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☦ Loveweb Changelog ☦

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Nov 14th, 2017
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  1. NEW MAP
  2. * A big, luminous and almost hole-free Ravenheart Fortress with alternative routes, places to hide and areas to fly. Its streets would often feel deserted, but that's a good feel.
  3.  
  4. LOBBY / OOC
  5. * Missing required roles will be highlighted.
  6. * Heresy is selected only for a round - when you actually want to play as a Thanati.
  7. * "Be Antagonist: YES!" instead of "Yes" is also set for a round for similar reasons, putting you into a priority list for being a villain.
  8. * Added Fate descriptions. A user-friendly game like Lifeweb definitely requires them.
  9. * Reporting Bugs and Proposing Features are now two different options.
  10. * After beginning of the round, players will be kicked from the lobby for inactivity.
  11. * Manual abandoning of a character is not possible anymore. Now it happens when you leave the game while sleeping in a bed.
  12.  
  13. THANATI CULT
  14. * Will have to gather at one place to receive their goal. If a cultists is alive but didn't show up, he is to be hunted down.
  15. * Most goals are replaced with new ones. Some will need explosives, others are aimed to help antagonists (like aiding the Count in his invasion).
  16. * Thanati Goals will now have a higher reward (10+ CHR for most of them).
  17. * +2 WP for every completed ritual.
  18. * Performing a ritual erases bad memories.
  19. * Dentata ritual has been removed (it's trap has been moved to a more appropriate part of the game).
  20. * Paranoia rite effect has been replaced with something more effective.
  21. * It's unlikely for the Bums to be included to the cult. Even if they are, they shouldn't remember the names.
  22. * Cleaning a sigil is not instant now.
  23. * Thanati Hidden Network is accessible through terminals. It grants some useful options.
  24.  
  25. CONSYTE PROPHET
  26. * Thanati cannot be resurrected by a Prophet anymore.
  27. * Taking one's loss doesn't include healing him from a disease anymore.
  28.  
  29. BUM
  30. * Most bums, both NPCs and PCs, will wear old-fashioned torn Ravenheart uniforms. It now should be easier to distinguish them from illegal migrants.
  31.  
  32. FAMILIES
  33. * There are now 3 residences instead of 2.
  34. * Families now have joint accounts. You may transfer funds from or to your family's account to your ring using a terminal, but remember that all operations are logged by the Meister.
  35. * Family-less fortressmen have a chance of getting NPC Bum parents. They will love you and usually won't hurt you. Don't forget to protect them.
  36.  
  37. INQUISITION & CHURCH
  38. * Removed the need for indulgences to baptise Old Ways followers, atheists and Soulbreakers. A reminder that Thanatis are all former Christians who already went through baptizing once, and the only thing they may expect is death.
  39. * Holy Altar will react to innocent blood if it's owner is too depressed with seeing terrible things.
  40. * Inquisitor and Practicus have their clothes replaced. Practicus gets an armored church gas mask and a whip instead of a staff.
  41. * Inquisitor's screwdriver is gone. Not his style anymore.
  42. * Inquisitor may order a Cap, a Hat and a Harat Revolver using his support points.
  43. * All Practicii now have their faces shaved.
  44. * No more barbaric burnings! Inquisitor gets his support points for killing a heretic crucified in the Chruch in a way he seems fit. The victim should sign a confession first though.
  45. * Inquisitor starts with high stats and skills regardless of whether practicii are present or not.
  46. * Children are now immune to Bishop's gathering.
  47. * "God is Hell": Postchristianity basics have been rewritten.
  48. * Bishop has got a epitrachelion.
  49.  
  50. HUMP
  51. * Gets his own house with some materials.
  52. * Gets a hard hat, gloves and some money.
  53.  
  54. OS13
  55. (Remains almost untouched)
  56. * Engineers may now fold Solar Arrays from their console to prevent meteors from hitting the panels.
  57. * Using the Conceal Role option will spare you from "You haven't played as a Fortress fate..." error.
  58. * Male crew members are not capable of intercourse because of cryosleep chemicals.
  59. * Executing the Traitor when he's handcuffed should count as capturing him now.
  60. * First three sky veterans may use free tickets to conceal their role.
  61.  
  62.  
  63. MODES
  64. * Secret Club and Retribution (Angel) are gone forever. Angel's wings were conveyed to a mutation. P.E.U., loyal angel and Luciferians have never existed.
  65. * Riot and Plot are mixed into a new mode: Putsch.
  66. * New Mode: The Big Shot
  67.  
  68. MODE: KING'S WILL
  69. * Tribunal gets additional reward for every clergyman evacuated alive.
  70.  
  71. MODE: INVASION
  72. * Each recruitment of a Fortressman decreases the Count's losses counter by 1.
  73. * No more Old Ways in this mode.
  74. * Grunts have lesser chance of having additional armor.
  75. * Count and his men will get a bigger reward if he manages to recruit the Baroness.
  76.  
  77. MODE: WANDERLUST
  78. * Wurmigstein Prison replaces Rothold in Wanderlust mode. It features an automated schedule which should prevent prisoners from being stuck in their cells for the whole round. It is bigger, has a prison yard surrounded by cells and long corridors to die in.
  79. * The Baron now receives a pardon letter for ALL the prisoners kept there, not just for the special one.
  80. * Blocks B and C are occupied strictly by dark-skinned criminals from Rahal province.
  81. * Added Commissary Terminal from the old Mines. Prisoners may buy food and some useful items from there.
  82. * Added Ore Receiver. Prisoners get points for polished diamonds, ore and parkas. The prison's commstation also gets credits for each item sent.
  83. * Added Prison Morgue to replace traditional burial.
  84. * Commandant now only has one child.
  85. * A possibility of a Soulbreaker present as a prisoner of war.
  86. * Drugdealers will have a nice bag of contraband instead of just one ziplock.
  87. * After enough prisoners have died, a single new wave will arrive in a train.
  88. * Each cellblock will often have it's own Gang Leader.
  89. * Prisoner will get a decent reward if he's a member of the only gang in Wurmigstein. All others have to go.
  90. * Warders get a penalty for unburied prisoners.
  91. * The story should end with the death of the special prisoners (is the prison has been visited).
  92.  
  93. MODE: HEIST
  94. * No more kidnapping. Rats don't care about that. They just want to abandon the sinking planet. Rewards depends on the number of escaped weres.
  95. * Children bitten by wererats should now transform without a need of radiation.
  96. * Wererats are now much less tough in combat.
  97. * All wererat skills are limited by "Skilled" level.
  98. * Someone in the fortress is a wererat infiltrator waiting for his pack.
  99. * Wererats now have innate face-stealing similar to the Baccus gift.
  100. * Face-stealing reworked: it supports lying sprites and shows the actual items in hands.
  101.  
  102. CERBERUS
  103. * Guards now have to manually disable the Emergency Alarms.
  104. * When the Cerberon is full, there is now a possibility of a traitorous cerberus plotting against the Baron.
  105.  
  106. INCARN
  107. * Now has a decent lever instead of a boring button for opening the magma pit.
  108. * Added Outer Light Switched: activates powerful (but power-hungry!) spotlights on the walls to ease spotting siegers and aiming at them.
  109. * The Cross of Ravenheart won't prevent heretics from raising it anymore.
  110. * Expanded the list of magic dispels by the Cross.
  111. * When Incarn has recently went through self-flagellation, has a cross on his neck, holy water in his blood and a Bishop's blessing, the powers of the Cross are expanded.
  112. * It is now impossible to attack open gates.
  113.  
  114. HORDE & MONSTERS
  115. * Skinless, zombies and skeletons won't attack the Gates while there is someone alive in the caves.
  116. * Skinless, zombies and skeletons now can smell their way to the nearest living human.
  117. * Skinless are now less affected by hypothermia.
  118. * Graga will not get stuck under rocks after caveins anymore.
  119. * Graga will destroy stalagmites and other things on it's way.
  120.  
  121. MORTUS
  122. * Will embalm bodies quickier than clueless mortals.
  123. * Bodies should be fully embalmed before putting them to rest in the Crypt.
  124. * Self-Click on the Embalming fluid to switch to a full-body embalm mode.
  125. * It is now necessary to pray near a coffin or sarcophagi to complete a burial in them.
  126.  
  127. MERCENARIES
  128. * Latejoin mercenaries should be able to be heretics.
  129. * There's no a gym in the Guild. Feel free to charge people for using it.
  130.  
  131. CRUSADER
  132. * There is now a total limit of 1 crusader in Great Migration, Invasion and Orbital game modes.
  133.  
  134. BARON
  135. * Baron's tax is 13% by default.
  136. * Baron's tax now applies to everything, including Commstations, Mortii receivers.
  137. * The Lesser alarm is replaced with the Rebellion Alarm. Cerberii and Censor receive a full access to the fortress, and all others (except the Baron's family) lose their access completely.
  138. * Expanding Church's Powers now also gives Inquisitor and Practicus a full access to the fortress.
  139.  
  140. DUNGEON
  141. * Deaths in the Dungeon are now announced.
  142. * Dying in a dungeon cell leads to a CHR loss.
  143. * Characters who found their death in the dungeon won't be able to leave it after death.
  144. * Baron, Inquisitor and Censor are rewarded for 3+ alive prisoners in the Dungeon at the end of the story.
  145.  
  146. PUSHER
  147. * Brothel is now settled in the Inn's basement.
  148. * At the Brothel's lobby, there are some local camouflage generators. Anonymity is mandatory when you buy drugs or guns.
  149. * "Old Cock Arms" aspect now blesses the Pusher's office instead of the Inn.
  150. * There is now a female NPC bum in the Pusher's disposition. She is completely harmless and non-aggressive, and serves to replace amusers if they're answers.
  151. * Since many pushers are afraid to overcharge, ONION now offers cashbacks. After a few minutes, 15% of the sold item's cost (before tax) are added to Pusher's account.
  152. * ONION is now selling Reward-55, safe and cheap pills with a light positive effect on mood.
  153.  
  154. INNKEEPER
  155. * Room 101 is now under Pusher's control, but you may enter it if needed.
  156.  
  157. SMITHS
  158. * Are divided into Metalsmith, Armorsmith, Weaponsmith. By default, only items related to their craft are shown, but they may expand it to a full list if they want. Specialization grants them a +1 bonus to quality and an ability to decline a request to smith something they're not working with. Migrant blacksmiths are not affected.
  159.  
  160. AMUSER
  161. * Whores were renamed to Amusers.
  162. * Brothel has only one room, and it's keycard-locked. Amusers have to ask their boss to use it.
  163.  
  164. MIGRANTS
  165. * Will get a Ravenhearter's uniform and a shock implant upon their registration at the gates. Old clothes are to be destroyed for hygienic reasons.
  166. * Will suffer -1CHR loss if they die before their registration happens. Invasion and Greatmigration are not affected.
  167. * Players with CHR less than 0 have lesser priority when spawning a wave.
  168. * Migrants should now spawn primarily on roads on the map's edge.
  169. * Migrants start hungrier.
  170. * Znamaks now have a little surgery skill.
  171. * No more children in Great Migration.
  172. * New Class: Reporter.
  173.  
  174. RAVENHEARTER
  175. * Fortress Dwellers were renamed to Ravenhearters.
  176. * Will start implanted and in their uniforms.
  177. * Will now have starting money on their accounts.
  178.  
  179. MERCHANT
  180. * Loopholes with profitable selling of freshly bought items should now be fixed.
  181. * Charged Lifeweb batteries cost more than empty ones, allowing to export energy that way.
  182. * It's now possible to transfer funds between Merchant's console and his commstation.
  183.  
  184. OLD WAYS
  185. * Veles Champion is now able to punish his slaves after he's fed them a Podgnylnik.
  186. * Enslaving other Veles followers is not possible now.
  187. * Hug Eusoch after sacrificing to him to purge your dark memories. Works for any god follower.
  188.  
  189. MEISTER
  190. * Shield Generator (which was renamed to Curtain Generator to avoid confusion with other shields), Comms and Turret Controls are now Meister's responsibility.
  191. * Now starts with a rapier cane (formerly Inquisitior's).
  192. * Treasury doesn't have much gold stored, but there are enough gold ignots for sell or turning them into more expensive items.
  193. * Is able to punish registered migrants using shock implants.
  194. * Bums and other non-humans shouldn't trigger Death Alarm anymore.
  195. * Meister now has a full log of various operations, including fund transfers, cashing in, collected taxes and alarms.
  196. * High voltage on the grilles is now optional and has to be turned on manually.
  197. * Meister has a key from an empty store which could be used by any migrant with a commstation.
  198. * Archive is now separate from the Meistery. Meister, Censor and Inquisitor have a key.
  199. * Forensics Consoles were removed from Censor, Inquisitor and Hand. There is one in the Archive.
  200.  
  201. EVERMAIL
  202. * Added cave mailbox stations.
  203. * It is now possible to send a letter directly to a mailbox if you know it's ID. Useful for contacting migrants and for situations when you anonymously blackmail someone to send you some gold.
  204. * Added something very special as one of Courier's packages.
  205.  
  206. NEW FATE: JUDGE
  207. Baron is usually too busy with more important stuff than justice, and even then he cares only about big crimes.
  208. * Judge will examine cases like theft, slander, debts, infidelity, fights, insults, contempt of court, harassment and even murders and treason if the baron is not interested in intervention.
  209. * Law of the North is now assumed to be written and adopted by duke Lerium Karbuno, the baron's suzerain who ruled the North. Karbuno has recently departed to Leviathan, and his place is still free - for too many opposing lords struggle to take it. What it means is the Law of the North remains the official law of the Fortress unless Baron says otherwise.
  210. * It also means that every guard and every upstanding citizen of Ravenheart should respect the Judge's verdicts... unless Baron says otherwise.
  211. * He usually shouldn't interfere Inquisition's activity unless it's really suspicious or criminally unrelated to pursuit of heretics.
  212. * Judge once had an old female partner. These times are long gone.
  213.  
  214. RESTORED FATE: HAND
  215. * It is now possible to start as a Hand if the Baron player chooses you.
  216.  
  217. RESTORED FATE: SHERIFF
  218. * Sheriff now oversees the Village outside Ravenheart. His job is to protect useful migrants from any dangers that come from the Caves. He rarely leaves the village and prefers to force villagers to run his errands.
  219. * New armor, from the same set as Judge's. They've probably endured a lot of things together before they've ended in Ravenheart.
  220. * Starts with a loaded revolver and an empty shotgun.
  221.  
  222. NEW FATE: GESCHEF
  223. * Geschef works in the Exports Office. He uses a factory to stamp a batch of goods of the same type to sell them at a high price through Merchant. After each successful selling his trademark becomes more trusted, and the price goes up.
  224. * The Elevator now takes cargo from the Village to the Exports office. Illegal migrants may also infiltrate the fortress this way (if some Geschef helps to do it for free, it's okay to regulate it by killing him in cold blood as a migrant) and wait for their fake documents.
  225. * Will be rewarded at the end of the round if he finishes the story with luxurious items (crimson jacket, silk hat, golden chain) worn on him.
  226.  
  227. NEW FATE: SNIFFER
  228. He was the King's informer for a long time. Now the Inquisition has arrived and he should prove himself worthy to them.
  229. * Implants rats with cameras and microdevices and remotely controls them. He may plant bugs, scan fingerprints and even trigger explosive implants through his pets.
  230. * Is aware of every vice of every person in Ravenheart.
  231. * Has a Church channel access.
  232. * Is equipped with a sonic screwdriver, NVG and a full wardrobe of disguises, including a fake cerberus armor.
  233. * Sonic screwdriver now requires batteries.
  234. * Displayed assignment changes accordingly to his disguise.
  235. * After all he's been through, his blood always reacts positively on the altar test.
  236. * Chance of being a Thanati is 50%.
  237.  
  238. MUTANTS
  239. * Not only telekinesis, but all mutations (except Hulk and Levitation) now have a visible effect of a head halo.
  240. * All mutants are now hunted by the Church. Executing a mutant on a cross gives a reward even without a confession.
  241. * Telekinesis now allows to remotely interact with levers and buttons.
  242. * Knockback mutation is now activated though hitting RESIST.
  243. * Quick mutation is activated by turning on the combat mode.
  244.  
  245. COMBAT
  246. * It is much easier to hit someone in their face now. If they are not in combat mode, there won't be a zone penalty at all.
  247. * AP Mines are more deadly now.
  248. * There is now a small probability of delayed explosion of a grenade.
  249. * Gravpulse Rifle now use more battery power.
  250. * Bows now require 10+ ST to shoot them.
  251.  
  252. REPAIRS & CRAFT
  253. * Energy Weapons are not reliable anymore. Whenever you hear them beeping, it's adviced to stop shooting. Doesn't affect TNC weapons.
  254. * There is a small chance of personal shields and bracelets becoming malfunctioning.
  255. * Terminals, sinks etc. may be broken at the start.
  256. * "Ancient Knowledge" perk is shared my Meister, Teacher, Hump, Sniffer, Soulbreakers and TNC Crew. It allows to repair malfunctioned electronics and other equipment.
  257. * Toilets may now become littered. You may need a fork to fix it.
  258. * Added Bone Toilets, Bone Flute and Dungeoneer Mask.
  259.  
  260. VICES
  261. * In the fortress, Devotee vice will now require to make a donation or make a confession to the Bishop after a prayer.
  262. * Compulsive pickpocketing for Kleptomaniacs.
  263. * Masochist and Lonely vice will now work require a partner of opposite sex. Unless you lick a dancer.
  264.  
  265. MISC
  266. * New lights and lampposts have changed the Fortress atmosphere.
  267. * Ravenheart has been blessed with hi-tech lightswitches.
  268. * Increased stamina loss for
  269. * "squireme" command prioritizes you as a squire owner.
  270. * Double Damage aspect should be rolled a bit more often.
  271. * Characters with low surgery skill will be terrified by performing surgery.
  272. * Some migrant classes and Censor and Inquisitor fates won't be available for players with CHR less than 0.
  273. * It is no longer possible to pick up items using MMB for stunned characters.
  274. * Notice boards should now show more text from it's notices.
  275. * It should now be impossible to travel to the Tribunal base before Tribunal arrives.
  276. * Friendly Faces aspect is not deadly anymore.
  277. * Tearing off a sleeve is not instant and requires some strength.
  278. * Fixed the inability to share a special radio channel.
  279. * +1 WP for every reflect on the experience.
  280. * Higher levels of caves are now less rich in ore and harder to dig.
  281. * Sleeping in a grave will make you sad .
  282. * Some achievements, given for completing missions, winning as some antags and other good things.
  283. * Most auto-vendors now sell new snack bars instead of candies. Not delicious, has terrible side effects, but food is food.
  284. * Rivers are more dangerous now.
  285. * Most showers were replaced with paid versions. Insert a coin.
  286. * Pendulum ticking volume increases as your character's mood decreases.
  287. * Empty sprite for a coin bag.
  288. * It's not possible to speak through bracelets when you're handcuffed anymore.
  289. * When examining an open space, you'll get dizzy. Useful to spot multi-level holes.
  290. * Careful climbing down now drains stamina (children are not affected). It is still possible to fall down if you don't have both hands empty or are too tired.
  291. * Characters with high Party skill won't get their speech twisted by stimulants, opioids and buffout.
  292. * Random items shouldn't be visible through walls anymore.
  293. * It should be possible to trap chests and toilets with grenades.
  294. * Active effort will be displayed in Status tab.
  295. (Minor bug fixes are not listed)
  296.  
  297. INTERZONE:
  298. * S3 port is now :2018.
  299. * S3 will now share banlist, configuration and Macdaddus with S2.
  300. * It's now impossible to switch between S1 and S2: once you've started to play on a server, you have to finish the story before moving to another one. You may still switch between S1 and S3 or S2 and S3.
  301.  
  302. SPECIAL THANKS TO: Sloopoke and Danowar
  303.  
  304. 1984:
  305. * Защита несовершеннолетних от вредного воздействия игры: "так-же", "так-как", "одень на", "пиздос" и другие волшебные слова приведут к автоматическому пермабану. Предложения по расширению списка - в предложку.
  306. * Ночной Режим! В промежуток с 3 до 13 часов по Москве сервер можно будет посещать новичкам со свежей датой регистрации.
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