Changes:
- Changed quest item count formula using new philosophy: start lower, scale slightly faster. This results in ~30% on average smaller requirement for items to open the market in early game. The reasoning: it was observed that new players rarely complete the market quest, since they don't make items as fast as needed. As well as when players progress, they can craft items much faster (due to speed modules)
Changes:
- Cleaned up code that checks for player's class and changed to get_class() where possible
- Deprecated /setclass command (it was equivelant to /unlock + /take command as well as slightly outdated since class GUI was added)
Changes:
- Classes that generate ore now generate a constant amount (independent of crew size). Idea behind this is, that it's not fun being "punished" for having more members in your crew, as well as, with bigger crew you spend less time in islands.
Changes:
- Players now can create private runs protected by a password. This run becomes public if the crew is empty or inactive for 24 horus (Limit is currently 1 private run at a time).
Changes:
- Made quest structures return random requirement item when raffle returns nil. This happens because some items have negative weights in lambda raffle.
- Added Cave island to B and D island categories.
Changes:
- Added crude oil underneath pumpjacks that spawn with special structures
- When captain leaves game/crew, captainhood is first offered to random officer (afterwards it will cycle through crew members)
Changes:
- Fixed class GUI issues
- added /remove_classes command (removes all classes)
- made /unlock <class> command available while not in debug as well (unlocks a class)
Changes:
- Fixed QM nil value bug and fixed QM tooltip
- Buffed Quarter master nearby physical damage from 10% to 30% (players thought 10% was too low)