Today, I've added the ability for chemists to revive other players with their medkit and a few other things.
Chemists can now revive players with their medkit.
This costs one full charge of the medkit and will fail otherwise. Each time you revive a player, they will revive with 25 less health than last time, limiting the total number of times you can revive one player to three. Currently there's a very high chance that the revived player will respawn stuck in something. I'll improve this later but for now, just stay out of the way.
Players can now send text chat messages and commands while dead.
This will allow players to call for a medic when they're dying.
Police can no longer call the police.
Now the police force must coordinate text channels to communicate effectively.
Added a private message button to the player list.
This is a quicker way to message other players without opening your chat box.
Increased the duration of search warrants from 30 seconds to three minutes.
Thirty seconds is rarely long enough to conduct a thorough search, so now the PTU has more time.
Today, I've updated police jobs so that they use citizens models with police clothes.
Renamed Civil Protection and Civil Protection Chief to Police Officer and Police Chief.
Now that police models are citizens with police clothes, the previous terms just weren't fitting.
Police Officers and Police Chiefs now use citizen models but with police clothing on.
For now, clothing is randomized. This may change in the future.
Improved the tailor's stock, making every clothing piece a different price.
This makes suits more expensive than regular clothes.
Added police uniforms to the tailor's stock to replace the disguise kit.
This is the new way to disguise as a police officer.
Redesigned the undercover locker to adhere to these changes.
Police officers and chiefs can now change into default clothes to go undercover.
In the future, I plan to add a brand new system where you pick a citizen model with a skin of your choice once when you first join the server. This skinned model will automatically apply to all jobs that you pick, meaning you'll always be the same base model.
Today, I've decimated the prices of high-class weapons and made some other tweaks. The full list of price changes is below.
Slashed the prices of Class II and Class III weapons and shipments.
High-end guns were just far too expensive. It was always my intention to make good guns very expensive, but they were previously unobtainably so. Shipment prices keep the same relative price of 7.5x these prices for 10 guns.
9x19mm Sidearm (Auto): $1,200 → $660
Bullpup: $10,500 → $4,200
Clarion 5.56: $6,750 → $2,475
CV-47: $5,000 → $2,875
D3/AU-1: $15,000 → $6,250
ES C90: $7,050 → $2,585
IDF Defender: $6,000 → $2,300
Ingram MAC-10: $2,800 → $1,540
K&M .45 Tactical (S): $1,000 → $575
K&M Sub-Machine Gun: $4,500 → $1,650
K&M UMP45: $5,100 → $1,870
Krieg 550 Commando: $12,600 → $5,250
Krieg 552: $10,500 → $4,200
Leone 12 Gauge Super: $3,400 → $1,955
Leone YG1265 Auto Shotgun: $9,000 → $2,210
M249: $17,250 → $7,475
Magnum Sniper Rifle: $14,250 → $6,175
Maverick M4A1 Carbine: $6,100 → $3,355
Maverick M4A1 Carbine (S): $6,200 → $3,565
Night Hawk .50C: $1,300 → $780
Schmidt Machine Pistol: $3,750 → $1,375
Schmidt Scout: $5,500 → $3,300
Thompson M1921: $4,000 → $2,200
Long guns can now only be purchased in shipments of 10.
The intention of this is to incentivize gun dealers to run their business like a business: investing in stock beforehand and selling it per demand.
Pistol shipments now only carry 5 guns.
You can still purchase individual pistols at their normal prices, but pistol shipments are smaller. This also means that pistol shipments only cost 3.75x the cost of a single pistol.
Pocket size increased from 4 to 5.
The menu was created to be five-wide for some reason so it's really annoying for there to only be four slots.
The chemist's medkit can no longer be dropped.
I changed the medkit recently so that I can edit it more in the future and forgot to make it undroppable.
The mayor and bank staff now use the same model/clothing system as the rest of the jobs.
Upon becoming the mayor, you are now automatically dressed in a suit.
Upon becoming the bank manager, you are now automatically dressed in a white DSB shirt.
Upon becoming a bank teller, you are now automatically dressed in a blue DSB shirt.
The mayor's name is now shown on the law boards.
Since the mayor can easily blend in with average civilians, the law boards now show the mayor's name in the format "Mayor's LAWS OF THE LAND".
Law enforcement can now make players wanted and issue warrants from the player list.
A text entry will pop up to request a reason for each of these.
Player colors no longer get set to orange when they've been arrested.
This doesn't work on the new clothing system anyway, so it would only change the player's color on the player list.
The money count on the HUD no longer blinks red when you have $0.
It doesn't matter if your money is hot or not, you won't drop $0.
Placing an anonymous contract now costs $100 instead of $500.
$500 is a lot in this economy. $100 is more reasonable.
Today I'm adding printers, making various tools require ammo, and adding new clothes to STRP.
Added three new money printers: basic, advanced, and elite.
These printers are relatively cheap but also pretty slow to print. To compensate for this, they require no upkeep other than making sure they aren't stolen or shot.
The medkit and keypad cracker now require ammo.
This will give chemists and locksmiths a reason to charge for these services, and make the KeypAdder more secure.
Added trench coats and some new colors of suits to the tailor's menu.
There might be more, this is just what Fesiug told me.
Changed some minor things around gun licenses. Gun licenses no longer exist, and the mayor should instead use the /write or /type commands to hand out licenses.
Pocket size increased from 2 to 4.
To give more room to carry a license.
You can no longer pocket shipments or weapons.
It doesn't make sense to store an entire crate in your pocket, and you're supposed to show weapons on your back.
More overhauling after a big play session last night.
Added salary to all jobs and removed ATM interest.
The economy was almost completely stagnant, which is kinda a problem, so now everyone gets a little bit of money every minute.
Overhauled the Hot Money system.
Upon gaining money in any way, your entire wallet will be marked as "hot." This is indicated by the money number on your HUD flashing red. If you die, disconnect, or switch jobs while your money is hot or you are in the bank vault, it will all be dropped. Once your money is no longer hot (five minutes), it will not be dropped, however...
Players can loot other players' money from their bodies.
...your money can still be stolen if another player is able to physically reach your body and take it from you.
Long-Use items now show a HUD hint to let you know they require a long use.
Highly-requested quality-of-life improvement.
Starting money has been decreased to $2,500.
$10,000 is a lot of money in this struggling economy. Existing accounts have not been modified.
Increased the delay between switching jobs from five seconds to five minutes.
This will help prevent switching jobs to speed up respawn times and make you think about the job you pick just a little more.
Today I'm releasing a relatively large update for Swept's True Roleplay. This update shakes things up a bit all across the board with a combination of community and personal ideas.
Completely overhauled Tailor.
The Tailor no longer has access to wardrobes and medical closets.
The Tailor now sells individual clothing boxes from a brand new addon by Fesiug. With 20 shirts, 11 pants, and 4 hats to choose among, you can express yourself like never before! At this moment, there are only male citizen models and all clothing costs the same amount.
Completely overhauled Brewmaster.
The Brewmaster no longer has access to STBrewery items.
The Brewmaster is now able to brew all of the drinks from VA-11 Hall-A with a brand new addon developed over the past week. Each drink gets the drinker drunk a different amount depending on the number of Karmotrine added. See a demo video here.
Completely overhauled Chef.
The Chef no longer has access to STFood Neu items.
The Chef is now only able to cook, build, and serve burgers, but it's now a lot more fun and involved thanks to another new addon developed this week. If cooked well enough, each burger will heal more hunger and health than tender combos used to. See a demo video here.
Removed the Money Printer and its upgrades.
I was never really happy with the money printer. My intention was to strike a balance between maintenance and profitability, and I failed hard by making it require far too much maintenance. For now, the money printer will remain disabled.
Removed the Miner job.
Suppliers are now able to buy pickaxes and all players can buy mineral refineries, but only two instead of the previous four. I really want to de-emphasize "money-spawning jobs" and the miner job was in direct contrast to this mission. We'll see how this works out.
Hunger now affects your movement speed instead of dealing damage.
Your minimum movement speed related to starving is 70%. This might make chefs less necessary, but we'll see.
Hunger now persists among deaths.
This means you can no longer die to reset your hunger. Hopefully this combined with the movement speed decrease and make hunger a thing that still needs to be paid attention to.
Reduced the costs of all shipments to 75% of what they were previously.
This adds an actual reason to buy and sell shipments instead of just ten guns at a time. Individual weapon prices have all remained unchanged.
Reduced the cost of the KeypAdder from $1,000 to $250.
This thing was way too overpriced. Plain and simple.
Reduced the costs of all armor to 50% of what they were previously.
Armor also just seemed far too expensive relative to the server's economy.
Reduced the cost of the Disguise Kit from $1,000 to $400.
Again, too expensive.
Slightly tweaked the Stun Baton's stun mechanic.
It now maxes out your fatigue for a smoother experience.
Weapons from the Police Locker can no longer be dropped.
This was obviously a huge issue that needed to be fixed.
Food, water, and antidote are no longer long-use.
This should just make these items more intuitive to use.
This is only the first major update, as I have plans to add more cool and experimental things to the server. Stay tuned!