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Author Topic: Compiled Updates Log  (Read 215 times)
Chuckie Chuck
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« on: January 22, 2013, 20:35 »

Just noticed in the forum that someone had recently asked for a list of updates to the game since it's release.  So, dug around and found my old compiled updates log file I made back when 1.3.4 was released and added the updates for 1.3.5, and here it is.

Enjoy!   Grin

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Gohar
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« Reply #1 on: January 24, 2013, 20:44 »

This is awesome, chuckie.

Lots of questions in my mind about some of these early changes.
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Gohar
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« Reply #2 on: January 24, 2013, 21:09 »

Quote
Version 1.1 Features Announcement

Gameplay:

    * make crystite scale
    * make pirates target only crystite
    * can’t exit town with a M.U.L.E. without outfitting it first
    * no (positive or negative) personal event in turn 1
    * no negative single target event (personal or global) in first 2 turns
    * not allowed to drop mule with smithore or crystite on river (Message: “No
      Mining allowed on River”)
    * show newly installed crystal bpvs only after dev (before production
      starts)
    * all human players press button during production skips production
    * fix: if colony auctions off more than 1 land, all lands are auctioned off
      regardless if the first did sell or not
    * fix: text is displayed if the game window is not focused for input


* make crystite scale
According to a user in http://www.planetmule.com/forum?topic=92.0 the bonuses only occurred to medium and high crystal plots.

* make pirates target only crystite
so pirates used to target ore too?Huh? Can someone shed some light on this please.

* no (positive or negative) personal event in turn 1
great

* no negative single target event (personal or global) in first 2 turns
Whereas we now have plot losses in round 2. When did the developers get rid off this sensible version 1.1 change? I looked through the other update descriptions and cannot find when this occurred.

* show newly installed crystal bpvs only after dev (before production starts)
So in past, people could put mule on plot, see it was a zero, and then within that same turn move it to another, like crystite tourism?
« Last Edit: January 24, 2013, 21:13 by Gohar » Logged
Chuckie Chuck
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« Reply #3 on: January 28, 2013, 19:04 »

Well, I think at some point they changed the way tite scales, because it sure would appear to effect all plots now, regardless of assay values.  It's not documented as to when they changed it, seems that some changes were made based on forum complaints, but not recorded in the update logs at times.

I think in the pre-release betas pirates did take ore, but that was never so in the original Atari/C64 versions and so a correction was made by official release time.

I understand the no positive/negative player event in round 1, but at the same time, it did occur in the original, guess by popular demand it was voted to change it in this version.

No positive/negative single user global events in first 2 rounds.  Again, maybe the same story as the tite scaling.  In any case, this doesn't bother me.  It can actually be used as an advantage to have this happen early in a game.  We all know how bad it is to hold 1st or 2nd place to early, and this can really be a benefit toward the end if you play right and get good events while in the bottom positions through out the rest of the game.  You do at some point need to find a way to spike something to your benefit so you can win some land auctions though, especially if you got the dreaded lost plot.

"Crystite Tourism"  Once again, something that occured in beta before official release.  Don't seem to have any of those beta update logs in the forum, which is where I collected most of these update logs.


Also, as I look at the log, the section you quoted shows that these were proposed changes, meaning in in version 1.1, they had not been done yet, meaning at least some of them were put into the next version, but apparently, not all, after thorough forum discussion about some of those, the changes that were not made were likely voted down because it took the game to far away from original format.  Tite scaling was corrected.  Tite tourism was fixed. Apparently in v. 1.1 pirates did target ore and that was fixed.  The only change I see that wasn't made was in fact the global event change.  We still get global events in all rounds of the game except 12, and only round 1 had the user targeted events cancelled, so we will call it a 50% enacted change.
« Last Edit: January 28, 2013, 19:15 by Chuckie Chuck » Logged

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Chuckie Chuck
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« Reply #4 on: January 28, 2013, 19:20 »

I may modify this log to ascending order rather than descending, and make some notes about when certain changes were made, or if they were made at all, seeing as at times, they listed proposed changes that were never actually made.  It is a little confusing to read in a few places.  I did a lot of copy and pasting from the forum, and started with most recent and worked my way to oldest, I didn't proof read it, turns out, there is some minor confusion as to how it was written by the administrators at original posting.  Each update makes sense on it's own, but all combined, it's a little tricky to muddle through!
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Rogue Cat
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« Reply #5 on: January 29, 2013, 04:49 »

I think in the pre-release betas pirates did take ore, but that was never so in the original Atari/C64 versions and so a correction was made by official release time.

Didn't the pirates loot ore too in C64 version when you played in the non-tournament mode? In tournament they took crystite, in the other mode I guess they took ore because crystite was not available in that mode. Planet MULE uses crystite in both modes, so it makes no difference. Was it this way? Or I don't remember it well?
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Death_Mule17
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« Reply #6 on: January 29, 2013, 07:17 »

   Only way to be sure is to play a 6month c64 mule via emulator. But I almost remember pirates taking ore on a 6month.








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Chuckie Chuck
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« Reply #7 on: February 05, 2013, 20:39 »

Yes, on my 64, pirates took ore in non tite games, but why would you play beginner or standard mode anyways?  Tournament was always the best way to play.  Was pointless to play the lesser modes.  I haven't played a beginner or standard mode game since I was 8. (Now 34.)
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