Grey Hack - Kurouzu
Changelog

- Added support for setting a price for the software in stores created by the player. The price must be indicated alongside the description in httpd.conf.

- When installing an HTTP server, the httpd.conf file is created with a sample element. To make the software visible in the store, the files must be in the /Public/htdocs/downloads path and their names must match those indicated in the httpd.conf file.

[Nightly] Update v0.8.5416a

- Fixed bug in the generation of some hidden missions that could cause a crash when interacting with a network if it had been partially saved in the database.

- Increased testing money when registering a bank account to $30,000

- Fixed bug in the generation of license plates that could cause performance issues when searching for the plate in trafficnet.locate_vehicle, potentially also returning incorrect information about the NPC.

- Fixed the option trafficnet.locate_vehicle, to be able to locate a vehicle and automatically follow it. You may need to wait a few seconds before the vehicle enters the camera. Note: the visual tags are still placeholders.

[Nightly] Update v0.8.5412a

- Fixed bug that prevented accepting missions of type Police Record and Academic Changes.

- Fixed bug when generating some hidden missions that could cause a crash when trying to interact with the network. (2)
Grey Hack - Kurouzu
Changelog

- Fixed regression bug that prevented saving or loading bookmarks in the Browser for the root user.

- Fixed bug that caused not all information to be displayed on police and student records, preventing the completion of related missions.

- Fixed bug when saving changes to a student or police record, causing the content of other records to be deleted.

- Fixed bug in student or police records when displaying the available jobs icon, as this information is only available in employee records when the player is the owner of the company.

- Fixed crash when resetting the player's account if a bank account had not been registered, preventing the reset.

- Fixed bug in metalib.overflow regarding a router that allowed obtaining the computer object from a smartphone that is not connected to the network.

- Moved certain elements of the game logic from client to server, in addition to removing redundant information from some client methods.
Grey Hack - Kurouzu
Changelog

- metalib.payload only works if the library is located in /lib

- Updated the documentation of file.path. Now the method accepts an optional argument of type bool, which, when used on a symlink, returns the path of the file it links to.

- Fixed bug when causing overflow on a local library through a payload, by not recognizing the changes made on the pcomputer

- Fixed bug when generating some hidden missions that could cause a crash when trying to interact with the network.

- metalib.debug_tools only allows a maximum of 3 login attempts, after exceeding that number, access will be blocked during that rumor cycle.

- Fixed Bug #1125: Apt-get upgrade identifies a patched library as needing to be updated

- Fixed bug when adding or removing bookmarks in Browser, which could cause files other than bookmarks to be modified.
Grey Hack - Kurouzu
Changelog

- Fixed bug that allowed selling hardware with a negative price.

- Fixed bug that allowed selling shares with a negative price.

- Added secondary color to players' nicknames in the chat.

- When the player resets their account or has a game over, all the shares they had are returned to their corresponding companies from which they were purchased.

- Fixed Bug #1124: Custom Domains cannot be connected to directly via domain name.

- Company stock prices can never be worth $0.
Grey Hack - Kurouzu
Changelog

- Fixed crash in multiplayer mode when attempting to access a CCTV camera.

[Nightly] Update v0.8.5389a

- Fixed bug that allowed purchasing negative stock, which added money to the player's account and caused unexpected behavior.

- Fixed crash when attempting to search for a company in Stocks without having registered a bank account.

[Nightly] Update v0.8.5386a

- Fixed bug that could cause smartphones to be generated in rentals.
Note: If you have any rentals with generated smartphones, it is advisable to delete the network and rent a new one to avoid bugs and unexpected behavior.

[Nightly] Update v0.8.5385a

- Fixed bug that prevented closing the HireViewer.exe window.

- Updated error message if unit_test is not provided with all error lines.

- Fixed potential bug that could cause a crash when generating emails for Neurobox engineers regarding the zero-day exploit.

- Fixed bug that caused changes not to be saved when applying a patch to a library, which could be exploited.
Grey Hack - Kurouzu


The nightly build is open to everyone featuring Zero-day exploits, Extended npc behavior, World Impacted by Player Actions and more!

Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.

It is advisable to take a look at the new section of the Manual > Getting Started > Libraries & Exploits. And at the bottom of the page, you will see the new Zero Day Exploits section, so you can start familiarizing yourself with the new mechanics.

Keep in mind that during the nightly build, changes and adjustments will be made to the zero-day exploit, as well as other elements based on feedback.

Here is a summary of the changes that this version brings. Some elements are not finalized, as indicated in the changelog, and will be completed during the public nightly build.

Changelog

- Added Zero-day exploits. (For testing purposes, temporarily some elements are "unlocked" to facilitate the completion of the attack)

- Extended npc behavior and improved schedule consistence.

- Stocks from store companies can now be purchased. If the majority of stocks are obtained, the company becomes player-owned. At the end of the year, profits can be collected, which is the money players spent in the stores, distributed equally among all player-owned companies based on the company’s overall performance or ranking.

- Improvements in network generation to maintain its consistency based on seeds, even if they are deleted from the database, fixing several bugs, especially in mission generation.

- Now each public IP address has a unique procedurally generated domain. It is no longer necessary to check the database if the domain exists when creating it at the time of network generation, significantly improving performance at the expense of having less natural domain names.

- EmployeesViewer.exe now displays more detailed NPC information, such as their semi-complete schedule and the LAN address of their workspace.

- Unlocked worker performance information from EmployeesViewer if the player is the owner of the company.

- Added Symlinks and the ln command.

- Desktop icons can now be freely arranged (except for the trash bin).

- You can restart in safe mode from the UI. Menu > Reboot.

- Added backup system in ConfigLan for the entire network of rentals.

- Implemented option to create stores and sell software and hardware. To do this, the http server must be correctly configured from the httpd.conf file.

- If the local libraries init.so, net.so, and kernel_module.so are moved or deleted, along with the necessary files for the computer’s operation, it will not be able to send or receive connections, including Browser and the get_router method.

- Moved traffic camera system to scripting. To obtain the new class, use include_lib with the new library libtrafficnet.so. (Work in progress, you can view and switch cameras as before, but causing accidents is not yet possible.)

- Implemented smart microwaves and refrigerators, along with a new library libsmartappliance.so. To interact with the new class, use include_lib with the new library.

- NPCs can now die or be fired, affecting the company’s performance. If the NPC is an admin, no traces will be generated until the NPC is replaced.

- Added HireWorker.exe program that spawns in networks with the employee service, where the player who owns a company can hire workers to replace the dead or fired. If the player owns the company, they can also fire workers directly. Hiring an NPC will be more or less expensive depending on their position. (Still need to add prices in the HireWorker program and calculations on the total annual cost. This program will likely be merged with EmployeesViewer.)

- NPC computers can now generate a maximum of two users, one for the morning shift and one for the night, though not all computers have night workers.

- To hack smart appliances, it’s necessary to obtain the manual for the specific model. These can be found in hardware manufacturing networks. You can find them using the Browser with the terms “electronic” and “tech.”

- Added Smartphones. All workers have one, though only a few connect it to the work network. Smartphones appear and disappear from the network depending on their owner’s schedule. (Work in progress: the option to use social engineering to force the NPC to connect the phone is still missing, along with several configurations to differentiate it from a regular computer. Also missing are options to tamper with the phone’s settings, causing the NPC to get fired, as well as stored messages to find missions and other exclusive information.)

- Added superadmins who intercept overflows and always force guest-level permissions to be returned. They appear randomly in generated networks.

- Added a warehouse in the hardware installation window where players can store parts they want to sell.

- NPCs send emails to each other discussing the performance of other NPCs. These emails may also contain information pointing to hidden missions or, in the case of zero-day exploits, information about what happened. They can also indicate the presence of a superadmin in the network. Additionally, they can indicate their break times in messages, which is especially useful for synchronizing accidents with smart appliances, although it will be necessary to observe their behavior pattern through cameras to know the correct time to cause the accident.

- Added new scripting objects: debugLibrary, smartAppliance, TrafficNet

- Added new scripting methods in existing objects: metalib.payload, metalib.debug_tools, file.symlink, file.is_symlink

Nightly Build Access
Go to your Steam library, right click on Grey Hack and choose Properties. You’ll see a tab for BETAS.

Click on that, and then in the box enter the code: nightlybuild

That done the dropdown box above should become active, and you can now select 'nightly'.

Thanks for your support and feedback!
Grey Hack - Kurouzu
Hello everyone!
I would like to share with you the latest news about the development.

In the last report, we explored the extended behavior of NPCs. In this report, we will explore the World Impacted by Player Actions. Note: The Nightly Build is in active development and is not yet available to the public.



As stated in the last report, the job performance of all NPCs within a company influences the profits it can generate. Consequently, a company with a workforce of incompetent people will experience losses month after month. Only large companies that sell software and hardware are public and allow players to buy shares.

When a player acquires more than 50% of a company’s shares, they will take control of it, unlocking various management options as well as additional information about each worker’s performance through their employee profiles. If a player is not the majority shareholder, this information will be hidden. However, it can be discovered by reviewing the NPCs’ conversations and emails to learn more if desired.

Once a year, in-game time, companies will offer to distribute dividends among shareholders, allowing them to earn a portion of the company’s profits. The total profits will be distributed proportionally to the success each company is experiencing at that moment.

To avoid inflation by introducing more money into the world, in this case, the companies’ profits will be obtained directly from players’ purchases. For example, when a player buys a piece of hardware in any store, that money will accumulate and can be collected by all the company owners at the end of the year (in-game time) proportionally, reusing the already created money.

If a player’s companies gain a significant advantage over their competitors, they can adjust store prices, potentially impacting other players. Remember that to gain an advantage over your competitors, you can either do it cleanly or interfere with their networks to create chaos.



Players can also create their own stores as an alternative to NPC stores controlled by other players, where they can sell both hardware and software, with the profits going directly to the player selling them. Due to these changes, coupons will have much less prominence and usage in order to adapt to the new mechanics and not devalue the hardware.

Additionally, other secondary changes and additions will be introduced, such as a new type of highly competent administrator who can detect overflow attacks and interfere with returned objects, as well as a very expensive service that will be revealed during the public nightly build, which can only be acquired by the guild with the most influence at that time, promoting rivalry between guilds to gain access to certain exclusive features.

As always, all these new additions are subject to change and will be adjusted based on the feedback received during the public nightly build. Although there is still work to be done, we are more than halfway there, as the core of the new systems is almost complete.

Thanks for reading! More news soon!
Grey Hack - Kurouzu
Hello everyone!
I would like to share with you the latest news about the development.

In the last report, we explored some new hacking methods, mainly focused on PvP. In this report, we will explore the extended behavior of NPCs. Note: The Nightly Build is in active development and is not yet available to the public.


The NPC scheduling system has been completely re-implemented, improving and adding certain activities that will allow players to interact with various aspects of their lives.

From Monday to Friday, NPCs will go to work and have their leisure time, while weekends will be mostly dedicated to leisure activities and sleep. Players will be able to check NPC activities through CCTV if the network has available cameras. This can be particularly useful if the network has certain hackable smart appliances, as these can cause accidents.

Similarly, players can track an NPC’s license plate to monitor them through traffic cameras during their commutes, perhaps to hack traffic lights and also cause an accident. If the network contains the employee records database, the players will be able to know the full schedule of the NPCs.

These accidents can cause the death of the NPCs, although killing an NPC it is not the only way to get rid of an NPC on a network that is preventing us from reaching our goal, like an annoying administrator, we can also use other methods to get the NPC fired, such as changing the alarm clock time on their smartphone so they are late for work several days in a row, or similar methods.



If a network loses an administrator (or any other NPC), either due to an accident or being fired, a new NPC will be hired to replace the previous one after several in-game days. Each NPC influences the company’s earnings, so if the player has purchased the company, they can decide which NPCs will be fired or hired from a list of candidates, showing their stats. But this is more specific to the "Impacting world by players” part and we will explore it another day.

Causing an accident that ends up killing an NPC will be taken very seriously by the Police, so covering your tracks will not be an easy task, and if you get caught, it will be a direct Game Over.

NPCs also communicate with each other through emails or phone messages with NPCs from their network and also with NPCs from other networks. Besides discussing mundane topics, they will also comment on any problems or peculiar situations involving an NPC, allowing the player to know the context of the NPCs in the network to act accordingly if we want to interfere in their behavior to impact the company, and also to discover hidden missions more organically.



On the other hand, NPCs will be more aware of the movements in their bank accounts. Therefore, if an NPC detects that someone has stolen money from their bank account, they will report it to the authorities, who will start tracing the bank transactions to try to catch the perpetrator of the theft.

In a similar way, If an NPC detects an unusual deposit in their account, they can also report it to the authorities, causing a trace of the transfer, or withdraw that money and keep it. Depending on some NPC's specific internal stats and the amount of time the money stays in their account, they might never notice the unusual movement in their account.

Although this type of trace can also be avoided, it will be a stricter and more closed trace than conventional network traces and more difficult to avoid, so the player will need to have a cleaning plan ready before making a transfer. The larger the amount to transfer or deposit, the more suspicion it will raise.

In the next developer preview, we will explore the section "Impacting world by players" which is entirely related to the extended behavior of NPCs, where players will also be able to influence the world's economy beyond the use of coins.

Thanks for reading! More news soon!
Jun 6, 2024
Grey Hack - Kurouzu
Changelog

- Fixed several crashes related to the Tutorial and the player's mail client.

- Minor update of the "First Steps" section from Manual to prevent possible confusion.

Update v0.8.5120a

- Fixed Bug #1098: Set password at start of game with special characters causes a wrong password saved instead informing the user that it is invalid.

- Fixed bug that caused the ConfigLan tutorial window to not close.
Grey Hack - Kurouzu
Hello everyone!
I would like to share with you the latest news about the development.

The public version can already be considered stable and this means that the next development cycle has already begun. Therefore the public version will not receive updates for a while until the development of the Nightly Build ends and merges as usual.

This nightly build is special as it will be the last one before entering the beta version of the game and therefore carries significantly more content than other nightly builds from the past. I preferred not to split this nightly build into two or more parts, since that would entail extra time for fixing regression bugs after each merge, which always tends to take several months, so this time it is preferable to introduce all the planned features in the same nightly to fix all those regressions at once and thus save some time.

As this nightly is going to take me more time to develop than what is usually normal, this time I am going to publish updates (Developer Previews) about the state of the development regularly to keep you informed about which feature I am working on at those moments.

This time, being the first update, I still do not want to go into many details since I am working on several features at once and there are certain parts of the design that I want to finish defining first, but I can tell you broadly what the new attack vector will entail.

The new attack vector, which will complement the current buffer overflow, is being designed with multiplayer mode in mind, specifically for PvP mode. It involves 0-day-exploit attacks combined with code injection, which along with buffer overflow will allow for a more dynamic and balanced PvP between attack and defense, especially among more veteran players.

The 0-day-exploit attack will consist of several phases, requiring in the first of them that players collaborate with each other in order to advance. Upon reaching a certain level, players will be able to obtain limited pieces of information (rumors) which, upon completion, will lead them to a specific network to continue with the discovery of the exploit. This will encourage collaboration among guild members to obtain this privileged information before another group, whether their intention is to attack or protect a specific network or server.

Once this information is obtained, players will still need to do research work to discover and deal with the engineers who have worked on the library that may contain the undiscovered exploit, thus being able to move on to the next step of the attack which will then be more technical for the player.

In the next phases, the player will need to create specific code, which will vary depending on the vulnerability of the 0-day-exploit to continue the attack. Therefore, as an exception in the game, this time players without programming knowledge trying to discover the vulnerability will be at a disadvantage compared to players who know how to program. Hence, exploits of this type of vulnerability will not be generated in stores, unlike the current buffer overflow. Although players without programming knowledge can always use them once they are discovered and published by other players.

What I have described would be the first phases of the attack explained in a general way, the attack does not end there. There are also parts that I am currently exploring such as the introduction of an API that can only be accessed temporarily depending on various factors, or the introduction of additional, smaller attack vectors to help with the balancing of this new system.

In the upcoming dev previews, we will be exploring other parts of the nightly that are also being designed, as well as more details about this new vector attack.

More news soon!
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