It’s been a few months since my last changelog post, although development has continued in the background. Much of my focus has been around testing alternative LLM’s and refining crime/justice systems. It’s definitely been a slower past few months as far as updates, but sometimes I get a bit burnt out and need to take it easy for a little while!
New/Updated Commands:
- cuff <person> with <restraints> — if you’re restraining/grappling someone, you can cuff them to free your hands. they’ll automatically follow you, but you’ll need to shove them around in certain scenarios.
- drop <clothing/weapon> — you can now drop worn clothing or wielded weapons and it just removes/unwields automatically
- plant <anything> on <person> — sneak something in someone’s pockets (evidence, grenades, the usual)
Environment:
- added barracks and updated equipment available in NTPD HQ
Tech:
- added ‘street crime’ system
- updated jail cells in NTPD for arresting suspects/annoying people/etc
- fixes to NTPD missions
- updates to NTPD radio comms
- update for equipment terminals
- corps now mail you if you’re fired
- updates/fixes for pickpocketing
- fixes for grappling
- fixes around handcuffs
- fix for aggro NPCs attacking hidden people
- some fixes around player movement
- loads of fixes/updates around pose system
- fixes around shoplifting from vending machines
- fixes around local player map (room display)
- combat message bugfix
- added reputation system to groups
- fix for comms systems not requiring a comlink implant
- failed commands repeat what you typed for proof-reading
- minor fix for weapon mag/clip handling
- banks add complex interest instead of flat-rate
- fixes to paginated menu systems
- integrated multi-LLM handling, so that specific models/APIs can be targeted for various tasks, and switched from OpenAI to Gemini and observed relatively similar performance (and it’s free for now, much nicer for testing purposes)
- continued general NPC AI improvements and added objectives system
- admin tools