Unfinished Coat Business Wrapped Up
Last Page>>
Next>
|

Sleuth Admin
|
Aug-29-2009 02:35
We've just completed some work on equippable items (just coats for now) that fills out their features as originally envisioned:
1) Coats and Treasure Hunts:
The neighborhood bonuses given by coats now apply towards starting and advancing Treasure Hunts.
2) Coats and Agency Lockers:
Coats can now be stored in Agency Lockers. A coat takes just as much room as any other item in the locker. You also don't need to leave an extra space open in the locker in order to swap coats, just grab the one you want and the one you are wearing will be automatically stored.
Note, as of now, any coat stored in a locker can be removed by any member of your agency. I'm looking into adding a way to store a coat as private or require a minimum agency rank when you store it.
3) Coats now degrade with use:
There are a lot of details to this, but suffice to say that if you take an action while wearing a potentially beneficial coat, it will incur some wear. For instance, Lab coats only get damage when analyzing evidence, not when questioning a witness.
I think I have it balanced so that a highly active detective could expect their coat to last anywhere from a few weeks to a few months, but I'll be paying close attention and may tweak item durability a few times while we figure out the right rate of decay.
As an item wears, the amount of money you can sell it for will drop as well. There is currently no way to repair a damaged item, but there will be soon.
Enjoy, and look for accessories soon.
|
| Replies |

Sleuth Admin
|
Aug-29-2009 02:41
Ooo, almost forgot:
4) Evidence Analysis without Lab Coat now takes Longer:
It now takes an extra hour to analyze evidence without a lab coat (4 hours instead of 3). It still takes 2 hours if you have a lab coat.
This is an effort to increase the desirability of lab coats, since all of the other coats are getting a boost in regards to Treasure Hunts.
|

Isaac Mendez
|
Aug-29-2009 08:48
Thank you Admin!
It has been worth the waiting...
We are very happy to do some testing and help to find the best balance.
Until then... happy sleuthing!
|

Detective Joseph Chen
|
Sep-2-2009 18:38
Hi Ben,
The coat is not contributing to TH, as noticed and was confirmed by Isaac. ^_^
Although it doesn't matter much to me, but I think its better you try to do a TH for yourself to see if your coat works or not.
|

Isaac Mendez
|
Sep-2-2009 18:42
Yep, we also did not get it to work for advancing in a hunt...
...as smailed to Ben.
But i don't know about the starting of hunts.
|

Night Owl
|
Sep-3-2009 15:57
Hmmmmmm, here's an idea, how about sneaking a random note into the pockets of one of those coats every so often that will lead you onto a secret TH for agencies to play that isn't displayed on the board???
|

Peach_Detects
|
Sep-3-2009 16:04
Hmmmm... I like it!
|

Detective Joseph Chen
|
Sep-3-2009 17:35
Yeah, great idea from Night Owl. ^_^
|

Isaac Mendez
|
Sep-21-2009 21:05
HOW ABOUT THAT COATS!!! they still don't work right ???
:S
|

Sleuth Admin
|
Sep-27-2009 14:30
The coats should now be working correctly in Treasure Hunts.
Thanks to everybody who reported the bug, but in the future, please be sure to be as specific as you can when reporting bugs. I had some trouble reproducing the bug conditions because I wasn't exactly sure about the initial standing levels and precisely which coats people were talking about not working on hunts.
I was able to reproduce and fix the problem, but the process took quite a bit longer than necessary because I had to try lots of different combinations of standing levels and coats in order to isolate the bug.
|

Dawn Chorus
|
Sep-27-2009 14:34
Fantastic news!
Thanks Ben.
|
|
Last Page >>
Next >
|