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Game News posted by Aldo
Wednesday, April 12th 2017
Warfare will not reset tonight as originally planned based on a recent game vote spurred by some people suggesting pushing the reset by a day or to the next week in order to better prepare, test the new layout/objective (or because of Easter as said by a few).

The vote ended with 40 people voting in favor of a postponement, with 25 people voting to have it on Monday 12:00 AM and 15 people voting for Friday 12:00 AM. In comparison, 38 people voted for a "No - I'm fine with whatever goes up on Thursday 12:00AM".

I'll be talking to Zorg later when I get a chance to ask him about his availability (although I think I can perform the reset myself with some of the tools I've made in the game now - just need to know how to setup point tracking for a true reset) for these days. I'm personally in favor of running the reset Friday 12:00 AM as a significant amount of people did vote for the 'No' option, even if not the majority so I'd rather not see this pushed too far ahead.

Share your thoughts below (if you think we need a game vote now to truly decide the reset time, or when you think it should be, or whatever).

~Aldo

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Game News posted by Aldo
Monday, April 10th 2017
The next map will go into testing in ~15 minutes. Before you read further, please note: this map will be in 'testing mode' or a kind of WTF mode until Thursday for a true reset for which everyone is prepared and will be guaranteed to happen at midnight (Thursday 12:00 AM EST).

When you first see it, you might think it's bare bones or too simple and it just might be, so we're looking for your feedback too! We're trying a few new things in this map that hasn't been done before and required some more thinking/working out technically and generally. There is also some setup regarding the map itself that I'd like to iron out further but what we're looking for here is your feedback as you use the 3 old objectives or the 1 new one and experience the new map.

So right now what we have (new) is:

1. Radiation Cannon - Controlling gang can send a "Cannon Trigger" item to someone they trust from this objective. This person has to take this trigger and go to any spot in WL as commanded by gang leadership and use /trigger in order to deploy a Cannon Beacon.

Once the beacon is placed, gang leadership can access the Radiation Cannon objective to see what (NPCs, Players, Structures, Max Gang Control) are on the square and on the immediately adjacent squares. They have the option to Fire or Abort as long as the beacon is active. Enemy gang members can attack/tear down the beacon to prevent the Cannon from being fired. Each of those 4 things I mentioned will be affected if the cannon successfully fires. Additionally, affected players gain 5 or 10 points of exposure. Anything/anyone on the center/ground 0 square gains double the impact of whatever happens on the surrounding adjacent squares (Think a PLUS/+ sign as the area of impact).

(Note: In the true map, we would place a 3 minute countdown from the time of deployment of the beacon till before the FIRE button is enabled in the objective - this will come in shortly).

2. The central area with the objectives in a sort of square-line rotates weekly, clockwise. There's no way to control it - it's a map mechanic. Apparently those weird hive structures have something to do with it but we can't do anything about it. What does this mean? Everything and everyone on those squares (bounded by and included the ring with the objectives) will rotate clockwise when this happens. It's set to happy Saturday 12:00AM EST weekly but I'll trigger it sooner this week so we can test that out as well.


Beyond that, we have the objectives that you can see. Please share your feedback, suggest things, suggest uses of different things/mechanics and let's work to make this a fantastic and wild WILD round for Warfare

~Aldo
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Game News posted by Aldo
Friday, April 7th 2017
Some minor updates and a major reveal...

1. Added a sort (by specified types) for Other Items in inventory.

2. Added a search (by item name or type) in inventory that highlights matched items.

3. Order /who for all by gang (TC, DF, BoD, OC).

4. Added an option under Game Settings that allows you to not participate in Phantom Events.

5. Plat Boosts now show up under the Status Effects module and will also give you a Status Effect-type combat log message when they expire. They technically are not true status effects, I sort of hacked them into being recognized as some but yeah. Future plat boosts will be true status effects.

6. This is the big one. I wanted to reveal this last week/April 1st originally but I didn't have much time to get anything really done so here goes, in anticipation of Aldo Fool's: Boons.. read it backwards.. y'all have been conned This was one of the very first things on my mega-list that I've wanted to pull for a long time. It took a lot of restraint to stay mum about it and not reveal that it was just a joke to see how much importance y'all would place on a dumb number that slowly goes up I knew I'd be here for atleast April Fool's so I just had to pull a long con like that

7. Hint regarding a certain new status effect: vvvvvv.


If you see anything finicky with sort/search or anything else, pm Will or myself and we'll look into it for you.

~Aldo
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Game News posted by Aldo
Monday, March 27th 2017
Blog Post for the New NPCs, Items..etc update!

So, my finals are done so I went full speed ahead on this update. It took some time to setup over the weekend due to some issues that came up and some more stuff I wanted to get in but here's a full list of what went down.

NOTE: Some people have reported the Targeting Module's Overcharged Function doesn't work after the first use. It requires atleast 11-12 trades which is a signficant investment for most through crafting, so I have disabled the use of this item until it's fixed. Should be a quick fix tonight [This won't affect the Aiden questline don't worry].

1. New Items:

a) Materials & Tools - 2 new item types. You may have encountered materials already, but not tools. They are both intended for use in crafting in the Shadow Forge. The thing that's special about them is that when you're crafting a new item, the trades determined for the new item (the lowest trade out of all required items inputted) does not factor in the trades of a Material. As for tools, there will be some recipes where you need a Tool present in your inventory in order to do the recipe. To be quite honest, I'm not so hot on tools being used for that purpose so they may just change to Materials as well but I'll keep you posted on that front. So far, no recipes require any tools.

b) Items can have data associated with them. Example: the new Targeting Module - an item where 1 trade = 10% battery power. Using the item once will consume a trade and destroy the item if it drops to 0 upon a use. The Targeting Module itself comes with some nice features - the cool one being that if you overcharge the battery power (go greater than 100%), you can perform an "Overcharged Scan", which finds a common to rare item for you held by a hunting group and make that a guaranteed drop on your next hunt of that hunting group. See rollin340's top post in his NPC and Items thread! The Targeting Module also, by default, has a list of all the owners of Phantom items, and their locations (if overcharged, it will display wasteland coordinates too). What are Phantom items? Glad you asked.

c) Phantom items are basically like Spectral items, although a simpler form of them. See, items can now have "expiry times" associated with them. So I combined this new spectral-like rarity with that expiry time and we get these Phantom items. When you defeat a player who has a Phantom item, you can claim that Phantom item. It's simple for now as I added it in very quickly as one of the last things as a sort of fun way to bide the time over the weekend while I set things up for this update but yeah, we'll flesh it out soon

d) These items have already been in the game for a while actually, just never been released but Generic/Rare/Epic/Special Blueprints are now available (most as drops, although one or two can be found using a Targeting Module) along with some new recipes to come. We'll keep adding new recipes as well to the Shadow Facility so stay tuned.

e) Throwing Blades - /throw in WL. These are still highly experimental and yes you can kill your own gang member with this. Not really intended but it's funny.. will be patched fairly soon... so, um, don't

2. Shadow Facility received a bunch of updates although a lot of it is behind-the-scenes and stuff you won't see the fruits of until an update or so from now but what's been done that you can see now is:
a) After crafting something, you'll get a "Craft Again" button which will take you back to the crafting page for the same recipe.
b) When you first go to the Shadow Facility, it will by default keep the crafting tab open.
c) When you click "Go back to the Shadow Facility" from the any of the forge/crafting pages, it will take you back to the Crafting tab selected and the last recipe you used open.
d) For every 2 levels of positive difference between your level and the level of the recipe you are trying to craft, you will receive a -20% XP penalty to the total XP possible from that recipe.
e) Some recipes reward you with bonus xp per optional item added.
f) Crafting Skill has been converted to decimal points for greater flexibility with the kind of XP recipes give.
g) Added items are removed from the respective dropdown list in the forge, and vice versa for Removed items. (More to come on this front).

3. New NPCS - X-Corp Markswomen out.


More patches/followup updates to come during the week.
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