Version 0.11.5 Beta
Fixed
- Fixed an error with the Meter that would give Listener Script errors for the combat script.
Fixed
Fixed
Fixed
Changed
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
Changed
Added
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!
Security
Fixed
Added
Changed
Added
Fixed
Added
For the above, simply click on your profile picture to be given an options menu.
Added
Fixed
Changed
Added
Fixed
Fixed
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.
Fixed
Fixed
Fixed
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.
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.
Fixed
View Inventory:
View inventory feature within the HUD has been fixed to display Drupal version of inventory from player portals.
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).
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.
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.
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.
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.
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.
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:
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!
Added
HUD Market/Inventory Symbol:
The HUD market symbol on the HUD has been added. When clicked, players will get the following options:
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:
Removed
Combat:
Combat has temporarily been switched off until we can decide how we wish it to function in-game.
Alpha development on the SL Colonies Meter project has begun. Stay tuned to know when a beta version has been developed for public testing!