  • Player currency will automatically update as coin balance goes up and down.

Removed

Combat:
Combat has temporarily been switched off until we can decide how we wish it to function in-game.


Alpha Development

Alpha development on the SL Colonies Meter project has begun. Stay tuned to know when a beta version has been developed for public testing!

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