Author Topic: Wipe Changelog  (Read 47245 times)

skycast

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Wipe Changelog
« on: November 03, 2013, 13:36 »
Wipe will happen 4.11.2013 at 18.00 Gmt+1.
Fo2 Beta 2 Client

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 final).
  • 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.(bugged)
  • Added new turrets graphics (Denergar).
  • Added animation when someone using first aid on himself.
  • New on-ground images for some items.
  • Added medical operation modules, can be done medical operation which will rise some stats or params.
  • Kenny can leave start location tent for player after finishing one of quests.
  • Low level chars will be replicated on start tent if they died on south.


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.
  • Most hard fix - magic ball fixed.
  • 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. This means ap will regenerate 1,5 times faster than before.
  • 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.
  • First Aid skill heal hit points euals to healer skill(LK removed from formula).
  • Skills limit formula 200+INT*10. Example: with 6 Int skill limit is 260, with 10 Int skill limit is 300.
  • Close Combat skill capped on 200, gives same speed as was with 300 before.
  • 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.
  • Hypo gives 150-300hp.
  • Critical table changed. Will be posted later.
  • Anticrit perk gives 20 resist instead of 10.
  • Shopkeeper price changed from 1k caps to 10k caps.
  • 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
4.7 Ammo DR mod changed from -10 to -20
G11   damage changed, single 10-20 to 18-28,burst 10-20 to 20-30
G11E damage changed, single 13-23 to 20-30,burst 13-23 to 23-33
LSW damage changed from 22-37 to 30-40
M60 damage lowered to 20-30
Gatling laser reduce target DR by 40%
Leather armor DR Electro 10
Power armor DR Electro 40, DT Electro 12, Anticrit 50
Combat armor DR Electro 20, DT Electro 6, Anticrit 5
Leather Jacket DR Electro 10
Hardened Power armor DR Electro 50, DT Electro 13, Anticrit 60
Brotherhood armor Anticrit 20
Tesla armor DR Laser reduced from 90 to 80 and DT Laser from 19 to 10
Combat Leather Jacket DR Electro 20
Advanced Power armor DR Electro 60, DT Electro 15, Anticrit 70
Advanced Power armor MkII DR Electro 75, DT Electro 15, Anticrit 80
Leather Armor DR Electro 20
Combat armor MkII DR Electro 25, DT Electro 2, Anticrit 10
Enclave Cobmat armor Anticrit 20
Navy Armor DR Electro 40, DT Electro 10, Anticrit 30

Default keybinds changed:
alt+1 Use Healing powder
alt+2 Use Stim
alt+3 Use SuperStim
alt+4 Use Hypo
alt+5 Use First Aid skill on self
alt+6 Use Doctor skill on self
Can be reconfigured in hotkeys.ini

To options added ability to turn off karma coloring.
Player with karma less than -500 colored by red color
Player with karma more than 500 colored by green color
Player which kills good player gets karma penalty -100
Player which kills evil player gets karma boost +10

List not final

P.S.
If you think that we forgot something what was suggested, just post here link to suggestion topic.
« Last Edit: November 04, 2013, 17:11 by skycast »
   

   

LittleBoy

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Re: Wipe Changelog
« Reply #1 on: November 03, 2013, 14:46 »
 :o
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)

this improve pvp . Also other features are good , very good . Maybe i start play again  ::)
« Last Edit: November 03, 2013, 14:59 by LittleBoy »

Indor

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Re: Wipe Changelog
« Reply #2 on: November 03, 2013, 15:15 »
Yeah!!...
Verry good hard job. Well done.
only one problem is Brahmin shit.... :)

Trojan

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Re: Wipe Changelog
« Reply #3 on: November 03, 2013, 15:24 »
Nice! Keep up good work guys :D

Scavenging skill implementation.

Skill affecting scavenging and mining. Skill will raise automatic.
Barter skill was implemented too with that or it's still work in progress?

Xsarq

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Re: Wipe Changelog
« Reply #4 on: November 03, 2013, 15:31 »
Quote
Added medical operation modules, can be done medical operation which will rise some stats or params.

More information about this feature please.

Trickster

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Re: Wipe Changelog
« Reply #5 on: November 03, 2013, 15:31 »
Hmm... I'm kinda anxious about FA not being usable in combat. That's the biggest nerf on the list and I'm not sure wheter it would improve gameplay. I'm not saying I don't like it - I just want to see it in action.

The only thing I don't like is that you can't swallow mentats to read more books. It's unrealistic. After all many of us used substances to improve learning process. Even if it was only cofee or Red Bull ; )

LittleBoy

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Re: Wipe Changelog
« Reply #6 on: November 03, 2013, 15:36 »
...
I see bigger nerf : Drugs limited to one dose per drug.  ;D

PS: change someone rolling text in game : 3rd November to 4 November
« Last Edit: November 03, 2013, 15:40 by LittleBoy »

Trickster

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Re: Wipe Changelog
« Reply #7 on: November 03, 2013, 15:41 »
@LittleBoy
Well, I kinda like it. Drugs were a must this session. It was impossible to compete against a character who had 8 SPECIAL points and 30 DMG RES more than 'clean' char which made everyone use drugs.

If we aim for a larger diversity of playable builds that's the step in right direction.

SmallGreg

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Re: Wipe Changelog
« Reply #8 on: November 03, 2013, 15:42 »
After reading changelog I've got suggestions/questions:
 - any changes to hub/boneyard book seller? Consider adding trader (hub /junktown) selling unlimited number of outdoorsman books (just to help noobs).
 - please tell us more about medical operation module. It's hard to plan build without this knowledge.
 - @mrsarcastic - I agree, +4ST from buffout, + 6 AP from jet... It was just overpowered....

And finally... really good changes. Well done. Keep up good work.
« Last Edit: November 03, 2013, 15:51 by SmallGreg »
     

LittleBoy

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Re: Wipe Changelog
« Reply #9 on: November 03, 2013, 15:43 »
@mrsarcastic
I like it too. I just say that is very big thing in this list.
@SmallGreg - please tell us more about medical operation module. YES! I like to see information about this too.
« Last Edit: November 03, 2013, 15:45 by LittleBoy »

skycast

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Re: Wipe Changelog
« Reply #10 on: November 03, 2013, 15:54 »
@SmallGreg - please tell us more about medical operation module. YES! I like to see information about this too.
This modules can be obtained in dungeons or by some quests.
Only one medical operation can be done.
Example of medical operation:

ChemControl Medical Operation
Doubles drugs duration time
Super Stimpak heals +50% hp

Envoirmental Medical Operation
+ Healing Rate
+40% Poison Resistance
+50% Radiation Resistance
   

   

LittleBoy

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Re: Wipe Changelog
« Reply #11 on: November 03, 2013, 16:06 »

Spoiler
This modules can be obtained in dungeons or by some quests.
Only one medical operation can be done.
Example of medical operation:

ChemControl Medical Operation
Doubles drugs duration time
Super Stimpak heals +50% hp

Envoirmental Medical Operation
+ Healing Rate
+40% Poison Resistance
+50% Radiation Resistance
thx for some info. But this "operation" are random with stats or some pack like you write? Also its forbidden info or we can find it in update changelog soon?(i mean all operation not only this two)

skycast

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Re: Wipe Changelog
« Reply #12 on: November 03, 2013, 16:16 »
thx for some info. But this "operation" are random with stats or some pack like you write? Also its forbidden info or we can find it in update changelog soon?(i mean all operation not only this two)
All info is open and will be posted, no operation not random, depends from module you will find.
   

   

zuhardu

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Re: Wipe Changelog
« Reply #13 on: November 03, 2013, 16:27 »
I've read 3 times but haven't noticed it, so I'll just ask. Will there be any HP gaining after 27 level or you go Reloaded pvp 100% and stop any HP gaining after 27 also?

Kazuo

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Re: Wipe Changelog
« Reply #14 on: November 03, 2013, 16:27 »
Thank you for your effort and so great job.

There is something I don't understand about healing rate.
You say we will be able to heal critters. Will it be in the same way as first aid? If yes, why ?

Also, its true that removing first aid during real time combat is quite a big change.
Is it to limit the abuse of BG healer build to cure 300hp+ every 15 seconds?

You gave two possibilities of medical operation, its a very good idea, but will there be medical operations to improve skills or even specials?