|
Post by genji88 on May 29, 2012 22:01:18 GMT -5
In the medical centre in boston common yakashima, a saviour medkit is listed, but has the stats & price of a nano tech kit eg. 9 hp, ¥1000, not compatible w/ nano armour
|
|
|
Post by Ahab on May 30, 2012 7:21:51 GMT -5
It looks like the problem was that Cory's spreadsheet mixed up the names. It is the 9 hp medkit (the one he was testing) that works, and the 10 hp medkit (that Gravling and I were testing) that does not work. When Cory said the Savior medkits worked, he was going from the spreadsheet, but in the game the names were reversed. Cory has fixed the problem by switching the names in the game, so the 9 hp medkit is now named Savior (and works), while the 10 hp medkit is now named Nano-Ready (and doesn't work).
|
|
|
Post by grävling on May 30, 2012 8:50:47 GMT -5
There are 2 more medkits that need fixing. I bought a pass to the secret Aztek Medical Warehouse door. Inside the top of the line medkits are:
Frontline Disaster Aversion Kit Large medical kit containing a wid evariety[sic] of treatment, oils, and tools to prevent the worst physical disasters from turning fatal. Restores Target to 10 HP.
(I would s/treatment/medications/ myself. I don't think of treatments as things that you can put in a box.)
AzTek Survival Kit A small, light medical kit containing marvels of medical technology capable of stabalizing[sic] even a lethally wounded patient. Retores Target to 9 HP.
I have filed bug reports for the typos.
Neither of these kits work with nano-ready armour, and I think they should.
|
|
|
Post by genji88 on May 30, 2012 17:31:05 GMT -5
Oooh! As a staunch Aztek loyalist, where can I buy said pass?
|
|
|
Post by grävling on May 30, 2012 17:33:41 GMT -5
You need Dr All Come's V chip. And he is a random encounter.
|
|
|
Post by Cory Trese on May 31, 2012 0:18:35 GMT -5
Nano-Ready compatibility will be listed in the items description in the next update so there is no confusion.
|
|
|
Post by Cory Trese on May 31, 2012 0:19:38 GMT -5
It looks like the problem was that Cory's spreadsheet mixed up the names. It is the 9 hp medkit (the one he was testing) that works, and the 10 hp medkit (that Gravling and I were testing) that does not work. When Cory said the Savior medkits worked, he was going from the spreadsheet, but in the game the names were reversed. Cory has fixed the problem by switching the names in the game, so the 9 hp medkit is now named Savior (and works), while the 10 hp medkit is now named Nano-Ready (and doesn't work). It is all fixed in the latest update, actually, tested and it has been confirmed over e-mail a dozen times. All MedKits that work with Nano-Ready armor will list that they they are "Nano-Ready" in the bold text. Anything that does not list that is not compatible with the armor.
|
|
|
Post by grävling on May 31, 2012 0:47:17 GMT -5
Nano-Ready compatibility will be listed in the items description in the next update so there is no confusion. There may be no confusion about it not being Nano-ready, but I think that these 2 medkits should be changed to be so.
|
|
|
Post by genji88 on May 31, 2012 19:48:15 GMT -5
Have doctor all comes chip, just acts as a connector.
|
|
|
Post by grävling on Jun 1, 2012 0:56:27 GMT -5
Ooops, sorry, it is Dr Cure All who sells the passes.
|
|
|
Post by grävling on Jun 4, 2012 7:10:39 GMT -5
Moretti in the Yakashima VIP room sells Saviour Medkits that cost Y1000, and restore the Target to 9HP. They make no mention of being Nano-ready, and again I think they should work with your armour. Actually, with the update (7.05) I think that the Saviours have lost their 'can be used with Nano-Ready Armour' description, as none of mine have that now. I hope this doesn't mean that they have all stopped working with them, though...
My Nano-ready medkits all still say that they work with Nano-ready Armour.
|
|
|
Post by Cory Trese on Jun 5, 2012 19:48:09 GMT -5
Right now it is looking for one particular type of item, not a range of item properties. So there is one type of item, sold by one class of stores that is marked with "nano-ready" and the game checks to see if you have that type of item. It doesn't understand (in the combat screen) what the rating, type, health values, etc for the item. We could change it so it used "Ammo Box" easily but making it search through your items looking for a health kit will take a bit more work. I'm considering it, but the questions will be about memory and performance and stuff ... because re-coding the item system to support this specific type of rating/hp value query *in combat screens* might be ... hard
|
|
|
Post by grävling on Jun 6, 2012 0:03:01 GMT -5
Consider, then, having stores like the Frontline Medical Warehouse and some of the medical fixers in backrooms sell the Nano-ready stuff, and retiring the Saviour medkit from the game. Because I don't think there is any point in having a Savior medkit that restores you to 9 HP but doesn't save you -- while there is a Nano ready that restores you to 10 HP and does.
The other question is whether it is possible to make the same item have different descriptions depending on where you bought it. Because then we could brand the things. But I suppose you have already thought of that.
|
|
|
Post by Cory Trese on Jun 6, 2012 0:29:57 GMT -5
We did and we decided that we would compromise somewhat on the items. I agree maybe we need to add the medkit to other stores. It occurs to me we could probably check for a short list of items without a major performance issue -- say elect that 4 types of medkits support nano
I will look into the med kit situation, but the code to support the different ratings is already all tested and working so I may leave it in place to hold out until we release a Medic character class.
|
|