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FOnline: Reloaded

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DocAN.:
Bunker Quest:

- There should be more EXP for doing this chain of quests (now 110 exp and then 165 exp)
- I Found a bug in dialog:



Should be 250 000 but with current system i would increase it a bit to 350 000



Should be "how will You name this hole"

- Spawning location wasnt changed:

Kilgore:
FIXED.

Actually, completing the quest was giving 100 and 150 experience points, you have Swift Learner perk. But wtf? 250exp is less than killing a fucking molerat.
Now it gives 1000 and 1500 exp.

And sure, let's nerf it from 250k to 350k. Maybe Tomowolf will need an hour more to buy it :>

Btw, rewards for most quests will be drastically increased, as they were laughably low.

Also, FN FAL HPFA will now shoot 20-round burst instead of 10-round. Thanks for reporting.

DocAN.:
Tested lockpick changes in Glow and it works pretty well. I was able to open all lockers with 150% skill.

Glow changes:

- Robots need HP boost its to easy to kill them.
- Eyebots could make poison dmg.
- HQ Chemical Components need to be removed from spawn list

Kilgore:
Okay, I removed HQ Chemical Components from there, as they are no longer useful (not used in crafting).

Glow will be reworked, mobs will get boost and will also give more experience.
Tanker quest will be repeatable, it will have more enemies (also more powerful) and will spawn random loot.
I'm not sure about Mariposa and Sierra Army Depot but they might be changed too.
Ares will be moved to the desert, changed to a vast dungeon (at least 5-10 levels) and it will be the most difficult. Think of Novato on tlamk2.

These changes require a lot of work - probably at least several weeks of mapmaking, scripting etc.
Before I start working on it, I want to make crafting items more interesting - I mean crafting weapons/armors with various random bonuses - also like on tlamk2.

DocAN.:
Companions:

- There is missing dialog for Enclave Armor in their dialog:


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