Changelog
If changes have been already reflected on the wiki, there will be Done sign next to them in the changelog copy posted below.
2016
July 2016
July 17, 2016 |
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July 05, 2016 |
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CHANGES:
FIXES:
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July 02, 2016 |
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FIXES:
Few words from me: |
(4 months with no updates, Skycast plz.)
March 2016
March 21, 2016 |
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* FoV lines must be more solid. Run Updater. * Sierra Control: Boosted chance to T3 Weapons/Armors. * Sierra Control: Now all types of T4 Parts/Reciepes. FIXES: * Probably fixed reloading changing to single bug. |
March 19, 2016 |
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* Char control system applyed to random events. * Loot and pools rebalance. * Additional spawn of T4 craft parts in some dungeons/events. FIXES: * Fixed faction base dissapearing after disconnect from faction. * Fixed trying repair self armor when using repair on any scenery. * Fixes for start tutorial, added ability to leave it at any time. * Map fixes: cath quest and etc. * Added missing T4 parts in token reward. * Other changes.
Be sure to check out our new public Discord which was just established. http://forum.fonline2.com/index.php?topic=16993.0 Join FOnline2 discord here: https://discord.gg/0rSEo4GUvjk0owT4 |
March 01, 2016 |
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* Added no pvp to safe towns except NCR. Also added to replications. * Robots in Sierra will self repair. * Using traps/explosives in Sierra will trigger alarm. * Trying to stack active mines on ground will cause explosion. * After 14 days(because auc was disabled for some time for old items will be 30) not bought items will be removed from auction, owner will be able take back such items from banker. * Boosted dogs in ares. FIXES: * Map fixes: sierra surface, sierra caves, cathedral quest and etc. * Other changes. * Fixed followers stuck in cathedral quest while turn-based combat. * Event sheduler fixes. |
January 2016
January 17, 2016 |
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* Rocketball Matches can now be started by players. They require 500 caps and 5 players in team each. Shelduled weekend. Since next sunday three weeks sheldule begins: * 1. - Bank event. * 2. - Hungergames caves edition TB * 3. - Hungergames caves edition RT CHANGES: * Added ability to reset cathedral quest by using holodisk again. * Added turn based combat mode to cathedral quest, combat mode must be set when entering cathedral. * More t3 armors/weapons added to cathedral quests. * Added ability to convert robo cleaner back to item. FIXES: * Fixes for cathedral quest maps.: * - Guard on Entrance will not launch alarm when many players pass at once anymore. * - Quest can be repeated. Player will get prompt upon using holodisk. * - Turnbased version available. * Fixed inability to build base/tent in some places. * Dialog fixes and changes. * SAD robots will immediately attack anyone when alarm triggered. |
2015
December 2015
December 21, 2015 |
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* New instanced Cathedral dungeon/quest implemented. Player need to obtain special quest holodisk from human encounter npc. * Added new furniture - Christmass Tree, can be bought with event tokens. By Feather. FIXES: * Fixed and readded sierra caves maps. * Fixed map relief to prevent stucking in water. By CocainTalk. * Town raid event fixes. |
December 10, 2015 |
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* Sneaker nick now visible to ally factions. CHANGES: * Robin Wood quest now require at least 10th level. FIXES: * Fixed wrong spawn on Cathedral. |
November 2015
November 29, 2015 |
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* Added chance to explode grenade when shoting target with grenade in hand, if crit rolled weapon drop will be additional 25% roll to grenade explosion. * Added new quest created by Balthasar. You can begin it in inner NCR bar. FIXES: * Fixed debug messages in player chat. |
November 23, 2015 |
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* Added sheduler for big events, new events inc soon(R) Done CHANGES: * Boosted chances for rare stuff in SAD2 level boxes behind laser (including General Clifton's Holodisk and implants). |
October 2015
October 22, 2015 |
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* Added more car paints. Done FIXES: * Fixed car parts. |
October 06, 2015 |
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* Car Paints and Parts were added to the game. Done |
September 2015
September 07, 2015 |
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* Added cool combat tutorial to Kenny. by Noisy & Wesan (dont forget to run updater and rise music volume) CHANGES: *Items crafted on workbenches in unprotected places will get better chance to get bonuses (few %) *Clifton Holodisk now can be spawned on second floor of Sierra Base, behind lasers. *Rised chance for top loot spawn on second floor of Sierra Base, behind lasers. *Magic ball translation & some other translations. FIXES: *RocketBall finally fixed. *Map fixes. *Fixed message when trying to lockpick not lockpickable car. |
August 2015
August 21, 2015 |
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July 2015
July 12, 2015 |
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Alpha Portuguese/Brasilian translation added thanks to huge work of user: Бразильскии (Use DOWNLOAD HERE -> FOConfigPT.exe to select language)
Skynet - a self-aware, artificial intelligence anti-daul&fastrelog system added. CHANGES: Doubled limit for Ca and CAmk2 spawning, for shopkeepers its x6.
Close Combat bonus speed working only if players BG,SG,EW skill is lesser than 100. FIXES: Fixed ability to use elevator without waiting timeout.
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April 2015
(Great silence begins lasting for about 3 months.)
April 28, 2015 |
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April 22, 2015 |
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Enabled event "Enclave supply arrived in San Francisco docks" with rare loot such as Enclave Armors and t4 parts. |
April 17, 2015 |
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EXP mod set to X 2, so you will get twice more EXP.
Added t3 recipes to book sale events. FIXES: Map fixes. CHANGES: Reworked item spawn system. ( item which are not looted by players will stay in pool which mean more items can be found ) |
March 2015
March 30, 2015 |
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To find dungeon you must find toxic caves map which is randomly drop from encounter npc. FIXES: Auction fee changed to 10%. CHANGES: Restricted ability to put few movable lockers in one hex. |
March 18, 2015 |
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Implemented auction: FIXES: Fixed lockpicking cars with electronic locks. Now message with passcode will be displayed properly. |
March 01, 2015 |
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Only ability to meet player while moving, so staying on wm still safe.
To lock cars by elock you need to have key from that car and use elock on car.
New collecting quest added. It is located in Vault city outskirts bar. FIXES: Fixed ability to gain/loose faction score on replication. CHANGES: You can give him dogtags like always for reward or bring him 100 dog tags, combat armor and 10k caps and your combat armor will be upgraded to ranger armor, all bonuses from ca will stay also. |
February 2015
February 23, 2015 |
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If weapon in reload mode, pressing A button will change mode to attack.
Faction will gain score for killing enemy faction members(if his level bigger than 25), tc, sierra defence, doing dungeons.
Lock interface created by GZA FIXES: Most probably fixed tb issue in "i smell a rat" quest. CHANGES: Rised chance to spawn implant and t4 recipes in Ares. |
February 10, 2015 |
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Added tent terminal(campfire) with ability to delete tent(for tent owners) and to unsee tent(for tent members).: FIXES: Fixed farm and metro defence quests.: CHANGES: Farm defence: exp. reward buffed to 20000 + 500 * team size: |
February 01, 2015 |
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Added blueprint buyout miniquest. Town citizens needs blueprints. You can sell 5 blueprints in row. Rewards: FIXES: Fixed wrong message when using antidote on someone. CHANGES: Operations with containers will also desneak sneakers. |
January 2015
January 25, 2015 |
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Sierra Caves Level 2: chance to enter location with players is now equal to level 1 (chance decreased)
Removed exp. for killing mobs |
January 18, 2015 |
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Added new inventory actions, must be opened inventory and cursor must be in pointer type. FIXES: Fixed miss sound for attack from 2nd hand. CHANGES: Masters Army appeared near Mariposa. |
January 04, 2015 |
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Fixed bug in hungergames with wrong places when 2 players die in the same time. CHANGES: Removed ability to steal in guarded towns except Ncr.
Weapon changes: |
2014
December 2014
December 28, 2014 |
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Sierra Caves event: exit grids will be blocked when all participants are in one location (to speed up final fight). |
December 25, 2014 |
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Added Fire Gecko miniquest event. Sometimes one of Modoc citizens wants to buy Fire Gecko Pelts (low quantity, ten pelts maximum). Event is terminated when first player finish quest. FIXES: Fixed bug with bases when multiple connect/disconnect from/to faction can cause lost visibility of base. CHANGES: Sierra Caves: increased spawn rate of implants and T4 parts. |
December 17, 2014 |
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Added ability to connect base to faction: FIXES: New Reno Wright Event: guards will shot thieves. |
December 13, 2014 |
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Added two more binds for use superstim or regular stim on other players(to use add usestimon=hotkey and usesson=hotkey in hotkeys.ini file in Client folder) FIXES: |
December 12, 2014 |
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Added binds to use items from main hand and second hand (to use add lines use1hand=hotkey and use2hand=hotkey in hotkeys.ini file in Client folder) FIXES: Map fixes. CHANGES: Shopkeeper hiring changes: |
December 04, 2014 |
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Camping places nerf for Metro defence quest map. CHANGES: NCR forcefield state can be only changed by officers and cooldown removed. |
November 2014
November 30, 2014 |
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Hopefully fixed wrong combat type for encounters(enter tb encounters while set only rt and opposite). CHANGES: Sierra Caves L2 loot slightly boosted. |
November 25, 2014 |
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Added second level to Sierra Caves Dungeon FIXES: Drug timeouts now showing correct while TB and after it. CHANGES: Added preview and second entrance to Ares. |
November 22, 2014 |
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Fixed wrong melee dmg value on registration screen. CHANGES: MAmk2 now need one more high grade steel for craft. |
November 13, 2014 |
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Added ability to turn off displaying global messages on screen by Options FIXES: Fixed range for Plated Gloves CHANGES: Windows added to Renesco in Commercial Row.
Chance to hit bodypart: |
November 09, 2014 |
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Server crash/rollback fix. CHANGES: Logging off in Sierra Cave kills players (player is killed when offline character is removed from map, so you have 3 minutes to login again) |
November 06, 2014 |
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Added ability to add/remove/promote/demote base members by id. type ~myinfo to find it. FIXES: Fixed buyable houses in hub watermerchants. |
November 03, 2014 |
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Caps always first in barter window (by Wipe) FIXES: Turn-based fix CHANGES: Farm Defence requires everyone in group have atleast level 10
Item changes: |
October 2014
October 28, 2014 |
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NPC AI problem fixed.
Bigger chances to find already "unblocked" items blueprint. |
October 26, 2014 |
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Books reading problems fixed
Lowered lockers complexity in Sierra Cave System dungeon and Encounter's Lockers.
Balance changes:
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(New Season - 3!)
October 25, 2014 |
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FEATURES: Global Technology Progression System One of the biggest FOnline problem was always ability to grind high tier stuff in short period of time. Lower tier level items were totaly useless. Session gameplayability was rapidly ending - togheter with full carpets of loot in players tents. There was only really short period of time after wipe, when players could actually fight with low tier weapons and feel like in original Fallouts. We have implemented totally pioneer, orginal and revolutionising feature, which is called Global Technology Progression System. It's purpose is to give FOnline players, Fallout feeling while playing the game, prolonge session gameplayability and make game more interesting. What is Global Technology Progression System? Game world technology starts from tier0 (items available without having any profession). More advanced items are discovered one by one (from the weakest to the strongest) by Players, by finding blueprints for them. Technology is slowly increasing depending from players actions. Blueprints for items can be obtained in: - Dungeons Only items available currently in technology are appearing in game world (with small exception to Special Encounters). Living World Project It is concept to bring more life and create less artifical environment in game wrold. There are currently two things taking part in that system (in future we have more in plans): Automatic Random Global Events: Over 70 events having different roles and creating various of situations. (more in Global Events Section) Traveller Script: It is a script which is creating autonomical NPCs who are acting accordinately to their AI. Those are autonomical units, who are roaming thru wasteland, dropping in Player's encounters, entering and crossing cities, locations and acting accordinately to thier AI, some of them are friendly some are aggressive, some having quest to give or items to sell. Some example to be more easy to understand: - easter eggs characters roaming thru world Random Global Event System
- Wright's family event. Wright's family is arming. Chriss Wright is offering to buy all quantities of
- Sale events. Big transport arrives to shopkeeper. He is announcing sale. Event lasts 10 minutes, loot is refreshed every minute. There are four sales events
worldmap). Enter it and have fun: - Resource transport events. Convoy transporting resources is under attack. Kill guards, loot convoy cars and escape. Be careful, attackers want loot too. Event lasts 10 minutes. There are two event maps and three event versions: -> Convoy transporting Kevlar Polymer to Gecko. -> Convoy transporting High Grade Steel to Redding. -> Convoy transporting Refined Uranium Ore to Broken Hills. - Broken car events. Bandits car broken down. Kill bandits, loot car and escape. Event lasts 10 minutes. There are four event maps and seven event versions: bandits, robbers, highwaymens, raiders, rouges, khans and regulators. - Minefield events. Bandits car explode in a center of minefield. Bandits are dead. Loot car and escape. Be careful mines are deadly. Event lasts 10 minutes. There are two event maps and four event versions: sierra minefield, glow minefield, ares minefield and desert minefield. - Hunter's camp event. Bandits attacked hunter's camp. Hunters are dead. Kill hunters, loot everything and escape. Event lasts 10 minutes. There are four event maps and five event versions: bandits, robbers, highwaymens, raiders and gang. - Raider's cave event. Two hunters died during exploring suspicious cave. You should check it out. Event lasts 10 minutes. There are three event maps and five event versions: bandits, robbers, highwaymens, raiders and gang. - Strange locker event. Two scavengers died during exploring city ruins. People says about strange locker. Event lasts 10 minutes. There are three event maps. - Suspicious basement event. Two scavengers died during exploring city ruins. You heard gossips about strange and hidden factory. Event lasts 15 minutes. There are three event versions: punk, gang, and raiders. - Raiders camp event. Hostages tried to escape from raiders camp. They were killed, however they managed to fire a flare. Kill bandits, loot everything and escape. Event lasts 15 minutes. There are two event maps and five event versions: highwayman, gang, raiders, rogues, khans. - Crashed Vertibird event. Enclave Vertibird has crashed in the wasteland. BoS and Enclave are already sending their forces to the crashsite.Event lasts 20 minutes. - BoS broken Hummer event. BoS Hummer has broke down in the desert. BoS and Enclave are already sending their forces to the place. Event lasts 20 minutes. - Battlefield event. BoS platoon fighting with heavy Enclave forces. BoS and Enclave reinforcements are incoming. Event lasts 20 minutes.
- Farmer needs showel / axe / water bag ... Reward 1500 exp, 50 caps. - Guard needs low-tech gun. Reward 2000 exp, 300 caps. - Guard needs mid-tech gun. Reward 3000 exp, 500 caps. - Alcoholic needs booze / beer ... Reward 1500 exp. - Child needs something to eat. Reward 1500 exp. - Prostitute will make you fell better. Bring her 500 caps. Reward 5000 exp.
- Citizens are selling books. - Drug dealers are selling drugs. - Citizens in San Francisco are selling energy transformers and chemical components. - Miners in Redding are selling high grade steel. - Ghouls in Gecko are selling high kevlar. - Citizens in Broken Hills are selling energy uranium ore.
Enhanced Encounter Container System
-> Random container types. -> Chance to spawn multiple containers in one encounter. -> Enhanced ground traps spawning alghoritm. -> Two kinds of ground traps (mines and bear traps). -> Three kinds of container traps. -> Top loot area near San Francisco(6:14, 7:14). -> Graves in desert and mountains encounters. -> Primitive tool may be used to open grave. Dungeons
hunters. Key features: - Dynamic map randomization algorithm including: -> Static critters. -> Patroling critters. -> Critters groups (eg. mini raiders camp) -> Monsters. -> Ammo storages. -> Nests. -> Traps. -> Random containers. - Dynamic location quantity. - Ability to enter dungeon from encounter (zones 11:7 and 11:8 ). - Turn based and real time modes available. You can play only in your favourite combat mode, no "forced encounters". - Team size limited to three players. - Fair PvP (99% chance to meet teams having equal size). - Remember: this dungeon is deadly and you never know how long it take to find exit.
- minefields added - dungeon expadned with additional - 3th level - dungeon expanded with another exit path to surface from the deepest - 3th level - Mutants are patroling Ares area, some of them weilding T4 weapons
-Extremely hard dungeon, which completion will be a huge achievment, only for those who want a real PvE challange. (PvP still possible) -Limited access to dungeon, granted via specific NPC (traveller script), which can be met randomly in the game world.
- Singleplayer dungeon which can be completed without even fireing a single bullet. - Limited access to dungeon, granted via specific NPC (traveller script), which can be met randomly in the game world.
- Instanced dungeon, access granted via specific NPC (traveller script), which can be met randomly in the game world. - Containing new, exclusive monster. - Co-op enforcing concept which will require you to take buddy or two with you. - Pve and explore dungeon type - Unique minigames mechanics inside Worldmap Into Wasteland 1. Ability to meet other player and drop into encounter with him while both players are crossing eachother on Worldmap (Players who want to avoid danger should try to pick less crouded areas) 2. Special notifications about shots being fired in a zone which players is crossing - if there is a players encounter inside. 3. Reworked Turn Base System There was a big problem with having ability to have 2 turns in a row in turn-base. We manage to fix that. Que order is different now. If turn-base is already started - player who will enter encounter as a new person - will be forced in next que on the top of the players list. By this Player who spawn during already existing tb que - will have at least a chance to find some cover or try to escape in his first round in next tb que which will be before turn of players who were present in encounter before and took good position. Also there is no option by this to have 2 turns in a row which was causing insta kills. 4. New Encounter Spawning System One of the biggest problem with encounters, traps, turn base fights was unability to spawn in others players encounters without sure death. Player who was inside had just huge advantage over a Player who was about to spawn. Not to mention specificly designed Turn-based Traps. We totally redesigned spawning system. Now it depends from players Perception. There are "Circles" of spawn depending from Players perception. Mobs are spawning in the center of encounter. Around the center are spawning Players with perception from 1 to 4. More far away (and often in pretty good position or even hidden behind some obsticle) are spawning players with Perception from 5 to 7. The best spawning posistion have Players with Perception from 8 to 10. They are spawning on the edges of encounter, very often hidden behind obsticle. What does it change ? Now just single player who want some action, can just enter any other players encounter and have a really big chances that will spawn in a good place to start the fight. If the challenge turns out to be to big, he will be that close to the exit grid that there are big chances that he can try to escape. System containing also params which are effecting in spawning Players always at the entire most far away from MOBS or other Players. By this chances are even bigger. Making traps will be a lot more challenging now, making "death circle" aroung mobs spawn wont be that effective anymore. All those features above are changing the look of Worlmap and giving ability for real action for everyone. Reworked Factions System - Added ability to delete faction - Added faction chat -> send messages to faction /f message or /F message -> when received new faction chat message appears tab "Chat" -> Ctrl+C for open or close faction chat -> faction chat windows can be dragged over all interface - Added ability to mark other factions as Ally or Enemy - Added ability claim leadership of faction to other faction member Other 3 Wave defense quests: NCR rework & expansion:
Throwing Other - Added chained mines explosions. Critter will trigger mine explosion when it is knockbacked to hex with active mine. FIXES: - All event which spawns critters are immune to server save/restart. NCR ROLEPLAYING PROJECT NCR has been trough many changes to try and deliver a better rp experience, a reason for them to defend town and expand, and also drastically reduce gm influence from the town systems. |
August 2014
August 12, 2014 |
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FIXES:
CHANGES:
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July 2014
July 13, 2014 |
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* Summertime Madness Arena Done
* Holotape seller added to adytum. 650 caps per tape. Done Hex Shooting: * Ability to throw nades from second hand like regular hex shooting, cursor must be in attack mode and ctrl pressed. Done
Fov is now refreshing properly when closing, opening door.
Caravan cannot be started while in combat mode.
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June 2014
June 22, 2014 |
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* Sierra level2 suffocate feature in armory. (Players who will be trapped inside will die to suffocate) Done
* Some minor map fixes to Necropolis and Warehouse (ladder deck)
* Added 2 new passages in Necropolis. Done
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May 2014
May 28, 2014 |
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Added "encounter size scaling", only for groups with more than 2 players with level 11+ Added special encounters, for now only 2, can be found anywhere, chance to find not depends from anything. (mechanic must be tested)
Sierra map fixes
Reroll price reduced to 500k caps. Done Sierra robots can use gatling lasers. Removed speed penalty from avenger minigun. Done T4 Balance changes: APA MKII now have stats like APA Done T4 change not final. You can share your thoughts in "Suggestions" topic. |
May 08, 2014 |
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FEATURES: Added player faction name to mouseover info.
Small fixes.
Added new base system which will work for bases created after this update: Ability to add/kick from base offline players. Ability to promote/demote players to base manager status. Ability to see all base members/managers. Players logged off on base and not members of base will be teleported to wm. Next update: Special Encounters |
April 2014
April 22, 2014 |
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Added new base. Cost 200k caps, seller is npc in enclave gas station. By DiKobRaZzz. Done Added ability to reroll character: Done Player must have 1mil caps in inventory on needed char and use ~deleteself. Character must be on some safe place like base or tent(tent must not belong to this char, because his tents will dissapear after ~deleteself). After char will dissapear from game on its place(hex) will appear fallout2 hintbook and implant(if it was installed on this char). On f2 hintbook stored all exp which was gained by char. This hintbook must be first used only on char level1 and this char become its owner, each hintbook use will give ammount of exp needed to gain "perk" level 3/6/9/12...21/24/27/30, F2 hintbook will dissapear when all exp stored there will be depleted. F2 hintbook won't work if char have unspent perk or more than 25 unspent skill points. Ammount of exp left on disk shown in item description.
Dialog translations/fixes. Fixed resetting fast travel mode. Fixed hiding/showing nicks. Added park lots to hub carstore. |
April 10, 2014 |
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Added option in game otions to auto skip encounters. Only which player can detect.
Map fixes. Removed karma penalty when killing player in pvp event arena.
Npc ai tweak on sierra base control. Minimum ap to shoot set to 2. Evader trait now decrease by 10 chance to hit at the end, so maximum tohit still 85. Done "Chess game" quest can be repeated if failed and added 1 day cooldown if failed. Done Level 21 required for "Chess game" quest. Done |
March 2014
March 29, 2014 |
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CHANGES: Healing rate cd changed to 20/10sec so 1/3 from default state, hp also adjusted to 1/3hp. Done Added commands ~flip , ~toss , ~cointoss for rp purposes.
Fixed container volume counter. Fixed Ctrl+click moving items to container when container have less space than needed for items. Most probably fixed shopkeeper stuck. Fixed Jt patrol won't attack players on encounters which shoot mobs. |
March 25, 2014 |
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FEATURES: Added warning message when the player get level and have unspent perk. Added over head messages when player gain hp from fa or ss. Ncr reputation implemented, each guard kill decreasing reputation by 100. Guard will shoot players on sight with less than -1000 rep. Added ability to drop item from inventory to ground by shift click on item.
Fixed encounter parking when tree blocking car. Fixed adding craftable lockers to new bases. Fixed item movement between containers by ctrl click.
Accuracy implant: Done +40% to BG,SG,EW +5 FOV Healing rate occurs twice as fast and heals half less the amount before. Done Raised max available shopkeeper price from 99999 to 999999. Reverted chance to get top weapons from dungeons.
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March 19, 2014 |
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2238 bases maps are added as rare loot to dungeons. Done Added new quests and achievements. Done BoS map rework, members will see more entrances on town/world. Done Undergroud parking added to bos. Done Car in Hub carstore and bos underground parking is not lockpickable. Done Player can now end shopkeeper contract. Jt scouts faction patrol (same as caravan). Done Added shopkeepers to Junktown. Done
Map fixes. Dialog fixes.
Ncr guards won't attack if get hit by ncr member. Added one more entrance to Hub. More throwables added to hungergames boxes. Hungergames event now will spawn 3 managers in hub instead of 1. {Done}} Added small chance to find pulse nades on tanker and mariposa. NCR Army can now enter base inside ncr. Decreased chance to find top loot from any source. Increased chances to get pre-top(ba/eca/etc) loot in some places. |
March 14, 2014 |
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CHANGES: Karma reseted for all chars. Karma gain limited to 200 karma per day. Sneak robe now gives +30 armor class and + 40 sneak. Done Implants rebalance: Done Defense implant: +4% damage resistance (all) +2% damage threshold (all) Marksman implant: +4 critical roll +4 critical chance +2 field of view Chem control implant: Chem reliant +30% SS Accuracy implant: +40% to BG,SG,EW +3 FOV Survivor implant: +100% Outdoorsman +30% xp rate +30 hp Scout implant: +50% Sneak +30 AC +20 past sneak level cap Medic: +100% Doctor +100% First aid Living anatomy perk In combat maximum self heal is 175hp |
March 07, 2014 |
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FEATURES: Info about free space in lockers. Done Added chance to heal ko while using doctor skill on knockedout players. Done
Lowered chance to find top tier items with bonuses. Removed lockpicking xp.
Crtl+click item movement now working with boxes, trunks, etc. Map fixes. Other fixes. |
March 03, 2014 |
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FEATURES: Implemented system to fast move loot between players and containers. Ctrl+Click on item will move to/from container/body.[experimental]
Fixed xp for mobs in tanker dungeon. Map fixes. Fixed rejoining in BoS. |
February 2014
February 25, 2014 |
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Location with lost cars will become visible for all after random long time. This encounters will be yellow colored.
Dialog fixes. Map fixes. Player no longer get experience for killing town npc's. |
February 21, 2014 |
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FEATURES: Player entering any not safe map will be invisible for 1 second, in this time he won't be able to do any actions.[Experimental] Player will see in chatbox who kill him, if killer is player. Elevator teleports also up to 3 players which tagged to player who using it. Players must be close to elevator and don't have combat timeout.
In some cases player won't be able to gain heave ho. Box lifting quest fix. Guards no longer loot doors.
Doctor skill enabled in turn-based, need doctor bag in any hand and full action points. |
February 18, 2014 |
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CHANGES: All bos and enclave quest locations created after this update will be able to be retaken after dissapearing. Brotherhood armor prize from kenny quest changed to caps. Done After finishing enclave or bos recruitment quest you are awarded with corresponding combat armor. Done Close combat speed bonus will work with all non-weapon items. Car owner will see location if he will die on encounter last. Turrets on sierra can be recaptured anytime by anyone. Done Sierra alarm time lowered to 20 minutes. Done Added Glow preview and second entrance from wm, also paths between different levels. Done Added one more entrance to warehouse basement. Done FIXES: Dialog fixes. Map fixes. Disassembling NCR Armor mk1 and mk2. "Cave unlimited turns" turn-based exploit. Fix for showing hidden nick by preview. Fix for heave ho, now only calculated kills by throwing weapons(all weapons). |
February 14, 2014 |
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CHANGES: * Power armors have built-in stonewall. Done * Changed chance to kd for grenades, 50% for frag and 25% for plasma.Produces knockdown effect on target(50%). Done [note that CC speed bonus works if having nades in hand] * Thrust mode on SuperSledge have knockback perk. Done * StealthBoy turns off when owner died. * Changed adding ppl to caravan system: Now by default added all players who tag leader but before starting caravan leader can exclude players from caravan by choosing from list. * Reduced lockpick skill required to lockpick cars. * Heave ho moved to achievements, to get need to kill 100 critters by plasma nades. [characters which has Heave ho before this change - contact Skycast on PM on forum for perks retribution] * Added description to implants items. * Lockpicks can be used from any hand.
*Fixed registration letters/numbers calculation. *Fixed calculation of kills to get pyromaniac acheivement. *Electronic lockpick mk1 gives +25 to skill calculation. *Map fixes. |
February 11, 2014 |
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CHANGES: Quest locations are removed when their owner deletes a character. Players in locations garbaged due to character deleting (tents, quest locations) will receive a notification in messagebox. Dead characters will be replicated ignoring replication timeout. Sierra base control loot boosted (Nuka-cola, Cigs, implants, Power Armors chances increased). Hubologist Robe now gives protection slightly better than LAmk2. HK11 and HK11E slightly boosted, now shooting 12 bullets per burst, clip size changed to 48. Tanker Dungeon mobs adjusted. Tanker Dungeon loot boosted + added chance to obtain Turbo Plasma Rifle and Pulse Rifle there. Mariposa surface area loot boosted + added chance to obtain Gatling there.
Fog of war now working with drugs properly. Den Metzger Guards aggro problem fixed. Other fixes. |
February 07, 2014 |
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FEATURES: Ability to drop all from inventory on worldmap by Ctrl+Shift+D Added mouse over info about cripples/radiation/poison/addiction on chosen tabs. Added "fog of war" to fov by Ctrl+F
CHANGES: Engineer implant give +10% to chance to craft bonus items. Scout implant gives +30 to skill at the end calculation. Black(sneak) robe can have craft bonuses and can be disassembled.
Fixed kill count statistic, random npc's won't be counted as man anymore. Map fixes. Fixed Pete supertool issue. Close combat speed calculation fix. Fixed leather jacket disassembling. Only caravan member can talk with Chuck Lee. Dialog fixes. |
February 01, 2014 |
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FEATURES: On hunger games event nicknames of all players hidden. Sand and Sneak robes hiding player name.
FIXES: Map fixes. Traps triggers attack from npc which was affected by explosion.
Sierra: Added two static robots on 3rd and 4th floor near pc's, they are aggressive but won't turn alarm if attacked removed floating eye bots from 2nd level, robots can't be crippled by explosives, robots on 2nd floor can turn on alarm if they attack someone Explosives can explode in Ncr. San Francisco Tanker dungeon added (alpha version - will be expanded with quest). Workbenches added in BoS and Enclave Bases.
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January 2014
January 29, 2014 |
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CHANGES: Sierra: forcefield removed on 2nd floor, alarm will be turned on if someone attack any robot, doors near elevator on 2nd floor will kill player if he will block their closing, forcefields can't be reenabled by using skill on them, small map changes. Weapons: frag grenade ap cost lowered to 4 Done Windows added to redding buildings.
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January 27, 2014 |
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Added hotkey: loot all from ground - Ctrl+L. Global messages will appear also in chat.
Maps and Quests fixes.
Added tents limit, 20 per player. If player will ~deleteself, all tents created by him will disappear. Done Better loot on Mariposa surface. Done |
January 23, 2014 |
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GM anti-dual log monitoring tools expanded Two New collectors NPCs added: -Gecko Tragic player: He will play with you and if you succeed you will gain money and exp. -Redding Miners Quartermaster: He will trade Kokowef tickets for explosives.
Fixes for BoS and Enclave quest lines, all should work properly now Glow holodisk quest related dialog fixed Small fixes for Sierra Some other fixes
Added 10 more slots, more chests, some map changes in Hungergames event Sierra turrets AI is better after hacked Karma disabled in SF, New Reno and in Town Control cities - during TC window (1h period) or anytime status. Metal Armor MK2 and Tesla Armor now counts as vailable items to start TC timer |
January 21, 2014 |
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FIXES: Removed ability to use colors in chat to prevent all kind of trolling. Random fixes and optimizations. Fixed yk pulse pistol sound. Fixed glow doors. |
January 19, 2014 |
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Sierra forcefields fixed Glow 5 level doors fixed CloseCombat speed bonus fixed Some optimisations
Repeatable quests cooldown changed to 5 hours, +100 karma reward upon completion, quest location is autodeleted after 5 hours NCR Guards loot expanded - each of them have now also ammo and caps in inventory NCR player driven shoopkeepers respawning after 1 hour - each of them have now bigger HP (faction raiding NCR can ruin their trade) |
January 18, 2014 |
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FEATURES: Mariposa surface unblocked - be aware of heavy resistance
FIXES: Sierra robots now has ability to open doors Sierra robots now will respawn in their original positions Sierra blockers fixes NCR faction room has unlocked lockers now
Sierra containers on different floors now have loot inside Sierra turrets now wielding Heavy Dual Miniguns NCR Guards now are lootable (1st stage of reward for teams raiding NCR) |
January 17, 2014 |
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FIXES: Another sierra fix. Sierra on it is place again. Signal flare now working always 8 minutes. Signal flare can't be used after encounter will be closed(15 minutes). When someone stealing in Ncr, message *thief* will appear over head and he will be unprotected for 1 minute. |
January 15, 2014 |
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Added news/changelog screen to game. Ctrl+N to show. If there is unreaded news for your char, will appear tab News in left up corner. After reading news it will dissapear.
Fixed caravan box dropping by CTRL+D Sierra fixed and will appear on wm very soon Fixed TC towns Npc attack Fixed scrolling members in faction member list Fixed drop for nodrop items by crippling arm
Caravan cooldown for box lifting bringed back (it was overlooked) Far Go caravan changed caps reward to 5000 caps Removed melsak slayer quest because of bugs |
January 13, 2013 |
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FIXES: Fixed encounters where npc attacked players without delay(patrols,enclave,bos,etc).
Karma Quests rebalance. More karma as reward. Karma penalty for killing neutral players little lowered. |
January 12, 2013 |
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FEATURES: Crafter name in crafted item description colored yellow. Dungeons,Non guarded towns and other danger places now colored dark yellow on worldmap.
Fixed FOnlineD3D.exe crash problem. Run updater. Fixed lexem not found for some crafted items. Fixed lockers sounds. Fixed sierra npc respawn. Fixed dialog about prefession Armorer level 3 Fixed Xp and Caps reward for deathclaw quest. Now it is 8000 exp and 750 caps. Fixed libs for linux native game client. CHANGES: Enclave faction members now counted as evil, so no karma penalty for kill them, only karma gain. For better language support from crafted items removed names Upgraded,Regular, etc. Now name of such items is colored. |
(Second Open beta season starts.)
January 10, 2013 |
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Changelog FEATURES: Early playable Mutant class added: [not recommended to new players only for very experienced ones] - Player can choose to play as a mutant from start by choosing Mutated perk - Mutants has natural resists - Mutants has bonus 100hp at start - Mutants has bonus 100% outdoorsman at start - Mutants can wear maximum Metal MkII armor Added ability to find already created by other player encounter in square radius by just clicking on map NewEncounters AI New encounters added
[resources caravan carry valuable crafting materials in nice numbers, traders has good prices, u can either try to buy them or try to robb them]
NPC Faction System: - Main fabular quest lines added leading to joining BoS or Enclave - Joining BoS or Enclave granting access to private player room inside faction bases
Role-Play project - NCR player driven city: - its some new experimental concept of semi-defended city run by Players whos job is also to protect it. NCR Guards system: - has no reinforcement script, - respawning after 10 minutes, - has no karma/penalty/offence/jail script, - has no bomb protection system, - has no stealing protection, - guards are protecting NCR and NCR Rangers players - guards are protecting non aggresive players - Players can join NCR faction and use their own private rooms in old vortis - Seperate faction is role-play as NCR Rangers, player maszrum is the leader of this faction - City has now shopkeepers added - Lifting boxes and shoveling repetable quests - NCR and NCR Rangers players can switch their CA and CAmk2 with armors in NCR colors Karma System: - Karma gain/penalty disabled in Qest,Base,Tent, Dungeons locations. - Added factions/towns patrols. Patrols can attack players with bad karma and protect good players. Light worldmap newbies protection system implemented players on levels 1-5 are protected from meeting other players in encounters (based of person of highest level on map) players on levels: 6 lvl 20% chance 7 lvl 40% 8 lvl 60% 9 lvl 80% 10 lvl regular no restrictions
Sierra Army Depot high tier dungeon added: Done - reprogramming turrets [connected to base control feature] - Innovative and difficult map mechanics, - Ultra difficult PvE level for full high level team of players, - It will take really many trail and errors to beat it and learn it but the reward players can receive top tier non craftable loot, including Power Armors and implants. Things like: real-time hacking security system, disabling forcefields, unblocking sealed doors, laser motion detection sensors and others. CHANGES: Action points regen time is now 5 seconds [last test server values]. Anticrit perk now have 2 levels, 10% each. First aid enabled in turn-based, requires all(max) ap to use. First aid self in COMBAT limited to 150hp max. Speed bonus/penalty now calculates for both hands. Added 8% speed penalty when holding avenger in any hand. Done Avenger damage lowered by 1 dmg min/max. Done Stealth robes now craftable . Done Crafting exp reballance. Done Anticrit balance for armors. Done Reward nerf for group quests. Done Karma gain/penalty disabled in Qest,Base,Tent, Dungeons locations. Removed INT skill limit. Changed WM enc generation system. Added npc vs npc encounters. Added factions/towns patrols. Patrols can attack players with bad karma and protect good players. Achievements system added. Pyromaniac now have only 1 level and adds +50 dmg and moved to achievements(need to burn people to get it) Awareness moved to achievements (need to get 26 level) Weapons rebalances:
Sierra Army Depot base control adjusted: - boosted chance for loot including Power Armors - reprogramming turrets, (reprogrammed turrets are attacking all players who are entering map except faction of hacker) [connected to dungeon] Glow dungeon reworked: - added new mechanics Done - added quest involved Done - readjusted loot to prevent abuses (1 level problem) - robots are more difficult now - added secret!... (its hard to find but its worth to look for it) Drugs changes: Nuka +1AP Done Psyho 20 Normal DR,-7PE,-2INT Done Ciggs +3 fov Done LIST STILL NOT FINAL |
(Closing of test server for second seson.)
January 8, 2013 |
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To join test server run FOconfig.exe and in Net tab set server and port. Server: game.fonline2.com Port: 8000 To get free loot/exp type in chat ~obt(not working on world map, not working while dead/ko) Automatic Pre-Wipe madness script launched - we have still some stuff to do :) Features/Changes to test: Added ability to play as a Mutant from start - trait Mutated First Aid self limited to 150hp in combat and not limited while not in combat Worldmap changes: adjusted some chances Encounters AI Added ability to find already created enc by just clicking on map Pyromaniac now have only 1 level and adds +50 dmg and moved to achievements Awareness moved to achievements 223 pistol boosted - 35 range, higher dmg HKG11 and HKG11E boosted +4 to critroll for Sniper Rifles added Removed To Hit penalty from low STR and from One hander trait Instead: Added additional roll to be crippled or weapon dropped while not enough STR to carry weapon Added additional roll to avoid cripple or weapon drop while more than enough STR to carry weapon
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2013
December 2013
(Test server for new season changes starts)
December 21, 2013 |
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Server: game.fonline2.com Port: 8000 To get loot/exp type in chat ~obt Features/Changes to test: Anticrit perk now have 2 levels, 10% each. First aid enabled in turn-based, requires all(max) ap to use. First aid self enabled but limited to 150hp max. Speed bonus/penalty now calculates for both hands. Added 8% speed penalty when holding avenger in any hand. Added ability to remove implants. Avenger damage lowered by 1 dmg min/max. Craftable stealth robes. Crafting exp reballance. Anticrit change for armors. Reward nerf for group quests. Karma gain/penalty disabled in Qest,Base,Tent, Dungeons locations. To hit STR penalty now 40 instead of 20. Removed INT skill limit. Changed WM enc generation system. VS encounters. Added factions/towns patrols. Patrols can attack players with bad karma and protect good players. Achievements system added. Many other things. Drugs changes: Nuka +1AP Psyho 20 Normal DR,-7PE,-2INT Ciggs +3 fov |
November 2013
November 21, 2013 |
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FIXES: Map fixes.
Added more quest messages. Changed WM colors for some locations: non guarded towns,bases,dungeons.
1. Environmental Implant: + 10 Healing Rate + 40% Poison Resistance + 50% Radiation Resistance 2. Accuracy Implant: +40% to BG,SG,EW +2 FOV 3. Defence Implant: +8% dmg resistance (all) +5% dmg treshold (all) 4. Medic Implant: +100% FA +100% doc Living Anatomy perk 5. Engineer Implant: +100 Repair +100 Science +100 Energy weapons 6. Speed Implant 10% faster running animation +1 AP +6 sequence 7. Survivor Implant +100% Outdoorsman +30% xp rate +30hp 8. Marksman Implant +8 critroll +8 crit chance +2 FOV 9. Scout Implant +50% Sneak +40 AC 10. Enchacement Implant +1 Perk 11. ChemControl Implant doubles drugs duration time Super Stimpak heals +50% hp Implants can be installed in sf bos bunker via medical terminal. Can be installed only one implant, yet can't be removed. If player have chem reliant trait and ChemControl implant will be installed, duration won't change but bad effect of trait will be removed. |
November 12, 2013 |
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FEATURES: XP from killing mobs now splitting to all alive players on encounter.
Quest fixes. Durable weapon bonus fixed. Disassembling fixed.
Drug timer now separate for each drug. Rebalanced drugs from new reno event. Explosives added to game. Yet only as dungeon loot. Added xp for chopping wood and mining. |
November 08, 2013 |
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FIXES: Quest mob ai changed. Caravan box droping fix. Text fixes. Map fixes. Other fixes.
No karma drop/gain on sierra or while town control. No karma drop if you kill player which shoot first. Quest rebalance. Molerats require level 5 and give 3k caps and 2k exp Raiders require level 10 and give 6k caps and 3,5k exp Deathclaws require level 15 and still give 8k caps and 4k exp New crit table. By some accident new critical table wasn't uploaded. |
November 06, 2013 |
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Anticrit perk fixed. Adytum well map fixed. Barter skill hopefuly fixed. Reno map fixed.
Removed cooldown from box lifting. Adytum well quest now requires player to have level 10 to start Glow, added enemies to first floor. |
(Short extra season starts)
November 3, 2013 |
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FEATURES: * Server running on latest sdk revision. * Game translated to Russian and Polish languages. 90% done. * Global Karma/Reputation/Npc driven Factions system. * Added dialogs to all "error" Npc's. * Added Box lifting repeatable quest to all protected towns. * Added brahmin shit shoveling to Hub, Junktown and Vault city. * Added ammo counter.( counts ammo in inventory for active weapon and showing on screen) * Added weapon auto-reload when trying to attack with 0 ammo.(experimental) * Added waterpipe to towns, to farm and estate base. * Quest generator. Generates random quests for random npc's. Quest types: bring random item,kill random npc, explore location. Npc which have special generated quest will have [Q] sign over head.(not finished). * Per bullet critical system. Chance for critical calculates for each bullet also damage multiplier calculates for each bullet. Critical effect calculation not changed. * Huge rework of faction system/interface. Members list with their ranks. Promotion/Demotion/Kick players by selecting from list. Added rank officer, officer can invite/kick players. * Banks now work with offline players. * Scavenging skill implementation. Skill affecting scavenging and mining. Skill will raise automatic. * Stonewall perk gives 5*Endurance chance to avoid knockback from explosion. * Added quests and dialogs. * Added auto-detect fallout.dat or master.dat & critter.dat to client.(experimental) * Added new turrets graphics (Denergar). * Added animation when someone using first aid on himself. * New on-ground images for some items.
FIXES: * "Player already in game" problem. * Sierra changes and npc spawning outside map fix. * Coast encounters npc spawning on water fix. * Books can't rise skill over 300, drugs not affects reading books. Done -- Xsarq (talk) 12:01, 4 November 2013 (CET) * Many other fixes
CHANGES: * Modified ambient sounds basing on 2238 ones. * Changed price of books in sf from 2/3 k caps to 3/4 k caps. * AP regeneration time lowered to 4 seconds. * First Aid can't be used on yourself in combat. * Drugs limited to one dose per drug. * Healing rate system. Healing rate formula: healing_rate * max_hp / 100, healing rate cooldown 60 sec, 30sec with fast metabolism trait. Can heal critter in combat(not in TB). When healing rate more or equal 20, medication cooldown reduced by 1. * Evader trait reducing endurance for 2. * Player with small frame trait gets additional 10% chance to be crippled. * Skill "lvlcap limit" for tagged skills removed. * Skills limit formula 200+INT*10. Example: with 6 Int skill limit is 260, with 10 Int skill limit is 300. * Vault city vault changes. * Reworked Kenny dialog and map. More quests added. * Hub small rework. * Npc's in non protected towns have now random low tier loot, also steal can be used on them. * Hype gives 150-300hp. * Critical table changed. Will be posted later. * Each cave now have bones with some random reward. * Increased weapon deterioration.(single 0,5% det, burst 1% det) * Durability changes. Armors starting from Ca mkII have 200 or higher repair pool. Some top weapon have 200 or higher repair pool. * Added anti-critical feature to armors. * Armors/Weapons/Ammo changes: 223 Ammo DR mod changed from -20 to -30 Done -- |
October 2013
(Last update before first season open beta ends.)
October 2, 2013 |
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FEATURES: -Mutants walk speed boosted. for 20%. -Mutants can wear all armors except power and few rare typer combat armors, for armors used 3 different mutant types. (if you have rp mutant skin in jacket or in metal you must change it clean mutant skin by terminal) -Added ability to change skin in San Francisco China Shi using big med terminal: to mutant to ghoul to dog to bluesuit to default cost 10k caps. FIX: -Crafted items will get same % of det/dur as mats. So you cant craft brand new ca mk2 from broken ca mk1. |
September 2013
September 24, 2013 |
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FEATURES: - Game fully translated to Russian language. (search for bugs, errors, some non-translated parts) - Added ability to wear armor by some humanoids skins.
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September 10, 2013 |
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FEATURES: -Added new random event to new reno: Drug transaction between Khans and Bishop Family -Glow dungeon added CHANGES: -Lockers with loot on sf and reno event can be opened only after killing all defenders. -Reworked sf maps |
September 03, 2013 |
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FIXES: -Drug timer resets when using antitoxin or healing drugs from doctor. FEATURES: -Adjusted weight/volume of misc items -Added rotation of TC towns assigned to time capture windows, two random towns at a time are excluded from time capture windows (can be checked in pip-boy) -Autokill critters standing on vault doors hex when door closing CHANGES: -Bigger chance for spawning the Necropolis Vault Keycard. -Christopher (Necropolis Vault quest giver) will provide you more precise info about the task and additional reward on finishing it. -Better loot in locked part of Necropolis Vault. |
September 01, 2013 |
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FIXES: -Linux client fixes -Fixes to verbose actions showing -Drug timer won't reset after death FEATURES: -In Tc lockers now can also spawn items with bonuses. -Enabled town control Redding and Den CHANGES: -Removed KNOCKBACK effects from close combat weapons -Added KNOCKBACK effect to shotguns -Implemented time windows for town control. TC timer can be started only in Gecko 11:00-12:00 Modoc 15:00-16:00 Redding 18:00-19:00 Klamath 19:00-20:00 Broken Hills 20:00-21:00 Den 22:00-23:00 Gmt+2 real time. http://wwp.greenwichmeantime.com/time-zone/gmt-plus-2/ -Now % from town income will be added to TC lockers (buyin professions/resources/bases/tools) |
August 2013
August 29, 2013 |
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FIXES: -Fixed descriptions for bonus weapons -Weapon perks now shown in inventory description -When using stimpaks on others, medication timeout is applied for target -During turn based combat, medication timeout no longer set after using stimpaks -Other than stimpaks, following items can be used on others: healing powder, radaway, rad-x, antidote -No longer possible to use any drug on knockdowned critters -Colorising and awarness now working while using preview -Plasma/Turbo Plasma additional crit roll will be shown in item description as bonus -Fixed adrenaline rush -Changed perk for 14mm pistol from accurate to penetrate -Red and Blue robe must be fixed (must work animations/weapons) FEATURES: -Added drugs time left to timeouts -Added message box about followers on wm(can be disabled in options) -Added visible notification after using consumables -Unarmed and Melee merged into Close Combat. -Removed tents limit per player -Melee damage now giving bonus to minimal damage also -Close combat skill rising run speed when no ranged weapons in main hand (start working after 103 skill) 0.5% per 4 skill -Black robe now gives +30 sneak skill and reduces cw penalty for 6kg -Added hotkeys for using healing powder/stimpak; "usepowder=", "usestim=" lines must be added in hotkeys.ini -Added random bonus generation for spawning items in warehouse,sierra,v15,sf,etc. So now you can find upgraded,improved.. items. -SF tanker Book store added (book buyable by dialog) -Necropolis Vault Dungeon added
...entering the vault won't be so easy...you must find the key...also be careful to evacute before vault door lockdown... CHANGES: -For crafting tent now not need workbench -Added to F1 Help some button descriptions -Bottle cap added to inventory after using nuka-cola/beer -Small chance for empty hypo after using stimpaks -Each str add 1 melee dmg(not after 5 like it was) -Changed traps damage, added possibility to random cripple victim -Only one Tc timer can be at once -Added +10 crit roll to super sledge and mega power fist -Area surrounding Junktown and Hub is free of aggresive humanoids encounters now -The quantity of critters in low/middle level mob encounters decreased (excluding geckos) -Escaping from Khans, Regulators, Rogues encounters should be much easier now -Removed drug withdrawal effects -Heavy handed affects more weapons: Chance to kd (with 10 str) Brass knuckles 40% Spiked knuckles 50% SledgeHammer 60% Power fist 80% Super Sledge 80% Mega power fist 90% Louisville slugger 90% Stonewall giving 50% chance to avoid kd from hh
About Random Global Events: System of randomly/ or depending from players action on server, appearing events. There will be various types of events, happening in public locations, encounters visible from worldmap, some new locations appearing on worldmap, some of the events announced by timer like on Town Control some of them announced thru radio messages, some not announced at all so only the players lucky enough to cross some spot on WM or be inside some location will notice them. Such events are supposed to bring more life to game and world, motivate players to participate, interact, be something interesting to do. As first event set for tests and feedback we put: Enclave SF Docks Supply Enclave is on with its offensive to the East. San Francisco already obeyed under heavy boots of Enclave Troopers. SF Docs is a perfect place to reinforce nearby ongoing operations by highly needed to be restocked supplies. Every single man who is against brutal Enclave invasion threatning order and lifes of humble wastelanders should try to put on some resist. ...Ofcourse such situation is also a very tempting opportunity for some nearby scums, smelling high rewards and a fresh blood possible to spill. |
August 17, 2013 |
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FIXES: -Rendering critter name/contour colors more smooth now -Caravan leader now have green contour for players -Caravan leader not attack back when get hit by players which going in his caravan FEATURES: -Added over head map messages about crit effects(ko/kd/crippled/blinded) also option to on/off added to ingame options -Added primitive workbench to bases and ability craft metal parts and gunpowder on this workbench. CHANGES: -Ncr And San Francisco caravan arrival place is more secure. -Truck now have 12 slots for players -Motorbike is a little faster, has 2 slots, breaks slower and cost's 2000 caps less. -Critical table modified: Damage multipliers are more evenly distributed amongst the existing rolls. (less weak and powerful shots, result is more reliable damage output) Slightly increased chanche to KD in head. Medium increase of damage in legs. Slightly increased damage in groin. Slightly increased chance to KD in groin. Medium increase of damage in arms. The ability to receive a bypass in arms is now more dependant on luck. |
August 14, 2013 |
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FIXES: -Minor fixes. -Brahmins agro fixed. FEATURES: -Added Klamath Town Control (Smiley). CHANGES: -Now ammo loaded in weapon affects weapon price in barter. Info about next updates: Primitive workbench for craft gunpowder and metal parts will appear on personal bases. |
August 10, 2013 |
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- 10mm AP ammunition damage multiplier/divider increased from 6/7 to 1/1. - 10mm AP ammunition damage modifier increased from -25% to -35%. - AP rocket damage modifier increased from -25% to -30%. - Flamethrower fuel mk2 damage modifier increased from 0 to -40%. - Reduced laser resistance for combat armor/mk2 by 15%. - Reduced plasma resistance for combat armor/mk2 by 20%. - Reduced laser resistance for Brotherhood/Enclave armor by 5%. - Reduced plasma resistance for Brotherhood/Enclave armor by 10%. - Increased electrical resistance for Brotherhood/Enclave armor by 30% and damage threshold by 5. - Rocket Launcher minimum damage increased from 49 to 80. - Plasma rifle range increased from 24 to 30. - Plasma/Turbo plasma rifle now has accurate weapon perk instead of long range. - Plasma rifle received a permanent bonus of +8 to critical roll. - Turbo plasma rifle range increased to 35 and maximum damage from 65 to 70. - p90 clip increased from 36 to 48. - p90 damage increased from 13/19 to 16/21. - p90 now bursts 16 bullets instead of 12. - Bozar burst distance increased from 35 to 40. - Bozar maximum damage increased from 45 to 55. - Bozar burst damage decreased from 35/45 to 25/35. - Removed burst spread from Bozar/Pancor Jackhammer, bullets are shot only in a straight line. - FNFAL range increased from 35 single/30 burst to 40. - XL70E3 clip size increased from 24 to 60. - XL70E3 damage increased from 20/40 to 36/42. - XL70E3 now burst 12 bullets instead of 8. - XL70E3 range increased to 40. - Flamer mk2 damage changed from 70/125 to 100/110. - Assault rifle/expanded version range increased from 35 to 40. - Laser rifle (ext.cap) range increased from 45 to 47. - Frag grenade damage increased from 30/50 to 50/60. - Plasma grenade minimum damage increased from 40 to 50. - Fixed vault jumpsuit animations. - Fixed signal flare light distance and light intensity. - Sierra cycle time lowered from 6 to 4 minutes for first 4 cars. - Increased chance for rare/normal items in sierra. - ~deleteself hopefully fixed. |
August 09, 2013 |
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FEATURES: -Implemented SmartCursor.(dont need push "use on" while gathering wood or ore) -After reloading using bind, weapon changes mode to last used. CHANGES: -Added antitoxin which removes drug addiction and effects to doctors and dungeons. -Reworked words changing when low INT. Info about next updates: Update with weapon rebalance will come in 1 day. |
August 07, 2013 |
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FIXES: -Fixed wrong names and colors for crafted weapons/armors with bonuses. -Sierra map fixes. -Minor fixes to Modoc and Gecko maps -Bank doors fixed in Broken Hills, aded visiblity thru bank windows -Dialog/quest fixes. FEATURES: -Added new item bonus - Durable which reduce item deterioration -New type of ammo for shotguns added: Shotguns slugs (Armor piercing properties, available in traders for now) -Low tier random loot added to containers in unguarded cities. -Stealth boy spawning in dungeons. -Permanent different color light flares added (can be found in dungeons) -Vault jumpsuit added -Added chat/pip-boy messages to existing quests and professions. -Added car arriving sound to sierra. -Added some new robes. CHANGES: -Ground pickup screen(CTRL+G): display multiple items/stacks on given hex basic filtering of collected items works with single item -Craft bonuses adjustment: all armors and weapons tier 1-2 can have bonuses like tier 3 items -Antijet changed to antitoxin which removes all addictions and effects, not ingame yet. -Adjusted SF caravan route (less rats, more mutants and humanoids NPCs) -Little tweaks in V15 (lesser number of mobs, was to difficult for lower level players, V15 is low level dungeon) -Little balancing in scavenging (less cat's paw, more cords from scavenging, little bigger chance to obtain junk) -Onground Sniper Rifle graphic added by LittleBoy -Most experience from quests increased by 20-30% and in some cases even more than that. -Repeatable quest cooldown decreased from 244 minutes to 122. -Learning professions grants the player experience accordingly to the profession level reached: Armorer/Gunsmith by 500/1000/1500. Chemist/EW Gunsmith by 600/1200/2000. -Rare material sellers in guarded towns now don't close dialog after purchasing resources. -Sierra cycle time reduced for lower cycles. RUN UPDATER Info about next updates: In few days will be update about weapon balance and moving to linux server for fixing ~deleteself. |
July 2013
July 29 (#2), 2013 |
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FEATURES: -Added Gecko TC -Added scaling of encounter size depends from number of players entered, not affects small groups. CHANGES: -Drugs bad effects reduced to 3 min -Necropolis sewers minor map fixes -Modoc tweaks (grids, blockers, PvP passages, cosmetics) -Geckot tweaks (multihexes doors, bigger spaces, changed building positions, small tweaks) -BH tweaks |
July 29 (#1), 2013 |
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FIXES: -Fixed sound when entering warehouse -Fixed ability to use steal as loot when target ko/-hp -Fixed libraries for native linux client -Maybe Fixed spawning players in rocks and not spawning npc's -Fixed Heavy handed, chance to kd depends from attacker str,attacker weapon, target stonewall perk. CHANGES: -Removed ability to steal on wm -XP for first aid changed from 10 times per critter to one time in 30 mins per critter -Removed no knock mode from npc on sierra -Added more parking spots to some bases |
July 27, 2013 |
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FIXES: -Fixed some body types and runaway/stuck wolfs/coyotes -Fixed addiction removal in SF/HUB/VC. -Russian text fix. -Junktown waterbag quest fix. -Dialog/Description/Map fixes. -Reduced price for Yk pistol (exploit) -Fixed disassembling stackable items
-Added ability to colorise any faction and yourself using namecolorising.txt For color yourself just add line @ mycolor R G B in Colors section For color faction add line @ faction(number) R G B in Colors section You can count faction number by counting in faction interface(K) Example http://clip2net.com/clip/m172035/1374947283-clip-8kb.png You can use http://www.colorspire.com/rgb-color-wheel/ to pick needed color. Before editing NameColorizing.txt better backup it.
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July 24, 2013 |
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FIXES: -Fixed car teleporting while setting tent/map -Fixed messages font border FEATURES: - Suicide command implemented(only if negative hp). ~suicide or ~cuttheveins - Added modoc Town Control CHANGES: -Disabled preview when TC timer if on -Removed lock from sierra car trunk -Fixed ability to loot using steal on dead body in guarded towns |
July 23, 2013 |
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FIXES: - Sierra map fixes FEATURES: - Vault 15 dungeon implemented, source of electronic parts and chance to find rare items available inside - Town Control implemented (enabled only Broken Hills for now) CHANGES: - Sierra loot increased + higher chance to obtain rare items - Flamer range increased to 6, Improved Flamer range increased to 7 - Lockpick cooldown decreased to 30 seconds |
July 21, 2013 |
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FIXES: - Caravan leader can lead only 9 people - Small fixes to npc ai on encounters and in caves - Fixed repeatable tannery quest - Fixed bh barman - Fixed prices of mauser and other low tier weapons (exploit) - Dialog fixes - SF -> HUB caravan route ending point fixed FEATURES: -Added ability to see item bonus stats while item in container or in trader -Encounter and player text info color changes -Vault City - added hireable shopkeepers CHANGES: -Decreased chance to receive hq res from disassembling to 50% -Boosted + rebalanced craftable containers storage space -Increased rate of rocks resources appearing in caves -Increased chance for finding treasuers in caves + chance to obtain rare or valuable items -Added more rare weapons/items and boosted some loot values like ammo in warehouse dungeon -New Sierra map (by DiKobRaZzz) added with different waves spawn points -Sierra rewards increased, more chance to obtain rare items -Sierra attackers exp reward boosted 100xp each |
July 19, 2013 |
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FIXES: -Fixed dissapearing stuff from shopkeepers -Fixed Gambler description -Fixed Lexems glitch -Dialog fixes/wrong npc placement fixes in Modoc FEATURES: -Faction system implemented(button K to show Faction Menu) -Disassembling sound -Hub<=>NCR caravan -Repeatable Quest to bring Lee Balton Brahmin Hides. -Lee Balton upgrades Leather armors to mk2 for 150 caps each when completing quest. CHANGES: -Messages about gaining exp whitecolored -Reduced exp for craft some weapons because of abuse |
July 17, 2013 |
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FIXES: -Fixed perk harmless FEATURES: -Carryweight bonus +1kg per level CHANGES: -Caravans adjustements speed +50%, 3k exp and 2k caps VC<->HUB, 4k exp and 3k caps HUB<->SF -3 players able to talk with npc at same time except traders and shopkeepers -Craft requirements for lockers decreased |
July 15, 2013 |
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FIXES: - fixed magazine size for scoped rifle - fixed 10mm AP ammo - firegecko firebreath fixed - fixed pelts from tough firegecko - cockroach description/wm fuel description fixed - maps/dialogs fixes - caravan drivers fixed, soon will appear in towns again FEATURES: -Minning resources, mobs, treasures in caves CHANGES: - Sierra rebalanced - Needler AP ammo removed from craft and from traders, but still can be found in some places - Adjusted car trucks volume size - Crafting table changes (added mats required for upgrading weapons + added plasma nades for craft) - Warehouse dungeon rebalance - Necropolis and Warehouse now NoLogout zones |
July 12, 2013 |
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FIXES: -Fixed timeouts for disabling forcefields -Fixed chem reliant trait -Map fixes -Fixed additional ammo while disassembling not loaded weapons -Dialogs fixes -Fixed npc attack on encounters -Doctors now have dialog to cure player addiction/withdraw effect FEATURES: -Added crafter achievement in pip-boy (most crafted items) -Tools (first aid kit,paramedic bagm, tools, supertoolkit,etc) can be placed in any hand to receive bonus to skill -Offline players skipping their turn in Turn-Based CHANGES: -Necropolis exit grid ont first map removed -Small changes in craft requirements/exp -Fa/Doc disabled in TB |