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Author Topic: Changelog 14/02/13  (Read 67602 times)

DocAN.

  • Testing FO: Reloaded
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Re: Changelog 14/02/13
« Reply #60 on: February 14, 2013, 12:30:15 pm »

After 10min You will get DClaws with 666 HP, good luck. Dont forget that location will be opened.
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FOnline: Reloaded - Post apocalyptic mmorpg

maszrum

  • Soldiers of Thunderstorm
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Re: Changelog 14/02/13
« Reply #61 on: February 14, 2013, 12:37:49 pm »

not bad udpate, msh aproves! however we will never be satisfied!
tc rework, new caravan system, reworked traders and something playable for factions 24/7!



hope some old players who left this game becouse of fast-relog gonna check this new 'anti-fr' system.
« Last Edit: February 14, 2013, 12:40:12 pm by maszrum »
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kompreSor

  • FOnline 3
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Re: Changelog 14/02/13
« Reply #62 on: February 14, 2013, 12:55:41 pm »

again no added militia

gg...

Wipe

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  • Random is god
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Re: Changelog 14/02/13
« Reply #63 on: February 14, 2013, 01:05:01 pm »

Any chances to see some sort of crafting overhaul? For me, it would be perfect if crafting will be a lot more complex...
I'd rather wait with that, more important is to make FixBoy crafting-friendly.
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Games are meant to be created, not played...
Re: Changelog 14/02/13
« Reply #64 on: February 14, 2013, 01:05:18 pm »

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Dark.

  • I heard he came from the North.
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Re: Changelog 14/02/13
« Reply #65 on: February 14, 2013, 01:08:28 pm »

GREAT. Good job devs.

dskpnk

  • The Amboy Dukes
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Re: Changelog 14/02/13
« Reply #66 on: February 14, 2013, 01:21:52 pm »

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Re: Changelog 14/02/13
« Reply #67 on: February 14, 2013, 01:22:53 pm »

I'd rather wait with that, more important is to make FixBoy crafting-friendly.

It's already great that such an improvement is on the list.
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Opex, the one and the only!

Wipe

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Re: Changelog 14/02/13
« Reply #68 on: February 14, 2013, 01:53:12 pm »

It's already great that such an improvement is on the list.
Well, i've been experimenting already with FixBoy created by scripts, not client engine. It's been stopped for now, however; knowing that whole GUI will be rewritten, working on old one would be just a waste of time.
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Games are meant to be created, not played...
Re: Changelog 14/02/13
« Reply #69 on: February 14, 2013, 02:01:40 pm »

Well, i've been experimenting already with FixBoy created by scripts, not client engine. It's been stopped for now, however; knowing that whole GUI will be rewritten, working on old one would be just a waste of time.


So full gui overhaul is coming, right? Nice fix-boy placeholder, btw... promising.
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Wipe

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Re: Changelog 14/02/13
« Reply #70 on: February 14, 2013, 02:33:41 pm »

So full gui overhaul is coming, right?
Ye, aim is to merge 2238 and TLA GUIs (they act bit differently), migrate hardcoded screens to scripts, plus adding things from various gui mods and make it being used in SDK. Once it's done at least partially, it may end in changes in huge amount of things - i wouldn't even know where to start, if someone will ask how many features has been scrapped/not implemented how we wanted becouse of hardcoded stuff :P
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Games are meant to be created, not played...
Re: Changelog 14/02/13
« Reply #71 on: February 14, 2013, 02:35:44 pm »

THX!

One question: Is the new quest "a tent in the wasteland" something like a tutorial thingie for newbs how to make their first tent? And where does one get that quest?

Looks promising, great job! And now I'll do my job and beat-test the shit out of it :)
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JovankaB

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Re: Changelog 14/02/13
« Reply #72 on: February 14, 2013, 02:40:02 pm »

THX!

One question: Is the new quest "a tent in the wasteland" something like a tutorial thingie for newbs how to make their first tent? And where does one get that quest?

It's a way to get one Folded Tent without gathering materials in encounters, because newbies have a problem with it often. You will get the quest if you are on level 2 or higher and visit/leave one of the "newbie" towns (the towns close to the starting locations). It's not really a tutorial though.
« Last Edit: February 14, 2013, 02:59:00 pm by JovankaB »
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Re: Changelog 14/02/13
« Reply #73 on: February 14, 2013, 03:01:12 pm »

Combat Zones
  • Any public location becomes a Combat Zone for 2 minutes when a player inside dies.
  • Any public location with ongoing Town Control Timer is a Combat Zone (Combat Zone status stays for 2 minutes after the TC Timer ends).
Not sure if it's intended or if it's a bug, but some public locations don't become a Combat Zone. I got killed in Sierra but was able to fastrelog and keep fighting with another character. There was also no such crossed circle provided before I entered.

Gonna test other locations like Golgotha, Ghost farm, Gecko mine, Mariposa, Gordon's gas station etc...

EDIT: Ghost Farm works.

To Jovanka: My sneaker was killed in Sierra (turrets killed him), character dies -> location should turn into a combat zone, but after like 30 seconds I came with another character I was able to shoot turrets without any penalty. So yes, my sneaker was dead on respawn and my other character was there shooting turrets.
« Last Edit: February 14, 2013, 05:04:54 pm by Kelin »
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JovankaB

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Re: Changelog 14/02/13
« Reply #74 on: February 14, 2013, 03:13:48 pm »

It looks like a bug, but maybe the location was Combat Zone and you simply had 0s Idling Timer.
Check it in Pip-Boy next time. Where was the alt and was it in game?
« Last Edit: February 14, 2013, 03:21:25 pm by JovankaB »
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