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Messages - Wesan

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The forum has been no longer maintained for some time already, you will find helpful community, essential links, and support at the official Fonline2 discord.

https://discordapp.com/invite/0rSEo4GUvjk0owT4

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Survival Guides / Game Help / Re: Client troubleshooting
« on: June 04, 2022, 11:51 »
Please move your questions to discord.
https://discordapp.com/invite/0rSEo4GUvjk0owT4

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News and Announcements / Changelog 08/02/2020
« on: February 08, 2020, 17:34 »
In this update, various features have been radically improved and new content has been made available. In-game contributors have collectively gathered suggestions from the Fonline2 community. Alongside with the developers, these peculiar suggestions have been implemented for this final update.

FEATURES:
- New Blueprint Buyer in Gun Runners:
The Gun Runners trader is buying Pre-War Blueprints for 500 caps each. The Gun Runners are in permanent need of these schematics for their factories, as they need to deliver high-end weaponry throughout the wasteland.  The Gun Runners is located in Adytum, Boneyard.

- Weapon Stat Rerolling in Gun Runners:
The Gun Runners are proud to announce their services to the wasteland. For a fee, they are taking weapons from wastelanders and upgrading them to become even deadlier. They guarantee that your weapons will be at least Enhanced quality, go to the Gun Runners today and find out!

This the list of weapons they have provided to upgrade in exchange for bottle caps:

Tier 3:
H&K CAWS, .223 Pistol, HK P90c, XL70E3, Sniper Rifle, Improved Flamer, Rocket Launcher, Light Support Weapon, Avenger Minigun, YK32 Pulse Pistol, Laser Rifle Ext. Capacity, Plasma Rifle, Mega Power Fist, Super Cattle Prod, Super Sledge.

Tier 4:
H&K G11, H&K G11e, PPK12 Gauss Pistol, M72 Gauss Rifle, Bozar, Vindicator Minigun, YK42B Pulse Rifle, Gatling Laser.

- New Hostile Random Encounters:
Enclave and Brotherhood of Steel patrols have made their appearance in the wasteland. The Enclave are hostile and aggressive towards wastelanders who oppose their salvage missions; equipped with Tier 3 weaponry, they are a force to be reckoned with. The Brotherhood maintains their neutrality with the wasteland, so long no one dares to attack them first.
The following NPC's may appear in each respective encounter:
Brotherhood of Steel: Brotherhood Initiate, Brotherhood Knight, Brotherhood Paladin.
The Enclave: Enclave Recruit, Enclave Trooper, Enclave Veteran Trooper.

Each group of NPC's have the chance to drop Tier 3 weaponry and bottle caps.

- New Worldmap Events:
As the years have progressed, wastelanders have found new areas to explore, some of them have been reported to be dangerous to those inexperienced in survival.
Toxic Dump
Spoiler
A desolate irradiated place. This area is riddled by pits of toxic goop and Radioactive Geckos. Many who have ventured here have been decimated by the likes of these creatures, or have succumbed to the radiation. Can you find the way out of this hell hole?
Suspicious Tunnel
Outside:
Spoiler
Inside:
Spoiler
Ruins of a pre-war Highway Tunnel. Various raiders have taken a liking to making these areas as deathtraps for unsuspecting prospectors. Kill the raiders who have lured you into this area and show them who's boss. Reap the rewards of their labor and escape.

- New Town Event:
Cathedral Event
Something suspicious is happening in Cathedral. An Enclave Scout patrol has appeared. You can't help but feel something ominous is going to happen, it's best if you prepare for the worst...

- Navy Combat Armor and Desert Combat Armor unlocked:
After some time, there have been rumors of these armors appearing throughout the wasteland. Navy Armor has been sighted in the Necropolis Vault. Desert Combat Armor has been reported to be found in Ares, Sierra, and Mariposa. In addition to this, these armors had some slight upgrades made to them.

Desert Combat Armor
- Increased Anticritical  from 20% to 30%
- Increased durability from 200% to 300%

Navy Armor
- Electric Resistance Increased from 40% to 50%

- New Playerbases:
New bases have been found by prospectors and they have a Pre-War era theme. They appear to be in seemingly good condition despite many years of inactivity...
Engine Bay
Spoiler
Engine Bay can be found in Glow, Ares, Sierra, and Mariposa.

Undeground Outpost
Spoiler
Underground Outposts can be found in Toxic Caves, Cathedral, Glow and Ares.

- Pancor Jackhammer unlocked:
The Pancor Jackhammer is now available to be found in the wasteland. Wastelanders reports that it appears from Sierra Control. Also, this weapon has been rebalanced to make its mark as a Tier 4 Shotgun.
- 6 Ammo per shot instead of 5
- Clip size increased from 15 to 30
- Range Increased from 18 to 20
- It cannot be bonused.

CHANGES:
- Free Rerolls:
- You get a reroll, he gets a reroll, EVERYONE, GETS FREE REROLLS! You have to be level 26 to get a free to reroll. Free rerolls have been enabled to celebrate the 5-year long session. The period to get a reroll will be at least 2 months long.

- Double XP:
- You get double experience UNTIL Level 26. After that, you get the normal XP-Ratio again. Good for new players and new builds to happen!

- Weapon Rebalances:
Overall the weapon system has been relatively balanced, but there is always room for improvement. There have been some minor nerfs/buffs to represent more diversity in the metagame of build planning. However, if such changes are not desirable, then they can always be reverted. These changes give underused weapons more versatility; let it be more range to match other weapons, more critical chance to give higher probabilities for wanted situational effects like crippling/weapon drops, or a damage increase to separate the use for similar type weapons; i.e(Frag/Plasma Grenades). The main purpose was to increase weapon viability and make them usable on different builds.
Few very contradictory weapons did gain a lot of different opinions from one side to another: Plasma Rifle, Avenger Minigun, Light Support Weapon. Balancing these was not an easy task, so we chose the safest step, which was not to change these weapons.

Small Guns

H&K CAWS:
- Weight increased from 2267 grams to 5443 grams.

Needler Pistol:
- Critical chance added +5.

.223 Pistol:
- Critical chance added +5.

14mm Pistol:
- Range increased from 24 to 29.

HK P90c:
- Damage increased from 16-21 to 17-22.
- Weight decreased from 3628 grams to 2267 grams.

XL70E3:
- The single-shot range increased from 40 to 45.

H&K G11:
- The burst range increased from 30 to 34.

H&K G11E:
- Burst Range increased from 35 to 38.

Big Guns

Improved Flamer:
- Range increased from 7 to 8.

Vindicator Minigun:
- The range increased from 30 to 35.

Bozar:
- The single-shot range increased from 50 to 55.

Energy Weapons

Solar Scorcher:
- Added burst attack mode (Straight line burst, 3 bullet burst)
- Range increased from 20 to 26.

YK32B Pulse Pistol:
- Range increased from 18 to 22.
- Critical chance added +5.

YK32B Pulse Rifle:
- Projectile added.
- Range increased from 30 to 35

Close Combat Weapons

Spear and Sharpened Spear:
- Range increased from 2 to 3.

Ripper:
- AP cost reduced from 3 to 2.
- Damage reduced from 25-46 to 25-40.

Cattle Prod &  Super Cattle Prod:
- Critical chance added +5.

Lil' Jesus:
- Crit roll increased from 8 to 16.

Wakizashi Blade:
- Critical chance added +10.
- The swing attack mode range increased to 2.
- Minimal damage increased from 30 to 40.

Throwable Weapons

Throwing Knife:
- Critical chance added +5.
- Weight lowered from 453 grams to 113 grams.

Grenades (Plasma):
- Increased damage from 80-100 to 90-100.

Explosives

Dynamite:
- Explode radius increased by 2 hexes.
- Damage lowered.

Armor

Power Armor:
- The electric threshold decreased from 12 to 10.
- Electric resistance decreased from 40 to 35.

Advanced Power Armor:
- The electric threshold decreased from 13 to 11.
- Electric resistance decreased from 50 to 45.

Ammo

14mm ammo:
- Ammo DR mod from -50% to -60%.

Explosive Rockets:
- Blast radius increased by 1 hex.

- Misc. & Loot Rebalances:
Various existing features have been reworked to better represent the demands of players, either it be loot, locations, quest improvements, etc. All these have been taken into account.

- Town Control:
- Town control time reduced from 15 minutes to 12 minutes.
- Minimum player requirement to start TC increased to 4 players.

- Karma:
- Daily positive karma gain limit removed.

- Quests:
I Smell a Rat
Before: 100 positive karma, 2000 exp, 500 caps.
After: 150 positive karma, 2500 exp, 750 caps.

The strong arm of the Law
Before: 100 positive karma, 3500 exp, 1000 caps.
After: 200 positive karma, 4000 exp, 1200 caps.

Kill them while They're Small
Before: 100 positive karma, 8000 exp, 750 caps.
After: 200 positive karma, 9000 exp, 1000 caps.

-The Sniper and the Cave
-The Sniper:
- Action points lowered from 18 to 12
- 2 Bonus Rate of Damage perks removed.

-Robobrain:
- 2 Bonus Rate of Damage perks removed.
- Better criticals perk removed.

- Sierra Caves Complex:
- Ammo spawn changed in level 2:
- 7.62mm, .45 Cal, 14mm AP have been removed from the loot pool.
- Flamer Fuel MkII added.

- Event Rewards:
- Increased spawn of Tier 4 ammo per refresh in Reno Ammo Delivery. The chance of T4 ammo appearing remains the same.
- Haywire Robots: Chance of Tier 3 recipes added. Also added chance for Pulse Grenades to spawn. T4 chance spawn remains the same.
- Convoys: loot resource gain increased. T4 spawn chance remains the same.
- Book Sale in San Francisco: Tier 4 recipes added to the loot pool.

- Sierra Control:
- Wave time changed from 8 minutes to 4 minutes.
- Added 5 to 10 Super Stimpacks per wave to upkeep for healing teammates.
- Increased recipe spawn.

- Caravans:
Hub - NCR
Before: 1000 exp, 800 caps.
After: 1500 exp, 1100 caps.

NCR - Vault City
Before: 2000 exp, 1000 caps.
After: 2500 exp, 1300 caps.

Hub - Vault City
Before: 3000 exp, 2000 caps.
After: 3500 exp, 2500 caps.

Hub - San Francisco
Before: 4000 exp, 3000 caps
After: 4500 exp, 3500 caps.

Far-Go
Before: 16000 exp, 5000 caps.
After: 17000 exp, 6000 caps.

Random T3 recipe will be rewarded upon completing a caravan run.

- Random Caves:
- Loot pool rebalanced to be similar but not identical to that of the Top Loot area below San Fransisco.

- Top Loot Area (Below SF):
- Junk items removed from the loot table

- Town Lockers:
- Town lockers (NOT Town Control locker) now spawn various T1-T2 weaponry.

- Faction Icons:
- Newest faction icons added.

- Implants:
- Speed Implant walk speed now increased to 12%. Works for Mutants as well.

- Crafting Bonus:
- Crafting Bonus increased to 10% for 2 at least months.

- Token Shop:
- All reflected items have been adjusted in comparison to the token: caps ratio, and it will always be cheaper to purchase with caps than to use tokens.
- Prices in the Token shop have been readjusted.

- Vault City:
- Vault City map was redone. Vault City is finally not blocked around the vault entrance when moving the mouse around.
- Some scenery was moved or replaced for easier interactions with objects or NPCs.
- Housing now available in Vault City, houses will take the format of available housing as in Hub and NCR. Caps are taken from your bank account in real-time to upkeep monthly payment.
- Inner-city spawn enabled.
- Box lifting location moved for easier accessibility

- NCR:
- Town map is refreshed, some town landmarks have changed.
- Box lifting quest moved closer to the main town spawn, next to the caravan office
- Player will get an explanatory message in chatlog when spawning to NCR
- Lighting/lag fps drop fixed.
- Original NCR ambient soundtrack readded.

FIXES:
- Hunger games items will be deleted after the server crash
- Homes in protected towns deny you to enter with a car and will instead spawn you on the main entrance
- Some Russian translations
- Some map fixes

4
News and Announcements / Re: Patreon - October Article
« on: January 18, 2020, 11:00 »
To sum things up,
We do not like the speed. And we're sorry to disappoint you too. But we do not feel guilty we missed two articles mid-Christmas season.


And patrons are not paying for the finished product. The patrons are supporting our work. The patreon was launched so we can afford to continue running the server, we did not expect such great feedback.

Don't get me wrong. Patreon is an outlet for our S4 progress. But it's neither demand or requirement to become a patron to have access to articles. If someone's willing to support us, it's his personal choice, and we appreciate it. But as a side hobby project, we are quite inexperienced in PR. When there is something new and interesting to show, we're putting it there. But when it's tweaking an in-game model to not clip through armor, or updating every item/map because of new default positions, or that my free time was fully reallocated to S3 - that's not something I can make a full article about.

There is no S4 release date because there are too many variables that we do not know about, we are doing quite the pioneering work and only our research and experience can push us further, but it also takes time to understand how the new things tick. Fonline engine isn't a well-documented thing with snippets and examples, you cannot ask google "Why my model animation breaks when X" or when we find an engine critical bug, we won't have it reported and fixed within a week. Sometimes we don't know if we're doing something wrong or engine is not working as intended.

And that's why we're made no promises. We never said there always is going to be an article per month. We just managed to push it out. We don't know when S4 is done, all we know is that we're doing something that we enjoy, that we love. And be it 1 or 10 years, this is going to stay in development until is polished and we're proud of it.

Would you prefer me spending my whole Saturday writing an article, piling up the updates, making screens and videos, photoshop work, write the whole article, go through it ten times to correct things or I should spend free time working on the game and pushing out more content per month?

We're just people, like you, working on weekdays, spending time with our families and friends after, we're not some huge corporation and putting pressure and demands won't achieve anything except increased stress on both sides.

Once again. We're sorry to disappoint you. But due to the chaotic nature of things, we can't promise it won't happen anymore.

We do not mind if any of the patrons will cancel their subscription due to how things are.

5
News and Announcements / Re: Patreon - October Article
« on: January 03, 2020, 16:44 »
Things are busy, we won't be always able to create an article but you don't have to worry about the state of the project.

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News and Announcements / Patreon - October Article
« on: November 09, 2019, 16:49 »
Hello! The October article is out! Check it out!
https://www.patreon.com/posts/october-article-31438434

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News and Announcements / Patreon - September Article
« on: October 05, 2019, 17:55 »
The new article is out! Have a nice read!

https://www.patreon.com/posts/september-30521183

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News and Announcements / Re: Patreon - August Article
« on: September 02, 2019, 07:24 »
Hey, I understand your point about 3d>2d option and I wouldn't say no if that would be simple, but it is not.

Overall 3D models are in there for a ton of gameplay-related reasons, especially Fully playable mutant, and ghoul, while the only argument against them is that some people might not like the look.

Which is a normal thing with big changes, and well, the models aren't the only one significant step towards a different direction.

I've said enough about this topic before, sorry to disappoint.

9
News and Announcements / Patreon - August Article
« on: September 01, 2019, 13:36 »

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News and Announcements / Patreon - July Article
« on: August 03, 2019, 18:37 »

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News and Announcements / Re: Patreon - June Article
« on: June 30, 2019, 00:08 »
Hey there.
The barter interface is the biggest window, and you can fit Six of them on 1080p screen resolution.
There are few things to note of here.
- Those interface windows are pop outs, they are not used in PvP.

There will be no custom interface support in Season 4. The whole engine was restructured and it is no longer clientside to be edited. That has it's drawbacks, mainly a lack of customizing interface by players, but also puts everyone on the same ground as they cannot change things up.

The game-screen interface itself is made to obstruct the least and on transparent glass. I'd share one of the early WIP concepts of chat and panel to show that in fact, we are working to preserve as much area of sight as possible.

We will offer high customization for the screen panels in size and element transparency. You don't have to worry. ;)

12
News and Announcements / Patreon - June Article
« on: June 29, 2019, 20:48 »
It's the end of the month, read about things at our Patreon!
https://www.patreon.com/posts/june-article-27992030

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There is no reason to promote the game yet. When it's done, sure. Right now though, hold your horses.

Problem with huge amount of players playing at the same time is that...well game isn't really fit to that. Sure Europe usually has ok ping, but I remember Accosta's unkillable lag storms or Hedron's 500ping TC Sniper times. If game can't support people from other continents we are fucked.
What we hope is that the new engine will be able to handle bigger amounts far better, especially with so many things restructured and 64-bit system.

With all this being said. Is there an idea of the time frame the developers believe they will have things prepared for an official wipe date?
When it's done!  We have open betas and tech demos planned. But the official date will not be announced until we're sure it's done and ready.
This will be the final wipe. We have to ensure that gameplay and game will be set in stone.

3D

The models are rendered down and pixelated. The animations are constrained to 24 FPS to keep the old school feels.
A good example of what our aim would be pretty much what Factorio did with their own 3d.
https://www.factorio.com/blog/post/fff-146

Same things happen here. We're 'processing' the 3d to give them sprite feel to make them fit.

That's how the original models were developed too, then rendered into a 2d format.

So work with Shaders, Textures, adjustments will get us as close to the original. I think we already have surpassed Fallout 2 models: Myron, Vic, they all have an awkward rubbery 3d look in comparison to Fallout 1, despite being frms.

Spoiler




Down here you can find one of the original topics and screenshots, to see what we begun to work with and compare that to our current result.
https://fodev.net/forum/index.php/topic,29461.msg258961.html#msg258961

And from here we can only get better, the models are okay, thing what makes them feel 'falloutish' is post-processing.

And yes, Pillars of Eternity team does Amazing job of blending 2d and 3d, creating an amazing detail.
The difference is we're not a professional game development team with 30+ people in just art design doing full week shift on graphics. But just 3 guys with some helping hands from time to time, which means redoing 14,000+ art assets for scenery is something that would take too much time and effort compared to gain.

14

Hey there folks!

First of all. I would want you to thank you for all support over all these years. The feedback, donations to run the server. Contributions to the game, wiki, maintaining discord. All of it was invaluable.

This project has begun in 2012. And since then we constantly expanded upon the game, when the time allowed. We introduced several novelties that were proudly adopted into the world of fonline 2 and followed to appear in other servers. Our goal was always to innovate in a considerable way without losing the feel of fallout and stick to the canon.

And we're not going to change that, actually for years in the background, we have pushed further. I'm sure some of you heard about mystical season 4. And thanks to the release of the  engine source and multiple fixes, we are finally ready to seriously begin working on it. To push our free time and energy into a new project you could call somewhat a Next "Tier" Fonline.
Season 4 is a new engine. New system. Everything is being made from scratch. Everything is a completely different, new system. Converting all of the items, maps, dialogs was already a big challenge that took over half a year. Graphics were reworked to non-FRM format, interface and gameplay were scrapped and are needed to be done from pure nothing - that includes a whole world map system, town preview system, even the combat, and inventory system.  We had to start over a few times or do big reworks when the engine updates changed things up and messed up our work.

But finally, due to recent updates and the engine becoming open source, we are able to not be delayed and it is possible to implement vital hardcoded changes. So, we once again turned our focus over the recent months towards S4 and made some nice progress. We are confident we can start delivering tech demo to test engine performance this summer.

So we have decided to launch Patreon. There you will find upcoming news and ways to support the project. 
If you're interested in either head to the link below.
https://www.patreon.com/fonline2


Here is the link to the first article detailing how things are going:
https://www.patreon.com/posts/and-so-it-begins-27138372

Once again. Thank you for everyone who kept our game running, especially John Name that singlehandedly paid for the whole year of hosting in total.
Thank you, man. You were a great help and you know I mean more than just the donations.




Lots of love from the dev team, from a bunch of creative dreamers that wanted to create their perfect MMO, and although things can be never bug-free, we're proud and happy what 7 years of a non-profit hobby have created.

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General Discussion / Re: Questions and Answers
« on: March 24, 2019, 11:40 »
Use discord for such questions please. Forum transitioned there.

You can't launch game or cannot launch updater or both?
Try to clear cache and launch the updater as admin.

The lack of it launching sounds like missing framework, what windows are you on?

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