Author Topic: WIPE CHANGELOG!  (Read 37309 times)

Rascal

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WIPE CHANGELOG!
« on: October 25, 2014, 18:13 »
If you can't run Fonline2D3D.exe [D3D variant] try out FOnline2.exe [OpenGL variant]

========================================================================================================

    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.
    After fixed numbers of Players dicovers specific numbers of blueprints for that single item - its getting unblocked for all other players to craft. (knowledge gots spread thru world)
    But only those who has Blueprints can benefit from crafting that item with a chance for crafting statistic bonuses.

    Blueprints for items can be obtained in:

    - Dungeons
    - Encounter Containers
    - Caves Skeletons
    - Random Global Events
    - Special Encounters

    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
    - Enclave platoons heading deep into to East
    - Raiders bands
    - Quest givers
    and many others.


    Random Global Event System
    • Town events:
      • Wright's family event. Wright's family is arming. Chriss Wright is offering to buy all quantities of weapons. Event lasts 10 minutes, caps are refreshed every minute. The best place to sell your loot.
      • Gang war in New Reno. Bishop family is attacking Desperado club. Kill all Mordino soldiers and Lil' Jesus Mordino will pay you for help. You will get drugs, caps and something special. Event lasts 10 minutes.
      • BoS transport to San Fracisco event. BoS transport arrived to SF bunker. Mutants are trying to take it over. Scribe Matthew is calling for help. Kill all attackers and  Scribe Matthew will pay you for help. Every BoS solidier killed in action decrease your reward. Event lasts 20 minutes.
      • Broken Hills invasion event. Broken Hills is being invaded.  Help the deffenders and drive out the invaders. Event lasts 30 minutes.
      • Klamath invasion event. Klamath is being invaded.  Help the deffenders and drive out the invaders. Event lasts 30 minutes.
      • Global event appearing in Cathedral.Some suspicious meeting happening in Cathedral, better don't go there if you don't want to get to into troubles.
      • Buyout events.Shopkeepers are spreading the word about materials needed in big quantities by thier shops. He is announcing buyout. Event lasts 15 minutes. There is one buyout event.
        • Fire Gecko Pelts buyout in Modoc's Tannery shop.
      • 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
        • Big drug sale in Renesco's drug store.
        • Big ammo sale in New Reno Arms.
        • Big book sale in San Francisco.
        • Big drug sale in  Dr. Fung's drug store.


      • Caravan events. Caravan owner signs urgent delivery contract. He needs more manpower, so every caravan finished during event is paid 50% extra cash and experience. There are four caravan events:
        • Hub <-> NCR caravan event. Event lasts 10 minutes.
        • Hub <-> Vault City caravan event. Event lasts 20 minutes.
        • Hub <-> San Francisco caravan event. Event lasts 20 minutes.
        • Far Go caravan event. Event lasts 30 minutes.
        • NCR <-> VC caravan event. Event lasts 10 minutes.


      • Worldmap events. Sometimes you will find event location during travenling (temporary event location on 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.


      • Miniquest events. Random critters starts giving bring item quests. Event critter has exclamation mark over its had. First player gets 100% extra reward, second 50%, third 25%. Event last 10 minutes or is finished when ~12(random value) players complete quest:
        • 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.


      • Minisale events. Random critters starts selling items. Event critter has exclamation mark over its had. Event last 10 minutes, loot is spawned every minute (very low quantity):
        • 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.
      • Opportunity events. Big amount of caps is spawned in random critter inventory. Listen to gossips (eg. "One girl from New Reno meet a rich client."), find critter and steal treasure. There are two versions of opportunity event: gambler opportunity event and prostitute opportunity event.
      • Gossip system. All events are announced via gossip system. Critters start gossiping about events after event starts. When you hear guard/citizen saying "Girls from New Reno know how to make a good blow job" or "People say about suspicious cave near Den." you may be sure that something interesting is happening in the wasteland. Of course town events, caravan events and resource transport events are announced via server message too.



      Enhanced Encounter Container System


      • Encounters containers. Enhanced 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


      • Sierra Cave System. [RANDOMLY GENERATED DUNGEON added] Natural cave system adapted to military purposes. Sierra cave system was abandoned after establishing Sierra Army Depot. Now it's full of animals and treasure 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.


      • Ares dungeon added:
        Huge area combined with few levels down deep into dungeon. Mix of PvE and PvP.
        - 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


      • Mariposa dungeon added:
        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.

      • Cathedral dungeon added:
        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.

      • Toxic caves dungeon addeed:
        - 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

      is combining 4 features:

      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


      - Over 500 new scenery pieces, including custom-made ones exclusively for Fonline2.
      - Consumables use sounds.
      - Keyboard typing sounds for appropriate dialogs.
      - Restored BoS elevator in Lost Hills from F1 with original gfx
      - Animated containers.
      - Gecko express repeatable quest.
      - 15 new special encounters added.
      - Missed shots now have original fallout sounds implemented.
      - Drugs have now sounds when used.
      - Elevators now create sounds when used.
      - You will hear typing sounds in terminal/console dialog.
      - F1 info expanded by ~ commands.
      - Experience shares between faction members in dungeons.
      - Tab info for poison, radiation, and overweight now shows values.
      - All of the openable containers are now animated.
      - Notification of who healed you or got you back up from being KOed.
      - Added achievements for every in game boss.
      - Pressing "?" will now also show your Coords and Zone.

      Hub Expansion:
      - Freshened out the map adding more places of interest and some hidden secrets.
      - Furniture Store - You can buy furniture to outfit your tent or bases.
      - Outfit Store - Ever dream of having a custom skin? Here you can choose one that suits you!
      - Molerat Arena - Doesn't matter if you love blood or just want to gamble, this place is for you.
      - Two new Highrise buildings to fill your need of living in this fine town!

      Ability to own Base Cleaning Robot, wchich is cleaning stuff from gorund, putting it in coresponding lockers, can repair and science items

      Fair and Square 5vs5 Solution. [4 maps]
      There is specially designed feature, connected to New Reno which is giving finally opportunity for player to fight in battles than after they will take place - noone will be able to use exuse called "swarm!" :]
      You bringing your wond loot, ammo, drugs - everything. In reward there is som sets of drugs. [Event not connected now - just after session start, to not make inbalance of loot because of global progression technology system]

      Personal bases:
      - You can now color your base dot.
      - Base can now be deleted trough the terminal.
       
      3 Wave defense quests:
      - Few different and original repeatable missions.
      - Prize and Enemy amount adjusts to the amount of people you take with you.
       
      NCR rework & expansion:
      - Town Profit System
      - Collecting Tax event
      - Main gate addition
      - Election system
      - Citizenship system
      - President suite
      - President features.
      - Guards upgrade & rework

      Junktown additions:
      - Leader has faction shopkeeper standing near his office.
      - Warden gives caps he earned to Junktown officers and leaders.
    [/list][/list][/list]
    « Last Edit: October 26, 2014, 10:50 by Rascal »
       

       

    Rascal

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    Re: alpha changelog shit
    « Reply #1 on: October 25, 2014, 18:46 »
    CHANGES:


      • Town guard system redesign:
        • Code refactoring, fixed memory leaks, better performace.
        • Every crime increase offence level by one. Killing critter increase offence level by two.
        • Offence level is decreased by one every three real days.
        • Dynamic jail timeout, depends on offence level: 1 - 5 minutes, 2 - 10 minutes, 3 - 30 minutes, 4 and more - 60 minutes.
        • Dynamic karma penalty, depends on offence level: 1 - 100 pts., 2 - 1000 pts., 3 and more - 3000 pts.
        • Town guards (except Junktown) will kill players having karma below -10000 pts.
        • Day karma limit removed for players having karma below -10000 pts.


      • Shopkeeper changes:
        • 21st level is requred to hire shopkeeper.
        • Player can hire only one shopkeeper at a time.
        • Shopkeeper is inactive for a random time after ending contract (to prevent shopkeeper hamstering).
        • 8% tax.


        Balance Changes

        • Character changes:
          • Pyromaniac achievment requires now reaching 26 level to obtain. Pyromaniac dmg bonus to NPC reduced from 50 to 25. Dmg bonus against Players remains the same - 50dmg.
          • Pack Rat perk changed into achievement. Related to Box Lifting Quest.
          • Pathfinder perk changed into achievement.
          • Anticritical perk has now only 1 level to take, it gives +18% anticritical instead of 10%.
          • Medic perk's cooldown deacrese parametr changed from 50% to 40% (with this perk minimal cooldown now wil be 18 seconds instead of 15)
          • Removed engeneer implant from spawn. Will be moved to achievments
          • When player is healing someone while is in combat timeout, max heal hp is 225 (250 with medic implant)
          • After softcap (26lvl) player get +1hp each second level (28,30,32...)
          • Medic implant gives +50 to doctor and +50 fa instead of +100


          Small Guns
          Zip gun damage increased from 6-13 to 8-16
          Range increased from 15 to 20
          Pipe rifle damage increased from 6-13 to 8-16
          Range increased from 20 to 25
          10mm pistol damage increased from 6-13 to 12-16
          Mauser damage increased from 8-13 to 16-21
          Ammo capacity increased from 7 to 10
          Shotgun range increased from 11/8 to 14/11
          Sawed off shotgun damage increased from 19-27 to 23-34
          Range increased from 7/5 to 9/7
          .44 Magnum/Speedload damage increased from 16-22 to 16-24
          Range increased from 15/20 to 22 for both attack types
          Deagle damage increased from 12-18 to 12-30
          Range inreased from 25 to 27
          Hunting rifle damage increased from 8-20 to 12-20
          Grease Gun damage increased from 10-20 to 15-28
          Range increased to 22
          Tommy Gun damage increased to 13-24
          Range increased from 20/15 to 22 for both attack types
          Combat Shotgun damage increased to 23-33
          Range increased from 12 to 14
          Require 1 less AP to shoot, from 5/6 to 4/5
          Shoot 1 more bullet in burst mode, 4 bullets instead of 3
          14mm pistol damage increased from 18-28 to 22-30
          10mm SMG damage increased from 8-15 to15-21
          Burst range increased from 20 to 25
          Assault Rifle/extended version damage increased from 14-23 to 20-29(burst mode), 16-27(single shot)
          Range increased from 42 to 45 for single shot weapons, burst mode range decreased to 38.
          FNFAL damage increased from 19-26 to 18-33
          Range decreased from 40 to 36
          H&K Caws damage increased from 15-25 to 17-31
          Range increased from 14 to 16
          Require 1 less AP to shoot, from 5/6 to 4/5
          Pancor Jackhammer damage increased to 23-35
          Range increased from 16 to 18
          Require 1 less AP to shoot, from 5/6 to 4/5

          Big Guns
          Flamer damage decreased from 50-85 to 45-65
          Require 1 less AP to shoot, 6 instead of 7
          m60 damage decreased from 20-30 to 18-27
          Minigun range increased from 30 to 32

          Energy Weapons
          Laser pistol damage decreased from 20-35 to 19-29
          Range decreased from 35 to 28
          Plasma pistol damage decreased from 25-40 to 20-30
          Range increased from 20 to 24
          Extended Cap. Plasma Pistol range increased from 20 to 27
          Laser Rifle (Ext. Cap.) range increased from 47 to 48
          Plasma Rifle range increased from 30 to 35
          Turbo Plasma Rifle range increased from 35 to 40
          Throwing
          Spear throwing damage increased from 8-12 to 12-20
          Range increased from 8 to 15
          Sharpened throwing spear damage increased from 12-20 to 18-28
          Range increased from 8 to 15
          Molotov Cocktail damage increased from 16-24 to 34-52
          Throwing Knife damage increased from 18-40 to 25-41

          Close Combat
          Rock damage increased from 1-4 to 5-9
          Primitive Tool damage increased from 4-8 to 6-15
          Wrench damage increased from 3-6 to 11-19
          Require 1 more AP to use
          Shiv damage increased from 1-4 to 5-15
          Switchblade damage increased from 8-15 to 11-16
          Pickaxe damage increased from 8-16 to 13-17
          Crowbar damage increased from 10-18 to 16-24
          Sledgehammer damage increased from 8-18 to 11-21
          Brass Knuckle damage increased from 5-12 to 9-19
          Knife damage increased from 7-12 to 7-19
          Sharpened pole damage increased from 2-5 to 11-16
          Spear damage increased from 8-12 to 12-20
          Sharpened spear damage increased from 12-20 to 18-28
          Spiked knuckles damage increased from 8-20 to 14-28
          Combat Knife damage increased from 12-19 to 16-31
          Club damage increased from 8-23 to 20-36
          Require 1 more AP to use
          Throwing Knife melee damage increased from 3-6 to 15-34
          Power Fist damage increased from 22-40 to 23-41
          Cattle Prod damage increased from 12-20 to 13-37
          Ripper damage increased from 18-34 to 25-46
          Mega Power Fist damage increased from 24-44 to 29-50
          Super Sledge damage increased from 24-44 to 31-55

          Armors
          All leather armor types received +5% to normal, laser, fire, plasma resistances.
          Metal Armor laser resistance decreased from 6DT/75DR to 4/65
          MA explode resistance boosted from 4DT/25DR to 5/30
          MA fire resistance increased from 4DT/10DR to 5/15
          Metal Armor mark II laser resistance decreased from 7DT/80DR to 5/70
          MA mark II explode resistance boosted from 4DT/30DR to 6/35
          MA mark II  fire resistance increased from 4DT/15DR to 5/20

          Ammunition
          12. Slug ammunition DR mod decreased from -50%DR to -35%
          12.ga. ammunition DR mod increased from +10%DR to 0DR
          Regular flamer fuel ammunition DR mod increased from +25%DR to 0DR
          7.62 ammunition DR mod increased from -10%DR to -15%DR
          9mm ball DR mod increased from 0% to -15%DR
          9mm increased from +10% to 0DR

          Other


          - Added chained mines explosions. Critter will trigger mine explosion when it is knockbacked to hex with active mine.
          - Added dialogs to Broken Hills, San Francisco and New Reno critters.
          - Rebalance rare ammo spawning rate in caves.
          - Light and scenery fixes in Cathedral  map
          - Added 3 more entrances for Cathedral map
          - Sierra entrance map changes
          - Sierra level 2 map - added multihexdoors
          - Sierra level 2 map - other antiabuse map fixes
          - Sierra level 2 map - 2 robots moved from upper part of level into the armory
          - Sierra level 3 small maps fixes
          - Changed siren sound for alarm being activated in Sierra
          - Sierra Robots have now NO_LOOSE_LIMBS param added
          - Sierra Robots are slightly more resistant to fire
          - Sierra armory at 2nd level accessable now only if player is in possesion of General Clifton's Holotape containing security codes
          - General Clifton's Holotape can be found all over the Sierra dungeon
          - Client ".exe" icons changed
          - Corrected client menus added
          - Alien Blaster available now only from special encounter
          - Turbo Plasma Rifle available now only from special encounter
          - Additional music from Fallout 1/2238/Nevada added.
          - Major towns map rework.
          - More guard/resident NPC dialogs.
          - Replacing static scenery with animated pieces when available.
          - Quest locations now share exp.
          - Quests have turn based availability.
          - Quest locations will have random loot spawned in containers.
          - Quest Mob Ai rework, they should act alot better and create greater challenge.
          - Mobs in quest location will not stand idle anymore.
          - Withdrawal info in addiction descriptions.
          - New&Proper Skill descriptions.
          - Disassembling disabled in event Locations.
          - Lockers closing with mouse swapped with steal to make mouse interaction always open the container.
          - Door respawn time extended to avoid the door re-spawning mid combat.
          - Cars are now always visible on the map (Not world map) except the motorbike.
          - New on ground graphics for implants, weapons, and some other items.
          - Fallout2 hintbook changed to Fonline2 Hintbook (Reroll book)
          - Pre war tech weights a lot less but have also lesser value.
          - Requesthelp info about no admins removed.
          - Removed Shi entrance from wm.
          - Greatly increased container sizes.
          - Tanker gets locked down for the period of Enclave Boat event to prevent fast looting and hiding. While someone else is dealing with npc's.
          - Regular Stimpak healing now  from 30 to 40hp.


          Hungergames:
          - Tier 4 removed.
          - Tier 1 and 2 has a higher chance to spawn now.
          - Deathclaws system fully reworked. They will not act dumb anymore and will patrol around points of interests, players can now also escape from them. Damage risen but crazy crits removed.

          Worldmap Rework:
          - Location sizes adjusted
          - Location colors
          - Worldmap image artifacts cleanup and color correction.
      [/list]
      « Last Edit: October 26, 2014, 10:52 by Rascal »
         

         

      Rascal

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      Re: alpha changelog shit
      « Reply #2 on: October 25, 2014, 18:46 »
      FIXES:

      - All event which spawns critters are immune to server save/restart.
      - NPCs in Cathedral map are no longer giving experiance for kill
      - NPCs in Cathedral respawn time corrected
      - NPCs in Cathedral are running away/ seeking for hideout when firefight starts
      - NPC bags fixes
      - Fixed problem with some NPCs constantly switching between weapons
      - Map fixes.
      - Dialog/description fixes.
      - Existing scenery fixes.
      - More realistic lighting rework.
      - Skin change when having other hair and equipping bluesuit fixed.
      - Male skins now have proper hair when wearing armors.
      - Few skins missed armor wearing possibility.
      - Dungeon terminals which use items to open doors will no longer use up items when the doors are already open.
      - Car names fixed.
      - All issues connected to NCR were fixed.
      - Adobe wall windows don't block fov anymore.
      - Kenny's cave exp fixed.
      - Unused points from books now saved and will apply to next book reading, so nevermind when to read skill books.
      - Fixed wrong timeout before door respawn after destroyed.
      - Fixed ability to register char with bonehead trait and 0 INT.
      « Last Edit: October 25, 2014, 19:29 by skycast »
         

         

      Rascal

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      Re: WIPE CHANGELOG!
      « Reply #3 on: October 25, 2014, 19:57 »
      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.

      2 Weeks after wipe first in game election will begin. The president will be chosen by players with citizenship and President will be elected for 2 months.

      Since there will be no leader at start of the game, I need to ask NCR and Rangers leaders to create the list of players and their in game names. Those players will be added to factions and after president is elected, he will choose Rangers leader and both of them will need to manage their faction officers themselves.


      Town Profit.
      Town profit is percentage of the caps (Depending on where it comes from and dynamic economy) from transactions and player actions on the world. This profit will be transferred to Shady Sands bank.

      It comes from:
      Caravans (One new route has been added)
      Town purchases such as Kevlar and bases.
      NCR courier quests.
      Town control.


      Town control changes.
      The NCR will not get loot from town TC boxes, but the captured town will deliver tax per hour to the town's bank.


      Collecting the tax.
      Shady Sands bank event will randomly start if there are more than a few NCR players in the game. The global message will be announced. NCR people will have some time to gear up and gather up to defend the bank. After few minutes the vault will open and everyone will be able to take away town profit, even raiders. That's why NCR needs to organize and defend their town.




      NCR Main Gate.
      Ncr is now suited with a new interesting feature. The Town entrance force field. It can be used to cut off raiders from the inner city, however, if the force field is disabled by ncr people, it will be put on cool down for a while before it can be reactivated. Additionally, raiders can use Dynamite to blow up the force field. So NCR soldiers should defend it or they will lose their choke point.


      President features.
      President will now have access to president's suite. (The old purchasable house in NCR) The suite is outfitted with Escape route, Entrance for president from the world map, nice amount of containers and President console which can be used for three things.
      Giving Citizenship.
      Giving Pardon. (Karma reset for player)
      Turning suite forcefields off and on.



      Citizenship.
      Players will be able to get Citizenship. They will then have [Citizen] visible over their names for ncr army and rangers. NCR is advised to treat them as their people, and will be penaltized when they will assault such citizen in hometown, however, wasteland doesn't follow the rules and how they will interact with each other is purely players choice.

      Player will lose citizenship forever (Unless president will Award it to him again) if he will perform offensive action such as attacking or stealing inside town of Shady Sands.

      The only requirement to become citizen is to have a level higher than 10 and have no negative karma for NCR. Player will need to sign in and wait a few hours to get it.

      Changes and fixes.
      Guards act differently now. They spawn no caps and ammo upon death. Only the weapon they were weilding.
      Guard will delete previous weapon after they are awarded with a new one by NCR player.
      Guards will not respawn. They will be removed and new soldier will spawn from Rangers base to take his place, which also means that guard resets his weapon to basic weapon after death.
      Guards don't have global vision anymore, but they will inform each other to storm aggressors in packs.
      Town attack messages were changed. There is now only one global message when first guard gets killed.

      New NCR also contains some changes which are too small to be mentioned and all of the annoying bugs (Weapon giving bug, accessing base bug for ncr army) were fixed. There are also some secrets. ;)

      I hope you will love the freshened out RP experience i've tried to deliver and enjoy the Third FOnline2 Session!
         

         

      Rascal

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      Re: WIPE CHANGELOG!
      « Reply #4 on: October 25, 2014, 19:58 »
      CHANGES MADE TROUGH SESSION 2 DURATION TIME



      FEATURES:
      • Added hotkey: loot all from ground - Ctrl+L.
      • Ability to drop all from inventory on worldmap by Ctrl+Shift+D.
      • Added "fog of war" to fov by Ctrl+F.
      • 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.
      • Implemented system to fast move loot between players and containers. Ctrl+Click on item will move to/from container/body.[experimental]
      • Added ability to drop item from inventory to ground by shift click on item.
      • Added warning message when the player get level and have unspent perk.
      • Added over head messages when player gain hp from fa or ss.
      • Crafter name in crafted item description colored yellow.
      • Global messages will appear also in chat.
      • Player will see in chatbox who kill him, if killer is player.
      • Added mouse over info about cripples/radiation/poison/addiction on chosen tabs.
      • Added player faction name to mouseover info.
      • On hunger games event nicknames of all players hidden.
      • Sand and Sneak robes hiding player name.
      • Info about free space in lockers.
      • Added option in game otions to auto skip encounters. Only which player can detect.
      • 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)
      • Dungeons,Non guarded towns and other danger places now colored dark yellow on worldmap.
      • Mariposa surface unblocked - be aware of heavy resistance.
      • GM anti-dual log monitoring tools expanded.
      • Sierra level2 suffocate feature in armory. (Players who will be trapped inside will die to suffocate)
      • Ability to scroll news history using buttons on news screen.
      • Holotape seller added to adytum. 650 caps per tape.
      • Player who have active Motion Sensor in any hand can see any critter in 14 hex range.
      • Also no direction penalty for detecting sneakers while wear acive motion sensor.
      • Global notifications about NCR being under attack added.
      • For test added "dynamic economy", report if you will see bugs in dialogs like <lexem not found>.
      • 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]
      • 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.
      • Location with lost cars will become visible for all after random long time. This encounters will be yellow colored.
      • Added chance to heal ko while using doctor skill on knockedout players.
      • 2238 bases maps are added as rare loot to dungeons.
      • Added new base. Cost 200k caps, seller is npc in enclave gas station. By DiKobRaZzz.
      • Added new quests and achievements.
      • BoS map rework, members will see more entrances on town/world.
      • Undergroud parking added to bos.
      • Car in Hub carstore and bos underground parking is not lockpickable.
      • Player can now end shopkeeper contract.
      • Jt scouts faction patrol (same as caravan).
      • Added shopkeepers to Junktown.
      • Ncr reputation implemented, each guard kill decreasing reputation by 100.
      • Guard will shoot players on sight with less than -1000 rep.

      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.

      Added ability to reroll character:
      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.

      Hex Shooting:
      - Added ability to throw nades from second hand like regular hex shooting, cursor must be in attack mode and ctrl pressed.
      - Added explosion radius for regular shots.
      - Ability to throw active dynamite.



      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.
      - Sierra containers on different floors now have loot inside.
      - 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.
      - Sierra alarm time lowered to 20 minutes.
      - Npc AI tweak on sierra base control.
      - Robots in sierra using Robo Gatlings and Robo Rocket Launchers now.
      - Sierra turrets now wielding Heavy Dual Miniguns.
      - Sierra turrets AI is better after hacked.
      - Sierra base control loot boosted (Nuka-cola, Cigs, implants, Power Armors chances increased).
      - Turrets on sierra can be recaptured anytime by anyone.

      NCR:
      - NCR Guards now are lootable. (1st stage of reward for teams raiding NCR)
      - 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)
      - Explosives can explode in Ncr.
      - NCR guards won't attack if get hit by ncr member.
      - NCR Army can now enter base inside ncr.

      • Enclave faction members now counted as evil, so no karma penalty for kill them, only karma gain.
      • 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.
      • After finishing enclave or bos recruitment quest you are awarded with corresponding combat armor.
      • Workbenches added in BoS and Enclave Bases.
      • Karma Quests rebalance. More karma as reward.
      • Karma penalty for killing neutral players little lowered.
      • Karma disabled in SF, New Reno and in Town Control cities - during TC window (1h period) or anytime status.
      • Karma reseted for all chars. Karma gain limited to 200 karma per day.
      • Repeatable quests cooldown changed to 5 hours, +100 karma reward upon completion, quest location is autodeleted after 5 hours.
      • Caravan cooldown for box lifting bringed back. (it was overlooked)
      • For better language support from crafted items removed names Upgraded, Regular, etc. Now name of such items is colored.
      • Added tents limit, 20 per player. If player will ~deleteself, all tents created by him will disappear.
      • 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.
      • Car owner will see location if he will die on encounter last.
      • Windows added to Redding buildings.
      • Added 2 new passages in Necropolis.
      • Added one more entrance to warehouse basement.
      • Added one more entrance to Hub.
      • San Francisco Tanker dungeon added (alpha version - will be expanded with quest).
      • 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.
      • Added small chance to find pulse nades on tanker and mariposa.
      • Added Glow preview and second entrance from wm, also paths between different levels.
      • Glow "Chess game" quest can be repeated if failed and added 1 day cooldown if failed.
      • Level 21 required for "Chess game" quest.
      • More throwables added to hungergames boxes.
      • Hungergames event now will spawn 3 managers in hub instead of 1.
      • Added 10 more slots, more chests, some map changes in Hungergames event.
      • Heave ho moved to achievements, to get need to kill 100 critters by plasma nades.
      • Healing rate occurs twice as fast and heals half less the amount before.
      • Evader trait now decrease by 10 chance to hit at the end, so maximum tohit still 85.
      • Added description to implants items.
      • Reduced lockpick skill required to lockpick cars.
      • Lockpicks can be used from any hand.
      • Doctor skill enabled in turn-based, need doctor bag in any hand and full action points.
      • Minimum ap to shoot set to 2.
      • Crtl+click item movement now working with boxes, trunks, etc.
      • Reroll price reduced to 500k caps.
      • Raised max available shopkeeper price from 99999 to 999999.
      • Removed melsak slayer quest because of bugs.
      • Black(sneak) robe can have craft bonuses and can be disassembled.
      • Hubologist Robe now gives protection slightly better than LAmk2.
      • Sneak robe now gives +30 armor class and + 40 sneak.
      • Nicknames/Colors of players which are wearing robes now visible for their faction members.
      • StealthBoy turns off when owner died.
      • Motion sensor and stealth boy will dissapear after fully broken.
      • Metal Armor MK2 and Tesla Armor now counts as vailable items to start TC timer.

      Weapon changes:
      - Frag grenade ap cost lowered to 4.
      - Plasma grenade dmg rised to 80-100.
      - Pulse grenade dmg rised to 200-400 affecting only robots.
      - Throwing knife ap cost lowered to 3.
      - Combat knife dmg rised to 18-40.
      - Powerfist dmg rised to 22-40.
      - Mega powerfist dmg rised to 24-44.
      - Super sledge dmg rised to 24-44.
      - Turbo Plasma damage boosted 45-75, Critroll added 16%.
      - Pulse Rifle Critroll 8% added.
      - Gauss Pistol Critroll 4% added.
      - Gauss Rifle Critroll 4% added.
      - Alien Blaster Range boosted to 26, Critroll added 8%.
      - Wakizashi blade damage boosted.
      - Lil Jesus Knife damage boosted, added critroll 8%.
      - Eli's Knife damage boosted, -1ap added.
      - Louisville Slugger damage boosted.
      - Combat Knife damage lowered.
      - Ripper damage slightly boosted.
      - Throwing Knife stubb damage lowered.
      - Super Sledge can get craft bonuses now.
      - Cattle Prod and Super Cattle Prod damage boosted, added 2 hexes range for swing.
      - For Super cattle prod penetrate perk added.
      - Frag Granades needs 4 str now, damage boosted 80-100.
      - Removed speed penalty from avenger minigun.
      - Changed chance to kd for grenades, 50% for frag and 25% for plasma. [note that CC speed bonus works if having nades in hand].
      - Close combat speed bonus will work with all non-weapon items.
      - Thrust mode on SuperSledge have knockback perk.

      T4 Balance changes:
      - APA MKII now have stats like APA.
      - APA now have stats like HPA.
      - Power armors have built-in stonewall.
      - LSW damage slighlty boosted to 34-40.
      - Gauss Rifle damage decreased to 29-40.
      - Gauss Pistol damage decreased to 20-30.
      - Gatling damage decreased to 60-80, Gatling ingnores 30% instead of 40% of opponents armor.
      - Bozar damage decreased to 27-35, Bozar shooting 8 bullets in burst now instead of 10.
      - HK11 and HK11E slightly boosted, now shooting 12 bullets per burst, clip size changed to 48.

      IMPLANTS REBALANCE

      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% sneak skill past 300% cap
      Medic:
               +100% Doctor
               +100% First aid
               Living anatomy perk
               In combat maximum self heal is 175hp
      Accuracy implant:
               +40% to BG,SG,EW
               +5 FOV
      Engineer implant:
               in addition giving +10% to chance to craft items with bonuses.


      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.

      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.
      - Caravan cannot be started while in combat mode.
      - Far Go caravan changed caps reward to 5000 caps.



      FIXES:
      • Fixed FonlineD3D.exe crash problem.
      • 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.
      • Fixed encounters where npc attacked players without delay(patrols,enclave,bos,etc).
      • 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.
      • Fixed caravan box dropping by CTRL+D.
      • Fixed TC towns Npc attack.
      • Fixed scrolling members in faction member list.
      • Fixed drop for nodrop items by crippling arm.
      • Sierra robots now has ability to open doors.
      • Sierra robots now will respawn in their original positions.
      • NCR faction room has unlocked lockers now.
      • Sierra forcefields fixed.
      • Glow 5 level doors fixed.
      • CloseCombat speed bonus fixed.
      • Some optimisations.
      • Removed ability to use colors in chat to prevent all kind of trolling.
      • Fixed yk pulse pistol sound.
      • Fixes for BoS and Enclave quest lines, all should work properly now.
      • Glow holodisk quest related dialog fixed.
      • Traps triggers attack from npc which was affected by explosion.
      • Fixed kill count statistic, random npc's won't be counted as man anymore.
      • Fixed Pete supertool issue.
      • Close combat speed calculation fix.
      • Fixed leather jacket disassembling.
      • Only caravan member can talk with Chuck Lee.
      • Fog of war now working with drugs properly.
      • Den Metzger Guards aggro problem fixed.
      • Disassembling NCR Armor mk1 and mk2.
      • "Cave unlimited turns" turn-based exploit fixed.
      • Fix for showing hidden nick by preview.
      • Fix for heave ho, now only calculated kills by throwing weapons(all weapons).
      • Fixed registration letters/numbers calculation.
      • Fixed calculation of kills to get pyromaniac acheivement.
      • Electronic lockpick mk1 gives +25 to skill calculation.
      • In some cases player won't be able to gain heave ho.
      • Box lifting quest fix.
      • Guards no longer loot doors.
      • Player no longer get experience for killing town npc's.
      • Fixed xp for mobs in tanker dungeon.
      • Fixed rejoining in BoS.
      • Lowered chance to find top tier items with bonuses.
      • Removed lockpicking xp.
      • Fixed encounter parking when tree blocking car.
      • Fixed adding craftable lockers to new bases.
      • Fixed item movement between containers by ctrl click.
      • Removed karma penalty when killing player in pvp event arena.
      • Fixed resetting fast travel mode.
      • Fixed hiding/showing nicks.
      • Added park lots to hub carstore.
      • Some minor map fixes to Necropolis and Warehouse (ladder deck).
      • Map fixes to outside of Sierra.
      • Map fixes to level2 of Sierra.
      • Fixed sound/flashing when found special encounter.
      • Fixed mouseover showing names/factions for players wearing robes.
      • Fov is now refreshing properly when closing, opening door.
      • Fixed bozar clip size.
      • Critical fails fix.
      • Equiping NCR Guards in chosen weaponry fix.
      • Fix for NCR base accesability for Ncr factions.

      ========================================================================================================
         

         

      Bronco

      • Guest
      Re: WIPE CHANGELOG!
      « Reply #5 on: October 25, 2014, 20:40 »
      Fucking WOW !
      You guys have been busy and made shitton of stuff, can't wait to try them all out.

      Thank you devs for time and dedication :)

      MAC

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      Re: WIPE CHANGELOG!
      « Reply #6 on: October 25, 2014, 21:31 »
      Great job devs!  All looks cool, especially the random NPC quest givers :>




                                  I only wish to have some time for play :c  :c :c

      Besmrtnik

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      Re: WIPE CHANGELOG!
      « Reply #7 on: October 25, 2014, 22:30 »
      I cant read deans of electrnoics, its says you learn nothing new...
      The mark of the immature man is that he
      wants to die nobly for a cause, while the mark of the
      mature man is that he wants to live humbly for
      one

      skycast

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      Re: WIPE CHANGELOG!
      « Reply #8 on: October 25, 2014, 22:42 »
      I cant read deans of electrnoics, its says you learn nothing new...
      Small bug, you will be able to read all needed books after update.
         

         

      Smiling Jack

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      Re: WIPE CHANGELOG!
      « Reply #9 on: October 25, 2014, 22:42 »
      What does it mean Engineer implant will be at achievements? Meaning that the +10% crafting bonus will be receiveable via achievement, not implanting?
      And if so, does it also include the skill bonuses to repair/science/ew?

      Also I'm simply STUNNED at this changelog. Not only creativity, but also obsessive-compulsive disorder when it comes to work at making FOnline 2 better. Great job!
      VtM Bloodlines challenge:
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      skycast

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      Re: WIPE CHANGELOG!
      « Reply #10 on: October 25, 2014, 22:50 »
      What does it mean Engineer implant will be at achievements? Meaning that the +10% crafting bonus will be receiveable via achievement, not implanting?
      Just possibility, for now it is disabled. And if engineer will become achievement for sure bonuses will be different.
      « Last Edit: October 25, 2014, 23:00 by skycast »
         

         

      Michal_CZ

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      Re: WIPE CHANGELOG!
      « Reply #11 on: October 25, 2014, 22:52 »
      good job!!

      dudexpl

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      Re: WIPE CHANGELOG!
      « Reply #12 on: October 26, 2014, 01:09 »
      What about Strong Back?

      - special enc?
      « Last Edit: October 26, 2014, 01:22 by dudexpl »

      Eclair

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      Re: WIPE CHANGELOG!
      « Reply #13 on: October 26, 2014, 01:46 »
      Please fix books

      S.T.A.L.K.E.R

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      Re: WIPE CHANGELOG!
      « Reply #14 on: October 26, 2014, 05:42 »
      For these blueprints I'm assuming its any container for any map or is there a specific one like a metal box

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