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Edit: Forgot to include the awesome new unique Fury cockpit - but its in now!
Greetings sentients!
A brand new batch of updated rules images hot off the presses:
Enjoy!
Kolo
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(Edited by Kolomon Seph on Year 25 Day 114) | |
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Force Sight
- A new passive force ability has been added, Force Sight. Force Sight boosts vision range when activated. Force Sight does not stack with items that improve vision range.
Improved partying controls
- Improved controls for partying NPCs and other entities remotely via the inventory have been added.
- This is useful for squadding entities together for combat without being physically present.
Faction leader rules changes
- Faction leaders can now leave their faction, previously they were prevented from doing so.
- Factions require a leader otherwise the dissolution timer will run.
- The faction leader dropping will no longer cause immediate dissolution of a faction with no members.
Bugs
- A new page for managing faction custom image shares has been added, accessible from within the faction menu.
- Fixed an issue with field repair finishing when the target was not disabled.
- Fixed some government change GNS flashnews that did not show the planet names or faction names.
- Fixed issues with instanced vendors.
- Fixed issue where vendor was using dead managers skills.
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Force Lightsaber Throw
Why would you want to throw away your lightsaber? ...Wait, what do you mean it comes back?
Bugs
- An Icon now shows up for HQs in the inventory.
- Fixed an issue with asset protection percentage calculations: Facilities and Items were not being counted correctly.
- Fixed an issue where subfaction leader changes charged a fee.
- Fixed an issue with updating faction profile where it was enforcing a shortcut.
- Fixed an issue with non-modular factions and build permissions being auto accepted.
- Fixed faction status screen crash.
- Fixed an issue where Poisoned character would crash Force heal screen.
- Fixed an issue where you could migrate factions to modular twice.
- Fixed issue where tooling would show in inventory for non production entities.
WS
- Updates to WS adding subfaction memberships and factions modules.
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Falcon Update Y25 D95:
Just popping in to say thank you to everyone who sent kind words my way. I'm headed out for the next month and am looking forward to taking a step back forever. You're in great hands with the remaining members of the Asim team (maybe someone try and find Tortle while I'm gone, eh?). In the meantime, you have Modular Factions phases 2.5 and 3 to look forward to, and let me tell ya, it's gonna be great! Thanks again to everyone for your support. I'll see ya never again in a month!
Ninja edit: Room bounty will be open until I get back, I suppose. poor planning on my part haha.
____________________________
Hello Galaxy, it is your resident space birb coming back to share some news. This is all gonna mostly be personal so if you don't care, then now is a good time to stop reading, as it probably won't affect you.
As many of you know, I've been an Assistant Sim Master (Asim) for a bit over 3 years now. I have greatly enjoyed my time serving this community and bringing new things to the game. This community has been very rewarding to be a part of and is the main reason I'm around today. I admit I'm not perfect and I've made mistakes, but I value the fact that (most of) you all think highly of me and my willingness to work with you all.
Now before you get all teary-eyed, no I'm not leaving you just yet. That time will come but it is not now(Sorry Noctis). However, around 6 months ago, I noticed I was getting a bit more temperamental and irritable than normal and I wasn't the same person IRL than I am in this community. Something was affecting me but I could not figure out what. Then last month (and really these last few weeks especially), I noticed a pretty sharp decline in my mental state which has started to affect my OOC life and my family. I realized it was coming from the stress and expectations that come with being an Asim. I don't blame anyone in particular in this community for my stress levels, so much as I do my own habits.
So what does this mean? Why should you care? Well, I don't think you should lol. But for me, it means I need to take a step back, reassess things and take a deep breath of fresh air. So for the month of March, I will be stepping back (not down) from things. I won't answer support tickets, I won't monitor the forums, I won't engage in the community for as much as I can help it. I've become addicted to monitoring my phone for pings in the SWC Staff, SWC Teams, and SWC Main Discord Servers. I wake up and the first thing I do is check discord followed by monitoring it every chance I get until I fall asleep. It's just not healthy physically or mentally. I'm taking a break and clearing my head from things.
I know this is a blow to some of you who reach out to me personally for support issues, etc. and I want you all to know that I hear you. I won't be gone forever, and in my stead Platypus and Chupacabra will pick up the slack. I've coordinated some tasks with SWC Teams and they're working hard to bring you some new features. Most of which, I'm very excited for! I'll be back and in greater numbers too, and I'm looking forward to having a clear head. Platypus is doing a wonderful job stepping up, and I fully trust him and the rest of the staff to make informed and fair decisions, so please do not hesitate to spam him mercilessly with requests reach out to him if you have an issue.
Now I'll ask you the same thing I've asked my fellow teammates and staff members: Please do not ping me unless it's an absolute emergency. I'd rather another Asim ping me for something they can't figure out or handle than have a player do so. Please respect my time away to clear things so that I can come back and continue to serve this community!
I'll be around until the end of February to help any transitions for Modular Factions to go smoothly, and to make sure Platypus and Chupa (and the rest of the teams) are set for my absence.
As always, the best way to get support remains to file a support ticket or visit #swc-help in either IRC or Discord. Thanks for your understanding and support!
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(Edited by Falcon on Year 25 Day 95) | |
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Falcon Update Y25 D95:
Alright, I've got the results from the survey I put out a while ago. We'll start with the juicy data bits and then we'll move on to popular feedback from the questions themselves. A quick note before we begin that although there are answers from members who did not complete the survey themselves, I did leave it open for them to provide feedback because they may have information from their newer players who gave feedback to them or from things they may wish their new players were taught.
Ok, onto the results:
- Out of the 74 people that answered the survey:
- 58 / 74 completed the tutorial (78.4%)
- 16 / 74 had not completed the tutorial (21.6%)
- Out of the 58 people who completed the tutorial, and on a scale from 1-10 for how prepared it made them feel:
- 10 / 74 people answered between 0 - 3 (17.24%)
- 23 / 74 people answered between 4 - 6 (39.66%)
- 25 / 74 people answered between 7 - 10 (43.10)
The following questions had some sort of "N/A", "No change", Blank responses, etc. response as their answer. I will provide 2 percentages for these. The first will be total responses based off the 74 people who responded(aka including blanks), the 2nd will be based off of only the people who answered the question(aka excluding blanks):
- What features (if any) would you add to the Tutorial? (62 responses)
- 17 / 74 responses (22.97%)
- 5 / 62 responses (8.06%)
- AKA: Most responses would add more to the tutorial.
- What features (if any) would you remove from the Tutorial? (47 responses)
- 61 / 74 responses (83.78%)
- 34 / 47 responses (74.47%)
- AKA: Most people would not remove anything from the tutorial.
- What did you like about the Tutorial? (54 responses)
- 22 / 74 responses (29.73%)
- 2 / 54 responses (3.7%)
- What did you dislike about the Tutorial? (50 responses)
- 34 / 74 responses (45.95%)
- 10 / 50 responses (20%)
- AKA: roughly half of all responses either didn't dislike anything about the tutorial or didn't dislike anything enough to provide a response.
- Do you have any additional feedback you would like to provide? (45 responses)
- 41 / 74 responses (55.41%)
- 12 / 45 responses (26.67%)
- AKA: Roughly half of the total responses or nearly 3/4 of the responses for this question had some sort of additional feedback (whether it was an unaddressed question or merely a thank you for the survey, etc.).
Now onto the individual questions. For the next section, I will provide the individual question at the top and the most common answers below it (text in parenthesis is mine):
- What features (if any) would you add to the Tutorial?
- Additional quests
- An overview of some non-covered topics (Construction, Production, and Mining were the 3 biggest requests. We also saw a few for Prospecting and Recycling)
- An overview of the UI/buttons, etc.
- Space Combat/Bandit Combat/Room Combat/More explanation of combat
- The importance of factions (See also, but also probably an overview of Modular Factions?)
- Change the location of the Quizzer
- Time Dilation (aka make things faster)
- Space Travel
- A quest log
- What features (if any) would you remove from the Tutorial?
- The level cap
- The slow speed of things
- The level cap
- Change the location of the quizzer
- The level cap (Ok, I think I see a common theme here)
- What did you like about the Tutorial?
- That there is one.
- The instant immersion into the swc galaxy
- The storytelling
- The starter ships(and that you got them)
- It was quick(which directly contradicts all the answers that say it was too long/slow lol)
- Having something to do while respawning
- What did you dislike about the Tutorial?
- The level cap (no guys, really, I think I get it lol)
- The amount of abandoned characters/entities [me too guys... me too :(]
- Too many timers
- Lack of starting credits (I agree)
- The Quizzer quest (which one person called a Sand Panther and another called a Quizzle)
- It's bare minimum
- The lack of faction content
- The lack of how to navigate the UI/interface
- "Everything." (rude.)
- It was too slow
- It was too fast (guys pick one)
- Do you have any additional feedback you would like to provide? (I'm going to exclude the thank you messages and the ones offering their assistance in helping with future tutorial work)
- It might be nice to clean up the UI/Interface to make it easier
- The tutorial needs regular wipes of abandoned grear/entities (and I'd even say characters)
- It was difficult to navigate the tutorial either by talking to NPCs or knowing where to go
- Move the level cap
- The tutorial as it is now, combined with the wiki/rules pages are not enough (While I agree, this is a tough issue to address. Perhaps more of a focus on showing the players the rules page and where to find information is how this should be approached.)
- There should be somewhat of a focus on joining a faction, and explaining the importance of getting involved in the community. (100% agreed)
- The tutorial needs more Noctis (agreed.)
All in all, thank you to everyone who provided input. You can find the results of the survey at the link below, and I'll leave it open, but I will no longer be monitoring responses or collecting data.
A huge thank you to both the original members who worked on the tutorial to make it happen in the first place as well as the current Quests Team for helping me sort though this information. We've already collected some key areas to improve upon and have some ideas for things to add to the tutorial. Perhaps we will even see a level cap increase...
That's all for now, but stay tuned in the future for updates on the tutorial!
______________________________________________
Y25 D57 Update:
I've gotten 64 responses so far, and all of it has been great feedback! Thank you all for your feedback, and if you haven't answered yet, there's still time! I'll be going through in about a week (now that it's slowed down) and taking some of the major points I've already identified (with the help of the Quest Team) and post it in an update here. I hear your feedback and read every entry, no matter if you've completed the tutorial or not, essays or single word responses. All feedback is appreciated and we're already drumming up new ways to improve the Tutorial and expand it.
Please don't hesitate to keep the survey responses coming, and like I said below, if you don't feel comfortable using Google Forms to submit your response, you can DM/PM me your response. Additionally, if you'd like to remain anonymous, feel free to send me an email at swc.falcon@gmail.com. You can use a 10-minute-mail or another anonymous email to send me a response that won't be attached to your name.
Finally, if you submitted feedback with ideas, and would like me to contact you about it, not everyone left their Handle, so if you'd like to discuss ideas more, please reach out to me so we can discuss them.
Thanks, and enjoy your day!
______________________________________________
Good day, my little birdies,
I've finally gotten around to some housekeeping and made a brief survey on Google Forms asking for feedback about our Tutorial. This survey does not require you to be signed into a Google account to fill it out, nor do we collect any personal data from it. Below is the link:
https://forms.gle/p4HX2qiaSPJkTaUg6
If you do not feel comfortable filling out the survey on Google Forms, you are more than welcome to PM me your responses to the questions below, and I will input them manually on your behalf no questions asked. We'd like to collect this data to figure out popular additions/removals/suggestions for the Tutorial so that we can enhance the New Player experience and best prepare them for the game.
You do not have to have completed the tutorial to answer the questions, however, I expect the most beneficial responses will come from players who have.
Questions are below (Mandatory items marked with a **), but as always if you need anything, feel free to DM me in-game, send me a message on Discord or submit a support ticket.
___________________________________________________________________________
Survey Questions (Feel free to copy/paste into a DM to me):
1) Have you completed the tutorial? **
( ) Yes
( ) No
2) On a scale from 0 - 10, how do you feel the Tutorial prepared you for the game? **
( ) 0 - Not at all
( ) 1
( ) 2
( ) 3
( ) 4
( ) 5
( ) 6
( ) 7
( ) 8
( ) 9
( ) 10 - I was fully prepared for the game
3) What features (if any) would you add to the Tutorial?
4) What features (if any) would you remove from the Tutorial?
5) What did you like about the Tutorial?
6) What did you dislike about the Tutorial?
7) Do you have any additional feedback you would like to provide?
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(Edited by Falcon on Year 25 Day 95) | |
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Falcon Edit Y25 D92: We've identified a major bug with subfactions, so we've disabled the ability to purchase more and will re-release them in 2.5 with the alliance module.
______________________________
Platypus Edit Y25 D91: You can message Platypus with faction disbanding requests. Be the faction's owner, send me its name and the HQ recipient. Note that Faction Disbanding is irreversible. Any assets left in those shells will be lost.
______________________________
This is your warning that Modular Factions Phase 2.0 has been... released!
Any new factions created now must have at least 2 members. Faction leaders can find the conversion button on the Manage Faction page.
As previously noted, upon conversion, factions will receive applicable modules at no cost, in the following priority:
- Core module
- Government module or equivalent of current type(eg. Mercenary -> Paramilitary module)
- Subfaction modules(1 per existing subfaction)
- Planetary Control module, if planets are controlled at the time of conversion. Planetoids are exempt and will not obtain this module.
- Datacard module, if generic datacards are owned
You will receive those modules even if you do not have enough members. However, this will initiate inactive status for lowest priority modules and a 14-day timer for those modules' removal.
Phase 2.5: The alliance feature, via diplomacy module, will become available. (~1 month from now)
Phase 3: Existing factions will be forcibly converted to modular factions. (see above for modules carried over) (~2 months from now)
A new Q&A thread has been opened on Discord.
CAUTION: Do not convert if your module preview list is not as expected(for example, you have generic datacards but Datacard module does not appear)!
Falcon EDIT Y25 D90: Disregard. Nothing to see here.
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(Edited by Falcon on Year 25 Day 92) | |
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- Fixed issue where restricted visiblity AI was able to attack others (Thanks Ted)
- Fixed an issue where parent/subfaction flats were being calculated incorrectly (subfactions should always delegate their flats to the parent faction).
- Added a button to disband subfactions to faction ownership screen. Disbanding subfactions sends credits and assets back to parent faction.
- Fixed an issue with subfactions and crewlist checks.
- Fixed an issue where return from inactivity event was only sent to primary faction.
- Fixed some permission checks relating to editing Budgets.
- Medical item usage screen target sorting changed.
- Fixed various issues with WS interactions with subfactions (Thanks Onderon). Covers Privileges, Events, Datacards, Inventory, Added new fields to Types endpoints.
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Coastas edit: Updated initial modules to clarify only factions currently owning generic datacards will get the Datacard module
Modular Phase 1 has synced. Generic datacards no longer cost members, see new rules here:
https://www.swcombine.com/rules/?Datacards#Generic_Datacards:_Cost
Phase 2.0 will be released without a warning when we are ready, as the conversion process to modular factions is voluntary during this phase. Phase 2.0 also acts as the warning period to Phase 3, when any remaining unconverted factions will be automatically converted.
The timeline of events currently looks like this, but are subject to change:
- Phase 1: DC Change (released)
- Phase 2.0: New factions will be modular, but the alliance module will not be available. Existing factions from this point on may convert if they wish but will not be forced to. (~1 month from now)
- Phase 2.5: New factions will be modular, and the alliance module will be available. (~2 months from now)
- Phase 3: Existing factions will be forcibly converted to modular factions. (see below for modules carried over) (~3 months from now)
Upon conversion, factions will receive applicable modules at no cost, in the following priority:
- Core module
- Government module or equivalent of current type(eg. Mercenary -> Paramilitary module)
- Subfaction modules(1 per existing subfaction)
- Planetary Control module, if planets are controlled at the time of conversion. Planetoids are exempt and will not obtain this module.
- Datacard module, if generic datacards are owned
The administration would like to make it clear that we will not be merging factions. There will be no refunds for costs incurred as the result of abandoning a secondary shell and purchasing its applicable modules elsewhere. Nor will an error of judgement be reversed or otherwise corrected.
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(Edited by Coastas Agrios on Year 25 Day 82) | |
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Force Dominate
A new dark side force power has been added: Force Dominate.
Force Dominate is an activated power that can cause enemies to turn on each other.
Being dominated is a hidden status that will cause affected targets to damage to their own party in combat.
Generic Datacard Acquisition Cost Change
Generic Datacard acquisition and maintenance costs have changed. There will be a separate sim news posted about this.
Bugs
- The Kel Dor Homeworld, Dorin has had its terrain changed, and has a new NPC city added.
- IFF has had a reason field added.
- Large palaces can now change planetary tax rate.
- Room auto movement rewritten to reduce concurrent room movement errors.
- Production mod is now shown on entity rules pages.
- Factions can no longer use commas in their names, commas can be used in some fields for splitting multiple names.
- Fixed door lock breaking mangled action wording.
- Fixed issue with loading combat reports.
- Added note to CP exchange about exchanging ships: Ships with landing capacity can only be purchased at Planetary Based Facilities. Ships without landing capacity can only be purchased at Space Stations.
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Good evening,
Word has made its way to me that Vito Royan (also known as Grom de Ghrul and Loucina Al-Muzzum) has passed away as of October 2023. We send our condolences to his family and friends(both ingame and OOC).
Thank you.
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Falcon Edit: As some of you may know, when the DC Change is pushed, your faction will retain any Generics already purchased. Please do not exploit this system by trying to buy as many generics as you can right now. Prior to the sync, I will check and see how many factions have mass bought generics to save money on the back end. Buying generics for business purposes is fine. Buying 10 generics so that you automatically have them after the change is not.
Also, I've edited the title: we will be pushing this change in one week from this original sim news post, not 2. I apologize for any inconvenience this causes you.
Rules ninja edit 2: The cost equation for generic datacards has changed to use currently owned slots rather than raw number of owned datacards.
Rules ninja edit: Couple of changes from the screenshots below based on feedback and discussions.
- The module inactivity timer has increased to 14 days from 7.
- The Planetary Control module will not be required for planetoids (still requires a faction).
- The Government module requirement has increased from 10 to 12 members. Note this is total members, and does not consume active member slots like the rest of the modules.
You may resume being angry.
Modular factions & alliances are new features that promises to make your life worthwhile overhaul the existing faction system. This is a brief summary of what's coming:
- Factions no longer have a type. Instead, factions are now modular. Faction modules provide access to functionality that was previously tied to a type, as well as new functionality. Each module costs a one time credit fee, and an ongoing number of active members and capital. Factions can purchase as many modules as they wish so long as they meet the requirements.
- Factions are founded with only a base module, which provides access to available-to-all datacards. This module requires 2 active members, therefore factions will require a minimum of 2 active members.
- Some functionality that was available to all factions now requires a module, including the ability to control planets and access to generic and unique datacards.
- Alliances are enabled by the Diplomacy module, and enable factions to share spare active members. Members of factions in an alliance can join any of these factions simultaneously, similar to how members can join multiple subfactions.
Other changes have also been made relating to this overhaul:
- Generic datacards no longer require active members to obtain. Instead, they cost an increasingly large credit fee.
- The library, museum, zoo, wildlife preserve and stadium facilities must now be managed by factions with the information module to generate income.
- A change of government on a planet now resets the tax rate to 5%.
This will be a staggered rollout as follows:
- Phase 1: Generic datacard change
- Phase 2: After the sync, any new factions will be modular. Existing factions will retain their type for now. Faction leaders will be able to opt to convert their factions to be modular ahead of...
- Phase 3: A forced migration later this year.
Draft Rules:
Faction Modules
Alliances
Datacards
Edit: Added the Draft Rules screenshots
Edit2: Faction module & datacard rules screenshots have been updated
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(Edited by Falcon on Year 25 Day 72) | |
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Edit: Forgot to include the awesome new unique Fury cockpit - but its in now!
Greetings sentients!
A brand new batch of updated rules images hot off the presses:
Enjoy!
Kolo
|
(Edited by Kolomon Seph on Year 25 Day 114) | |
|
Force Sight
- A new passive force ability has been added, Force Sight. Force Sight boosts vision range when activated. Force Sight does not stack with items that improve vision range.
Improved partying controls
- Improved controls for partying NPCs and other entities remotely via the inventory have been added.
- This is useful for squadding entities together for combat without being physically present.
Faction leader rules changes
- Faction leaders can now leave their faction, previously they were prevented from doing so.
- Factions require a leader otherwise the dissolution timer will run.
- The faction leader dropping will no longer cause immediate dissolution of a faction with no members.
Bugs
- A new page for managing faction custom image shares has been added, accessible from within the faction menu.
- Fixed an issue with field repair finishing when the target was not disabled.
- Fixed some government change GNS flashnews that did not show the planet names or faction names.
- Fixed issues with instanced vendors.
- Fixed issue where vendor was using dead managers skills.
|
|
|
Force Lightsaber Throw
Why would you want to throw away your lightsaber? ...Wait, what do you mean it comes back?
Bugs
- An Icon now shows up for HQs in the inventory.
- Fixed an issue with asset protection percentage calculations: Facilities and Items were not being counted correctly.
- Fixed an issue where subfaction leader changes charged a fee.
- Fixed an issue with updating faction profile where it was enforcing a shortcut.
- Fixed an issue with non-modular factions and build permissions being auto accepted.
- Fixed faction status screen crash.
- Fixed an issue where Poisoned character would crash Force heal screen.
- Fixed an issue where you could migrate factions to modular twice.
- Fixed issue where tooling would show in inventory for non production entities.
WS
- Updates to WS adding subfaction memberships and factions modules.
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Falcon Edit Y25 D92: We've identified a major bug with subfactions, so we've disabled the ability to purchase more and will re-release them in 2.5 with the alliance module.
______________________________
Platypus Edit Y25 D91: You can message Platypus with faction disbanding requests. Be the faction's owner, send me its name and the HQ recipient. Note that Faction Disbanding is irreversible. Any assets left in those shells will be lost.
______________________________
This is your warning that Modular Factions Phase 2.0 has been... released!
Any new factions created now must have at least 2 members. Faction leaders can find the conversion button on the Manage Faction page.
As previously noted, upon conversion, factions will receive applicable modules at no cost, in the following priority:
- Core module
- Government module or equivalent of current type(eg. Mercenary -> Paramilitary module)
- Subfaction modules(1 per existing subfaction)
- Planetary Control module, if planets are controlled at the time of conversion. Planetoids are exempt and will not obtain this module.
- Datacard module, if generic datacards are owned
You will receive those modules even if you do not have enough members. However, this will initiate inactive status for lowest priority modules and a 14-day timer for those modules' removal.
Phase 2.5: The alliance feature, via diplomacy module, will become available. (~1 month from now)
Phase 3: Existing factions will be forcibly converted to modular factions. (see above for modules carried over) (~2 months from now)
A new Q&A thread has been opened on Discord.
CAUTION: Do not convert if your module preview list is not as expected(for example, you have generic datacards but Datacard module does not appear)!
Falcon EDIT Y25 D90: Disregard. Nothing to see here.
|
(Edited by Falcon on Year 25 Day 92) | |
|
- Fixed issue where restricted visiblity AI was able to attack others (Thanks Ted)
- Fixed an issue where parent/subfaction flats were being calculated incorrectly (subfactions should always delegate their flats to the parent faction).
- Added a button to disband subfactions to faction ownership screen. Disbanding subfactions sends credits and assets back to parent faction.
- Fixed an issue with subfactions and crewlist checks.
- Fixed an issue where return from inactivity event was only sent to primary faction.
- Fixed some permission checks relating to editing Budgets.
- Medical item usage screen target sorting changed.
- Fixed various issues with WS interactions with subfactions (Thanks Onderon). Covers Privileges, Events, Datacards, Inventory, Added new fields to Types endpoints.
|
|
|
Coastas edit: Updated initial modules to clarify only factions currently owning generic datacards will get the Datacard module
Modular Phase 1 has synced. Generic datacards no longer cost members, see new rules here:
https://www.swcombine.com/rules/?Datacards#Generic_Datacards:_Cost
Phase 2.0 will be released without a warning when we are ready, as the conversion process to modular factions is voluntary during this phase. Phase 2.0 also acts as the warning period to Phase 3, when any remaining unconverted factions will be automatically converted.
The timeline of events currently looks like this, but are subject to change:
- Phase 1: DC Change (released)
- Phase 2.0: New factions will be modular, but the alliance module will not be available. Existing factions from this point on may convert if they wish but will not be forced to. (~1 month from now)
- Phase 2.5: New factions will be modular, and the alliance module will be available. (~2 months from now)
- Phase 3: Existing factions will be forcibly converted to modular factions. (see below for modules carried over) (~3 months from now)
Upon conversion, factions will receive applicable modules at no cost, in the following priority:
- Core module
- Government module or equivalent of current type(eg. Mercenary -> Paramilitary module)
- Subfaction modules(1 per existing subfaction)
- Planetary Control module, if planets are controlled at the time of conversion. Planetoids are exempt and will not obtain this module.
- Datacard module, if generic datacards are owned
The administration would like to make it clear that we will not be merging factions. There will be no refunds for costs incurred as the result of abandoning a secondary shell and purchasing its applicable modules elsewhere. Nor will an error of judgement be reversed or otherwise corrected.
|
(Edited by Coastas Agrios on Year 25 Day 82) | |
|
Force Dominate
A new dark side force power has been added: Force Dominate.
Force Dominate is an activated power that can cause enemies to turn on each other.
Being dominated is a hidden status that will cause affected targets to damage to their own party in combat.
Generic Datacard Acquisition Cost Change
Generic Datacard acquisition and maintenance costs have changed. There will be a separate sim news posted about this.
Bugs
- The Kel Dor Homeworld, Dorin has had its terrain changed, and has a new NPC city added.
- IFF has had a reason field added.
- Large palaces can now change planetary tax rate.
- Room auto movement rewritten to reduce concurrent room movement errors.
- Production mod is now shown on entity rules pages.
- Factions can no longer use commas in their names, commas can be used in some fields for splitting multiple names.
- Fixed door lock breaking mangled action wording.
- Fixed issue with loading combat reports.
- Added note to CP exchange about exchanging ships: Ships with landing capacity can only be purchased at Planetary Based Facilities. Ships without landing capacity can only be purchased at Space Stations.
|
|
|
Falcon Edit: As some of you may know, when the DC Change is pushed, your faction will retain any Generics already purchased. Please do not exploit this system by trying to buy as many generics as you can right now. Prior to the sync, I will check and see how many factions have mass bought generics to save money on the back end. Buying generics for business purposes is fine. Buying 10 generics so that you automatically have them after the change is not.
Also, I've edited the title: we will be pushing this change in one week from this original sim news post, not 2. I apologize for any inconvenience this causes you.
Rules ninja edit 2: The cost equation for generic datacards has changed to use currently owned slots rather than raw number of owned datacards.
Rules ninja edit: Couple of changes from the screenshots below based on feedback and discussions.
- The module inactivity timer has increased to 14 days from 7.
- The Planetary Control module will not be required for planetoids (still requires a faction).
- The Government module requirement has increased from 10 to 12 members. Note this is total members, and does not consume active member slots like the rest of the modules.
You may resume being angry.
Modular factions & alliances are new features that promises to make your life worthwhile overhaul the existing faction system. This is a brief summary of what's coming:
- Factions no longer have a type. Instead, factions are now modular. Faction modules provide access to functionality that was previously tied to a type, as well as new functionality. Each module costs a one time credit fee, and an ongoing number of active members and capital. Factions can purchase as many modules as they wish so long as they meet the requirements.
- Factions are founded with only a base module, which provides access to available-to-all datacards. This module requires 2 active members, therefore factions will require a minimum of 2 active members.
- Some functionality that was available to all factions now requires a module, including the ability to control planets and access to generic and unique datacards.
- Alliances are enabled by the Diplomacy module, and enable factions to share spare active members. Members of factions in an alliance can join any of these factions simultaneously, similar to how members can join multiple subfactions.
Other changes have also been made relating to this overhaul:
- Generic datacards no longer require active members to obtain. Instead, they cost an increasingly large credit fee.
- The library, museum, zoo, wildlife preserve and stadium facilities must now be managed by factions with the information module to generate income.
- A change of government on a planet now resets the tax rate to 5%.
This will be a staggered rollout as follows:
- Phase 1: Generic datacard change
- Phase 2: After the sync, any new factions will be modular. Existing factions will retain their type for now. Faction leaders will be able to opt to convert their factions to be modular ahead of...
- Phase 3: A forced migration later this year.
Draft Rules:
Faction Modules
Alliances
Datacards
Edit: Added the Draft Rules screenshots
Edit2: Faction module & datacard rules screenshots have been updated
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(Edited by Falcon on Year 25 Day 72) | |
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Y25 D66 EDIT:
A few people have asked for an extension, so I'll extend this until the end of Feb. continue voting for your most and least favorite designs!
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Yo yo yo, I heard you people like CPs, so I'm here to give you a way to earn more. I just opened another room map bounty, this time centered around multi-sized rooms and the addition of Infantry Bays in preparation for the eventual release of Infantry Garrisons.
We need EVERYONE'S participation in this! If you have an idea for a room map that needs fixing, please submit your idea. If you're boring like me and don't have ideas, then you should look through everyone's submissions and vote on the ones that you both like and dislike. These are room maps that affect everyone's entities, so everyone should have a voice in the room maps they like the best!
Prizes for room maps selected for use range from 3,000 - 10,000 CPs depending on the nature of the change, so if you really want to earn some, submit your designs! Designs may be professionally done using photoshop, drawn in paint, hand drawn on a piece of paper, or anywhere inbetween. So long as the entity name is provided and the room map clearly shows rooms/connections/room types, then it will be considered.
As always, if you have questions, please let me know. There's a FAQ in the thread that will be updated as questions come in, so don't hesitate to ask!
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(Edited by Falcon on Year 25 Day 66) | |
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Y25 D66 EDIT:
The domain + nameservers have been updated so you may have trouble finding swc for up to 24 hours. Tell your friends.
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Good evening,
Selatos is busy doing some back end changes and has asked me to post a sim news for him. We're making some server changes. As a part of this, SWC is transferring the domain to another registrar. As a result, sometime in the next week or so, SWC will be down randomly for about an hour or so, we expect. This will also affect SWC's Dev server and will likely last longer, as we're going to move that over first to smooth out the kinks. Once everything is sorted, we'll transfer SWC Main, which is when the outage is expected to take place.
If anything abnormal takes place over the next 2 weeks or so, don't hesitate to reach out and submit a support ticket.
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(Edited by Falcon on Year 25 Day 66) | |
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Greetings sentients!
The latest updated rules images are as follows...
Enjoy!
Kolo
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(Edited by Clarr Solo on Year 25 Day 63) | |
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- Fix concurrent room movement bug causing issues with losing issued guard keycard.
- Garrison code Refactoring.
- Fix wording of error messages from fire delay and stun delay.
- Fix issue with facility position in Web Services.
- Fix issue with planet location in Web Services.
Falcon Edit:
- ELG-3A has been changed to Energy type instead of Physical. (Damage Types Rules Link)
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(Edited by Falcon on Year 25 Day 57) | |
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1 | Year 18 Day 343, 23:59 | Baugrems banned player Tribata Vahni providing the following reason: Multi Ban | 2 | Year 18 Day 343, 23:59 | Baugrems banned player Linett Suarvi providing the following reason: Multi Ban |
Tribata has been banned for 2 months for their second attempt to bypass the death timer with multi accounts. A third count was denied entry and further accounts will extend this ban. After the ban time passes, submit a support ticket.
Year 24 Day 44, 10:15
MoleRat banned player Addison Fallon providing the following reason: Multi Ban - Previously banned illegal multi - Use your original account.
1 Year 25 Day 121, 15:33 Platypus banned player Shandrila Varkesha providing the following reason: Multi Ban - Previously banned illegal multi - permanent
2 Year 25 Day 121, 15:33 Platypus banned player Kieran Chro providing the following reason: Multi Ban - Previously banned illegal multi - permanent
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(Edited by Platypus on Year 25 Day 121) | |
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1
Year 25 Day 107, 12:46
Platypus banned player Coren Nooram providing the following reason: Multi Ban
2
Year 25 Day 107, 12:46
Platypus banned player Jacen Ran providing the following reason: Multi Ban
3
Year 25 Day 107, 12:46
Platypus banned player Worma Terra providing the following reason: Multi Ban
4
Year 25 Day 107, 12:46
Platypus banned player Dannen Lasena providing the following reason: Multi Ban
5
Year 25 Day 107, 12:46
Platypus banned player Vonar Hesas providing the following reason: Multi Ban
6
Year 25 Day 107, 12:46
Platypus banned player Herron Cass providing the following reason: Multi Ban
7
Year 25 Day 107, 12:46
Platypus banned player Ran Kaal providing the following reason: Multi Ban
8
Year 25 Day 107, 12:46
Platypus banned player Vonar Mao providing the following reason: Multi Ban
Ban is permanent.
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Simkin Dragoneel has been issued a Strike 0 for OOC Harassment, and sharing personal information about another player. Any future infractions will result in a ban.
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Platypus banned player Jado Finnall providing the following reason: Multi Ban
Platypus banned player Azlaya Siln providing the following reason: Multi Ban
Oldest account can contact us via support ticket in 7 days to get unbanned.
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1 Year 25 Day 68, 18:07 Falcon banned player Zamlin Lothwolf providing the following reason: Multi Ban -- Permanent
Yet another Anakin Sky recreate.
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(Edited by Falcon on Year 25 Day 68) | |
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Hello folks, it is with a heavy heart that I deliver this note to you from the members of Tresario Star Kingdom:
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Steven Markowitz, 59, known in Darkness as Gravnkev Forestwanderer, suddenly and unexpectedly passed away on December 26, 2023. An active player since Y9, he held prominent roles in both the Anzatan Commonwealth and the Tresario Star Kingdom. As a long haul trucker always travelling with his Papillon Niki, he never let that stop him from being an active member in the TSK community, leading their Force group, the Tikiars. He will be sorely missed.
you can find a link to his obituary here:
https://www.norwichbulletin.com/obituaries/pnrw0700817
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Our thoughts and prayers go to Gravnkev's family and friends. And to Grav: thank you for everything you brought to this community.
__________
EDIT: Some people outside the USA mentioned that the obit link didn't work, so here's the text below:
Steven Markowitz of Rocky Mount, VA died unexpectedly on December 26, 2023, after suffering a stroke.
Born in Putnam, CT on August 26, 1964, to Michael Markowitz and Kathleen Taylor Markowitz . He graduated from Putnam High in 1982.
He worked for many years in the construction industry before becoming a long haul trucker. Thanks to technology, he kept his family and friends updated on his travels around the country. He was accompanied by his faithful companion Nikki, a papillon who also loved to travel. His final check-in was from Great Falls, MT.
He is survived by his mother, Kathleen Taylor of Rocky Mount, VA, siblings Elizabeth Buzalski of Putnam, CT Ginny Friedman of Brookline, MA, Patrick Markowitz of Rocky Mount, VA and James Markowitz, of PA, his dog, Nikki, extended family and many friends.
He was predeceased by his father, Michael Markowitz.
A celebration of life will be held in the spring.
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(Edited by Falcon on Year 25 Day 67) | |
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Falcon has changed a players handle: Aranduslaat Ukoro to Kotyc Ukoro.
Falcon has changed a players handle: Alexander Elensar to Thanatos Elensar.
Update the Rolodex accordingly folks.
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Arnis Endeel has been permabanned for creating yet another account trying to circumvent the ban.
Year 24 Day 317, 8:28
Tortle banned player Elix Chume providing the following reason: Multi Ban
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Year 24 Day 316, 20:42, Tortle banned player Arnis Endeel providing the following reason: Multi Ban - asset laundering.
Year 24 Day 316, 20:42, Tortle banned player Titus Marth providing the following reason: Multi Ban - asset laundering.
Year 24 Day 316, 20:42, Tortle banned player Gul Arkanus providing the following reason: Multi Ban - asset laundering.
Year 24 Day 316, 20:42, Tortle banned player Jaster Varless providing the following reason: Multi Ban - asset laundering.
First day and I already got to drop the hammer... it's almost enough to bring a tear to my eye.
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(Edited by Tortle on Year 24 Day 317) | |
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Y24 D280 Edit:
1 Year 24 Day 280, 21:26 Falcon banned player Xanthic Xenial providing the following reason: Multi Ban - Another Gerauk Culan/Rush Malo remake
I'm delaying deathmatch results another year because of this HEINOUS ATROCITY.
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1 Year 24 Day 127, 15:43 Falcon banned player Rush Malo providing the following reason: Harassment - Permanent Ban
Rush Malo was banned for harassing at least one individual via Facebook Messenger and email. The individual who brought it to my attention had blocked them via SWC and discord. Folks, if someone blocks you and tells you not to contact them, it's breaking the rules to harass them via OOC means.
Thanks, and as always if you have any questions, please feel free to submit a support ticket.
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(Edited by Falcon on Year 24 Day 280) | |
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Year 24 Day 279, 8:46
MoleRat has changed a players handle: Zercanus von Hohenfels-Donnersmarck to Zercanus von Donnersmarck.
Please update your Rolodex.
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1
Year 24 Day 229, 8:29
Chupacabra banned player Kel Webb providing the following reason: Multi Ban
2
Year 24 Day 229, 8:29
Chupacabra banned player Cal Voss providing the following reason: Multi Ban
Obvious mutli is obvious. Don't create new accounts kids, it just ain't right. Oldest account can contact us via support ticket in 7 days to get unbanned. Also, this is strike 1.
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Falcon Update Y25 D95:
Just popping in to say thank you to everyone who sent kind words my way. I'm headed out for the next month and am looking forward to taking a step back forever. You're in great hands with the remaining members of the Asim team (maybe someone try and find Tortle while I'm gone, eh?). In the meantime, you have Modular Factions phases 2.5 and 3 to look forward to, and let me tell ya, it's gonna be great! Thanks again to everyone for your support. I'll see ya never again in a month!
Ninja edit: Room bounty will be open until I get back, I suppose. poor planning on my part haha.
____________________________
Hello Galaxy, it is your resident space birb coming back to share some news. This is all gonna mostly be personal so if you don't care, then now is a good time to stop reading, as it probably won't affect you.
As many of you know, I've been an Assistant Sim Master (Asim) for a bit over 3 years now. I have greatly enjoyed my time serving this community and bringing new things to the game. This community has been very rewarding to be a part of and is the main reason I'm around today. I admit I'm not perfect and I've made mistakes, but I value the fact that (most of) you all think highly of me and my willingness to work with you all.
Now before you get all teary-eyed, no I'm not leaving you just yet. That time will come but it is not now(Sorry Noctis). However, around 6 months ago, I noticed I was getting a bit more temperamental and irritable than normal and I wasn't the same person IRL than I am in this community. Something was affecting me but I could not figure out what. Then last month (and really these last few weeks especially), I noticed a pretty sharp decline in my mental state which has started to affect my OOC life and my family. I realized it was coming from the stress and expectations that come with being an Asim. I don't blame anyone in particular in this community for my stress levels, so much as I do my own habits.
So what does this mean? Why should you care? Well, I don't think you should lol. But for me, it means I need to take a step back, reassess things and take a deep breath of fresh air. So for the month of March, I will be stepping back (not down) from things. I won't answer support tickets, I won't monitor the forums, I won't engage in the community for as much as I can help it. I've become addicted to monitoring my phone for pings in the SWC Staff, SWC Teams, and SWC Main Discord Servers. I wake up and the first thing I do is check discord followed by monitoring it every chance I get until I fall asleep. It's just not healthy physically or mentally. I'm taking a break and clearing my head from things.
I know this is a blow to some of you who reach out to me personally for support issues, etc. and I want you all to know that I hear you. I won't be gone forever, and in my stead Platypus and Chupacabra will pick up the slack. I've coordinated some tasks with SWC Teams and they're working hard to bring you some new features. Most of which, I'm very excited for! I'll be back and in greater numbers too, and I'm looking forward to having a clear head. Platypus is doing a wonderful job stepping up, and I fully trust him and the rest of the staff to make informed and fair decisions, so please do not hesitate to spam him mercilessly with requests reach out to him if you have an issue.
Now I'll ask you the same thing I've asked my fellow teammates and staff members: Please do not ping me unless it's an absolute emergency. I'd rather another Asim ping me for something they can't figure out or handle than have a player do so. Please respect my time away to clear things so that I can come back and continue to serve this community!
I'll be around until the end of February to help any transitions for Modular Factions to go smoothly, and to make sure Platypus and Chupa (and the rest of the teams) are set for my absence.
As always, the best way to get support remains to file a support ticket or visit #swc-help in either IRC or Discord. Thanks for your understanding and support!
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(Edited by Falcon on Year 25 Day 95) | |
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Falcon Update Y25 D95:
Alright, I've got the results from the survey I put out a while ago. We'll start with the juicy data bits and then we'll move on to popular feedback from the questions themselves. A quick note before we begin that although there are answers from members who did not complete the survey themselves, I did leave it open for them to provide feedback because they may have information from their newer players who gave feedback to them or from things they may wish their new players were taught.
Ok, onto the results:
- Out of the 74 people that answered the survey:
- 58 / 74 completed the tutorial (78.4%)
- 16 / 74 had not completed the tutorial (21.6%)
- Out of the 58 people who completed the tutorial, and on a scale from 1-10 for how prepared it made them feel:
- 10 / 74 people answered between 0 - 3 (17.24%)
- 23 / 74 people answered between 4 - 6 (39.66%)
- 25 / 74 people answered between 7 - 10 (43.10)
The following questions had some sort of "N/A", "No change", Blank responses, etc. response as their answer. I will provide 2 percentages for these. The first will be total responses based off the 74 people who responded(aka including blanks), the 2nd will be based off of only the people who answered the question(aka excluding blanks):
- What features (if any) would you add to the Tutorial? (62 responses)
- 17 / 74 responses (22.97%)
- 5 / 62 responses (8.06%)
- AKA: Most responses would add more to the tutorial.
- What features (if any) would you remove from the Tutorial? (47 responses)
- 61 / 74 responses (83.78%)
- 34 / 47 responses (74.47%)
- AKA: Most people would not remove anything from the tutorial.
- What did you like about the Tutorial? (54 responses)
- 22 / 74 responses (29.73%)
- 2 / 54 responses (3.7%)
- What did you dislike about the Tutorial? (50 responses)
- 34 / 74 responses (45.95%)
- 10 / 50 responses (20%)
- AKA: roughly half of all responses either didn't dislike anything about the tutorial or didn't dislike anything enough to provide a response.
- Do you have any additional feedback you would like to provide? (45 responses)
- 41 / 74 responses (55.41%)
- 12 / 45 responses (26.67%)
- AKA: Roughly half of the total responses or nearly 3/4 of the responses for this question had some sort of additional feedback (whether it was an unaddressed question or merely a thank you for the survey, etc.).
Now onto the individual questions. For the next section, I will provide the individual question at the top and the most common answers below it (text in parenthesis is mine):
- What features (if any) would you add to the Tutorial?
- Additional quests
- An overview of some non-covered topics (Construction, Production, and Mining were the 3 biggest requests. We also saw a few for Prospecting and Recycling)
- An overview of the UI/buttons, etc.
- Space Combat/Bandit Combat/Room Combat/More explanation of combat
- The importance of factions (See also, but also probably an overview of Modular Factions?)
- Change the location of the Quizzer
- Time Dilation (aka make things faster)
- Space Travel
- A quest log
- What features (if any) would you remove from the Tutorial?
- The level cap
- The slow speed of things
- The level cap
- Change the location of the quizzer
- The level cap (Ok, I think I see a common theme here)
- What did you like about the Tutorial?
- That there is one.
- The instant immersion into the swc galaxy
- The storytelling
- The starter ships(and that you got them)
- It was quick(which directly contradicts all the answers that say it was too long/slow lol)
- Having something to do while respawning
- What did you dislike about the Tutorial?
- The level cap (no guys, really, I think I get it lol)
- The amount of abandoned characters/entities [me too guys... me too :(]
- Too many timers
- Lack of starting credits (I agree)
- The Quizzer quest (which one person called a Sand Panther and another called a Quizzle)
- It's bare minimum
- The lack of faction content
- The lack of how to navigate the UI/interface
- "Everything." (rude.)
- It was too slow
- It was too fast (guys pick one)
- Do you have any additional feedback you would like to provide? (I'm going to exclude the thank you messages and the ones offering their assistance in helping with future tutorial work)
- It might be nice to clean up the UI/Interface to make it easier
- The tutorial needs regular wipes of abandoned grear/entities (and I'd even say characters)
- It was difficult to navigate the tutorial either by talking to NPCs or knowing where to go
- Move the level cap
- The tutorial as it is now, combined with the wiki/rules pages are not enough (While I agree, this is a tough issue to address. Perhaps more of a focus on showing the players the rules page and where to find information is how this should be approached.)
- There should be somewhat of a focus on joining a faction, and explaining the importance of getting involved in the community. (100% agreed)
- The tutorial needs more Noctis (agreed.)
All in all, thank you to everyone who provided input. You can find the results of the survey at the link below, and I'll leave it open, but I will no longer be monitoring responses or collecting data.
A huge thank you to both the original members who worked on the tutorial to make it happen in the first place as well as the current Quests Team for helping me sort though this information. We've already collected some key areas to improve upon and have some ideas for things to add to the tutorial. Perhaps we will even see a level cap increase...
That's all for now, but stay tuned in the future for updates on the tutorial!
______________________________________________
Y25 D57 Update:
I've gotten 64 responses so far, and all of it has been great feedback! Thank you all for your feedback, and if you haven't answered yet, there's still time! I'll be going through in about a week (now that it's slowed down) and taking some of the major points I've already identified (with the help of the Quest Team) and post it in an update here. I hear your feedback and read every entry, no matter if you've completed the tutorial or not, essays or single word responses. All feedback is appreciated and we're already drumming up new ways to improve the Tutorial and expand it.
Please don't hesitate to keep the survey responses coming, and like I said below, if you don't feel comfortable using Google Forms to submit your response, you can DM/PM me your response. Additionally, if you'd like to remain anonymous, feel free to send me an email at swc.falcon@gmail.com. You can use a 10-minute-mail or another anonymous email to send me a response that won't be attached to your name.
Finally, if you submitted feedback with ideas, and would like me to contact you about it, not everyone left their Handle, so if you'd like to discuss ideas more, please reach out to me so we can discuss them.
Thanks, and enjoy your day!
______________________________________________
Good day, my little birdies,
I've finally gotten around to some housekeeping and made a brief survey on Google Forms asking for feedback about our Tutorial. This survey does not require you to be signed into a Google account to fill it out, nor do we collect any personal data from it. Below is the link:
https://forms.gle/p4HX2qiaSPJkTaUg6
If you do not feel comfortable filling out the survey on Google Forms, you are more than welcome to PM me your responses to the questions below, and I will input them manually on your behalf no questions asked. We'd like to collect this data to figure out popular additions/removals/suggestions for the Tutorial so that we can enhance the New Player experience and best prepare them for the game.
You do not have to have completed the tutorial to answer the questions, however, I expect the most beneficial responses will come from players who have.
Questions are below (Mandatory items marked with a **), but as always if you need anything, feel free to DM me in-game, send me a message on Discord or submit a support ticket.
___________________________________________________________________________
Survey Questions (Feel free to copy/paste into a DM to me):
1) Have you completed the tutorial? **
( ) Yes
( ) No
2) On a scale from 0 - 10, how do you feel the Tutorial prepared you for the game? **
( ) 0 - Not at all
( ) 1
( ) 2
( ) 3
( ) 4
( ) 5
( ) 6
( ) 7
( ) 8
( ) 9
( ) 10 - I was fully prepared for the game
3) What features (if any) would you add to the Tutorial?
4) What features (if any) would you remove from the Tutorial?
5) What did you like about the Tutorial?
6) What did you dislike about the Tutorial?
7) Do you have any additional feedback you would like to provide?
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(Edited by Falcon on Year 25 Day 95) | |
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Good evening,
Word has made its way to me that Vito Royan (also known as Grom de Ghrul and Loucina Al-Muzzum) has passed away as of October 2023. We send our condolences to his family and friends(both ingame and OOC).
Thank you.
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My condolences to Adrian and Vernon. You made it to the semi-finals, but that is where you will remain.
Hello folks! As eluded to, Deathmatch has been updated, along with new grudge matches! I have to admit, none of the winners of the last round of grudge matches surprised me.
In any case, have fun with this round, and thanks to our 3 Grudge Match submissions!
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EDIT: Y25 D53: If you get the debugger error below, it's because you do not have a free slot open to accept the keycard from the guard (RULES LINK). Make sure you have an open hand/utility slot and it'll pop in there.
Debugger Output:
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`guardpost-give-key`: Another item is currently occupying that slot (on line 511)
Entity F4LC0N:
Backtrace:
(guardpost-give-key NPC("F4LC0N")) ; Line 511
(board-filter-and-go 1075651065 1075646514) ; Line 79
(precheck-keycard 1075651065 1075646514)
__________
EDIT: Y25 D49: It would seem a fellow birb has been hired to guard the entrance against party members and naysayers. Please do not disturb him.
((OOC: Due to some individuals bringing party members onboard the station even though attempts were made to dissuade them, a guard has been placed in the entrance room. External NPCs are not allowed on the station and will be purged in 24 hours unless removed. We will not reimburse them. For those of you who cannot make it past the guard at the entrance, please send me either a DM or reach out to me on discord and I will teleport you (and any party members) to the entrance room without removing your NPCs.
Ninja edit: No droids either))
__________
Folks, I've been getting a bunch of reports of a distress beacon coming from an abandoned research station in The Maw. If anyone is in the area, I'd suggest checking it out to see what's going on and if you can help.
Be warned! This station has been abandoned for a while now and you may require some gear to protect you from the environment(or lack thereof) before you can board it.
((This is not the start of an event, just the announcement of a new quest))
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(Edited by Falcon on Year 25 Day 53) | |
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Deathmatch has been advanced! The Birb vs the Fox! The Spider vs the Bug! Who will win?? Only you can decide!
And while you're waiting for your hyper trip to the Maw to end, why not peruse our lovely assortment of Grudge Matches that have been advanced as well?
Enjoy!
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But the very next day, you gave it away...
This year, to save me some tears,
I'm giving you something special
That's right folks, if you haven't seen the GNS Flash News yet, it would appear that a major scientific discovery has been made! We humbly welcome the Lasat race, hailing from their home planet of Lasan!
Merry Christmas and Happy Holidays from the SWC Staff! We hope you enjoy your Christmas present this year! :) Feel free to thank Noctis for all of his hard work giving us this new race and homeworld.
P.S. Congrats to the 11 or so players that found my hidden message in the previous Sim News.
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We would like to congratulate Molerat on his retirement! He made it 13 months before deciding to return to being a player, but his time was well spent assisting the team with support tickets and other important decisions.
On behalf of the SWC Administration, we would like to thank Molerat for his contribution, time and effort. It's been a good ride, and we're gonna miss having him around!
Should the rest of you get lonely, don't forget that your Administration team consists of the following individuals:
Selatos
Arjuna
Kyle
Erek
Noctis
Falcon (Hello there!)
Chupacabra
Tortle
Platypus
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Deathmatch has been progressed to the next level. VOTE NOW!
grudge matches have also been updated.
It seems people liked the Force Awakens most of the Sequel Trilogy, and the majority of our playerbase is mono or bilingual. Interesting.
Please submit more grudge Matches!
Until Next Time... molerat out!
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Congrats to Crueya Vandron for Winning the last Death Match! We will miss you Ms Mai!
A shiny New Tournament has been started. GO to Deathmatch and VOTE NOW!
Our Very own Asim Falcon flew into the death match. Go show him some hate love!
grudge matches have also been updated.
Seems a good portion of our player base prefers dual sabers, with single blades coming in close second! People oddly want others to speak only in Tusken speech as well.
We are still getting a lot of submissions with bad photo links. Triple check them!
Until Next Time... molerat out!
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(Edited by MoleRat on Year 24 Day 353) | |
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Contest now closed. Thank you to those who participated. Your participation and creativity is much appreciated. We will evaluate the entries and the winners will be notified shortly.
Greetings fellow Combine dwellers. As you travel through various systems, you may have noticed something of an anomaly, which is unique to the Combine. I am referring to the gas giant ecumenopolis - an ecumenopolis referring to a planetwide city, for example Coruscant. Countless billions of digital citizens live on these improbable worlds. What do they do for work? How do they eat? What do they do for fun?
The Descriptions Team is running a contest over the next 2 weeks, ending Y24 D347, for the most creative ideas in 3 categories, namely:
1. Main industrial activity on the gas giant - all those credits have to come from somewhere, right? Put your entry here - here
2. How is food brought to/produced on the planet? Hungry workers start riots you know! Put your entry here - here
3. What is the main recreational activity on the planet? Put your entry here - here
You can enter a maximum of TWO suggestions for each category. Be imaginative but keep the answers at least semi-plausible. Also, remember to keep it PG-13. Provide some brief elaboration, but keep it to around 50 words or so per suggestion.
Some dark elements and/or horror are okay, but nothing too awful or vomit inducing.
The 3 players with the most creative suggestions (we will choose 1 of the maximum 2 suggestions by any single player in order to spread the CP around) in each category will receive a minimum 0f 5,000 CP each. Also, your text will appear in random gas giant ecumenopoli descriptions throughout the galaxy. It's a kind of immortality!
Best of luck!
Lucas
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(Edited by Lucas Isen on Year 24 Day 348) | |
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