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FOnline: Reloaded

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DocAN.:
There could be some option to clear reputation it would help all PvPers whos like to use maps with NPCs like Reno/Redding/BH.

It could be some some Monk or this prist in New Reno .


TC Chest:

- Remove Leather Armor from spawn list

- Decrease ammo spawn

Kilgore:
I'd rather do something better with those annoying berserk NPCs in BH, Den, Redding and New Reno. TC locker spawn will be adjusted.

Changelog (23.07.2013)
- armors lose only 20% condition upon death (previously 50%),
- fixed AP bug with Super Stimpak and -AP bonus weapons, should now work correctly,
- fixed few nasty bugs on worldmap,
- weapons that are upgraded will preserve their bonus stats. Armors and helmets will have their bonus rerolled after upgrading (or get a bonus if they didn't have it, or lose it if they had - randomly).

Changelog (24.07.2013)
- adjusted TC rewards in various towns to be more appropriate, decreased ammo spawn, slightly decreased chance for rare item spawn, increased Stimpak/Super Stimpak spawn,
- decreased encounter difficulty for all encounters,
- reintroduced Leader of Men and True Man of the Wastes awards,
- added Best Armorer and Best Gunsmith awards for crafters,
- when using Needler Pistol, Doctor skill is used for calculations instead of Small Guns skill,
- crafting Needler Pistol now requires Doctor(2) profession instead of SG Gunsmith(2),
- AP Needler ammo added to crafting list and traders,
- crafting Needler Pistol ammunition (standard and AP) requires Doctor(2) instead of SG Gunsmith(2),
- adjusted splash range of rockets, based on their type,
- increased damage and AP cost of Dynacord Sticks.

DocAN.:
There could be some way to get flares, some other way then only via quest. Players who like to "Pimp my Tent" wouldnt have to create alts to get them from quest locations.

Dynacord Sticks need some DMG buff.

Kilgore:
Flares will be obtained from dungeons. Dynacords have already received their boost.

What's next:
- boosting rewards for quests that haven't been boosted yet,
- reintroducing old repair system with some improvements (no cooldown, repairing straight to max item's condition, repair number limit and usage of tools, decreasing skill needed for repairing stuff blah blah blah),
- [ANTI-ALT CRUSADE] introducing implants for characters, more detailed info later,
- changing few quests to repeatable ones, new dungeons and stuff,
- minor stuff here and there, mostly dealing with bugreports and suggestions of testers.

And then we're quite close to the OFFICIAL LAUNCH.

I forgot to reserve 999 posts in the beginning of this thread and now it has some breath-taking consequences:

--- Quote --- The following error or errors occurred while posting this message: The message exceeds the maximum allowed length (20000 characters).
--- End quote ---

So I guess changelog here will stop being updated until the ANNOUNCEMENT of the OFFICIAL LAUNCH (on website, forum, blah blah).
Of course our test server is up nearly all the time so feel free to check it out. It's better to post some suggestions/bugreports now than complain about them later :P

wladimiiir:

--- Quote from: Kilgore on July 15, 2013, 10:57:01 pm ---- when using Needler Pistol, Doctor skill is used for calculations instead of Small Guns skill,
- crafting Needler Pistol now requires Doctor(2) profession instead of SG Gunsmith(2),
- AP Needler ammo added to crafting list and traders,
- crafting Needler Pistol ammunition (standard and AP) requires Doctor(2) instead of SG Gunsmith(2),

--- End quote ---
What is the logic behind this? Shooting needs Doctor skill? :-\ Why did you do it to my favorite gun?
And also it is not listed in changelist, but have you increased AP cost for Needler Pistol or it is a bug?

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