Game changes - Announcements

General out-of-character discussion among players of Cantr II.

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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Tue Feb 21, 2012 9:48 am

We have made quite a few changes behind the scenes over the last few days. One of the things that has changed is the encryption we use for the links within Cantr. We see in the logs that many of you have bookmarks to the login page. It is not recommended to have bookmarks to anywhere but http://cantr.net for the game, but if you really want to have that, please remove your old bookmark and create a new one. Thanks!


(LO's/translators, please post this in your respective language forum. Thanks!)
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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Mon Mar 12, 2012 9:57 pm

Today we have released updates to the animal system:
- Animals now migrate again.
- Animals have a chance of attacking every Cantr-hour, not just twice per day.
- The same animal type will not attack several times at the same Cantr-hour.
- All animal populations that were larger than the designed max number for that species has now been lowered.
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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Fri Mar 16, 2012 3:08 pm

Project cancelling is now live. Here are the details:

General:
    * A project can't be cancelled if anybody (except the character trying to cancel) work on it. This rule does not apply to project initiator, who can cancel his/her project whenever they want.
    * Key reclaiming projects can never be cancelled (we don't store id of keys that was added to project).
    * Coin reclaiming projects can not be cancelled.
Gathering and processing raws:
    * Initiator can cancel the project at al times, regardless of progres etc.
    * Others can cancel it when ( 20 days + project done ) time has passed.
    * Results of cancelling:
      - Percentage done of gathering raw +/- 20%
      - Inversed percentage done of used resources, when this is a processing raws project.
    * Events:
      - When a cancel action was performed by a character who isn't project initiator - this producec a public event for all characters who can see this, and private for the initiator.
      - When the performing characteris the cancelling initiator there is only a private message.
Repairing project:
    * Can't be canceled for now. The database isn't ready for it yet. It will be possible in the future.
Manufacturing/Building:
    * The initiator can always cancel the project, regardless of progress.
    * Others can cancel it when ( 20 days + project total time ) time has passed.
    * If no work has been put to this project, it can be cancelled instantly, giving back full amount of used resources.
    * If any work has been done:
      - The project will be transformed into a "Tear down: *" project.
      - This will have reverse time to completion from what is already spent on the project.
      - It will produce all used materials at the end.
      - At any time it can be reversed into a manufacturing project again (but using general rules).
    * Events: identical to gathering cancellation projects.
Disassembly:
    * If less that 2 hours work has already been done - can be cancelled instantly.
    * In any other case - it will be reverse to manufacturing project will full resourses added and right percentage done.
    * Events: always produce public (for chars who see this) and private (for char who make this) events.
    * This "manufacturing" project just block existing machine (like disassembling). When done, machine will be unblocked. It can be reverted to a disassembly project again.
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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Mon Mar 26, 2012 8:09 am

The game is now running in daylight savings time. If your local time is not yet changed into DST please note that ticks will be one hour earlier than normal.
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Pilot
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Re: Game changes - Announcements

Postby Pilot » Fri Apr 06, 2012 5:21 pm

The manual gathering rate of cod, pike, salmon and rainbow trout is now 100 grams per day.
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Doug R.
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Re: Game changes - Announcements

Postby Doug R. » Sat Apr 07, 2012 12:08 pm

Electric guitars have been added.
Hamsters is nice. ~Kaylee, Firefly
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Re: Game changes - Announcements

Postby Doug R. » Sun Apr 08, 2012 10:09 pm

Tomorrow (April 9th), I have the day off. Part of the day I plan to dedicate to adjusting animal attack, migration, and reproduction values. My goals are the following:

-allow players to control their animal populations through violence, currently not possible.
-establish clear aggression metrics for islands

Once this is done, aggression values will be gradually raised to their target values over time, to allow time for players to adjust. I'll announce (unless dissuaded) the target aggression metrics for each populated island so players know what to expect, and the target date for full aggression.

I won't be adding animals to locations tomorrow. The tool I need to do that is not working again.
Hamsters is nice. ~Kaylee, Firefly
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Re: Game changes - Announcements

Postby Doug R. » Mon Apr 09, 2012 9:55 pm

Ok, well, that didn't happen today. Stay tuned...
Hamsters is nice. ~Kaylee, Firefly
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Greek
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Re: Game changes - Announcements

Postby Greek » Sat Apr 14, 2012 12:05 pm

Today we made small change on location/description page. Few things are moved, some reduced, some added.
I hope you'll adjust to that new interface soon. It's needed to get some empty space to add new things regarding animals directly on the location page in the future.

Now it's possible to see ship name when staying not in coastal locations.

If something doesn't work then try ctrl+r first.

(mostly copypasted from "accessibility of interface", but it will be better visible there)
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’
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Pilot
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Re: Game changes - Announcements

Postby Pilot » Sun Apr 15, 2012 2:45 pm

Fixed containers have now the option to be lockable, to add a lock just click on the key button. Note that the lock number is displayed even when the container has no lock.
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Pilot
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Re: Game changes - Announcements

Postby Pilot » Sun May 06, 2012 10:13 pm

Small fishing nets can collect the 4 types of fish: cod can only be fished on seas, pike on lakes, while salmon and rainbow trout on any type of water.
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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Tue May 08, 2012 12:46 pm

There is now a password renewal page, for those of you who have forgotten your password to the game.

A link to it can be found on the login page. It will require your registered email address, so make sure you keep your email (and other information) accurate and up to date.
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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Tue May 08, 2012 1:41 pm

Cantr II's 10-year up-time anniversary is drawing closer.

One of the things that will happen during these celebrations is a raffle where all players may enter. One or more of them will get drawn randomly, and get to choose a miracle, or an accepted suggestion, which will get highest priority.

You can read the public discussion about the raffle and miracles here: viewtopic.php?f=1&t=22812

We will use the in-game survey functionality for you to enter the raffle.

Ground rules for miracle option:

  • it can't harm another player's character (no asteroid crashes)
  • it has to be possible given staff resources (no recoding the whole game)
  • it can't be otherwise detrimental to the game, as defined as something that would lose us players
  • it can be done privately or publicly
  • it is subject to GAB approval
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EchoMan
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Re: Game changes - Announcements

Postby EchoMan » Thu May 10, 2012 2:08 pm

We have reasons to believe someone is trying to play around again, so just a reminder that this information is still valid.

EchoMan wrote:It has come to our attention that this forum is cloned at other sites. These may be phishing attempts. (http://en.wikipedia.org/wiki/Phishing)

Do not ever log in to the forum or the game, unless it has one of the following addresses in the address bar:

cantr.org

cantr.net

flizzle.net


Thanks!
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Greek
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Re: Game changes - Announcements

Postby Greek » Thu Jun 14, 2012 6:35 pm

We've implemented possibility of storing non-raw objects in containers. Only limitation is object weight vs container capacity (except other containers, notes, envelopes and coins). Other details can be read in previous announcement.

previous announcement wrote:An overhaul of the container system is about to be released.
Highlights:
* new system offers possibility of storing everything except notes, envelopes, coins, and other containers
* visible objects stored inside containers in inventory are visible just like when carried in inventory.
* objects inside aren't considered as held by a character. If you need tool to maintain project and you have it in container in inventory - you can't use it. If you have shield in container - you can't defend with it. Same with keys, crowbars and everything.
* you can store everything (excepting of types listed in 1) in every container if only there's enough capacity. It's your responsibility to not do stupid things (like put a crowbar in a cup)
* You'll soon notice small changes on the retrieve page. After retrieving something page is refreshed instead of redirect to inventory/objects. It was done to make managing many objects in containers faster and easier.


Feel free to test it and report any bugs. Take into account I'm not 100% sure it always work, so please do not try to commit "riskful" actions like storing your last shield in a bag.

That new retrieve button is going to be improved shortly so don't worry it doesn't fit the rest.
‘Never! Run before you walk! Fly before you crawl! Keep moving forward! You think we should try to get a decent mail service in the city. I think we should try to send letters anywhere in the world! Because if we fail, I’d rather fail really hugely’

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