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Old Changelog

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Wipe:
Posted by scypior: Sun Sep 27, 2009 22:08

FIXES:

* Caravan-trees (see IMPORTANT)
* Disappearing corpses
CHANGES (WIP):

* Fov/walls affect only critters in sneak mode (it means auto sneak-success if out of fov or behind wall)
* Sneak penalty for armors: 0 for leather jackets, -25 for leather armors, -50 for metal/combat armors, no sneaking with powered armors.
* Sneak penalty for total weight decreased to 1 point per 1000 gramm
* You can now type "+requesthelp <message>", to request GM assistance. In the message you should write what issue you have, make it as informative and clear as possible, if no GM is online, you'll be informed that you need to wait. This is to reduce nedless pms/threads on the forum. If it's an urgent bug you can report it here too.
* 'Use on' mode for sledgehammer
IMPORTANT:

* Use updater to obtain new dat. Dat will be available later however.

Wipe:
Posted by Lexx: Tue Sep 29, 2009 23:42

FIXES:

* Empty and full waterbags have correct weight now.
* Death on worldmap is no longer a trap.
(SMALL) FEATURES:

* Repeatable quest: possibility to conduct slave runs. Being a slaver, ask Metzger about "vacancy", if he likes you enough you will be offered the job. Only one possible slaverun location in the moment, more are on the way.
CHANGES (WIP):

* Wall-occlusion check now applies to all (sneaking and nonsneaking) critters - so you're always invisible when hiding behind wall. Fov applies only to sneaking critters.
* 50% sneaking bonus when near (up to 2 hexes) various scenery objects - barrels, trees (not fences and other translucent walls)
* Shortened timeout for rotgut still (30 minutes), extended regrowing timeout for trees (120 minutes, although they're in encounters so it shouldn't matter), shortened timeout for barrel (60 minutes).
* Prettyfied plants/trees gathering.
IMPORTANT:

* Use updater to obtain the new faction003.dat.

Wipe:
Posted by Ghosthack: Sun Oct 04, 2009 20:03

FIXES:

* Turn-based mode in caves (if chosen)
* When you join other faction while being member of other, it should give same result as resigning first, then joining.
* Fix for slaves randomly attacking their masters in encounters.
FEATURES:

* It's now possible to fight with other players in the ring in Junktown near Skumpitt. Talk to Tyler after Skumpitt has closed and he will set you up. Betting is also possible, but currently only by duelists.
* Added many new faction names.
CHANGES:

* You now need at least 3 people in a group to buy a base (1 Leader + 2 Follower).
New faction names:
The Guardians
Ego Slayers
The Pie Eaters
The Children Of The War
The Avengers
The We Do Doing
The Black Sun Gang
The Radicals
The Space Monkeys, Space Monkeys
The Acid Drinkers
The Dead Rats, Dead Rats
The Radiated Rangers
The Collectors
The FLowers Lovers
The Eyes Shooters
The Black Inquisitors, Black Inquisitors,
The Field Medics
The Butcher Doctors
The Hashpipes
The Professors Gang
The Modus Operandi, Modus Operandi
The Boom Boom Suiciders
The Suicide Bombers
Tim & Tom & Ted Lawyer Agency
Union of Past Future
Union Of A New Tomorrow
The Meatbags
The Cappers
The Rotten Throat Camp
The Order of Forever
The Throats Slashers, Throats Slashers
The Peacekeepers
The Good Guys
The Bad Guys
The Jinxers
The Greasy Bastards
The Bonzai Trees Keepers, Bonzai Trees Keepers
The Red Riders
Word of New Order
The Lost Guards
The Rot Guts Eaters
The Redding Minewatchers
The Gecko Patrols
The NCR Raiders
The Trapper Camp of Klamath, Trapper Camp of Klamath
The Redding Terraformers
The Junktown Junkies
The San Fran Blues Band
The San Francisco Salors
The Klamath Fried Geckos, Klamath Fried Geckos
Wasteland Degenerates
Wasteland Wildlife Protectors
The Chosen Ones, Chosen Ones
The Church of Mushroom Cloud
Children Of Atom
Children Of The Wastes
The Irradiated Brains Scum
The Wasteland patrol, Wasteland Patrol
The Iguana Bits
The Grey Rock Tribe, grey Rock Tribe
The People Of Dust
The Bluesuits
The Vault Robbers
The Southern Opression Gang, Southern Opression Gang
The Northern Opression Gang, Northern Opression Gang
The Judgement Day Club
The Lucky Gamblers
The Brahmins Butchers
The Brahminhood of Shit
Wasteland Marine Corp
The Naughty Vault Dwellers
The Wastelands Freaks
The Wasteland Hurricane
Dead Master's Crew
The Nukes
The Busted Raiders

Wipe:
Posted by Lexx: Tue Oct 06, 2009 19:40

FIXES:

* Map updates here and there.
* Script fixes here and there.
(SMALL) FEATURES:

* Three new maps for Metzger's slave runs.
* Added caravan car seller to Junktown.

Wipe:
Posted by scypior: Sat Nov 21, 2009 1:11

FIXES:

* Lots of map fixes.
* Fixed elevators.
* Lots of minor bugfixes, some bajers.
(SMALL) FEATURES:

* You can ask followers what weapon they are most proficient with.
* Reputations system (affect interaction with certain NPCs, heavily affect guards reaction; modifiers to reputations in all groups are applied when you join or leave any npc-driven group like the Enclave or Slavers, impact on dialogs is WIP).
* Reworked traders supply system (they no longer offer full price for all items; weapon trader will pay more for weapons than for armour. Even more: low-levelled weapon trader will only pay at most 60% of the plasma rifle's value, still offering 95% for a pipe rifle. The opposite for a high-levelled trader, which will also happen to have higher barter skill).
* New underlaying system for the economy (banks, money flow, etc.).
* Frequent encounters in one zone can "drain it" and only "animal encounters" will be possible until it "regenerates" (literally, the encounters are now funded from zone's "money buffer").
* Khans (Raiders) faction added in game. To join it, talk to Metzger about "other work" once he gets to like you enough. Benefits: level 3 Small Guns profession, crafting of 7.62mm ammo.
* Mordino faction added in game. Benefits: Mordino's Druggist profession, NOT in game yet.
* Unarmed dueling, check Junktown. Placing bets is TODO.
* More unique encounters (maps).
* More slave run locations.
* 30 minutes of waiting between logging of another character.
* Weapon deterioration increase the probability of a critical failure.
* Ammo properties (DR mod, DM mod, AC mod and piercing ability) and additional weapon property (Weapon Perk, if any) shown in the item description.
* Followers menu: left alt + clicking on hex or critter will bring up a menu for issuing a "move" or "attack" order for all followers in sight range.
* Good/evil list: select the "angel" or the "devil" icon from popup menu on player to add him to either list. His nick will turn green or red accordingly.
* Prices for mercenaries are dynamic and will vary depending on demand
* map preview - peek into map without entering (from town/map interface, green triangle)
CHANGES (WIP):

* Changed prices for obtaining a profession.
* Caves reworked, critters no longer spawn with weapons they can't use.
* New crafting tables.
* Town control: after 2 hours of uninterrupted control the controlling faction is given "permanent" control for the next 24 hours. Then the control is lost and the cycle is repeated. The reward is now paid in caps.
* Tracking reserved only for a scout profession (not in game yet).
* Reworked critical tables (most notable change being the reduction of armour piercing effect prevalence).
* More small changes in ammo and weapon strength.
* Flagging no longer change the nick colour, but is penalised with a reputation drop.
* Item deterioration no longer affect the item price, but breakage count does.
* Lots of prices adjustments, mostly for non-weapon and non-armour equipment.
* Entering timeout removed.
* (CH-1)/2 is a limit for a number of all followers (both following and guarding).
* Toughness perk changed: It has two ranks now, each rank gives +5% to normal DR and +2 to normal DT. Level and stat requirements remain the same.
* Surely lots of bugs were introduced for you to find
RECOMMENDATIONS:

* calm down.

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