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Old 09-12-2015, 10:10 PM   #1
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MrNixon
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  • Jul 2013
  • 579
Patch #091215 Released
Morning, guys!

It's been rat-racing for months and we haven't a day off since our last update. There are dozens of challenges and emergencies that we faced, and they’ve all been sorted out. I’ll share them with you as I did in our closed (backers only) report for our successfully completed project "The Fall of Gyes." Yet, even now I can say that we faced the theme’s core challenges: the human factor, and of course money (in keeping the quality of our indie development on AAA level).

Similarly to our TFoG project, I more than doubled our collected funds from personal investments so we can keep the RPG dream alive and at the high level of quality we want. Likewise, as it was for the first project, it‘s the fans who encouraged me to make such a dedicated decision. The support you’ve shown us on Steam Early Access even in our current stage of development made this an easy choice. We can’t believe in the project less than our fans, right?

Right before the release of this patch I found our archives of various builds of the game showing how the game would look like without your support. We'll share them in the next update.

AiCola asked the relevant question on our Steam forum: "How much % of the prologue work is done?"

I bet, everybody is concerned about it too. Well, about 87% of the prologue is done. We’re at 95% completion for the programming side of things, and we have all models, dialogues, most of the voicing, audio, items, full gameplay, and full mechanics completed. We're back to assembling all that through programming right after posting this update.

For now, here’s a detailed list of what we’ve accomplished.

PATCH NOTES #091215



FIXES:

Audio:
• Footsteps for standard animation (for all types of floor) fixed.
• Inner story movie volume normalized.

Graphics:
• Animation bug in blending during the awakening cutscene fixed.
• Video scaling for resolutions other than 16:9 fixed.
• Interactive objects that are out of your character's Field-of-Vision cannot be heightened/used now.
• Printscreen [F12] now makes screenshot of the whole display with the UI.

Interface:
• Skills panel reworked.
• Monospaced font applied (like it was in original Fallout 1&2) for many text descriptions.
• UI hide/unhide hotkey reset to ` (BackQuote).
• H hotkey set to weapon holster/unholster function.
• Monospaced font (like it was in original Fallout 1&2) now is used for all description texts.

Mechanics:
• The Caucasian skin color is now the only one available during the character creation.
• Loading screens reworked.

User Interface:
• Log panel now keeps the text bottom-left aligned when scaling.
• Cursor bug when picking up items fixed.
• The bug when UI doesn't catch the cursor when mouse over fixed.

FEATURES & CHANGES:

Audio:
• Volume of movies and voices bonded to the audio settings.
• Various realistic audio environments effects recorded and embedded in the levels (fans, pcs, holograms, scratches, fields, etc).

Gameplay:
• Ivy's awakening dialogue added.
• Special Facility level finalized.
• Science Facility level finalized.
• Ground Level draft added.
• Cave Entrance level draft added.
• Highlighting added to all interactive objects at Special Facility and Science facility levels.
• Character Alignment affection on appearance/emotions added.
• Character personal appearance of Jake Ganor added.

Graphics:
• Major 130+ human animations added.
• Graphics quality enhanced with SSAO Pro.
• VFX shader applied to the character/creatures in active Stealth mode.

Interface:
• Hotkeys list panel added.
• In-game menu added.
• Hand-sets panel with weapon modes added.
• Hotkey (ALT+P) for turn on/off edge camera turning added.
• Inventory UI added.
• Character apparel UI added.
• Character list UI added.

Mechanics:
• Stealth skill added.
• Spot skill added.
• First Aid skill added.
• Science skill added.
• Area transition mechanics added.
• Dialogs mechanics added.
• Inventory mechanics added.
• Character apparel mechanics added.
• Character list mechanics added.
• Creatures Identification system added.
• Active slot switching added to the bottom Hand-sets panel.
• Weapon modes switch added to the bottom Hand-sets panel.

Other:
• Various sets of crates for the UG's stock rooms created.
• Service drones models created and added.
• All 50+ animations for service drones created.
• Servers for the Quanton room created and added.
• Neuro shader for the Quanton room added.
• All 21 Journal Records created.
• All 16 Tutorial records created.
• All quest records created.
• All Ivy dialogues written.
• All Keren dialogues written.
• All Quanton dialogues written.
• Radioisotope Emissive Generator created.
• Vixin anti-sleep drugs created.
• Fleshworms creatures created.
• Weapons mechanics developed with the Weapon Modes system.
• Level-up Mechanics embedded.

Technical:
• Code for all skills integration refactored.

IMPORTANT NOTES

1. Guys, if you are letsplayer, youtuber or media and got our keys, please, wait for completion of the prologue for review. We’re working hard to complete the prologue this fall. This current build is primary for our backers and fans to track down our progress.

2. In this build you can pick up First Aid items only. You can use them as well as, Spot, Stealth, First Aid, Science, Repair skills. You can put on/off Armor (frankly, you’ll need to do that to pass through decontamination chambers). We put necessary items in your character’s Inventory so that with some erudition you’ll be able to pass all obstacles to check all 4 levels (Special Facility, Science Facility, Ground Level under construction and Cave Entrance). Tip: activate Fire Alarms to unblock emergency passage.

3. There is one important feature of the game that met decent debates in the team – about what can be allowed to the player and what can’t. We stayed on "the player should be allowed to do anything he/she wishes for his/her role-play within SACPIC mechanics". That leads to the plenty of situations not predicted by story leading initially. Though it keeps your freedom of actions.

I mean: our game plan covers 6 successful endings for the prologue and 4 non combat deaths. However, with that freedom of actions you might come to some awkward situations like: you can got panic and lock your character in a WC and sealed (by critical unsuccessful attempt of locking the door) or ran into plasma cloud... but why would you ever decide to do that?) Anyway, my point is that After Reset RPG is not a modern linear-action game when you just click some buttons and story follows, when the game doesn’t allow you to do crazy things. In After Reset RPG you should think before using skills (the activations are limited), ponder on situation (if you’re unskilled with electronics it would be probably fatal to the electronics is you attempt to repair it), and on your targets (trying to heal someone you don’t know with your doctor skills if you’re not good in it you can inflict injures occasionally that will lead to conflict), and on your appearance (pointing your upholstered weapon on authorities might be bad decision to initiate dialog with them).

HARD SCI-FI CONTEST FOOTING:



In a previous update we announced a small, hard-sci-fi contest about "Force Field" technology: http://www.afterreset.com/forum/showthread.php?t=328

Well, only four guys participated, but we loved their work! They treated it really seriously, and we decided to reward each and every one of them. Yes, I announced that the rewards were intended for the Co-Founders participants only, but Reaver showed a great initiative and has been included in our rewards pool.

I want to thank everyone for your participation and theories. Ginkson, Edd, Ole, Reaver, please send me a PM through the After Reset official forum with the chosen reward you’d like to receive via Steam, from the following list:
- The Fall of Gyes graphic novel;
- After Reset OST
- Wastelander Package;
- 5-4-1 add-on.

The scientific background for the "Force Field" barriers at the Gyes bunker your character meets are related to nano-level (coming to the mass market soon) and pico-level (which should be available by the timeline in After Reset) materials. Such technology allowed the UG to manufacture self-organizing atomic materials much thinner and much more durable than modern ones like Graphene. The core of that barrier you see at Gyes is a pico-fiber of silicon/ferrum atoms combined into a spatially complex molecular framework. Such fiber operating sources are built into the barrier frame. The appearance and disappearance of such thin atomic fibers is a lot like the inverted actions of a gasoline blot on the surface of water.

As ginkson noticed, the fundamental Electromagnetic force (with photons as the force carriers) is the pillar that barrier mechanics is built on. Yes, the idea of IMPASS technology is also a great abbreviation, and we’ve decided to go with a small twist as: Integrated Magnetized Pico Array Security System.

Why not plasma? First off, it requires too much power to sustain an electromagnetic field for plasma. I mean, we can even do it now but it will be incompatible with a mere titanium based door/gate which doesn’t consume energy in a locked/unlocked state. The second, the plasma would really vaporize most organics on contact, and it would be really unsafe to set such dangerous technologies in state buildings. This is especially true for emergency exits.

Though it is possible to supply current at the silicon/ferrum, pico-fiber level (its conduction is extremely high), in general terms no one does that for emergency gate barriers.

Speaking of the transparency and safety, as Edd proposed, there are some emissions from the photons with a wavelength in the visible spectrum, which interacts with the fiber to emit some simmering effect of "merry dancers." This is just so that people do not nuzzle in those barriers. :)

IN-GAME CREATURES IDENTIFICATION:





We've completed and integrated the system of identification for items and creatures. It will be presented with an in-game tutorial, but the full version is available here: http://www.afterreset.com/forum/showthread.php?goto=newpost&t=350

IDENTIFYING CREATURES

In your adventures through the After Reset world you will constantly be coming across different creatures. Each of them has a description that will be very familiar to all fans of old school RPGs.

In order to open such a description, right click on the creature. As a rule, that opens a detailed description of the highlighted creature or object.

---

Note that most creatures in the game do not only have one written description, but also various advanced and hidden descriptions that you will be able to see depending on the results of your character's complexity check (DC) on the skill that corresponds to that additional description.

The result of the description unlocking attempt is calculated as a d20 roll + char skill value against DC complexity of the description. The check is made once automatically upon discovery of the full creature description when pressing RMB.

Also, if your attempt is a failure or critical failure (when a d20 roll = 1), only the basic creature description will be shown. In the event of a successful attempt or critical success (when a d20 roll = 20) the basic description + the advanced and hidden descriptions unlocked by the checks will be shown.

---

For example, beyond the typical description of drones you come across in the prologue, your character can also uncover an additional detailed scientific description of these creatures by going through the necessary Science skill check. A successful Outdoorsman skill check, though it may not give you additional scientific evidence, can often uncover the weak points of the wild animals you will be sure to come across in the expanses of the Great Desert.


You can check it on real examples of the creatures with their SACPIC stats I've completed recently:

Lab Drones: http://www.afterreset.com/forum/showthread.php?t=230
Engine Drones: http://www.afterreset.com/forum/showthread.php?t=229

Remember: there are no "useless" skills in the After Reset RPG role system. All skills are equally important and can be used for unique gameplay and a unique character that you will create.

CREATURE, FLESH WORMS:





Speaking of the creatures, I’d like to present one of the hostiles you’ll meet playing with in the prologue. While programmers work their magic on the GUI, we don't just wander around the office. We continue to populate the Gyes Bunker with its new dwellers. This little one is 15-20 inches in length, and it is the most harmless thing on the base.

Flesh Worm's stats are also now on our wiki: http://www.afterreset.com/forum/showthread.php?t=337

Following previous heading subject here are three descriptions (general, Science skill successful check, Outdoorsman skill successful check).

* * *

This creepy meat-colored worm with a whole bunch of teeth on one end is very flexible. You note a few smaller specimens writhing around in this amalgam of worms, leeches and snakes, but it looks like 20 inches is as long as these nasty buggers get.

You don't notice anything like an eye on the surface of this "worm," but it appears that this creature is quite skilled at spatial navigation. It is great at finding its victims (living or dead) and will happily crawl into them (or eat them?).

Basically, no matter what it does, it's disgusting.


DC Science 18:

This creature, definitely belongs to the taxon Protostomia. In its embryonic development phase, a mouth forms where there was once a blastopore, or if there is a slot-like crease, a mouth and an anal cavity form.

The smallest specimens (or embryos), that you've seen were nearly microscopic. In their turn, fully grown specimens can grow up to 20 inches long.

This Flesh Worm has well developed musculature. It's muscles lie under the external layer of covering tissue, the cells of which do a great job of protecting them from the harmful effects of the environment. Musculature, which makes up around 70% of this creature's total body volume is not always the same from individual to individual. It is composed of several layers of specialized muscle groups.

Right under the skin is where the circular muscles are located. When they are contracted via nervous impulses, the Flesh Worm's body becomes longer: it stretches out. Under the circular layer, it looks like there are groups of lengthwise muscles that are better developed in certain specimen. When these muscles are flexed, there is a reduction in the body length of the creature, causing it to compress. Judging by its motility, this specimen also has well-developed dorsoventral muscles.

You almost never find these creatures far from dead or living creatures – victims (or carriers) which are vertebrates or humans. However, it is not known with certainty where these creatures come from or whether they feed exclusively on blood or also eat the flesh of their victims. For that very reason you cannot make a snap judgment on whether this specimen is truly hematophagous.

It is very likely that the Flesh Worm's digestive tract opens at the front end of the body by a mouth opening. In the depths of the mouth cavity, immediately before the throat, there are two side jaws and a bit deeper there are two spinal jaws. Each jaw has between 50 and 100 small teeth. And it should be noted that the teeth off this creature are very sharp, which allows it to easily bite through the thick skin and tissue of warm-blooded animals.

This creature is very flexible, however you have never seen one crawling far from its nests which is filled with its victims. It seems as well that they are great at spatial navigation. You do not notice signs of even rudimentary sight organs – it is entirely possible that these specimens' senses of smell, taste and touch are unusually developed.

It is certain that this is either a predator or a parasite... or both.


DC Outdoorsman 15:

Damn, this shit is covered in slime and reminds me of a huge worm the size of an elbow with razor-sharp teeth on one end. It...yep, that's right, it's eating a body. You really hope the body is already dead.

The beast is very flexible, and due to its slime it can slide on surfaces like a hockey player on ice. No matter what it is, you do not have the desire to approach it.

And yes: though its made of flesh and blood, it looks like it'd burn like a torch. If you decided to destroy the colony of these Flesh Worms, a flamethrower or a fuel canister would be very useful to you.

LORE:



While our programmer works on the interface and mechanics, I've completed the lore writing for the Journal Records. These 21 records (which take up 21 real A4 pages) will be discoverable in game (at least some of them). According to our tradition, Co-Founders get a sneak peak on them in this exclusive preview (warning: SPOILERS inside): http://www.afterreset.com/forum/showthread.php?t=289

Anyway, here is a small spoilers-free but quite atmospheric record from Underearth's TV-show:



VIDEO RECORD "INCORPOREALS: EVIL OR JUSTIFIED?"

...

Linda James: Tell me, professor. In your opinion, why haven't we been able to detect the aliens yet? Why did they abandon their Artifacts? Where did they disappear to?

Professor Frank Metzinger: Good questions, Linda. Unfortunately, we still don't really have enough information to properly judge the Incorporeals' actions. One of the more popular ideas (at the present) is the Invasion for Resources theory. Adherents of this theory suppose that the aliens were interested in resources, specifically the Earth's biomass, which is something unique in the Universe. According to this theory, about two years before the Reset they collected information, studied us and the possible consequences of invasion, and after becoming convinced that we would be unable to resist, they hit us in the same manner as we might smoke the bees out of a beehive to make it easier to access the honey inside.

Linda James: Yes, but if we are a part of that biomass, then why would they want to destroy us?

Professor Frank Metzinger: That argument is partially espoused by conspiracy theorists and ‘greens,’ who claim that humankind acted as the aggressor. Nevertheless, as a counterargument I can say, and I'm sure my biologist colleague will confirm this, that before the Reset the Earth had around 2475 billion tons of biomass. Meanwhile, people made up just 920 million tons of biomass in live weight, or around 275 million tons of pure biomass, which is essentially a negligible amount in comparison to the Earth's total biomass.

Linda James: So, you mean to say that we could be ignored and simply cut off the face of the planet, like the skin off an apple? To get to the tastiest part of the fruit?

Professor Frank Metzinger: That isn't my opinion, Linda. These arguments are part of the theory for the Invasion for Resources. Judge for yourself. Before the creation of the United Governments, humanity had been a destructive influence on the Earth's biosphere for centuries. The aliens could just think of our species, for example, as some kind of parasite that they have to get rid of, such as a worm that hides beneath the skin of the apple, if we were to use your analogy.

Even my colleague, Dr. Bates, who tends to adhere to different theories, recognizes that recent studies of the new biosphere on the surface provides significant evidence in favor of the Invasion for Resources theory. The data collected from recently established surface outposts, as well as the invaluable data collected by the Science Corps - and I’m referring to Robert Watts' expedition to the Rock Springs Red Zone - all provide evidence in favor of the idea that our planet has undergone (and may still be undergoing at this very moment) a terramorphing procedure. This isn't just about geologic and geomagnetic transformation. This procedure has influenced all biological niches and life forms on a planetary scale.

Dr. Michel Bates: With all due respect to my colleague, as a biologist I have to disagree. We have not found any confirmation of direct extraterrestrial interference in the genome of intelligent life. These select abnormalities, such as the rebirth of the Bison, or some species of Felidae, considered extinct before the Reset are not direct evidence of ‘outside interference.’ They are merely evidence of our planet's highly efficient ability to regenerate once it has been rid of the ‘destructive influence of humanity,’ as professor Metzinger puts it.

Professor Frank Metzinger: My dear colleague, you cannot possibly deny the very existence of Red Zones, Artifacts, and the high frequency of documented abnormalities in everything around them. Can you?

Dr. Michelle Bates: Of course. I just want to say that we are accustomed to placing blame on external factors: weather, space, God, nature, or aliens. Isn't it time that we finally accept the possibility that we are personally responsible? How can we expect to have a future on the surface if we still haven't dealt with with our past? History is cyclical and tends to repeat itself...

Linda James, Hard Talk (GNN).



VIDEO RECORD "INCORPOREALS: IS CONTACT POSSIBLE?"

...

Linda James: Doctor Bates, insofar as I understand, you don't consider the Incorporeals to be some kind of energy-based life form, with the Artifacts as their vehicles, is that right?

Dr. Michel Bates: More like universal home ships. I myself, as you know, am not an expert of field physics, much less technicolor field theory. I am a biologist. But yes, I personally tend to believe that the simplified understanding of the Incorporeals and their Artifacts as a dualistic unified whole. In such a whole, the Incorporeals, in the form that we have data on, appeared as a boson part of that whole. They don’t have mass, but still exert force. In this picture, the Artifacts are fermion components of this whole, having mass and material form in our dimension.

Linda James: I'm being told here that similar theories on the existence of energy-based life forms were disproved before the Reset while researching plasma-magnetic formations on the Sun.

Dr. Michel Bates: Not disproved, just not proven. Astrophysicists before the Reset, when we still had access to outer space, actually researched plasma formations in the Sun's cortex. Continuing the work of Mircea Sanduloviciu, who carried out research on earth, gas spheres were located arising from argon plasma, which grew, bred and even communicated using electromagnetic energy. In other words, they acted like living beings. During the experiments on the surface of the Sun, it was determined that some formations behaved similarly, reminiscent of living creatures: birth, breeding, communication, death, etc. Nevertheless, as you remember, construction was begun on the Daedalus station, which simply wasn't able to be completed...

The only data we have about the possible existence of ‘energy-based life forms’ are stored archives of the events of the Reset and data from drones that remained on the surface for several years after. They were able to transmit partial data before their eventual deactivation.

Since then, as far as I know, we haven't come across any Incorporeals on the surface, even in the Red Zones, or even after the Dallas Incident.

Linda James: But our anthropologists have established that in the Survivors’ cultural environment, there exists a huge number of myths and beliefs about contact their ancestors had with the Incorporeals in the first years after the Reset. These beliefs are characteristic of practically all of the large social groups, regardless of their geographic location or level of development. In most of these beliefs, the Incorporeals play the part of the ‘Good Guys,’ or at the very least a neutral party. Where there's smoke there's fire, and based on this anthropological data, can it be supposed that contact may have actually taken place?

Dr. Michel Bates: No, at least nowhere near in the form you are suggesting. Don't forget that the Incorporeals in some way or another remain for us such an alien life form, and that it is fully possible that we will never be able to understand them. Though, I wonder: are you aware of the concept of the Chinese Room?

Linda James: I'm sure our viewers wouldn't mind a refresher.

Dr. Michel Bates: Okay, it's all fairly simple. You lock a man in a room and he receives sheets of paper covered in strange squiggles through a hole in the wall. He has a huge database with these same squiggles in it and a set of rules showing the order that they should be combined in.

Linda James: Meaning grammar and syntax rules?

Dr. Michel Bates: Exactly! What it comes down to is that our subject has no idea what the squiggles mean or the information they may contain. He only knows for example, that upon receiving squiggle "III" he should take the fifth and sixth squiggles from folder B and put them together with another squiggle "VI." He lines up a chain of symbols, writes them onto a sheet of paper, and sends it back through the crack and waits for the next one to come. This procedure is repeated over and over, and it starts to seem to us that the subject of our experiment is beginning to carry on a meaningful conversation, that we are communicating and understanding one another.

Linda James: Well, isn't that the case?

Dr. Michel Bates: Exactly! What it comes down to is that communication can be done using nothing more than simple comparative analysis algorithms without having the faintest idea about what you are saying. Our modern Virtual Intellects, in fact, are built according to the same principle as the Chinese Room, which is why they can pass the Turing test without much effort.

All of this points to the idea that even if encounters of the fifth kind were to have happened, neither we, nor the Survivors, nor any type of carbon-based life form known to us could have consciously communicated with an energy-based life form. At best it would have been nothing more than the illusion of communication...

Linda James, Hard Talk (GNN).

ADVANCED PLAYER'S GUIDE:



We set up separate sub-forums with the core rules and mechanics that goes with the Advanced Player's Guide: http://www.afterreset.com/forum/forumdisplay.php?f=21

We’ve also elaborated on the SACPIC weapon/combat mechanics: http://www.afterreset.com/forum/showthread.php?t=145

And also the experience system: http://www.afterreset.com/forum/showthread.php?t=86

The image tables you see there were shrunk for the forum, but you can open them in a new tab as full sized images.

PERSONAL APPEARANCE AND ALIGNMENT FEATURE



In previous updates I introduced our first "Personal Appearance Feature" to backer Jake Ganor. I'm glad to present his model embedded in this playable game build. Much obliged for your support and trust, man.







Naturally, it’s not an accident that I’m presenting his appearance in this update. The reason is that the new Alignment system affects character appearance, which you choose at character creation. Your character will now have more personality and unique, emotional facial appearances based on the alignment, achievements, and mood at the time. This required a hell of a lot of work, and we’re super excited to unveil it.





The reason we decided to embed this complex but cool feature is so that you can establish a deep bond with your character, and give them (and the NPCs we create) a lot of character personality. Beyond that, there will be quite many dialogues (100+ pages are done for the prologue only) and staring at the static face of the character and NPCs would get old fast. That’s not the AAA standard we’re going for, and we think the time was well spent.

Full list of alignments screens as well as in-game items renders full-HD (1920x1080) you might find on our Deviant Art page: http://blackcloudstudios.deviantart.com/gallery/?offset=24

PROLOGUE'S DIALOGS ARE WRITTEN



I’ve completed the dialogue writing for the full prologue. It is about 100+ pages of A4. I must say that although I worked out variants for the language filter, we’re embedding only realistic, rough language by default in the current build, and the filtered version will be available at a later date.

Why so many texts? Well, it’s not only because I frequently DM in role-play. :) It’s also because of one cool feature we’re been secretly working on: NPC AI personality. We don’t know what personal features will be chosen by a NPC in a given play through. Thus, the dialogues are not lined by sequences, but by personality types taken by the NPC at random. This is to say that their response to a prompt might differ in a specific play through based on factors outside your control. Anyway, we’ll talk about this more during our campaign to complete Chapter 1.

For now I’d just like to say that we wrote, recorded, and post-processed all dialogues for Ivy. You can check a couple of her lines made by Trina here:

http://www.afterreset.com/ARMEDIA/NEWS/091215/Ivy.wav

I auditioned a lot of voices but when I heard Trina I made up my mind instantly. Much obliged to you, Trina. It is very fun and pleasant to work with you :)

And right before the release I got all records from Chris who is the official voice of the Quanton Hub at Gyes bunker:

http://www.afterreset.com/ARMEDIA/NEWS/091215/Quanton.wav

Thanks, Chris, for your diligence and understanding!

NEW HARD SCI-FI ITEMS LORE OF AFTER RESET SETTING:



If you have been following our updates you know that After Reset RPG might be the first Hard Sci-Fi video game on Wikipedia. Following our tradition, I included some new hard sci-fi lore through the item’s descriptions in this update for your enjoyment:

Vixin 'RFP'

Base Item: chemical.
Addiction chance: 0%.
Addiction time: none.
Effect chance: 100%.
Effect duration: 6h.
Weight: 0.2 lb.

Special Properties:
• On Use (reset all skills' Activation-per-Day counters if character does not already have the Vixin effect; otherwise, Death = Fortitude DC5 then reset all skills' Activation-per-Day counters).

* * *

Vixin® is a medication for reducing fatigue, and need for sleep as well as increasing effectiveness at work. The active ingredient is a compound of Orexin-С, also known as hypocretin-3 and synthetic peptides.

For the last few decades, this stimultant has been produced by one of the largest and oldest pharmaceutical corporations of the United Governments, RFP (Reinhardt Franz Pharmaceuticals). In the history of sleep inhibitors, Vixin® replaced Modafinil on the international pharmaceutical market, which failed to fully supersede Amphetamine as had been intended.

RFP’s many years of experience in producing drugs, together with significant evolutionary jumps in the development of synthetic biology in the 70's A.R. in Underearth have allowed RFP to fully eliminate even the few side effects Vixin® did have such as stimulating the development of Alzheimer's Syndrome. As of 132 A.R. Vixin® has been officially approved by the Food and Drug Administration (FDA) for treating Shift Work Sleep Disorder (SWSD). It is also used off-label to combat general fatigue not brought about by lack of sleep. For example, it is used for treating Attention-Deficit/Hyperactivity Disorder (ADHD) and as a complement to antidepressants (most frequently for individuals with significant fatigue not relived by antidepressants).

It is available in the form of inhalable capsules. Administration via inhalation reduces drug absorption time, which leads to the effects being felt almost immediately.

By acting on the monoamine neurons, Vixin® agitates the thalamus and cortex of the brain, thus creating a wakeful state in the patient. However, it also has an effect on the glymphatic system, preventing the deoxidation of brain cells that takes place during natural sleep. Herein lies the main danger of prolonged usage: though the user may not experience the desire for sleep and remain in an active, effective, wakeful state, the brain will begin to suffer from the buildup of toxins, as it has lost its ability to metabolize them.


The full list of items from the prologue (updated): http://www.afterreset.com/forum/showthread.php?t=286

And if you feel like to enjoy our in-game items in full-HD (1920x1080) you might find them on our Deviant Art page: http://blackcloudstudios.deviantart.com/gallery/












* * *

Once again, thank you for your support and participation!
Your support is the ground that After Reset is built on! I mean it!

Back to work, and see you soon!

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