changelog

Minor Update

  • A post saying Skylar will never be able to see an actual bee made me sad so I gave her functionally useless Image I/O Processing. She has read a picture of a bee and although she has zero way to interprit what this image is I feel a little bit better knowing that our little friend has seen an actual bee.
Vagante Version 23a Update

We’ve been busy these past two weeks, although you wouldn’t immediately know it by what we have to show in this new build. Kyle has been working hard behind the scenes to optimize the engine and make the game run smoother. He’s also introduced a couple of new secrets. I’ve been working on the networked multiplayer code, which is (finally) nearing a point where we can publicly test it. Keo has been iterating more on player skins based off of the feedback we’ve received so far.

While some of you might be disappointed that this biweekly update doesn’t bring much new content, we hope you understand as we work on these larger features. It should be well worth the wait.


CHANGELOG

  • Four Knight Skin Redesigns
  • One Deprived skin Redesign
  • WIP Class Portraits
  • New unique weapons
  • New item attributes
  • Enhanced altar sacrificing mechanics
New Race/Class Combinations

Available only through our roll20 system.

The following races will now be able to select these classes.

Blood Elf: Druid

Forsaken: Paladin

Goblin: Monk

Pandaren: Druid

Orc: Priest

ChangeLog for 08/24/12

Today we’re announcing the release of a brand new feature: our Tagged API, which allows developers to find posts based on their tags.

Lets take a look at an example with the gif tag.

http://api.tumblr.com/v2/tagged?tag=gif&api_key=your_consumer_key

The response will be a pay load of post objects that have been most recently added to that tag.

Pagination is taken care of by the “before” parameter. This is the timestamp that is returned from one of the post objects in the pay load. Lets look at an example of pagination.

http://api.tumblr.com/v2/tagged?tag=gif?before=1345742848&api_key=your_consumer_key

Note: You have to be authenticated with OAuth to access certain tags that are considered adult in nature.

As always our inbox is always open or join our Forum if you have any questions.

Sunguard Roll Battle System: Major Update

As I have been saying over last several weeks, we recently went through a major balance update for our system that will help work out a lot of kinks and hopefully will make the roll system we use more entertaining. 

Here are some highlights that people will be pleased with:

  • RNG has been remedied by increasing the number of dice for several skills. This gives each roll a more interesting feel. 
  • A lot of the wording has been fixed to allow a more uniformed look to the system.
  • The way players can pick their weapons have changed! In most cases players can pick a weapon for each hand+ranged. Throwing weapons have been added to melee classes that may not use shields or magic.
  • Items Equiped has been reduced down to 1 per person. If you have multiple items of loot then you may choose between them. Some loot was so powerful that it was adding a heavy unbalance.
  • Pets cannot use a free action, you may write a free action for your pet, but as previously stated, free actions take up your entire turn.
  • A lot of skills have been reworked to make things more interesting/fun. 
  • Balancing has been done to make tanky classes more suited to the roll and damage classes equally set.
  • Dawnwards gain a commander point!
  • Most instants have been reduced down to a single usage.
  • Most prestige classes feel equal in power and effectiveness.
  • Several Prestige Classes have been removed to help fight bloat:
    • Dawn Priest
    • Ley-Walker
    • Hellbearer
    • Master Demonologist
    • Troubador
    • Dreamwalker
  • Oathsworn Archers have been replaced with Oathsworn Fusiliers! Previously the archers were too similar to rangers and some changes have helped the add variety.

Here are the update logs!: Areas in green mean it was reworded or balanced. Areas in blue mean it was an entire rewrite from something previously.

I know several people will have comment and suggestions and I’d love to hear them! Please contact felthier privately.

Hero Mode/Basic Class Updates:

Commander Mode Updates:

Prestige Class Updates:

Commander Points Updates:

You may see some minor updates between now and the next few weeks. There will also be additional prestige classes added.

4

Broodmother New Model

After a quick turkey break the patching of Dota 2 returns, this week’s Dota 2 update brings a number of fixes, bot updates and an updated look to our friendly neighborhood spiderwoman, Broodmother. 

It turns out that plastic surgery isn’t limited to humans with this week’s patch demonstrating that even a spider can get a face lift.

I did a small addition that’s just a littel fun for my sake. Normally Skylar’s ‘nap times’ are just for me to work on the code, but I went and actually implemented a ‘sleep mode’ where she’ll generate random thoughts but not publish them. 

So in other words.

Update

  • Androids can now dream of electric sheep.
The Sunguard Update: Veterans of the Dawnspire

To further reward the valiant efforts of all the heroes that fought to defend the Dawnspire, they have been granted a battleharden stat bonus. If any of your characters participated in any battle during Act 3, you may increase their total HP by 5. This includes the alts that you sent to fight with the noble houses.

As a reminder, once you hit level 100, you may also increase your characters HP by 5 to reflect their accomplishments in Draenor.

Update: Potions, Poisons, and Bandages

Each character may bring two potions and/or poisons and a single set of bandages to each event. These items may be purchased by characters with a simple donation of gold to the guild bank. The honor system will be used to determine if someone has donated the necessary amount. Once a potion or bandage has been used it will need to be refilled.

Types of Potions:

Health Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant. Cost: 250g
Windfury Potion: Allows a player to have a second action during their turn such as two attacks. Can be used on other players. If used on a player not on their turn, that player will act on the same turn as the user of the potion. Cannot be used as an instant. Cost: 500g
Invulnerability Potion: Allows a player to negate all damage to their character until their next turn. Can be used on a player which stays in effect until the player’s turn. Can be used as an instant. Cost: 500g
Revitalization Potion: Allows the resurrection of a fallen player. The player will roll 1d25+10 to determine their HP after being raised from defeat. Cannot be used as an instant. Fallen players cannot used Revitalization Potions on themselves. Cost: 1,000g

Types of Poisons:

Starkvenom Poison: Used on melee weapons. Increases damage to a single weapon by +1 mod OR to a single weapon for +2 max damage. Cost: 250g
Withervine Poison: Used on ranged weapons.Increases ranged weapon damage by a +1 mod OR +2 max damage. Cost 250g
Mindvenom: Used by spellcasters and healers. Increases healing/offensive spells by +2 mod OR +3 crit. On each turn the player will roll 1d3 after their actions. If they roll a 3, then they will deal 1d10 damage to self. Cost: 500g

Types of Bandages:

Dawnmending Bandages: Used at the end of a battle scene to heal a player for 1d30+5. Can be used on other players/self. Cost: 250g
Sunweavers Splint: Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/sefl. Cost: 500g

digifail.com
Bluelog 0.9.9 Released!

After over 6 months of development, Bluelog 0.9.9 is finally ready for public release. This version of Bluelog represents more testing, development time, optimizations, and new features than any previous release. With Bluelog 0.9.9 I basically started over from scratch, fixing almost every issue with the older releases and paving the way for new features in 1.0+.

Just a few of the big changes in 0.9.9:

  • New device cache code, much faster and more accurate
  • Ability to rescan devices on subsequent scans
  • “Amnesia” mode, for use in Bluetooth traffic monitoring
  • Device cache increased to 2,048 entries
  • Experimental support for starting Bluelog from Live interface
  • Experimental Bluelog Live Perl script
  • Updates to BlueProPro output
  • Preliminary support for OpenWRT
  • Major bug fixes, including memory leak and failure after ~200 devices
  • Uncountable cleanups and optimizations

Head over to the Bluelog page to grab the latest source, and let me know what you think.

The Sunguard- Prestige Class Updates

Granted Prestige Classes:

Going forward all Prestige Class stories must be submitted through our forums. You can post them on other places if you’d like, but it’s too much work for me to track down.

Daxxle: Merchant-Prince

Varaelian: Technical Medic

Faervell: Felmancer

Vaeronia: Phoenix Guard

New Prestige Classes:

Keep reading

Coming in 2015- Guild Updates

Or sooner, which will depend what time is available. There will be many new updates to the guild in the ways of events, lore, structure, features, and stories. In addition to updates and some changes, you will see a lot of rebalancing, and easier integration of our guild’s systems.

Events:

There are several events that I’m currently working on that will take place in January and will continue to go into February. While they will focus more specifically on teams in Draenor, with a stable portal open between both worlds, our players will be able to move between places and participate in multiple events.

Going Home: The Suncasters will complete the process of building a way home. This will also be coupled with a corresponding event in Azeroth.

Mal’naar: Sunguard forces shall move into a fallen Draenei village with the aid of the Sunsworn and Sha’tari. Their objective is to locate a focusing crystal in which will allow the process of creating powerful portals to and from Azeroth. Such an artifact however has attracted unwanted attention.

Bridging the Gap: After studying the Highborne Tome found in the Peak of Flame, Sunguard forces on Azeroth will enter the Ley Lines. This complex realm serves as a webway through time and space trying to find a “path” to Draenor. They will meet an unlikely ally and a powerful foe.

Going Home: Once Mal’naar has been acquired, the Sunguard will attempt to build a portal stable enough to allow the flow of troops and resources to and from Azeroth. Mal’naar’s power will take time to calibrate the portal once it’s open. The Sunguard will need to hold out long enough for their forces make it through.

Securing Alliances: Survival on Draenor will not only require raw cunning and strength but the assistance of the native forces that reside upon it. The Sunguard will begin diplomatic missions with native forces to count on their help against the Iron Horde and Burning Legion.

Champion of the Frostwolves: Although our heroes have earned the respect of the Frostwolf Clan, the orcs of Frostfire still remain firmly seated in their frozen home. In order to motivate the Frostwolves to take the offensive, the Sunguard forces will prove that their leadership can be trusted. A series of trials will await those attempting to win that trust.

Shadow’s Guide: After the incident in Skyreach, the home of the Arroka is in turmoil. Civil war seems to have broken out as the firm hand of the Adherents has loosened. The Sunguard will assist a shadowy sect of Arroka named the Veiled Hand in their struggle against their oppressive kin. This aid will come with the assistance of the Veiled Hand’s most formidable shadowmancers.

The Sha’tari Retribution: As the Draenei and Sunsworn forces hold out a desperate battle against the Burning Legion in Talador, their struggle will suffer a major setback when a new force of Legion Loyal Orcs join the fray. The arrival of the Sunguard forces allows a quick and forceful reprieve and a chance a burning revenge from the shattered Sha’tari forces.

Cutting Out the Rot: While the events in Draenor unfold, the Sunguard will contend against a growing coven of cultist within Quel’Thalas. The Sunguard forces learn about the haunting and maddening dreams that are plaguing the common and nobility alike.

Night’s Watch: After weeks of missing persons and late night assaults continue to plague the guardians of Silvermoon, the Sunguard sets out to investigate. While on patrol, they are assaulted by cultists who give them their first glance at the enemy they have been seeking.

Rise of the Fleshshapers: The cultist intentions become ever clearer and increasingly bold as they begin to lash out against more fortified targets. As strange creatures begin to assault the Blood Knight Enclave in the city, the Sunguard must defend its halls.

Confronting the Homunculus: Time has come to quell the Bleeding Eye’s interest within the city, however not everything is as it seems. The Sunguard must prepare as all hell is about to break loose in the city’s streets.

New Lorecrafting: Expanding the fanon that the guild has created, we will see more content on major noble houses, lands and estates, bloodlines, chivalry, and betrayal. Documented wikipages will also highlight the major battles and events of Act 2 and 3.

Numbers rehaul: I’ll begin the process of converting all of our rolling system to work specifically with roll20. This should allow great balancing and clarity.

Loot System rehaul: I’ll make loot more meaningful and far more important to character’s ability to be successful, expect there to be limits on how many artifacts/items you can bring into battle.

RP/PvP: We will reaffirm our dedication to sever-wide events. I’m exploring the idea of a guild RBG team. While we can do one right away, finding a good night and a good comp is important. (Or a leader who has more time than I do).

Update to class skills and p-classes: Most classes will gain additional abilities which they can swap out for others. This will work similarly to a talent system and give players more creativity and customization with their character in our rolling system.

Xtreams 492 Update: Marshaling and Multiplexing

It’s not often I get to write a change log for an “add-on” library. Usually things move incrementally toward the original goals. But with Xtreams, sometimes we add new things, or improve old things. Xtreams changes from v472 to v492:

  • #write:from:at: and #insert:from:at: now consistently return an Integer. This mirrors #read:into:at: which already returned an Integer consistently.
  • Added #buffering: to WriteStream, which buffers up all writes in to it, until it hits the buffer size, at which point it flushes the contents down to its destination. You can send #flush to force the contents out immediately, if you’re working with a particular protocol. This is useful when dealing with protocols that don’t internally buffer (which is most of Xtreams).
  • Included Xtreams-IRC in XtreamsDevelopment. The XtreamsDevelopment bundle is not something you should ever prerequisite. But it is a convenient way to pull everything in. We’ve decided to include applications of Xtreams in to the XtreamsDevelopment bundle. Yes, I have my eye on you StoMP.
  • Hub is removed from Xtreams-Xperiments.
  • #multiplexing is removed from Xtreams-Xperiments
  • Stitch(Read/Write)Stream can be instantiated from the class side with a semi-private API of #on:contentsSpecies: which avoids the default behavior of stitch streams, which always pre-fetch the very first substream to stitch.
  • Added #monitoring:every: to (Read/Write)Stream, which allows you to measure the through-put on a stream. This is particularly useful when transferring files and other large data across a network.
  • ObjectMarshaler will now marshal/unmarshal/analyse very large integers. Previously this was a #notYetImplemented method. The format is inefficient, but integers that large are by their very nature inefficient.
  • ObjectMarshaler will now create light-weight shadow classes for classes that do not exist when unmarshaling objects. The classes are full subclasses of Object with getters/setters created on them for their instance variable names.
  • Xtreams-Multiplexer package added, which contains the previously implemented #multiplexing and Hub behavior. It now has a sliding ChannelWindow to avoid stream saturation for unread data. As well as being promoted from Xperiments, it now has tests. 
* Items in bold represent new behavior / API.