2560 active members
  250 are online
Year Day Time
15 357 10:39:40
Guest Login
snewsgnewsmessagegeneralfactioninventorycombatroom
Sim News RSS Feed [Latest News] :: [Archive] irc.swc-irc.com
Player Administration

Please Register Your Multies (Posted by Ghost on Year 15 Day 354)
Edit Day 356:   Aaron Koon was able to provide enough evidence that he was registered (with another party) and the viol...
[more]

Mulit Ban (Posted by Ghost on Year 15 Day 352)
Two accounts have been banned due to being owned by one person.  They were in the process of creating a THIRD account as wel...
[more]

Just a stray. (Posted by Erek on Year 15 Day 347)
  Year 15 Day 347, 18:05 Erek banned player Melia Sorna providing the following reason: Mu...
[more]

Community News

Deathmatch goes into finals (Posted by Ellias Aubec on Year 15 Day 282)
Time for another round of the Deathmatch. Who will win, Frezt or Obi? Some more grudge matches for you to vote on and looking at ...
[more]

Deathmatch advances (Posted by Ellias Aubec on Year 15 Day 256)
Well, time again for another round of the Deathmatch. Who of the final four will make it to the finals? We also have some new Gru...
[more]

Egg Results and New Combine Point Bounties (Posted by Selatos on Year 15 Day 237)
Two updates for you all this evening. The first is that the easter eggs/presents have finally been converted into CPs. For your...
[more]

Technical News

Rules Forum (Posted by Selatos on Year 15 Day 353)
This has been a hectic 24 hours. After many conversations with many people, and after watching the forums, it seems that what I h...
[more]

Rules Reminder (Posted by Selatos on Year 15 Day 352)
Hi everyone, Normally I come to you with sync reports, a cause for celebration. However, today we have to take a moment to disc...
[more]

Sync Report Y15 D345 (Posted by Selatos on Year 15 Day 345)
Update to revision 29030 (+302) Bugs: - Fixed mass-editing infofields (#3559) - Boarding Rules updated (#3566) - Items that ...
[more]

(Posted by Selatos on Year 15 Day 353 2:54)

This has been a hectic 24 hours. After many conversations with many people, and after watching the forums, it seems that what I had hoped was a simple reminder of rules that people already understood a certain way was apparently an introduction to a foreign interpretation of the rules for many players. Several good posts have been made in the discussion on the forums, along with several bad ones, so instead of summarizing the arguments here, I’d encourage you to check them yourself.

First, I’d like to announce some adjustments. Leigh Kellan will be unbanned immediately. Her participation was misunderstood, and information that wasn’t available in our original source material indicates that she had actually privately raised objections to the methods used and information being collected. I appreciate those who came forward to fill in the gaps, and I’d like to apologize for our mistake. Kyran and Lex are unaffected by this change.

We’ve also taken a more careful look at Felix Goreclaw. His account was immediately reinstated in a leadership position in his previous faction, and he immediately began receiving assets from said faction, which is what triggered our internal respawn asset tracking mechanisms. After much discussion and some detective work, we’ve concluded that his received assets were related to faction work and not laundered assets from his previous character, and after accounting for the intervening time interval his personal net worth has not been improperly increased to that of his previous character.

However, for the time being, Felix has not been unbanned, although his ban will be reduced. This is related to the second point I would like to make. Our rules in this area are a mess and the reinstatement itself may still be too much based on our current interpretation. The spirit of the rules is hard to explain to people because it’s a gut feeling, and long conversations made it clear that there are many different interpretations that seem reasonable, not as special rules for the people who hold them, but as useful compromises between the extreme possibilities of characters resuming previous identities or of characters never being allowed to associate again with people they formed OOC friendships with.

We remain committed to the central objective of SWC: everyone should be able to come here and have a good time roleplaying an entirely different experience from their own lives, based on a common interest in Star Wars and its lore. By its nature as a game with a single, shared universe instance with permanent consequences for all characters, we must have rules governing behavior, in and out of character, to encourage the vague notion of “good gameplay.”

To address this, I’d like to invite you all to a forum-type rules discussion and review to be held next weekend (Saturday November 22nd) on IRC, in #swc-forum. We’ll be discussing IC/OOC separation in SWC with a focus on the two areas that came up yesterday: playing characters who are essentially continuations of dead characters, and responsible information gathering. The format will be a moderated discussion where one speaker at a time will present their perspective on these issues, covering three main areas:

  • What is a reasonable level of character separation for recreates?
    • How do we differentiate between a recreate who is choosing to RP a similar experience because they enjoyed it and a player who is attempting to continue their previous character with a new name? Does attempting to make this distinction contribute to gameplay?
    • How do we handle the personnel challenges faced by differently sized factions? Losing one key player and being unable to replace him with a respawn can destroy an entire small faction, but it has much less effect on an extended command structure. Is this a fair balance? Does this merit different standards or allowances?
    • What is a reasonable standard for identifying recreates who intend to abuse the assumed independence of characters and how can we avoid OOC shoehorning based on past lives?
    • Related scenarios or considerations the speaker may wish to remark on.
  • Spying and OOC information
    • What type of information is fair to collect about players/characters without their consent or knowledge?
    • What type of information is fair to request of players/characters directly?
    • How should OOC information be handled by factions? What are reasonable standards for use of OOC information to make IC decisions?
  • What role do intentions play in analyzing all of these considerations?
    • If someone respawns to steal from a faction, is it always against the rules? Is previous alignment sufficient to establish a rule violation? How is it different from a completely new character who thought that would be an interesting direction to choose?
    • If players collect inappropriate information, how do subsequent actions affect guilt or severity? Should a misunderstanding of the rules be taken into consideration?

Each speaker will have 10 minutes. After all of our speakers, we will have 45 minutes of Q&A: people can submit questions to the moderators during the presentations, and then we will present them to the speakers and hear their responses. People who wish to present a set of opinions should email me (selatos@swc…) as well as CC the asims (assistants@swc…) with an outline of their case and their timeslot availability. We will have two sessions, one at 11 A.M. PST (D358, 12:00 combine server time) and another at 11 P.M. PST (D359, 00:00 combine server time), each tentatively lasting an hour and a half with four scheduled speakers. If there are too many well-argued cases to fit in a timeslot then we may add an additional speaker.

Selection for presentation will be based on the quality of the reasoning, not on the specific opinions presented, but the (clear) objective of your argument should be to meet the basic goals of SWC. For the presentation itself, I would strongly advise against preparing a wall of text that you paste into the chat all at once, because it is easier to follow text presented one line at a time, preferably at a reasonable reading pace (generally, typing pace is suitable because we experience it every day). The channel will be available for unmoderated discussion between the scheduled presentations. Full logs from both sessions and the unmoderated chat will be available after each concludes. Players who were banned from IRC yesterday will be permitted attend and participate, and even speak if they submit arguments and are selected.

The outcome will be used to help understand how the players see the rules and what perceived weaknesses are, whether in utility, enforceability, or fairness. The rules will not be updated to reflect the favorite opinion, but the discussion will serve as a guide for us to clarify things with the additional admin perspective and ensure that everyone plays the game on an equal footing. It is not fair to have people taking advantage of possible gaps in the rules to get ahead of more conscientious players, but it is also not fair to have the unlucky few who receive greater scrutiny be punished if “everyone is doing it” but most are unreported. Punishments may be adjusted based on any changes we make to the rules.

EDIT: To clarify, if you have a position or wish to submit thoughts on one or more positions, but you don't want to present it for any reason, I am also accepting this type of feedback which will be ground up and formed into one or more hypothetical viewpoints, questions, and concerns that I will present from an unaffiliated perspective as well.  

(Edited by Selatos on Year 15 Day 355)
(Posted by Selatos on Year 15 Day 352 3:12)

Hi everyone,

Normally I come to you with sync reports, a cause for celebration. However, today we have to take a moment to discuss the rules, because people seem to be forgetting them. SWC is a game with a strong focus on information, and a review of the spying rules is sorely needed.

First, you may not impersonate other SWC members. So long as you break no other rules in the process, you may of course mask your identity, but always remember that you may not claim to be someone you are not.

Second, you may not use OOC information in an IC manner. You may not require people to give you any OOC information that they do not wish to divulge. You may not, under any circumstances, treat a player's life as actionable material. You may not prepare a dossier on their OOC lives. You may not publish any information they might otherwise keep private. There are several factions who require listings of previous handles on their application process. This is not allowed and must be removed. Punishment will follow if this continues.

Similarly, you may not use IC information from a previous character. Each new character represents a completely independent beginning. This means no asset recovery from a previous character, no reinstatement of position or fast-tracking through a faction, and no sharing of information learned as a previous character.

Third, you may lie about IC information, and you may object to or interfere with other players' IC endeavors so long as you follow the rules and do it in an in-character manner. Posting slander about someone on the GNS is acceptable; attempting to prevent them from using the game website by spamming messages is not. Harassing people on IRC is not permitted. You may disagree with and dislike someone, but there are reasonable standards of decent conduct that must be observed to ensure that everyone is able to play the game without fear for their comfort or safety outside of the game.

Finally, please remember that ASims do not have characters, and players with characters are not ASims, regardless of membership in other teams or community standing.

Thanks.


We also have several related bans to announce. First, Athena Carlyle has been banned for 6 weeks for attempting to post secret IC information on Holocron after being executed. The actual punishment length is only 3 weeks, but an additional 3 weeks were added due to the respawn timer. This does not extend to IRC.

Kyran Caelius has been permanently banned for profiling and attempting to profile players' out of character lives, more commonly referred to as "doxxing." Leigh Kellan and Alexander von Ismay have both been banned for 3 months for facilitating Kyran's activities as accomplices and for making extensive use of player history to affect IC actions. All three of these bans include the IRC server.

Felix Goreclaw has been banned for 1 month for receiving his previous character's assets and being fast tracked through his previous faction to a high ranking position. The related assets have been removed.  

(Posted by Selatos on Year 15 Day 345 14:13)

Update to revision 29030 (+302)

Bugs:
- Fixed mass-editing infofields (#3559)
- Boarding Rules updated (#3566)
- Items that are owned by NPC Market can no longer be made NPC owned when packing and unpacking them (#3428)
- Made it possible for the position view to display the tooltip for each subaction (#3542)
- City request now can be accepted without the Facility Build Requests privilege (you now need the City Build Requests priv) (#3152)
- Moved the Ship/Facility/Vehicle Type Name right before the Ship/Facility/Vehicle Name so that there is enough room to display the Infotext and the Party slot Size inside of the Borders of the Cockpit View (#3558)
- Fixed a bug that prevented forums from being moderated (unreported)

Rules:
- Corrected the creature spawning information on the Terrain Rules
- Corrected the skill reset information on the Character Skills rules. Characters must be below level 3 (not 4, as previously stated) and must not have had a previous character in order for the skill reset tool to work
- Corrected the IRC channel descriptions on the Live Chat page
- NPC type rules (such as tutorial NPCs) have been updated with a new design
- Added rules for Stealth
- Updated rules for new NPC scripts
- The ability to display LaTeX equations has been added to the rules pages
- All of the equations under "General" have had LaTeX versions added to improve readability (more to come next time)

Tweaks:
- When moving items/NPCs the suggested rooms will now also populate with any named rooms on the entity. Additionally, you can click on the room name/ID to have the Room ID box auto-fill.
- Mines that are full (or will become full with the current yield) will now properly look for a Silo in the city that is owned by the mine owner. If there is space in the silo, the extra materials will be loaded into it at a cost of 75*unit credits. This is automatic and requires no further option selection on existing mines.

Features:
- A new page to view development projects and descriptions has been added.
- A journal to track quest progress has been added (for real this time). There aren't any quests yet, but I'd keep an eye on the GNS.
- A new NPC control interface has been added, which allows you to directly modify NPC equipment at your location, as well as add, modify, or delete fitouts.
- A new stealth system has been added, which allows you to hide from other players on the ground or inside ships, facilities, etc.
- A new scripting engine based on the LISP family of programming languages has been added, replacing the existing NPC script system. It will be used for any in-game scripting that comes up in the future.

Philosophy:

Things seem to keep popping up to delay previously announced goals. In this case, facility combat. Because of the decision to push for a quest release (and lightsaber quests) and to use it to support some in-game events, we spent time looking at and talking about the quest system as it was two weeks ago. Basically, NPC scripts were very weak due to the syntax and organization they used. To remedy this, SWC will be using an in-house flavor of LISP/Scheme to do NPC scripts as well as other in game content scripts. LISP was chosen for ease of implementation (less than a thousand lines of PHP), ease of use (very simple syntax, only one "form" to know), and its power as a programming language.

Implementing the language interpreter, migrating the quest system and NPC script system to the new language, and expanding its capabilities far beyond what the current system can do became the primary goal for this sync. Ideally, new game features will actually be implemented using this scripting language as we move forward, but for now it is only used for NPC, item, and quest scripts. This itself though opens a door to allow players to increase the sophistication of NPC interactions and provide deeper immersion.

In general, Zhao and I also discussed and realized a few things about how SWC has been implemented that are perhaps obvious in hindsight. SWC is a game with a "real" game engine, but it is not implemented as a traditional monolithic engine with multiple subsystems would be, in C++ or another language. Instead it's implemented as a bunch of PHP scripts that organize and make library calls to try to read and update database state. The process of managing game state through the database and the game logic are tightly integrated, as a result. This is a major issue and likely a source of a lot of problems, because we don't have concrete systems for things like notifying objects in game of events happening to other objects that they might be interested in (different events from the ones players receive in the notification bar). In other games this system would be called a trigger system.

We're still aiming to release actual features (facility combat and repair, that have been announced), but implementing a trigger system, improving some outstanding issues with the actions system, and integrating a proper scripting language are all necessary to create a game engine that we can use to move forward with SWC on the whole. At the very least, expect (minor) features to accompany the integration of any systems that are improved or added, such as the ability to heal a party or squad of friendlies at once using the planned (skill-based) multiple-action support.

Repair is still showing progress as scheduled and will enter beta testing soon. We have plans for changing how power generators work to improve targeting priority in facility combat, a thread on the plans will be posted shortly as well. We're also devloping new player quests in order to help guide new players through the game as soon as they join, through the game itself, rather than delegating the task to factions.

Additionally, I would like to thank Mikel (quests, journal, tweaks), Lan (npc interface, stealth), Kendall (repair), Abyhsen (projects, bug fixes), Olwin (bug fixes), and Marsen (HTML/CSS everywhere) for their significant contributions and excellent work these past few weeks.

Also, there were some technical considerations that had to be taken care of (PHP version upgrade). Hopefully the server stability has returned to normal but we'll be keeping an eye on the situation.

Edit: We've encountered a small bug where if you are in the cooldown for a force power and in the stealth reroll cooldown, and you change containers (board/unboard or cross terrain), it breaks your stealth action and everything (including movement) stops working. We're working on a code fix to be updated asap, but in the mean time please don't change containers while in both cooldowns! If you do get stuck though, contact an asim as it can be taken care of relatively quickly.  

(Edited by Selatos on Year 15 Day 345)
(Posted by Selatos on Year 15 Day 332 22:32)

Hi everyone, during this weekend's sync we will be replacing the NPC script system, unless something comes up between now and then. Although I will make an effort to make your current custom NPC scripts available for download, they may not be accessible immediately after the old system is disabled (that is, you may not be able to retrieve them for another two weeks) because that's a lower priority task than finishing the new system but we have a release timeline. I would advise you to download a copy of current scripts to be able to update and replace them with the new system. We will not attempt to automatically convert current scripts to the new format.

 

Details about the scripting language will be revealed over the weekend, along with a new bounty regarding existing normal NPC scripts, which need to be updated. I am very excited about these changes and hopefully you will be too.  

(Posted by Selatos on Year 15 Day 324 12:46)

Update to revision 28728 (+144)

Bugs:
- Replaced relative with absolute pathes in GNS flashnews RSS feed (#2921)
- System scan XML export works again (#2441)
- Force training will no longer auto-restart under certain circumstances (#3555)
- NPCs can now properly be ordered to board an entity containing the entity they're currently inside (#3554)
- Lightsabers can now be dropped/stowed while in deflection cooldown after aborting (#3531)
- B'omarr Monastery quest NPC should once again give the achievement (#3333)

Tweaks:
- Contact Owner button has been restricted to ships. Additionally, it should no longer appear if you are the owner, commander, or pilot of the entity, or if your faction is the owner and you have "View Ships" privileges
- Force implementation status and descriptions for implemented skills updated to reflect reality
- You can now kick individual npcs from squads (kicking the squad leader disbands the squad)
- You can also kick a group of npcs from their squads by using the checkboxes (can not kick the squad leader this way)
- You can add npcs to an already formed squad
- Added buttons for removing RL Name and Birthday from account settings

Tools:
- New multi matching tool to streamline the process
- NPC editing tool can also modify skillsets

Features:
- New infotext field for all inventory entities except stocks and datacards
--- shows up in regular and tree views as well as stats pages
--- can be filtered and exported
--- show up in the cockpit view where applicable
--- editable for commanders and owners
- Security Control Panels may now only be used if you are its Owner or Commander/Quartermaster. In the alternative, you may now hack a Security Control Panel using an Electronic Lock Breaker. See the rules under "Locks and Keys" for complete information.
- Quest system:
--- A lot of work was done on the backend for future Quest implementation of various sorts, and pretty much all design questions have been answered and are now awaiting implementation
--- Lightsaber Quest estimated implementation status: 65%, target: Thanksgiving

Philosophy:

This sync has focused on quality of life issues with the UI and attempting to make things a little bit more reasonable to manage. Squads and fitouts will also be receiving more attention in upcoming syncs to improve this further. At some point, so will the cockpit UI. We are still working on repair and combat. Repair equations are ready on a preliminary level but the implementation is not complete yet for testing. One additional objective that has been identified is streamlining tasks that asims perform regularly (either as part of helping players or for tasks like rule enforcement and multi detection) with improved tools that automate more extensive manual procedures. The goal is to increase the amount of time that our asims can spend doing "game building" type of activities that add to the SWC experience relative to how much time they spend on maintenance tasks.

As part of that we are planning to introduce new IC activities that do not correspond to new game client features, such as hunting for items or locations hidden across the galaxy based on puzzle clues, which will be designed and executed by the asim staff. Rewards for these types of activities will not be limited to just combine points; sometimes they may include XP or other in-character prizes. We would like to increase RP activity and perhaps provide a way for players and groups to interact more frequently. We are not planning on bringing back red scenarios or any variant. Any necessary in game activity will take place using the client itself, within the bounds of established rules and features.

Edit:The journal wasn't actually ready and has been removed from display.  

(Edited by Selatos on Year 15 Day 324)
(Posted by Selatos on Year 15 Day 309 17:21)

SWC updated to revision 28584 (+163)

Features
- Contact Owner button has been re-added. A message will be sent to the owner (or faction leader, if faction-owned entity) informing them of the name of the person and their location (with links to DM and view the entity in the inventory)
- Faction privilege templates added, along with a new privilege to edit the templates (auto-assigned to leaders and 2ICs)

Tweaks
- Force rules now have a table of skills and their implementation status
- You'll now receive an error message when trying to found a city where someone's already in the process of founding one
- Improvements for some poorly written farm collapse events
- Unsquashified planet grid images on the rules page (Coalition against rectangles with unequal sides)
- Cybernetic Operations: Adjusted wording so it no longer implies faulty cybernetics can be removed. (Eventually the ability to allocate more skill points will be added to counteract cybernetics skill penalties)
- WS API: added leader and 2IC to the factions resource
- WS API: added controlling faction and population to the galaxy resources
- Construction: default building orientation is now vertical again
- Inventory: visual tweaks to the city stats page
- Inventory: included container in sort order by location

Tools
- Bulk reward tool added to simplify process of mass-rewarding players with XP (like from WSes or forum RP)
- Action information tool added to display actions associated with an entity and end related timers

Bug fixes
- Cities that are deleted will now delete all facils within (BUG: 3516)
- WS API: web services settings page is now robust against obsolete permissions
- Inventory: city export works again
- Cockpit: focus scan on entities with raw mats aboard works again

Stats updates
Droids
- The following droids can now fit 16 to a party (up from 12): Battle Droid, K-4 Security Droid, T-Series Tactical Droid, Z-58-0
- The following droids have had their hull and shields increased to better compensate for their inability to level: Battle Droid, Destroyer Droid, K-4 Security Droid, Mark I Assault Droid, Probe Droid (hull only), Sentinel Droid, Super Battle Droid, T-Series Tactical Droid, Z-58-0
Heavy Weapons
Heavy weapon placeholder stats have been modified according to preliminary hull combat calculations.
- Damage values increased for: MiniMag PTL Missile Launcher, NZ 9118, RPS-6 Rocket Launcher, K-43
- Damage values decreased slightly for: Merr-Sonn Mark II, Stouker Concussion Rifle, HB-11
- Heavy Weapons now have a base 75% miss chance in non-facility ground combat (hunting, bandits, etc) as they are intended for use against hull entities such as facilities and vehicles
Facilities
- All facilities have had their hull values greatly increased in preparation for facility combat.

Development Status
The current development objectives focus around improving and releasing ground combat. In the short term, we are improving facility combat and hope to release it into beta on Derra very soon (stats updates are the first step towards this release). At the same time we are working on re-implementing Repair to release it before facility combat is enabled globally. At first you will only be fighting admin-created facilities so there is no need for repair because we can just keep making more of them, but once players can destroy each other's expensive buildings, it'd be nice to be able to undo combat damage. In the long term, for ground combat, our objectives are to have pvp including droids and npcs, player vs. facility combat, and improvements to squad behavior and interaction in combat ready to support a global release. There are also many minor components of this, too many to list here, that will be added as we move in that direction.  

(Edited by Syn on Year 15 Day 309)
(Posted by Ellias Aubec on Year 15 Day 282 5:03)

Time for another round of the Deathmatch. Who will win, Frezt or Obi? Some more grudge matches for you to vote on and looking at the last round it seems more syncs would be appreciated - so get yourselfs in gear, learn to code and volunteer!  

(Posted by Syn on Year 15 Day 276 12:39)

Action timers are getting stuck again today so expect some issues with fire delays, force timers, and other actions completing, although we'll be completing them manually from time to time until the problem can be resolved. This usually does not affect travel timers.

Edit: Should be fixed now.  

(Edited by Syn on Year 15 Day 276)
(Posted by Syn on Year 15 Day 267 16:14)

As the IRC services database recovery occured nearly two months ago, I'll be reenabling the 60-day nick expiration again in about a week. If you haven't accessed your IRC account since Day 215, please do so in the next week if you want to avoid your nick expiring.  

(Posted by Selatos on Year 15 Day 260 23:24)

SWC has been updated to revision 28421.

Performance Tweaks
- Added missing table indexes to address a few poorly performing queries
- Restructured several actions-related queries to reduce overhead

Bug Fixes
- Double travel XP (#3474)
- Credit transfer exploit (#3505)

Tweaks
- Droids will now display shields/ionic while in your party
- Droid hull/shield/ionic values have been updated based on the new rules
- Attempt to improve colorbar overlay text by turning it black for yellow colorbars
- When traveling in sublight, you will automatically avoid black holes. If your final destination is a black hole, you will still die. This was changed because it is inconsistent with how navigation works around suns; you can "see" the gravity well from a black hole on sensors just the same as with suns, so it is reasonable to have the "ship computer" automatically avoid them

Gameplay Changes
- Droids can now be repaired with a toolkit containing droid parts every half hour based on your repair skill, for 10*(repair+1) hull points
- Droids will regenerate shields and ionic capacity at a rate of 10% every two hours (ionic is not otherwise implemented yet)
- Droids have a 10% chance to drop droid parts on death
- Droid production factions have been assigned the droid parts datacard
- Droid parts require rockivory to produce

Droid Changes
- All droids that use weapons, and several that don't, have had their Hull and/or Shield values tweaked (generally raised). This includes: ASN-121, Battle Droid, Destroyer Droid, G0T0 Droid, Hologlide J57 Cam Droid, K-4 Security Droid, Mark I Assault Droid, Mark IV Patrol Droid, Patrol Droid, Probe Droid, Prowler 1000, all R-Series Astromechs, Sentinel Droid, Super Battle Droid, T-Series Tactical Droid, T7 Series Astromech, TT-8L Sentry, Z-58-0.
- The following droids have had their party slot values adjusted (generally upwards): Battle Droid, K-4 Security Droid, Mark I Assault Droid, Sentinel Droid, Super Battle Droid, T-Series Tactical Droid.
- Droid weapons (Light Blasters and Medium Blasters) have had their damage values decreased. Heavy Blasters were added as a new droid weapon with a higher damage output.
- Destroyer Droids and Mark I Assault Droids have traded their Light Blasters for Medium Blasters. Super Battle Droids have traded their one Medium Blaster for two Heavy Blasters. Probe Droids have traded their Medium Blaster for a Light Blaster.
- The following droids have had their skill values improved: Destroyer Droids, Super Battle Droids, Battle Droids, Mark I Assault Droids, Sentinel Droids, T-Series Tactical Droids.
- The T-Series Tactical Droid has been given standard terrain restrictions that were previously overlooked.
- Destroyer Droids have overcome their fear of the dark and have learned how to navigate Forest and Jungle terrain. Mark I Assault Droids have learned how to navigate Glacier terrain. Sentinel Droids have learned how to navigate Crater and Cave terrain.

Edit: Toolkits have been increased to the same capacity as Medikits since Droid Parts are the same dimensions as Refills.

Edit 2: We've also added another new bounty to make the rules pages look prettier, by changing how equations are drawn, and we need the community's help!

Edit 3: Toolkits have been added to some NPC bandit fitouts so that bandits may drop them on occasion when they are killed.  

(Edited by Syn on Year 15 Day 261)
(Posted by Ellias Aubec on Year 15 Day 256 2:17)

Well, time again for another round of the Deathmatch. Who of the final four will make it to the finals? We also have some new Grudge matches for you to peruse. Looking at some of the last ones it seems that most of you value your friendships and won't sell them out for credits. You lot also think that SWC will not progress without some massive changes.  

(Posted by Selatos on Year 15 Day 248 0:07)

Gameplay Changes
- Newly created factions will have initial value set to the minimum for their faction type, not the actual capital on hand
- Faction initial values have been (universally) reset to match the minimum requirements for their faction types
- Faction initial values will never be modified in response to stock issuing, etc.

Tweaks
- Added an un-claim button to disown items you own (at your position only, currently)
- Kick passenger button restricted to "Visible on this entity" box

Bug Fixes
- Fixed an exploit involving city creation for XP gain
- People now get XP when travel finishes and they are on a docked entity (ID: 3426)

Rules Updates
- Made the 21 day penalty for dropping a char red and bold to grab peoples attention more
- Updated the Ground Combat rules to reflect that weapons and items cannot be equipped or unequipped while in a fire delay
- Updated the Facility Construction rules to clarify that the Administrator or Chief Commissioner of a city can modify roads

Dev Tools
- New VM for developers to use
- Room map tool fixed (still waiting on maps)  

(Edited by Selatos on Year 15 Day 248)