Gates Fees and More: Difference between revisions

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There's several changes in this patch.. (mostly server-side but here's a good place to announce them)..
There's several changes in this patch.. (mostly server-side but here's a good place to announce them)..


  - The new 'Gates Fees' plus the increased garage fees and lockup fees have been implemented, as discussed over the past week or so. The gates fee of each town is shown on the town page on the website. Note that it is quite possible that garage fees and lockup fees may change again (i.e. be reduced) in the next week or two, when we have worked through some proposed changes to the way that your gang can provide its own protection and mechanic facilities in town.
# The new 'Gates Fees' plus the increased garage fees and lockup fees have been implemented, as discussed over the past week or so. The gates fee of each town is shown on the town page on the website. Note that it is quite possible that garage fees and lockup fees may change again (i.e. be reduced) in the next week or two, when we have worked through some proposed changes to the way that your gang can provide its own protection and mechanic facilities in town.


==== Other ====
=== Other ===
  - Added extra camp donation metrics (materials donated plus mech points contributed by each camp member are now shown when you click on a camp member's name from the camp's Info page). A browser cache refresh will be needed for this.
# Added extra camp donation metrics (materials donated plus mech points contributed by each camp member are now shown when you click on a camp member's name from the camp's Info page). A browser cache refresh will be needed for this.
  - The game client now remembers camera positions on a per-vehicle/per-ped basis when you use the « and » buttons to cycle through them. So you can manage multiple-car combats easier when you cars get separated.
# The game client now remembers camera positions on a per-vehicle/per-ped basis when you use the « and » buttons to cycle through them. So you can manage multiple-car combats easier when you cars get separated.
  - Added some improved self-preservation decision-making with NPC vehicles in wilderness combats.
# Added some improved self-preservation decision-making with NPC vehicles in wilderness combats.
  -Fully open PvP is now implemented at Shantyville
# Fully open PvP is now implemented at Shantyville


[[Category: Updates]]
[[Category: Updates]]

Latest revision as of 06:53, 27 January 2010

Scripts v.260

Info[edit]

There's several changes in this patch.. (mostly server-side but here's a good place to announce them)..

  1. The new 'Gates Fees' plus the increased garage fees and lockup fees have been implemented, as discussed over the past week or so. The gates fee of each town is shown on the town page on the website. Note that it is quite possible that garage fees and lockup fees may change again (i.e. be reduced) in the next week or two, when we have worked through some proposed changes to the way that your gang can provide its own protection and mechanic facilities in town.

Other[edit]

  1. Added extra camp donation metrics (materials donated plus mech points contributed by each camp member are now shown when you click on a camp member's name from the camp's Info page). A browser cache refresh will be needed for this.
  2. The game client now remembers camera positions on a per-vehicle/per-ped basis when you use the « and » buttons to cycle through them. So you can manage multiple-car combats easier when you cars get separated.
  3. Added some improved self-preservation decision-making with NPC vehicles in wilderness combats.
  4. Fully open PvP is now implemented at Shantyville