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FOnline Development => FOnline Projects => Topic started by: Kilgore on July 15, 2013, 10:57:01 pm

Title: FOnline: Reloaded
Post by: Kilgore on July 15, 2013, 10:57:01 pm
It's time to announce the official launch of FOnline: Reloaded.
First session will start on 31/08/2013

www.fonline-reloaded.net (http://www.fonline-reloaded.net)

Make sure to register on our forum and visit our IRC channel (http://chat.forestnet.org/?channels=reloaded)!
If you want to help us announce this project, you can easily spread the word by visiting our website and sharing info via facebook/twitter/etc., just use the existing buttons there.

Or use following code for your signature:
FOnline: Reloaded (http://www.fonline-reloaded.net)
Code: [Select]
[b][color=limegreen][url=http://www.fonline-reloaded.net]FOnline: Reloaded[/url][/color][/b]

Or a small banner:
(http://www.fonline-reloaded.net/reloaded_logo.png) (http://www.fonline-reloaded.net)
Code: [Select]
[url=http://www.fonline-reloaded.net][img]http://www.fonline-reloaded.net/reloaded_logo.png[/img][/url]
Title: Re: FOnline: Reloaded
Post by: John Porno on July 15, 2013, 11:58:12 pm
well, I wont be playing this myself, but thanks for proving a point. What 2238 should have been like, basically. Keep it up.
Title: Re: FOnline: Reloaded
Post by: Kelin on July 16, 2013, 01:47:51 am
As I see it you guys did a marvellous job with 2238 codes there, however to me it seems it's gonna be the same grindfest as 2238 used to be. Have you (for even one second) thought about making a pure (maybe isolated) PvP world similar to FO:Battleground or Hinkley arena? You know I don't feel like levelling 10 alts and farming all day long just to lose 10 gears in 15 minutes during a TC (fastrelog allowed, so yea).

If I ever start playing any FOnline based game again, it will be some casual PvP arena similar to Hinkley, FOBG or Ghost Town pre-end location with free stuff and free levelling option. Hopefully someone will be brave enough to implement it ;P. I kinda realize I am minority and that most of players don't want to play Tactics in Fallout2 environment, but I do and I am definitely not alone.

Either way, I wish you good luck with your project.

EDIT:
I'll place altruists in starting towns (NCR, VC, Hub) so you can level up your chars to 24 lvl quickly.
Overlooked this one - that's really cool, if there is also free stuff around I might drop by ;d
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 08:39:29 am
I think we've got a bit of a misunderstanding here.
My goal was to improve 2238 gameplay wherever possible*, not make it a PvP-only arena. PvP-only arenas with free stuff get boring in no time.

Items can be made relatively easy to get and I think that's what was done here also :)

*In the shortest time possible, ofc
Title: Re: FOnline: Reloaded
Post by: fonliner on July 16, 2013, 11:58:24 am
Good job! Could make status checker for server?
Title: Re: FOnline: Reloaded
Post by: raynor009 on July 16, 2013, 12:36:24 pm
This is how the server should have been. You did an awesome job with it, I wish you all the players come to your server. Good luck.

I give you my yearly supply of +1.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 16, 2013, 01:05:03 pm
Impressive list of tweaks, good luck with your project!
Title: Re: FOnline: Reloaded
Post by: maszrum on July 16, 2013, 01:17:35 pm
thats list of changes what shuld be made on 2238 years ago, shame its kinda late for that.. anyway goodluck
Title: Re: FOnline: Reloaded
Post by: xsarq on July 16, 2013, 02:19:49 pm
Dont split up community even futher.
Help in developing of other servers.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 16, 2013, 02:58:56 pm
Good job! Could make status checker for server?

There you go, checker made with jan0s1k's script:
(http://sc.temote.pl/index.php?s=frostbitten.pl&p=2238&pic=http%3A%2F%2Fi.cubeupload.com%2FlwT3be.jpg)
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 03:06:04 pm
Caravans need some rework:

- Guards need small boost of HP and better Armor (220hp and Metal mk2)
- Reward need some changes: Hub - Junktown - Hub shouldnt give 1500 caps it could be 500 caps while NCR - New Reno - NCR or New Reno - VC - New Reno should give a bit more lets say 1750 caps
- Guards need a bit more ammo on longest trips.

Gun Runnner team quest need some rework as we alrdy have spoken, same thing with Tanker Quest.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 03:12:22 pm
There you go, checker made with jan0s1k's script:
(http://sc.temote.pl/index.php?s=frostbitten.pl&p=2238&pic=http%3A%2F%2Fi.cubeupload.com%2FlwT3be.jpg)
Thanks, added to the top of the first post.

Dont split up community even futher.
Help in developing of other servers.
Lack of alternatives was always worse for FOnline.

Caravans need some rework:

- Guards need small boost of HP and better Armor (220hp and Metal mk2)
- Reward need some changes: Hub - Junktown - Hub shouldnt give 1500 caps it could be 500 caps while NCR - New Reno - NCR or New Reno - VC - New Reno should give a bit more lets say 1750 caps
- Guards need a bit more ammo on longest trips.

Gun Runnner team quest need some rework as we alrdy have spoken, same thing with Tanker Quest.
Yeah, caravans and rewards need some adjustments. Guards will have unlimited ammo also.

Team quests will be repeatable with randomised loot (and probably a bit more powerful enemies).

Lagmaster:
You can see some parts of Wasteland 2155 in FOnline2 :P
Well, to be honest, Wasteland 2155 is a completely different pair of shoes and is being developed separately.
Title: Re: FOnline: Reloaded
Post by: LagMaster on July 16, 2013, 03:32:44 pm
what about wasteland 2155?
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 03:56:51 pm
Small rats could have a bit more HP, around 50 would be good.

(http://s16.postimg.org/b5qs0qnvp/screen_2013_07_16_15_52_22.jpg)
(http://s16.postimg.org/g5o88otid/screen_2013_07_16_15_53_48.jpg)

Im a Rat God :D
(http://s2.postimg.org/ymhav95cp/screen_2013_07_16_16_01_25.jpg)
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 05:08:01 pm
I guess you won't find much players, even changes won't help - there are 2 big problems.
1. Alts - You need to level up to 10 alts to be able to join all activites of the features you got, meaining you'll need barter alt, trader alt, crafter alt, taxi alt, farmer alts (at least two different types) and pvp alts, and guess what - people don't have time even if it's holiday to lvl up those, if they got 2 another server on which alt source is limited.
2. Fast relogs - people got enough of it, it's just pure unfair "feature" that should be repaired first, if not, you'll need another wave of alt to lvl up, which players won't do again (guess if you'll get new players on the source code of ashamed server.

That's all from my side, i wish you good luck, and I hope you'll continue developing Wasteland 2155 or so called FOnline:2077, instead of this.
Title: Re: FOnline: Reloaded
Post by: manero on July 16, 2013, 05:11:12 pm
You need to level up to 10 alts to be able to join all activites of the features you got, meaining you'll need barter alt, trader alt, crafter alt, taxi alt, farmer alts (at least two different types) and pvp alts, and guess what - people don't have time even if it's holiday to lvl up those, if they got 2 another server on which alt source is limited.

You can't read?

"Soft level cap at 24, you can gain more experience levels without HP/Perk gain (but with Skill point gain). There is no other level cap."


Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 05:15:55 pm
Also the CH/IN limit for dialog were removed so You can trade, make quest etc, same thing with traveling i got 1CH and was able to move my 2 litle rats with me, im Rat God !

Fast Relog/Multi Alting - soft lvl cap is one of the ways to ged rid of it.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 16, 2013, 05:19:36 pm
Quote
Fast Relog/Multi Alting - soft lvl cap is one of the ways to ged rid of it.

I think you won't get rid of it this way, because it's faster to level up two 24 level characters than one 48 level. And it's not like you will get more powerful by having all skills on a single character. Having more characters has other advantages (perk/primary stats specialization, being able to use the other alt as backup, or just to be in 2 different places, using them for abuses etc).

So IMHO while it's a nice bonus for people determined to play with a single character (basically those who did it anyway though it was less efficient), it doesn't change the big picture.

Out of curiosity Tomowolf, since you seem to play on FOnline2 server (at least I saw you on the forum). In FOnline2 you have only one character and people don't relog/multilog in PvP?
Title: Re: FOnline: Reloaded
Post by: T-888 on July 16, 2013, 05:37:19 pm
In FOnline2 you have only one character and people don't relog/multilog in PvP?

They can and most probably will, but we are currently preparing a BIG jail and some advanced protection will come only next session.

By the way good work on the clone.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 05:42:24 pm
you'll need barter alt, trader alt,
Did you at least read what you wrote? :P

1. Alts - You need to level up to 10 alts to be able to join all activites of the features you got, meaining you'll need barter alt, trader alt, crafter alt, taxi alt, farmer alts (at least two different types) and pvp alts, and guess what - people don't have time even if it's holiday to lvl up those, if they got 2 another server on which alt source is limited.
Again reading skills - it's testing session, exp is free until level 24.
It is OF COURSE known that if someone wants 10 alts for various tasks just because it's faster to level up them - he'll do that. No shit, Sherlock.
But if you want to play one char (maybe two?), you'll be able to do that also. It's a matter of possibilities, not limits.
If there are ways to improve playing on one character, guess what? They will be used.

2. Fast relogs - people got enough of it, it's just pure unfair "feature" that should be repaired first, if not, you'll need another wave of alt to lvl up, which players won't do again
Show me a server without fast relogs in PvP, bro.
Even if there will be extreme limits to that, someone will just use a second computer.. I can already imagine possible butthurt of those who have lost a fight because of it :)

Anyway, we need some serious testing of what was posted, so feel free to drop by, report bugs, post suggestions.
After I gather enough things for my TODO, I will resume working on it.
Server should be up all the time unless something terrible happens, also there are no item/char wipes planned till launch.

Btw: I'm not going to make my e-penis longer by whatever and whenever is shown by server status and player counter, Tomowolf.
I just provide a playable alternative. Also, this is only a computer game.. get over it :P
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 05:48:12 pm
Well as my enrgish skills are not so great, I did some mistakes in the post, according to my info, FOol2 DEVs will fight with fastrelog over PVP, because it destroy's gameplay for casuals, which don't want to spend hours to get 10 various character to WIN the game, I think it's pretty obvious.
About 10 alts - You'll need to lvl up those, to be efficient in this kind of 2238 economy, because skill system is supportive for alts, not for one woodsman dude, sorry that's just pure fact.

You don't even said a word about if you do something with Fastrelog, that's why my response was so "harsh".
I hope you'll get at least rid off cheating methods for this server, because for FOol2 it seems cool, as you can have high lvl character while be able to pvp/craft/farm/barter/heal etc.
It's just not about character, but the skill system, drug system, and encounter types, those all features tell you about if you'll need alts or not.

Of course I'm happy that you'll make another playable server, but only players that will play it will be nolifers and newbies which don't know about the mechanics of this Game/Server.
Title: Re: FOnline: Reloaded
Post by: T-888 on July 16, 2013, 06:02:41 pm
Show me a server without fast relogs in PvP, bro.
Even if there will be extreme limits to that, someone will just use a second computer.. I can already imagine possible butthurt of those who have lost a fight because of it :)

What your saying here is that you are completely dropping the hatchet on the issue, ugh, that is not a good commercial. Your choice.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 06:08:21 pm
I dont get it what for You will need all this alts while there are tons of stuff in shops or in encounters. You like to farm so You can do it, then trade your loot for money or itmes and if You dont like to farm You can make caravan runs which gives good ammount of cash = stuff.

And as it was mentioned its 2 weeks open beta so instead of posting shit better try to report some bugs or suggestions.
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 06:11:29 pm
DocAN, I'm not saying about the tests itself, but how the game would actually look if the altruist npcs were removed, that just facts we got from playing NOT only 2238 for 3 years or so, but also some madzkills from TLA and TLAmk2, or other servers.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 06:15:57 pm
So how it will look like ?
Title: Re: FOnline: Reloaded
Post by: Wipe on July 16, 2013, 06:16:54 pm
Good luck Kilgore, i really hoped to see Wasteland 2155 progress boosted with already made solutions instead of this, but oh well :-X
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 06:17:30 pm
So how it will look like ?
If nothing will be changed with barter system/drug system (and advantages they give) alts will happen, and a lot of em will do, the same story as 2238, and I guess noone want to lvl up AGAIN couple of alts to be able to play, and enjoy almost all possible features (pvp,pve,quests,trading,slavery - anything).

Those two features are just examples, there are a lot of others.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 06:26:05 pm
If nothing will be changed with barter system
I wasn't sure at first, but now I am. Learn to read, tomowolf, seriously. You're posting total gibberish, "Pepsi > Coca-Cola" posts, lack of logic ("barter alt, trader alt" what the fuck?), how about from now we'll just ignore you? Jesus.

When you learn to provide some reasonable feedback, and more importantly, when you learn TO READ, please come back. Cheers

Good luck Kilgore, i really hoped to see Wasteland 2155 progress boosted with already made solutions instead of this, but oh well :-X
To boost progress of Wasteland 2155 with 2238 sources, I need to figure out how these work first :>
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 06:29:32 pm
I wasn't sure at first, but now I am. Learn to read, tomowolf, seriously. You're posting total gibberish, "Pepsi > Coca-Cola" posts, lack of logic ("barter alt, trader alt" what the fuck?), how about from now we'll just ignore you? Jesus.

When you learn to provide some reasonable feedback, and more importantly, when you learn TO READ, please come back. Cheers
I didn't mean blueprints in shops or bigger restock, people with 200% barter will happen and clear it with farmed weapons while newbies and madmaxwanabees won't be able to buy shit but just mauser ammo and farmed weapons... restocking each 1,5 hour makes those "barter alts" more viable and giving you bigger economical victory over other gangmen, (if you're participating in gang) or making yourself so rich that you don't even care, and you make another carpet of shit in your base.

That is what I meant "barter system" change, not some restock and blueprints in shop, that will change almost nothing (well those blueprints will be buyable by those trader alts, you win so much there).
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 06:32:37 pm
And then I'll make them restock every 30 minutes. Or 15. Or 5. So...what were you saying again?
Dude you are crying over bullshit. Stop that already, it's really pathetic.

I have totally NOTHING about some CARPETS of items in player bases. This always happened and will always happen. Item should be relatively easy to get imo.
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 06:34:00 pm
And then I'll make them restock every 30 minutes. Or 15. Or 5. So...what were you saying again?
Just more farmed shit in shops instead of caps and stuff that is fresh, that won't change nothing, you should know that farming was uber easy on 2238 (yes, even enclave farming).

According to the info you brought, let's take an example of 15 minutes restock, I'll be able to buy bunker in first day and carpet it in first week of normal beta, because i could farm Unity/Rgoues/Moonshiners/NCR Army/Enclave/BoS/Regulators, and sell crap in shops for thousands of caps.

Still cool eh?
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 06:36:10 pm
Farmed shit is turned into caps, if restock is every 5 minutes, there should be no farmed shit at traders, unless you are farming with hypersonic speed. Are you still crying here?
Caps are refreshed and added every time their amount falls below 5000. Again, learn to read.

Who gives a fuck about your bunker in first day? Dude, stop being ridiculous.
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 16, 2013, 06:38:37 pm
Farmed shit is turned into caps, if restock is every 5 minutes, there should be no farmed shit at traders, unless you are farming with hypersonic speed. Are you still crying here?
Caps are refreshed and added every time their amount falls below 5000. Again, learn to read.
I'm not even crying, just saying fact I've learned from 2238, it's not about caps, it's about items that you'll use in future (drugs, weapons, ammo, armors, blueprints, and caps for trading with other players, buying another car/base).
I'm not even trying to shit on this, but I'm metioning only those problems which 2238 server faced with, and you're fighting with them in wrong way, that's just my opinion, but meh, I can't read (and write probably too).
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 06:48:53 pm
There is simillar mechanism with items in vendors as with caps.
I would like to see how You are clearing all this Vendors, make an account and show it.


There is a bug with Predators and Caravans:

While fighting in enc for too long and predators will show up the Caravan Master wont take You with him.
(Increase the time b4 predators will show up)
Title: Re: FOnline: Reloaded
Post by: Nice_Boat on July 16, 2013, 07:14:54 pm
I'm not even crying, just saying fact I've learned from 2238, it's not about caps, it's about items that you'll use in future (drugs, weapons, ammo, armors, blueprints, and caps for trading with other players, buying another car/base).
I'm not even trying to shit on this, but I'm metioning only those problems which 2238 server faced with, and you're fighting with them in wrong way, that's just my opinion, but meh, I can't read (and write probably too).

The only reason people made alts was that alts were the only viable way of procuring goods to fight or do whatever the hell else you want. If procuring goods can be achieved with other means (in this case farming, easier craft, possibility of crafting/doing barter on your PvP char), alts stop becoming more effective than playing a single char (from an economical standpoint). Therefore, your entire economy-based argument is wrong, because even if the current settings aren't spot on, they will be adjusted to allow people to accumulate wealth to waste doing fun stuff. The only potential problem here is that everybody will become rich with time including extremely noobish players, but in all honesty I believe the server is more fun that way.

And yeah, alts will be used for PvP because that's how open servers are, if you want a one-character experience you'll have to wait for Wasteland 2155 or until FOnline2 devs successfully implement their anti-alt.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 07:19:24 pm
While fighting in enc for too long and predators will show up the Caravan Master wont take You with him.
(Increase the time b4 predators will show up)
That's an easy fix, will be done after server update.


And here's a changelog:
- Caravan guards have higher Hit Points, Perception and weapon skills,
- Caravan guards have unlimited ammo,
- One of caravan guards will carry Laser Rifle instead of FN FAL,
- First wave of predators will appear a bit later than it used to,
- Removed IN/CH requirement from T-Ray dialogue,
- Pack Rat was moved to Support Perks and is given by Dangerous Dan. Only level 6 is required,
- .223 ammo should be more available at traders now.

Also, to speed up the testing process, altruists give free bottle caps.

If you want to talk about the test, receive info, help or whatever - join us on #reload channel on irc.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 09:56:23 pm
Caravan works fine now, and Pack Rat as Support perk is a good move.

Going to test traders and 223 ammo.
Title: Re: FOnline: Reloaded
Post by: avv on July 16, 2013, 09:58:15 pm
Impressive changes. I cannot promise to test this server yet, whether or not someone wants that anyway.

After quick look in changelog, it looks promising for starters but if something is missing then it's a buff for sg burst weapons, which have always been worse compared to bg. If you look at those items and compare damage per AP and bullets used, you can figure out why they suck. Just saying this because it had always been something I expected to be fixed at least in some server.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 16, 2013, 10:14:13 pm
I think FN FAL HPFA should makes huge dmg, need to test it.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 10:25:29 pm
After quick look in changelog, it looks promising for starters but if something is missing then it's a buff for sg burst weapons, which have always been worse compared to bg. If you look at those items and compare damage per AP and bullets used, you can figure out why they suck. Just saying this because it had always been something I expected to be fixed at least in some server.
I know, but I am not able to test everything by myself. I need reasonable and detailed feedback, then I'll be able to make some adjustments and we can see if that works.
Title: Re: FOnline: Reloaded
Post by: Ghosthack on July 16, 2013, 10:43:14 pm
Nice initiative, I hope it goes well so that the spirit of 2238 will continue to live in some form or the other :)

The TC code is a mess but I see that you've managed to make some changes with it anyway, a warning about the player decided laws stuff: unless you've modified anything, it was pretty buggy the last time I worked on it and I can't remember if everything was ever working correctly with it.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 16, 2013, 10:57:56 pm
Yup it was a bit bugged before I fixed it:
- if someone got caught when stealing, militia would shoot the victim not the thief,
- carrying weapons law would never be enforced because TC towns weren't included in guard script

I tested it locally, with faction member, allied member and some outsider character present in town. Should be roughly okay.
Btw actually TC script is well written if you ask me; it was very easy to figure out what's where. Also it was very customisable; I used elements from all three TC systems (typical timer, time window and influence).
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 17, 2013, 12:22:59 pm
Books suggestion, to improve 1 alt gameplay:

- Existing books should give 6 Skill Points per use, each kind of books could be used 10 times
- Skill related existing books are: Small Guns/First Aid/Repair/Science/Outdoors/[Cats Paw No. 5 - not sure about this one]
- Lavender Flower could give Skill Points to Speach skill
- Chemistry Jurnals could give Skill Points to Traps skill


- There is also Fallout Hint book which could be some reward in a dungeon. This books could give some EXP bonus or 6 Skill Points to all skills and it could be used only once.

This small tweak will help Battle chars to become crafters even faster, all what Apes will need would be 40% in Repair/Science and then with 60 Skill Points from books each APE will get access to Crafting Proffesions


Strong Back - as a support perk [ requirements - EN 6 lvl 9 ] it could be given by some boxer in New Reno
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 17, 2013, 01:47:08 pm
Changes:

- Strong Back moved to Support Perks, with the same requirements as previously (Level 6, Endurance 6). Given by Francis in Broken Hills.
- You are able to exceed your Carry Weight (up to 200% CW), but you will be unable to run.
- Carry Weight increased for all characters by 20kg.
- Super Stimpak hotkey should work again, with cost of 6 Action Points per use.

I believe that should be one alt (looter/mule) less.

Additional changes:
- Big Book of Science, Deans Electronics and Scout Handbook now permanently increase skill values by 6 Skill Points after each use. Max 10 uses,
- Changed cost of Big Book of Science to 2000 caps, Deans Electronics to 1200 caps, Scout Handbook to 1500 caps,
- Capacity of all containers was increased x100.

Plans:
Skills like: Lockpick, Steal, Traps, Science, Repair will have their maximum effect lowered to like 150-170%. Imo it's pointless to require more for these skills.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 17, 2013, 04:31:04 pm
Amazing how fast books suggestion was implemented !

Will test changes after work.
Title: Re: FOnline: Reloaded
Post by: Shangalar on July 17, 2013, 04:46:35 pm
This server seems already far more advanced than FOnline 2. People should know about that. That's really an incredible job you made here, and in such a reduced amount of time... GG for providing a changelog that would maybe have changed our lives a few years ago xD
Title: Re: FOnline: Reloaded
Post by: fonliner on July 17, 2013, 05:01:28 pm
It is good old 2238, now we only need more players and regular updates. ^^
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 17, 2013, 06:07:33 pm
Changes:

- Strong Back moved to Support Perks, with the same requirements as previously (Level 6, Endurance 6). Given by Francis in Broken Hills.
- You are able to exceed your Carry Weight (up to 200% CW), but you will be unable to run.
- Carry Weight increased for all characters by 20kg.
- Super Stimpak hotkey should work again, with cost of 6 Action Points per use.

I believe that should be one alt (looter/mule) less.

Additional changes:
- Big Book of Science, Deans Electronics and Scout Handbook now permanently increase skill values by 6 Skill Points after each use. Max 10 uses,
- Changed cost of Big Book of Science to 2000 caps, Deans Electronics to 1200 caps, Scout Handbook to 1500 caps,
- Capacity of all containers was increased x100.

Plans:
Skills like: Lockpick, Steal, Traps, Science, Repair will have their maximum effect lowered to like 150-170%. Imo it's pointless to require more for these skills.
Now I understand these changes, and it's great how you started to think, keep working on that.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 17, 2013, 08:23:16 pm
Have tested last last changes and havnt found any bugs.




There is a bug in fixboy with FN FAL and FN FAL HPFA :

- You can craft HPFA with lvl 2 proffesion but to craft regular FN FAL You need to read blue print, it should be conversely.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 17, 2013, 08:31:28 pm
What's new:
- Added hotkey for dropping all items from the inventory (CTRL+D)
- Added hotkey for picking up all items from hex (CTRL+G)
- Glow EW locker will spawn also Gatling Lasers
- Decreased Lock complexity for most lockers. They should require max 150% Lockpick now.
- Rewards for various caravan routes adjusted - based on length and difficulty of route
- Experience gained from caravans is now Reward*Character level/10
- Caravan leader will now use Plasma Rifle instead of M60
- Removed IN/CH limit from Balthas and Dangerous Dan
- Mira's debt reward changed from 75 to 750 experience points.
- Buster's cigarettes reward changed from 30 caps and 80 exp to 300 caps and 800 experience points.
- Disabled looting of armor by NPCs.

- You can craft HPFA with lvl 2 proffesion but to craft regular FN FAL You need to read blue print, it should be conversely.
Might seem a bit unlogical but it's not. To craft FN FAL HPFA, you need to craft FN FAL first and upgrade it. I see no reason for an additional blueprint here.
Same with Avenger Minigun. It doesn't require blueprint, but it does require crafting Minigun - which requires a blueprint. Again, no reason to add a blueprint for upgrading here.

Also, thanks for your opinions but I need testing and feedback on what's included in changelog.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 18, 2013, 11:57:18 am
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:

(http://s23.postimg.org/rds448iej/screen_2013_07_18_11_47_13.jpg)

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

(http://s23.postimg.org/ah31btauj/screen_2013_07_18_11_47_42.jpg)

Should be "how will You name this hole"

- Spawning location wasnt changed:

(http://s8.postimg.org/61ac21t8l/screen_2013_07_18_11_49_51.jpg)
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 18, 2013, 01:06:35 pm
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.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 18, 2013, 11:20:43 pm
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
(http://s16.postimg.org/ixb9l8b1x/screen_2013_07_18_22_06_03.jpg)
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 01:30:37 am
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.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 11:01:47 am
Companions:

- There is missing dialog for Enclave Armor in their dialog:
(http://s11.postimg.org/n9ouss3pf/screen_2013_07_19_10_42_12.jpg)

(http://s12.postimg.org/67hs228wd/screen_2013_07_19_10_42_24.jpg)
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 11:58:26 am
Finnaly someone made it! thanks alot,will enjoy it! and keep up the good work.
Btw why there is only lvl 24cap,not 26? i kinda miss that.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 12:36:28 pm
24 is just soft lvl cap:

"Soft level cap at 24, you can gain more experience levels without HP/Perk gain (but with Skill point gain). There is no other level cap."
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 12:37:37 pm
24 is just soft lvl cap:

"Soft level cap at 24, you can gain more experience levels without HP/Perk gain (but with Skill point gain). There is no other level cap."
Aha i see,sorry my poor english didn't understand it well.
Btw is there some problem with sound effects? i can't hear a single thing duno why
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 12:44:10 pm
I dont have any problems with sound, check Your settings.


Private mines:

- Golden Geckos which are inside the mines shuold be hostile. I was able to digg without any reaction from their side.

(http://s10.postimg.org/myl6l5rdl/screen_2013_07_19_12_39_15.jpg)

- dont know if its bug or not but You need Super Sledge to HQ minerals:

(http://s8.postimg.org/lwdmi6hvp/screen_2013_07_19_12_47_21.jpg)

I wouldnt change that becouse it will force players to clear shops owners from super sledges.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 12:48:45 pm
I dont have any problems with sound, check Your settings.


Private mines:

- Golden Geckos which are inside the mines shuold be hostile. I was able to digg without any reaction from their side.

(http://s10.postimg.org/myl6l5rdl/screen_2013_07_19_12_39_15.jpg)
Ah yes i had a bad settings,anyway thanks for clue.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 01:36:48 pm
Btw how i can get Nuka and Cigs? Door to skum pitt are locked.
Also if there would be chance to buy them again from there,can be there a opininon to take lake 10 bottles? or 10 cigs,cause that clicking maraton in dialogue is really annoying...
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 02:36:14 pm
Companions:
- There is missing dialog for Enclave Armor in their dialog:
Fixed

Private mines:
- Golden Geckos which are inside the mines shuold be hostile. I was able to digg without any reaction from their side.
- dont know if its bug or not but You need Super Sledge to HQ minerals:
I wouldnt change that becouse it will force players to clear shops owners from super sledges.
Mobs *should* be fixed
Super Sledge requirement was a "feature". Might be reverted in the future if it's a problem.

Btw how i can get Nuka and Cigs? Door to skum pitt are locked.
Also if there would be chance to buy them again from there,can be there a opininon to take lake 10 bottles? or 10 cigs,cause that clicking maraton in dialogue is really annoying...
Added dialogue options for buying 10 Nukas/Cigarettes at once.
Later I'll add these also to few other bartenders.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 02:45:41 pm
Fixed
Mobs *should* be fixed
Super Sledge requirement was a "feature". Might be reverted in the future if it's a problem.
Added dialogue options for buying 10 Nukas/Cigarettes at once.
Later I'll add these also to few other bartenders.
Thanks alot man! you are really fast and this project seem to be perfect for me.
The only thing i miss here is players heh.

Also,duno if it is good idea,but i heared it works on Fonline 2.
How about when you are in some encounter and put a lighted flare on ground,everyone in world map will see it and can come to that encounter.Encounter would be visible until someone pick up that flare.I think this is a good idea for PVP TB traps.Also if radio /help too late,this flare can save your ass (when you need your other char or friend) but,it can also atract some enemies...

EDIT: Doors to Skum Pitt bar are locked... =/
Title: Re: FOnline: Reloaded
Post by: Shangalar on July 19, 2013, 02:50:58 pm
You could try to do some advertising through radio channels on FOnline 2 xD
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 03:05:16 pm
How about when you are in some encounter and put a lighted flare on ground,everyone in world map will see it and can come to that encounter.Encounter would be visible until someone pick up that flare.I think this is a good idea for PVP TB traps.Also if radio /help too late,this flare can save your ass (when you need your other char or friend) but,it can also atract some enemies...

EDIT: Doors to Skum Pitt bar are locked... =/
Heh I've done same thing for Flares in Wasteland2155 project years ago. But well, right now I'm focusing on fixing 2238 stuff, so it might be added later. Also, that limit for radio help will get removed.. anyone got an idea why was it introduced in the first place?

Skum Pitt is opened at 18.00, I think. As I said, bartenders in other towns will also sell nukas and cigarettes.

You could try to do some advertising through radio channels on FOnline 2 xD
Please.
Title: Re: FOnline: Reloaded
Post by: John Porno on July 19, 2013, 03:09:38 pm
Also, that limit for radio help will get removed.. anyone got an idea why was it introduced in the first place?
I dont know why exactly, but I guess it could be "abused" to act as a mobiel tent/base. As long as someone keeps a char on duallog inside the encounter, he could keep sending distresses to his gang while nobody else would be able to drop into his enca fter this 10minute limit.

Not that it's much of a problem, but I guess 2238 devs didnt like the sound of that.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 03:15:25 pm
Yeah, doesn't sound like a big issue.

- Removed time limit for sending radio distress,
- Removed global limit for buying private mines,
- Increased amount of 5mm AP/MFC restock at traders.

Changes will be in effect after server restart.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 03:19:16 pm
Yeah, doesn't sound like a big issue.

- Removed time limit for sending radio distress,
- Removed global limit for buying private mines,

Changes will be in effect after server restart.

Nice one.
Btw did you think about Ares? I think the stuff in ares isn't worth the power you need to get there,i think there should be added stuff like CAmk2,BA's,Ncr CA's or enclave CA's,Turbo plasma rifles,Yk 32 pulse pistol,more BP's,ammo like 4,7 caseless,2mmEC,HN AP Needler Cartridge (http://fo2238.fodev.net/wiki/images/2/2a/Hnapcart.gif)

EDIT: Is there anyway that we could use SS withou 6 AP penalty? i mean srsly when i'm in tb battle and need to heal myself without using that stupid ss hotkey,i need 6AP like when bursting with BG? Thats kinda harsh...

EDIT 2: What you think about craftable Lighter?
Example:
For 1x(http://fo2238.fodev.net/wiki/images/4/42/Zip1.png)
You need:
1x (http://fo2238.fodev.net/wiki/images/3/38/Pump2.gif)
1x (http://fo2238.fodev.net/wiki/images/a/a0/Metal_trash2.gif)
1x (http://fo2238.fodev.net/wiki/images/8/84/Flint.gif)
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 04:06:34 pm
Cars can be multipetimes lockpicked,i think it doesn't make sense also it can be abusive for EXP.
(http://img203.imageshack.us/img203/1197/0dsu.jpg)
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 04:16:42 pm
KnD read more carefuly:

Okay,

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.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 05:02:05 pm
EDIT: Is there anyway that we could use SS without 6 AP penalty? i mean srsly when i'm in tb battle and need to heal myself without using that stupid ss hotkey,i need 6AP like when bursting with BG? Thats kinda harsh...

EDIT 2: What you think about craftable Lighter?
Yup I know it's harsh but SuperStimpak spam was worse. It was simply necessary to deal with it.
And yep, craftable Lighter will be added to crafting list, maybe with a bit different list of resources. Thanks for suggestion.

Cars can be multipetimes lockpicked,i think it doesn't make sense also it can be abusive for EXP.
Yeah, that was quite a bug. Fixed. Thanks for reporting.

Also, I merged all banks into one. This means that you open one account and use it in all available banks (SF, VC, BH, Redding, NCR, Hub).
However, I don't know if it won't ruin other things somehow, so.... testing needed, again :)

Changes will be in effect after server restart.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 06:04:13 pm
Yup I know it's harsh but SuperStimpak spam was worse. It was simply necessary to deal with it.
And yep, craftable Lighter will be added to crafting list, maybe with a bit different list of resources. Thanks for suggestion.
Yeah, that was quite a bug. Fixed. Thanks for reporting.

Also, I merged all banks into one. This means that you open one account and use it in all available banks (SF, VC, BH, Redding, NCR, Hub).
However, I don't know if it won't ruin other things somehow, so.... testing needed, again :)

Changes will be in effect after server restart.
Good to know,thanks alot for your great work.
Btw what you think about M60? it weight less then a miniguns,so why we shouldn't be able to run with it?...
And another thing,steal skill is pretty useless,cause you now can't steal from NPC's,that should be fixed too so it will make sense having steal skill.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 06:36:58 pm
I think that M60 is ok.
Steal won't be changed for now, I've got a lot of other things to do.

Changes:
- Added recipe for a lighter.
Cathedral basement quest changes:
- now gives 1500xp instead of 150xp,
- does  no longer require Lockpick skill,
- added few valuable items.
San Francisco subway quest changes:
- now gives 2500xp instead of 250xp,
- added Flamer and Laser pistol, also some ammo,
- added few valuable items.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 06:39:50 pm
Steal skill can be used on npc but it required more Player skill  also steal can be used on players.

M60 don't need BRD perks compared to minigun and that's why it's walk only weapon. This brd perks which are needed for miniguns can be switched for more crits or some tanky perks.

Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 19, 2013, 08:04:49 pm
Nice job, keep it up. ;)

Suggestions:
1. SPACEBAR to end turn, CTLR+SPACEBAR to end combat - solution can be found here (https://github.com/wladimiiir/vault112/blob/master/Server/scripts/hotkey_actions.fos) and here (https://github.com/wladimiiir/vault112/blob/master/Server/scripts/combat.fos#L75).

Bugs:
1. When having Traveller with me I am not able to enter location where you are supposed to kill rats in "Tent in wasteland" quest.
(http://img.ctrlv.in/img/51e97e0394462.jpg)
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 08:15:02 pm
It was discussed and it's not a bug. Players shouldn't use merc a to make this quest, even  without SG skill each character is able to finish it.
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 19, 2013, 08:26:47 pm
That's silly. :P I am roleplaying healer character that is protected by his friends? What is the reason for that, actually?
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 08:27:50 pm
That's silly. :P I am roleplaying healer character that is protected by his friends? What is the reason for that, actually?
Are you serious? you just cant beat few rats?...
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 19, 2013, 08:29:07 pm
Are you serious? you just cant beat few rats?...
If you know what roleplaying means, than you know I am serious and that I really cannot beat even 1 rat. :P

EDIT:
Bug
1. Strange characters in dialog with Marcus (BH). Other dialogs seem fine.
(http://img.ctrlv.in/img/51e988319cc8d.jpg)
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 08:43:30 pm
If you know what roleplaying means, than you know I am serious and that I really cannot beat even 1 rat. :P

EDIT:
Bug
1. Strange characters in dialog with Marcus (BH). Other dialogs seem fine.
(http://img.ctrlv.in/img/51e988319cc8d.jpg)
I'm RP  always and also you can beat those rats even with 20 sg skill...there is still chance to hit them no matter what
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 19, 2013, 08:54:22 pm
Bug
1. Strange characters in dialog with Marcus (BH). Other dialogs seem fine.
Fixed.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 19, 2013, 09:10:49 pm
Unlimited space in trunks?
(http://img594.imageshack.us/img594/3251/ezb9.jpg)
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 19, 2013, 11:34:43 pm
It's not unlimited but it's huge.
Title: Re: FOnline: Reloaded
Post by: slith on July 20, 2013, 02:06:27 am
Was sad when i heard that 2238 is not running anymore.. now i found this. And I cant register because I have no mouse in the main menu. Any fix? Known issue?
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 20, 2013, 06:42:47 am
Try to use fonline.dat file or use your old 2238 client.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 20, 2013, 12:31:55 pm
Quote from: KILL N DIE
Unlimited space in trunks?
Quote from: Kilgore
- Capacity of all containers was increased x100
Hey, read changelog. It was intended.

Any other bugs?
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 20, 2013, 04:10:23 pm
Afaik, it was increased 100x times, before, now 100x times too?I think it's too overload, and we won't be even able to fill it :p.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 20, 2013, 04:18:30 pm
In 2238 it was increased for caravan trunks, not for cars.
Title: Re: FOnline: Reloaded
Post by: Lexx on July 20, 2013, 04:52:03 pm
With the latest changes, the brahmin carts are even more useless. The original idea had them as the vehicle with the biggest trunk (exception the truck that was added later... which requires the most fuel instead, though), in the same time it was the slowest vehicle. Now it's slow and you can pack all your stuff into any other vehicle, so why should I chose a brahmin cart?

Btw. Disableing the group leader charisma check for car traveling makes not much sense / is pretty weak, imo. I can't take 8 people with me, because my charisma is not high enough, but as soon as I have a car with 8 slots, it is possible? Why? Did the car changed my charisma?

I would set the maximum amount of allowed car-followers based on the guy in the group who has the highest charisma, not the leader of the group (because "in real" the leader isn't always the driver).
Title: Re: FOnline: Reloaded
Post by: manero on July 20, 2013, 05:35:12 pm
With the latest changes, the brahmin carts are even more useless.

In 4 years history of FO2238 I've never used brahmin cart and I have no damn idea why should i use it on any other server. Maybe i missed something... but hey, is there anyone who used to use brahmin carts?

Title: Re: FOnline: Reloaded
Post by: JovankaB on July 20, 2013, 05:53:52 pm
I would remove the CH requirement for player travel altogether and allow any player to lead 10 (or was it 9?) other critters at any time.

I don't really understand why this CH requirement exists. I understand why it exists to own NPC followers (though it was changed a bit with party points in the last session), because the NPCs can make their owner stronger, but other players aren't your puppets like NPC followers. Beside it doesn't matter on the world map that much how big your group is. It just prevents players to travel together unless they use a special alt (or now in Reloaded - a car), which totally sucks IMHO. Why would you make obstacles for a few players to be in a group together on the WM, like WTF is the point?
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 20, 2013, 07:02:15 pm
There is no obstacle for a few players to be in a group together, because character with 1 CH can lead two people or followers if he has any. If it's still a big issue, I see no reason to not remove this limit altogether.

Lexx:
To be honest, caravan carts were always next to useless. I only remember two times when we used one:
- to move a big amount of stuff, but it was stupid, could be done much faster with Highwayman,
- to store a big amount of stuff like ammo and drugs next to grid in Outpost base, because there were no craftable containers.

To me, limits for containers don't make any sense, FOnline is a clumsy game even without them. If containers have small capacity, players just put stuff on the ground.
Title: Re: FOnline: Reloaded
Post by: Lexx on July 20, 2013, 07:33:00 pm
The brahmin cart was imagined to be used for stuff like mining. You could load up more minerals and stuff on it than any other car. Of course, this then collided with the cooldowns... But that was the original intention.

Maybe the cart should become something like a noob vehicle. Everyone can cheaply get one (like, right at game start), it has the same benefits as any other car, but every other car is faster.
Title: Re: FOnline: Reloaded
Post by: avv on July 20, 2013, 07:50:07 pm
Up to you but in my opinion when gatling laser was introduced, it made gameplay worse. It just became the ultimate noob tube with only one drawback which was when facing metal. Gatling instakilled everything that didn't wear ca or metal and sort of made avenger pointless in tc.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 20, 2013, 07:58:10 pm
All can be balanced, just need some testing and more specified suggestions, best if with some values.

Also, bypass bursts will say goodbye.
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 20, 2013, 08:39:56 pm
In 4 years history of FO2238 I've never used brahmin cart and I have no damn idea why should i use it on any other server. Maybe i missed something... but hey, is there anyone who used to use brahmin carts?
I was using it in storaging carpets instead on floor, more practical, but taking spawn hex.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 20, 2013, 08:57:28 pm
Here is my proposition for the caravan wagons. As it was said before, they are too slow and cumbersome (damned waterbags) to be useful, compared to cars. So my proposal is to connect them with additional feature (sort of a very basic way of running your own private caravan micro-company).

So first, here are my propositions for the caravans:

A) Remove requirement to refuel caravans. Capacity and management of waterbags is super annoying. Caravans are slow as f***, you get a lot more encounters with them than with a car. I think the slowness is enough, no need to make them worse than that, especially with something as clunky as the waterbags.

B) Make caravans not lockpickable in the towns the first 10 minutes after entering a public town (or at least a guarded town) with them. Actually, I would suggest to do the same with cars, but in case of caravans it will be crucial for the feature below.

Your Own Caravan Company (YOCC) Quest

In reality it's a simple, repeatable quest for which you need your own caravan wagon. Players simply don't transport huge amount of stuff all the time (and even then, cars are better option), but there can be a quest with reward to do that, specifically with caravans.

1. You come with your own caravan wagon to town A.

2. You talk to YOCC quest NPC (a trader, shop owner, etc). The NPC tells you, he has goods to transport to town B (and tells you which NPC is the destination). If you agree, item "caravan goods" is spawned automatically in the caravan trunk and the NPC tells you the goods are loaded on the wagon. You can do this anytime (no need to wait for any driver, you are the driver).

3. Travel looks like normal travel, except during the travel with "caravan goods" in your caravan you ALWAYS get enforced into encounters (or at least the minimum chance is capped much higher than 5%, so you can't avoid them all with 200% Outdoorsman alt - the point is to fight in the encounters not avoid them). Of course you lead the wagon and you can choose your path of travel. In the encounter, if all players die, "caravan goods" disappear. I guess they might disappear after some time automatically too (let's say it's some food that rots).

4. The item "caravan goods" can't be taken from the trunk by players (it's "too heavy"). It can only be "unloaded" by script, when talking to the destination NPC. (you can also tell the destination NPC or the NPC who gave the job, that you lost your caravan, then you get no reward).

5. After successful transport with all the encounters on your way, you return to NPC A, then you get your reward (caps). It would be best if you could take same quest in town B, to reduce boredom of going back with empty caravan :P

6. There can be only one "caravan goods" item in a wagon at a time.

7. There should be a way to prevent players to do the quest by clicking the caravan quickly as soon as they enter any encounter. Again, the point would be to kill the aggressive mobs on your way.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 20, 2013, 09:32:42 pm
Actually, I had something very similar in mind long ago (and for a different project), but well, I hate very complicated things.

And besides, that would make water bags useless!!!
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 20, 2013, 09:43:31 pm
Maybe the description looks very complicated :P The principle is to go on your own from one town to another with a special item inside your caravan. So it's really simple and uses existing mechanics, just needs some tweaks. The "goods" item could be simply so heavy nobody could take it manually. Quite frankly I think it's simpler than the caravans system already present in 2238 (which involves train-like paths and caravan driver).
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 20, 2013, 09:46:36 pm
Yeah, but right now other things have a higher priority (and yeah, I've heard that somewhere)

Some changes:
- Bypassing bursts removed.
- Decreased regeneration time of various gathering facilities.
- Added Smart Cursor for obtaining meat (yep, meat & meat jerky are useful again).
Title: Re: FOnline: Reloaded
Post by: Tomowolf on July 21, 2013, 01:54:10 am
Yeah, but right now other things have a higher priority (and yeah, I've heard that somewhere)

Some changes:
- Bypassing bursts removed.
- Decreased regeneration time of various gathering facilities.
- Added Smart Cursor for obtaining meat (yep, meat & meat jerky are useful again).
Good job done on bypasses on burst remove, but what about gatling overall criticals? even with combat armor or metal armor MK II, you can deal up to 300 damage, which instakills enemy.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 21, 2013, 12:07:18 pm
With the latest changes, the brahmin carts are even more useless. The original idea had them as the vehicle with the biggest trunk (exception the truck that was added later... which requires the most fuel instead, though), in the same time it was the slowest vehicle. Now it's slow and you can pack all your stuff into any other vehicle, so why should I chose a brahmin cart?

Btw. Disableing the group leader charisma check for car traveling makes not much sense / is pretty weak, imo. I can't take 8 people with me, because my charisma is not high enough, but as soon as I have a car with 8 slots, it is possible? Why? Did the car changed my charisma?

I would set the maximum amount of allowed car-followers based on the guy in the group who has the highest charisma, not the leader of the group (because "in real" the leader isn't always the driver).

Brahmins carts are the cheapest vans in game some players will still use it but their water conumption need to be lowered.

If You are a Ghoul with 1 CH and You have driving license You can take You friends for a ride. How many, as many as Your car have seats. I think its quite logical.


Wall of not so bad idea

Quite intresting and could be implemented later.

Good job done on bypasses on burst remove, but what about gatling overall criticals? even with combat armor or metal armor MK II, you can deal up to 300 damage, which instakills enemy.


Metal Armor mk2 have higher laser resists then CA and You have Tesla armor as well which gives best protection vs Gatling.

You could post some log with tests or at least some screens.
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on July 21, 2013, 03:37:36 pm
Removed burst bypass? So crying pussies won anyway...good job,i hope that someone will play this server after start.
Wish you good luck.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 21, 2013, 05:40:50 pm
I met some testers which had problems with basic stuff, so here is old wiki, it may be helpfull:

http://fo2238.fodev.net/wiki/Main_Page
Title: Re: FOnline: Reloaded
Post by: topotamolder on July 21, 2013, 06:32:03 pm
Hello, I've downloaded the client but whenever I start it I put the mouse cursor over the fonline window the mouse cursor dissapears so I can't do anything. Tried running in full screen and lot of other things but nothing can fix it...

Help please, I'd love to play this game
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 21, 2013, 06:45:25 pm
Hello, I've downloaded the client but whenever I start it I put the mouse cursor over the fonline window the mouse cursor dissapears so I can't do anything. Tried running in full screen and lot of other things but nothing can fix it...

Help please, I'd love to play this game


Are You using master and critter dat files? If yes try to use FOnline.dat

https://xp-dev.com/svn/fonline_sdk/Client/fallout.dat

Then in DataFiles2238 put the path to Fallout.dat
Title: Re: FOnline: Reloaded
Post by: topotamolder on July 21, 2013, 06:53:59 pm
Are You using master and critter dat files? If yes try to use FOnline.dat

Thanks for the quick reply, as you can see I'm a noob around here, I just found the game yesterday (big fan of fallout 1 and 2) but I'm afraid I don't know how to use those files. Is there any tutorial  about how to install/use the game around here? I guess the answer is yes but can't find it.

Tried to use the updater.exe but it keeps saying that it can't connect to the update server.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 21, 2013, 07:02:07 pm
Open DataFiles2238.cfg in client folder, write:

Code: [Select]
fallout.dat
or if you are using master.dat and critter.dat:

Code: [Select]
master.dat
critter.dat

and save the file. Of course these files need to be in the same directory. Should work.
Updater is not needed.
Title: Re: FOnline: Reloaded
Post by: topotamolder on July 21, 2013, 07:08:17 pm
It's working now, thanks guys and sorry about the probably obvious questions  :-[
Title: Re: FOnline: Reloaded
Post by: S.T.A.L.K.E.R on July 21, 2013, 07:30:50 pm
fuck yeah, companions!!

one feature I love that Fonline 2 doesn't have

I don't like how it's been raised to 100 each though :/
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 21, 2013, 09:49:01 pm
Missing HEX blockers:

(http://s23.postimg.org/9hehgcoqz/screen_2013_07_21_21_46_37.jpg)
(http://s11.postimg.org/un3pf0zxv/screen_2013_07_21_21_47_06.jpg)
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 21, 2013, 10:30:09 pm
Fixed.

Also:
- Removed CH/INT requirement for Mrs Stapleton in Hub,
- Added dialogue options for buying Nuka-Cola and Cigarettes (1x / 10x each) in Malamute Saloon,
- Fixed a bug where Bridgekeeper's Robe could not be equipped,
- Removed Radios and Shovels from traders,
- Mutants in Gun Runners Caravan Package quest are again lootable.
Title: Re: FOnline: Reloaded
Post by: Hungry Sharky on July 22, 2013, 07:37:58 am
Can you revert to old repair?
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 22, 2013, 04:13:33 pm
Repair will be changed but I'm not sure about the details yet.

Meanwhile...

IMPROVED CRAFTING

As planned before, I've been working a bit on an interesting feature from few other servers like TLA mk2: bonus stats for crafted items.

Possible buffs for Armors:
+Normal/Laser/Fire/Plasma/Explode Thresholds
+Normal/Laser/Fire/Plasma/Explode Resistance
+SPECIAL stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck)
+Action Point
+Radiation Resistance
+Poison Resistance
+Carry Weight
+Healing Rate
-Critical Power mod
-Critical Chance mod

Possible buffs for Helmets:
+Normal/Laser/Fire/Plasma/Explode Thresholds
+Normal/Laser/Fire/Plasma/Explode Resistance
-Critical Power mod
-Critical Chance mod

Possible buffs for Weapons:
+ Critical Power
+ Critical Chance
+ Min damage
+ Max damage
+ Accuracy
- AP Cost

Each item with buffs has a prefix, based on the number of buffs:
1 - Quality (25% chance)
2 - Improved (12% chance)
3 - Superior (7% chance)
4 - Advanced (3% chance)
5 - Unique (1% chance)

So, there is almost 50% chance that a crafted item will have at least 1 bonus stat.
Examples:

(https://dl.dropboxusercontent.com/u/57392710/screen_2013.07.22_15-55-14.jpg)
(https://dl.dropboxusercontent.com/u/57392710/screen_2013.07.22_15-55-35.jpg)
(https://dl.dropboxusercontent.com/u/57392710/screen_2013.07.22_15-55-52.jpg)

Note: it's WIP at the moment, server will be updated after I finish this feature.
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 22, 2013, 04:20:06 pm
1. Does chance to craft buffed item increase with amount of already crafted items?
2. When I extend some buffed item (e.g. Assault rifle -> Assault rifle with ext.mag.) will this buff stay, or can it get even better?
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 22, 2013, 04:22:25 pm
1. No. Random is god. Someone would craft 999999 mausers to improve his/her chance of crafting superb artifacts :P
2. Buffs will be rerolled. That way you'll get a second chance to roll cheaply, I don't think it will be a big problem  :P Chance to get "perfect" item is very, very low anyway.

Quote from: wladimiiir
I meant, you would have to craft 999999 sniper rifles to get better chance of buffed sniper rifle. So each item would have its own "craft counter".
Sounds like grind, I don't like it.
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 22, 2013, 04:27:17 pm
No. Random is god. Someone would craft 999999 mausers to improve his/her chance of crafting superb artifacts :P
I meant, you would have to craft 999999 sniper rifles to get better chance of buffed sniper rifle. So each item would have its own "craft counter". What about my second question?
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 22, 2013, 08:24:23 pm
I meant, you would have to craft 999999 sniper rifles to get better chance of buffed sniper rifle. So each item would have its own "craft counter". What about my second question?
2. Buffs will be rerolled. That way you'll get a second chance to roll cheaply, I don't think it will be a big problem  :P Chance to get "perfect" item is very, very low anyway.
Sounds like grind, I don't like it.

Can you revert to old repair?

Under contruction ...
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 22, 2013, 08:36:19 pm
PROBABLY repair system will be similar to the one used on TLAmk2 as it is very good. But it will be done after we finished crafting bonuses and balancing quests.

Changelog:
- changed HQ Fibers to Fibers in recipe for Combat Armor,
- added hotkey for ending turn in TB battle: SPACE (by wladimiiir),
- added hotkey for ending combat in TB battle: CTRL+SPACE (by wladimiiir),
- game time/date is now shown on the screen in top right corner (by Janusz2238),
- armors lose condition 2x slower,
- added bonuses in crafted items as described above, should be fully working.

btw I spawned a lot of crap for crafting in Broken Hills General Store for testing if you want to see how it works
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 23, 2013, 10:48:21 am
- game time/date is now shown on the screen in top right corner (by Janusz2238),
Would be good to have an option to turn it on/off.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 23, 2013, 07:05:15 pm
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
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 23, 2013, 09:20:44 pm
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.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 24, 2013, 11:50:22 pm
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.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 25, 2013, 02:06:59 am
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).

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
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 25, 2013, 07:06:58 am
- 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),
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?
Title: Re: FOnline: Reloaded
Post by: fonliner on July 25, 2013, 09:45:13 am
Roleplayers wnich play as doctor can use needler pistol for defense. :P
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 25, 2013, 10:42:59 am
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?

I think increased AP cost for needler pistol is a bug and as fonliner said there was a lot of doctor rolerplayers, and this change is for them.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 25, 2013, 12:57:47 pm
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?

And what is logic behind minigun, or laser rifle? Game has to be playable and enjoyable.
I liked the idea of a self-defense gun for doctors (it's actually taken from TLAmk2, again) and Needler Pistol is a perfect choice for this.
I'll test if it's accurate enough at 100-120% Doctor skill.. if not, it will be fixed.

No idea what you mean about AP cost change. My client shows 4 AP for single not aimed shot, wiki shows 4 AP, Object Editor shows 4.
I guess your char has brof and it doesn't affect the pistol - then it's a bug and will be fixed.
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 25, 2013, 01:04:49 pm
I guess your char has brof and it doesn't affect the pistol - then it's a bug and will be fixed.
This. But 14mm pistol shows 3 AP, correctly. It was introduced with the latest update as I had 3 AP before.

But honestly, if you want to do some gun for self-protecting for doctors, make gun which gives better accuracy bonus (> 50), and they can invest some points into small guns (where 100% should be fine). But this change...man...I have to have 100% (or more) doctor skill to use a gun, while I have 220 SG skill?!

Or make Needler pistol choose highest skill (from SG, DOC) for hit chance. ::)
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 25, 2013, 01:39:53 pm
I think doctors have more then 100 doc skill and battle chars have around 100 doc skill as well also there is no lvl cap for skill points so i dont see any problem here.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 25, 2013, 01:52:03 pm
This. But 14mm pistol shows 3 AP, correctly. It was introduced with the latest update as I had 3 AP before.
This will be fixed, and also I'm not sure if Fast Shot is still working for that gun, so maybe another fix incoming.
Quote
Or make Needler pistol choose highest skill (from SG, DOC) for hit chance. ::)
Yeah this is a good idea, so I'll wait for cubik2k to use his magic on combat.fos and do that.
Also, I think I'll make doctors with high Doctor skills able to remove Poison and Radiation from characters (by using some doctor bags). Actually a feature that's in Wasteland2155 for a long time and it should be quite useful here.
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 25, 2013, 01:53:55 pm
I think doctors have more then 100 doc skill and battle chars have around 100 doc skill as well also there is no lvl cap for skill points so i dont see any problem here.
I think the problem here is, that I want to be able to heal myself with my SG skill, so please implement it.
(http://upload.wikimedia.org/wikipedia/commons/thumb/3/3b/Paris_Tuileries_Garden_Facepalm_statue.jpg/300px-Paris_Tuileries_Garden_Facepalm_statue.jpg)
Logic, why did you leave me?
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 25, 2013, 02:05:57 pm
I think the problem here is, that I want to be able to heal myself with my SG skill, so please implement it.
The answer is no. Any other awesome ideas or pictures?
Title: Re: FOnline: Reloaded
Post by: wladimiiir on July 25, 2013, 03:48:13 pm
Hehe, no, but I hope you got that I was being ironic. ;D
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 25, 2013, 10:21:10 pm
Hehe, no, but I hope you got that I was being ironic. ;D

You have got award :D

(http://image.spreadshirt.com/image-server/v1/compositions/103974392/views/1,width=280,height=280,appearanceId=259.png/ironic-man-t-shirt_design.png)


Motion Sensors ang Gaiger Counters:

- Cant find any at traders.


Books price:

- You forgot to change books price in Adtym Library

(http://s8.postimg.org/e6y6jr1px/screen_2013_07_25_23_24_52.jpg)


Missing hex blocker in Modoc:

(http://s23.postimg.org/nje9q44mj/screen_2013_07_25_23_59_45.jpg)
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 26, 2013, 09:45:56 am
Motion Sensors ang Gaiger Counters: - Cant find any at traders.
Books price: - You forgot to change books price in Adtym Library
Missing hex blocker in Modoc:
Fixed x3

Changelog (25.07.2013)
- Dynacords no longer knockdown/knockback target
- Increased experience reward for disarming explosives to 150xp (from 50)
- Traps skill scaled down, will have maximum effect at 150% skill (one alt less? :P)
- Decreased average damage from explosives by 50
- Doors are always destroyed by explosives (Dynamite/C4)
- Added Poison effect to Needler Pistol
- Changed ammo mods for Needler Pistol
- Increased damage of Turbo Plasma Rifle (30-65 to 35-70)
- Added an option to colorize whole factions in Namecolorizing.txt by their number automatically (one line per faction)
- Added ~factionnames command to list all factions and their numbers
Title: Re: FOnline: Reloaded
Post by: Evil Genius on July 26, 2013, 08:00:36 pm
I just... cant believe... this server changelog is so fantastic, it should be done on 2238 server years ago... I will start playing this server, but still i i wanna play on TLA mk2 and fonline 2 too.. so i am confused.. And a little less players playing here. Damn, its not good, too much servers too little players everywhere.. But awesome job Kilgore, you have made the 2238 server very playable ! Its so shame that people like Jovanka were devs on 2238 server, and destryed it. You should have become the dev there i see, so 2238 could be still alive. Anyway i repeat i am confused where to play now, Tla mk2 , Fonline 2 , or Fonline Reloaded ..
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 26, 2013, 08:25:57 pm
Remember that it's only a test session now, with free exp and caps, and it will be wiped soon, so there are not many players. Also the project wasn't announced anywhere besides fodev.net (well few people made threads on fonline 2 forum but it was removed from there shortly :P). I'm still doing some changes and there are few things to be reworked (like repair) in coming days.

The test session will end in next week, around 1st or 2nd of August. "Real" session will start later and also there will be some cool website and forum. Stay tuned!
Title: Re: FOnline: Reloaded
Post by: Wipe on July 27, 2013, 12:11:30 am
Anyway i repeat i am confused where to play now, Tla mk2 , Fonline 2 , or Fonline Reloaded ..
What if i told you, that you can play on more than one server ;)
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 27, 2013, 08:45:32 pm
what about wiki, whether there is a possibility to bring back old 2238 wiki?
Title: Re: FOnline: Reloaded
Post by: fonliner on July 27, 2013, 08:52:37 pm
http://fo2238.fodev.net/wiki/Main_Page archived wiki is available, only if Rotators could lend it.
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 27, 2013, 09:00:12 pm
yes thanks but I meant to get old wiki and keep it up to date in relation to new changelogs
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 27, 2013, 09:04:49 pm
yes thanks but I meant to get old wiki and keep it up to date in relation to new changelogs

Added to "To do" list.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 27, 2013, 09:16:29 pm
Changelog (27.07.2013)
- Few map fixes (Private Mine, Broken Hills, Redding, Modoc),
- Lowered base price of Combat Armor Mk 2, should be more available at traders now,
- Lowered base prices of most expensive blueprints (capped at 12.500), should be more available at traders now,
- Motion Sensor and Geiger Counter is now available at EW traders lvl 2,
- Increased base price of Motion Sensor (4000) and Geiger Counter (2500),
- Added Iron Ore and Minerals veins in private mines,
- Adjusted regen timers of resource veins, flowers and chemical piles (some decreased, some increased, some removed),
- Removed HQ Chemical Components spawn from Glow,
- Removed radios from traders,
- Items that require Workbench to be crafted can now be crafted using Advanced Workbench also,
- Added a new monster to encounters,
- Added colorizing of followers (green),
- Added colorizing of NPC caravan members (green).

yes thanks but I meant to get old wiki and keep it up to date in relation to new changelogs
For now, testers/players can use 2238 wiki. Later we'll set up a copy and modify it, using changelog.

To see new monster animation, put this:
http://newfmc.pl/reloaded/reload001.zip

in Client\data  directory, then add data\reload001.zip  in Client\Datafiles.cfg
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 28, 2013, 06:22:26 am
I'm wondering if you considered rolling back to the old FOV system without facing modifiers
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 28, 2013, 02:08:10 pm
Slaves HP is based on Slaver Charisma and it shouldnt be that.


10 CH Slaver:

(http://s16.postimg.org/8njboiac5/screen_2013_07_28_13_50_30.jpg)

1CH Slaver:

(http://s22.postimg.org/6i0etsn75/screen_2013_07_28_14_05_53.jpg)


Their base HP is to high compared to their price = 1300 caps.

I think their HP should be rolled between <100-160>


Same problem with Mercs, 10 CH makes them tough [around 200hp] it shoul be rolled <125 - 200>

Also im not sure if its good idea to have an Army of NPCs:

(http://s10.postimg.org/z3q80wal5/screen_2013_07_28_14_15_34.jpg)
(http://s15.postimg.org/5tqqoktzv/screen_2013_07_28_14_22_39.jpg)

I suggest to change 1 Follower=2Slaves formula in to 1=1 with CAP on 4 slaves, now the cap is set on 6 slaves.


Advanced Workbench can be trade to person behind:

(http://s12.postimg.org/nizfpnskd/screen_2013_07_28_17_12_53.jpg)

When You craft on Adv. Workbench then it apear in your inv. You can trade it to other person/follower and then use it in safe place. It have to be fixed.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 29, 2013, 01:41:59 am
I'm wondering if you considered rolling back to the old FOV system without facing modifiers
Well, I'm not a big fan of FOV myself, but somehow it worked on 2238 and people got used to it. If you mean only sneak, then hm, I think the only issues with sneak were:
- no penalty for sneaking in bluesuit,
- silent death madness.
But it should be solved now.

...

Yeah I think you've got some points, but dunno if these changes do not ruin slavery somehow. Could anybody else, perhaps some fan of slave mastery elaborate?

And yep, that thing with Advanced Workbench should be fixed somehow, I'll see what I can do. Thanks for reporting.
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 29, 2013, 02:37:03 am
Well, I'm not a big fan of FOV myself, but somehow it worked on 2238 and people got used to it. If you mean only sneak, then hm, I think the only issues with sneak were:
- no penalty for sneaking in bluesuit,
- silent death madness.
People got used to it same as to other features implemented beyond the consent of people. FOV determined by obstacles definitely should remain but facing modifiers not, no matter of sneak but also sight range. One way or another, sneak would be more or less useless if motion sensor will be common item.

Quote
-150 Sneak penalty for using Heavy weapons (previously -72)
-100 Sneak penalty for using Rifles (previously -36)
I see completely no point of such penalties, while switching active slot from empty hands to weapon cost no AP nor big amount of time, its like ALT preventing by checking IP. So its 150 BG penalty + 72 facing penalty + 36 CA penalty, while sneak is capped at 300% and penalties are calculated last.

Quote
-50 Sneak penalty for sneaking in bluesuit
Also pointless while you can wear any deteriorated leather jacket which is common and cheap.
Title: A FOnline server where fun is allowed?! I can't believe I lived to see this day!
Post by: Stration on July 29, 2013, 11:18:36 am
One ant won't spoil your picnic, but a thousand ants sure will. Such was the downfall of FO: 2238, a great server brought down by a thousand little nerfs & the general no-fun-allowed attitude of its devs. I'm very glad to see someone has decided to step forward and restore to life the old FO: 2238 we all knew and loved.

Here are some ideas for improving the player experience even further (the ones preceded by a red hyphen are pretty much bug fixes):

- ~suicide should work even if you're in full health.
- Shouting should be unnerfed (if I shout, it should be heard all over the map, not just within ~50 hexes).
- The medical terminal needs to make its way back to Vault City; guards need to be spawned inside the Vault.
- Old repair system should be brought back.
- All trees should be cuttable.
- The annoying persistent level indicator serves no purpose and should be removed.
- Radios sold in stores/dropped in encos should be set to channel 0 by default and have both broadcast and reception turned on; NPCs should not loot radios off corpses.
- Xander root and broc flower should give you 3 pieces per pick.
- Weak healing powder should be craftable with xander root same as it is with broc flower.
- Fiber plants should appear more frequently and they should have the "always visible" property.
- Blueprints should be removed from the game; professions should have 3 levels again.
- Predators entering random encounters need to be removed from the game.
- Lockers should have a chance of spawning in any city ruins map, not just in random encounters with enemies in them, and the limit of one locker per encounter should be removed.
- The AP costs of various non-combat actions such as opening doors, mining, using FA, etc. should be decreased by at least 2-3 APs (FO: DE has this and it makes the game much more enjoyable).
- Ridiculous drug recipes should be changed back to normal:

Super stimpaks should be 1 empty hypo + 2 x broc + 2 x xander + 2 x bio gel.

Mentats should be 1 chemical component + 8 x fruit.

Jet should be 1 x empty canister + 4 x brahmin shit.

Buffout should be 1 chemical component + 10 x meat jerky.

- Critical hit tables should be made public.
- Locks that are crafted should have a chance of being better than average same as armors and weapons (unique locks should be unlockpickable).
- Unique armors and weapons should have a chance of getting the (new) weapon perk "Indestructible" (condition 101/100).
- Leveling up past level x (where "x" is a high number, I'd suggest 50) should give more than just skill points (high-level bonuses might include: bonus hit points, action points, healing rate, damage/rad/poison resistance, a new default skin, etc. - the possibilities are endless).

 
Title: Re: A FOnline server where fun is allowed?! I can't believe I lived to see this day!
Post by: Kelin on July 29, 2013, 11:54:11 am
- Leveling up past level x (where "x" is a high number, I'd suggest 50) should give more than just skill points (high-level bonuses might include: bonus hit points, action points, healing rate, damage/rad/poison resistance, a new default skin, etc. - the possibilities are endless).
All suggestions are kinda ok but this last one doesn't feel like the right way to go. I mean small bonuses in high levels, why not...

...but look at this guy http://www.2i.cz/e9ed2f05d6 it took him 6 days to gain level 100, if you offer good bonuses for reaching high levels (like more ap, better DR or DT, significantly more hp) you will basically force everyone to spend pointless amount of time just to get their character ready. Maybe you like it, personally I don't.
Title: Re: FOnline: Reloaded
Post by: Mr Feltzer on July 29, 2013, 12:22:56 pm
Also im not sure if its good idea to have an Army of NPCs:

(http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash4/1000876_672001922828038_42356330_n.jpg)
Look at that Merc-Count clusterfuck from FO:Aus
Hahah
Title: Re: A FOnline server where fun is allowed?! I can't believe I lived to see this day!
Post by: Stration on July 29, 2013, 01:43:43 pm
...but look at this guy http://www.2i.cz/e9ed2f05d6 it took him 6 days to gain level 100
Yeah, and instead of EIGHTEEN level 24 alts (276,000 XP each), he has ONE level 99 character (4,950,000 XP).

What was the problem again?

A person who is willing to sacrifice X time to the game will always be at a disadvantage compared to a person who is willing to sacrifice X + Y time to the game (assuming Y > 0). If we manage to convince the latter to use ONE character instead of EIGHTEEN almost equally powerful characters, the disadvantage of the former will decrease rather than increase, even if the ONE character the latter agrees to use is noticeably (but also reasonably) more powerful than any given one of the eighteen chars s/he would've used otherwise.

Title: Re: FOnline: Reloaded
Post by: Lexx on July 29, 2013, 02:24:41 pm
That one character will be the ultimate owner of all low level players. Just remember the old TLA open beta, where high level characters ruled over every other player.

If at all, then the gap between low and high level players needs to be closed first. My personal fav back in the days was a fixed amount of hp and such, that every character has, regardless of level, amount of perks, etc. Etc.
Title: Re: A FOnline server where fun is allowed?! I can't believe I lived to see this day!
Post by: JovankaB on July 29, 2013, 02:25:23 pm
What was the problem again?

I think the problem might be that if you have a 50 level PvP character with more hitpoints, action points and damage resistance like you suggested, then attacking it one by one even 18 times is worse than attacking it once with equal 50 level character. You have much less chance to win each time you attack - you will most likely be donating items and the 50 level ape can simply escape with them after a few rounds, whenever it's convenient. If it's 1 on 1, the 50 level ape is unlikely to lose confrontation as long as it has stimpaks, ammo and maybe doesn't sit right next to the entrance.

And even if 18 alts vs 1 superalt was equal (which I think is not) it would still mean that to PvP on the server after a few weeks you would have to gain 5 millions XP points.
Title: Re: FOnline: Reloaded
Post by: Kelin on July 29, 2013, 02:26:30 pm
@Stration: I'm afraid I still don't see your point, so you're saying uniformity is better than variety? What's so bad about having 18 combat characters, I used to have over 10 big gunners because each of them was different and suitable for different combat situations. Imagine the guy with X time had one combat character and the guy with X+Y time had for example 10 characters. But it didn't matter because in the end any battle was 24lvl vs. 24lvl and only advantage the X+Y player had was the choice of character. Now, if you convert the same situation into your environment, any battle would look like 100lvl vs. 24lvl thus forcing the X player to spend more time on levelling.

To sum it up:
1. it would bring less variety
2. it would force to spend even more pointless time on building your character

PS: I think such was the idea behind DoCAN's "One Alt Crusade", personally I've always found it absurd.
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 02:40:53 pm
Imagine the guy with X time had one combat character and the guy with X+Y time had for example 10 characters. But it didn't matter because in the end any battle was 24lvl vs. 24lvl and only advantage the X+Y player had was the choice of character.
LOL noob.

If I have 10 characters, I will have 10 chances to kill your one character because there is this thing called... wait for it... RELOGGING. Your mind = blown.

you will most likely be donating items and the 50 level ape can simply escape with them after a few rounds,
HAHAHAHAHAHA OH WOW.

That one character will be the ultimate owner of all low level players.
No. One good crit and you're dead, no matter what level you are.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 29, 2013, 02:52:40 pm
What 10 chances? It will look like this - you will lose 3 times and then the 50 level APE will disappear with the loot.
A few minutes later it will be back in hope that you are stupid enough to keep donating items with your weak PvP alts.
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 03:01:38 pm
What 10 chances? It will look like this - you will lose 3 times and then the 50 level APE will disappear with the loot.
A few minutes later it will be back in hope that you are stupid enough to keep donating items with your weak PvP alts.
If I'm the guy with ten level 24 chars, I will be back before you even have a chance to exit the map (ever heard of combat cooldown?), let alone loot any items.

If I'm the guy with one level 50 char, I don't give a fuck about your shitty items, I just want to kill you over and over therefore humiliating you.

The more you know, noob.

ROFL @ myself discussing with a guy that put a stationary centaur in a special encounter to guard a box with a bottle of nuka cola in it so that players (quote from memory) "don't just loot the box and run away." Seriously, WTF am I doing lol.
Title: Re: FOnline: Reloaded
Post by: JovankaB on July 29, 2013, 03:08:41 pm
Depends where you stand and if you wait for armor, you can just leave the last amor set before you leave.
If it really was equal you are still at disadvantage of having to haul your 10 PvP alts to the same location
and all the relogging and equipping 10 alts instead of one. Why would you want to do it?

Also, cut the "noob" calling and ad personam or you will be outta here faster than you think, thx.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 29, 2013, 03:17:14 pm
PS: I think such was the idea behind DoCAN's "One Alt Crusade", personally I've always found it absurd.

You are wrong, One Alt Crusade becomes true by game changes where You dont have to create alts to make basic things.

No lvl cap for skill points - all can craft,trade etc
Reworked Lockick skill - no need for lockpicker
Reworked Traps skill - no need for Bomber
Implmenting books which gives skill points - APEs can get crafting profesions faster and they dont need taxi alt
Moved Strong Back and Pack rat to support perks - no need for looter alt
 
etc.





There wont be any combat bonuses for high lvl characters except existing skill points after lvl 24.

However there will be some features which will convice players to play at one character.

Title: Re: FOnline: Reloaded
Post by: Kelin on July 29, 2013, 03:28:52 pm
LOL noob.

If I have 10 characters, I will have 10 chances to kill your one character because there is this thing called... wait for it... RELOGGING. Your mind = blown.
There was this nice feature called idler preventing you from relogging you "noob". If any developer wants to disable this without providing any other working solution then it should be discussed somewhere else, but I was talking about a hypothetical situation without any fastrelogs.

@DocAN: Ok then I appologize for misleading info.
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 03:33:13 pm
However there will be some features which will convice players to play at one character.
Finally someone who understood what my final suggestion was all about. What "features" are we talking here? Custom skins? Better chance to craft unique items? A higher chance to find special encounters? A special glow at level 99 maybe?

There was this nice feature called idler preventing you from relogging you "noob". If any developer wants to disable this without providing any other working solution then it should be discussed somewhere else, but I was talking about a hypothetical situation without any fastrelogs.
Idler is disabled on FO: Reloaded which makes your arguments invalid, but thank you for trying to contribute to the discussion.
Title: Re: FOnline: Reloaded
Post by: Kelin on July 29, 2013, 03:50:46 pm
Idler is disabled on FO: Reloaded which makes your arguments invalid, but thank you for trying to contribute to the discussion.
Not at all, in fact it makes my argument even more dramatic, because one lvl 99 with +hp +ap +dr will kill all fastrelogging lvl 24 alts. Too bad you've never seen any buffed characters vs. normal ones, I have.
Finally someone who understood what my final suggestion was all about. What "features" are we talking here? Custom skins? Better chance to craft unique items? A higher chance to find special encounters? A special glow at level 99 maybe?
I don't have problem with any of these. People who keep playing on one char should be rewarded somehow from time to time, no doubt.
Title: Re: FOnline: Reloaded
Post by: John Porno on July 29, 2013, 03:56:42 pm
Idler is disabled on FO: Reloaded which makes your arguments invalid, but thank you for trying to contribute to the discussion.
An argument is valid if its conclusion is logically entailed by its premises and each step in the argument is logical. Which was the case in Kelin's argument, as his premise was a fastrelog-free server.

On topic, it's not that having multiple characters is inherently bad. In fact, most people would appreciate to be able to experience a game in different ways. The root of the problem always was fast relog. Back in 2011, you'd only needed about 2 or 3 pvp chars to be able to contribute to your gang's TC action's, e.g. to take part in the end game content. Levelling 2 or 3 chars should be a manageable amount of work. If people liek Kelin or me choose to level 20 alts for variety and to try out different builds, then that's all fine and we wont be harming the server in any way. UNLESS we are able to use those 20 alts for a combat advantage.

The root of the problem is not having different alts, it's about fast relog. Fighting fast relog would be a better solution than fighting alting (is probably what kelin implied). And since proxies make it rather difficult to fight the act of fast relogging, the proper way to solve this problem is to limit the effectiveness of it. THus, theoretically, idler was a step into the right direction. While I haven't played myself during those days anymore, from the looks of it, it seemed to be rather flawed or inconvenient but ti still remains as a step in the right direction.

Also, I'm talking about the pvp part of a server here. Alting for PvE, e.g. repair char, craft char, science char is another matter.
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 04:23:22 pm
An argument is valid if its conclusion is logically entailed by its premises and each step in the argument is logical. Which was the case in Kelin's argument, as his premise was a fastrelog-free server.
If an argument is not pertinent, it is automatically invalid. Protip: look at the name of this thread.

Not at all, in fact it makes my argument even more dramatic, because one lvl 99 with +hp +ap +dr will kill all fastrelogging lvl 24 alts.
Let's look at the lvl99 character from your picture:

BG, 432 hit points, 16 action points, 6% crit. chance.

Now let's compare that to the stats of ONE of my lvl24 chars (and remember that I have EIGHTEEN of them):

Sniper, 164 hit points, 12 action points, 35% crit. chance.

Now tell me, what makes you think that the lvl99 BG will be more problematic to me than a lvl24 BG (~240 hps, 14AP)? Because of these additional hit points? Dude... I will have AT LEAST 18 chances to instakill him OR serve him a chain of knock-downs combined with bypasses here and there no doubt, blind him, cripple his arms so he won't even have a chance to use his weapon, etc. In theory, he has an advantage over me, but the advantage is not even near to game-breaking. Sure, he has a very high normal damage resistance, but it's not going to matter if I play my cards right.

Things might be different if there are more people than just me and him involved in the fight, but at the end of the day his power will be equal to about one and a half lvl24 BG chars AT MOST.

Title: Re: FOnline: Reloaded
Post by: Kelin on July 29, 2013, 05:09:01 pm
If an argument is not pertinent, it is automatically invalid. Protip: look at the name of this thread.
I see you ran out of arguments so you refer to pertinence (which is basically like saying sh*t up I'm the one who's right, no matter what) instead of addressing my points.
Because of these additional hit points? Dude... I will have AT LEAST 18 chances to instakill him OR serve him a chain of knock-downs combined with bypasses here and there no doubt, blind him, cripple his arms so he won't even have a chance to use his weapon, etc.
As said many times, you keep mentioning the old system with fastrelog option without any penalties (bleh), it is not my problem that Kilgore doesn't want to do something about it, if you really think that additional bonuses till lvl 99 will solve FR problem, then you are terribly wrong. In fact, relog matter is totally irrelevant to our original disscussion about high level bonuses.
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 05:33:47 pm
I see you ran out of arguments so you refer to pertinence (which is basically like saying sh*t up I'm the one who's right, no matter what) instead of addressing my points.
I addressed all your points. It's not my fault you're having problems keeping up with me. Well, maybe it is in a way, but Stration does not scale down to anybody's level, sorry.

FR problem
FR is NOT a problem. If you think otherwise, you're nothing but a noob player whose knowledge of the game is very limited to me.

Also, you missed my point entirely. I suggest you go back to my original post, then to your replies, and then to my replies to your replies up to this point.

-----------------------------------------

Edit (just noticed this delusional message, won't add another post to comment on it though as it'd be completely pointless)

Anyway I highly doubt that you have played more hours of PvP than me
AHAHAHA #BESTJOKE2013
Title: Re: A FOnline server where fun is allowed?! I can't believe I lived to see this day!
Post by: ISn2 on July 29, 2013, 06:01:49 pm
- Old repair system should be brought back.
Exactly!
Title: Re: FOnline: Reloaded
Post by: Kelin on July 29, 2013, 07:05:10 pm
Stration I've noticed your nose is up, you're a funny guy  :)

Anyway I highly doubt that you have played more hours of PvP than me (heard you used to be the best VC doctor or something, during your crafting sessions I was probably fighting) so calling me "noob" repeatedly is rather disrespectful and definitelly doesn't fit your posh image you're trying to build up.

If you don't see anything wrong on this
Quote
Things might be different if there are more people than just me and him involved in the fight, but at the end of the day his power will be equal to about one and a half lvl24 BG chars AT MOST.
and this
Quote
FR is NOT a problem.
then we have totally different expectations from the game and there is no point to continue the discussion.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 29, 2013, 08:57:41 pm
Quote
- ~suicide should work even if you're in full health.
- Shouting should be unnerfed (if I shout, it should be heard all over the map, not just within ~50 hexes).
- The medical terminal needs to make its way back to Vault City; guards need to be spawned inside the Vault.
- All trees should be cuttable.
- The annoying persistent level indicator serves no purpose and should be removed.
- Fiber plants should appear more frequently and they should have the "always visible" property.
- Ridiculous drug recipes should be changed back to normal:
Super stimpaks should be 1 empty hypo + 2 x broc + 2 x xander + 2 x bio gel.
Mentats should be 1 chemical component + 8 x fruit.
Jet should be 1 x empty canister + 4 x brahmin shit.
Buffout should be 1 chemical component + 10 x meat jerky.
These will be considered. Recipes could use some changes.

Quote
- Old repair system should be brought back.
I've already said it will be reworked. Old system with few adjustments to preserve item sink (and no, you won't need an item of the same type to repair another item).

Quote
- Radios sold in stores/dropped in encos should be set to channel 0 by default and have both broadcast and reception turned on; NPCs should not loot radios off corpses.
No because it's annoying when you have to turn reception off because of 999 radios spamming yadda-yadda on channel 0.

Quote
- Blueprints should be removed from the game; professions should have 3 levels again.
No because it's currently okay and if it is not then it will be changed. I mean: 2 profession levels and blueprints in shops.

Quote
- Predators entering random encounters need to be removed from the game.
No because they are not a problem.

Quote
- Lockers should have a chance of spawning in any city ruins map, not just in random encounters with enemies in them, and the limit of one locker per encounter should be removed.
Might be reworked later, other things have higher priority (as repair, dungeons etc.). They are not so important now since traders sell blueprints.

Quote
- Critical hit tables should be made public.
2238 is open source, no idea what you talking about.

Quote
- Locks that are crafted should have a chance of being better than average same as armors and weapons (unique locks should be unlockpickable).
Only armors and weapons have a chance of "being better". Unlockpickable locks - big no.

Quote
- Unique armors and weapons should have a chance of getting the (new) weapon perk "Indestructible" (condition 101/100).
Very unlikely. After a while all would use only these.

Quote
- Leveling up past level x (where "x" is a high number, I'd suggest 50) should give more than just skill points (high-level bonuses might include: bonus hit points, action points, healing rate, damage/rad/poison resistance, a new default skin, etc. - the possibilities are endless).
Bonus hit points, action points and damage resistance? Are you crazy? There is only soft level cap, after a while some people would have 95 damage res, 20-30 action points (or more?) and 300-500 or more Hit points. Kelin explained why it's stupid.
As was mentioned already, there will be special implants to improve any character in a limited degree (hit points / resistances / SPECIAL).

About that fast relog talk:
It's funny when I read stories about 10, 15 or 20 "waves" of alts used in battle. Never seen something like this, the most was maybe 4-6, and making such number of chars is quite typical because people get bored with one char at max lvl. I mean, maybe in 1 vs 1 you can use 20 characters, but not in any organised fight and it's the reality. Only few guys had so many chars, so what? One guy will win against an army? Give him even 500 characters and he won't. Stories about gangs using 10-15 "waves of alts" came from few forum loudmouth ragemen and couldn't even be taken seriously..

Also, if you want to disable fast relog, you will also need to cripple multi logs.
Ever heard about having 2 or 3 computers? Ever heard about VPN?
Now imagine that a team of people will use it. The resulting butthurt would be apocalyptic.

While fast relog has some disadvantages, especially when it *WAS* difficult/timeconsuming to get proper stuff for PvP, it has also some advantages as for example longer and less predictable fights. You can't deny it, been there, done that.

Conclusion: I'm not doing anything against fastrelogs/multilogs besides adding and improving one-character features. On TLAmk2 they have fastrelog and multilog allowed and guess what? No one gives a fuck..
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 09:51:04 pm
Bonus hit points, action points and damage resistance? Are you crazy?
No, I am not crazy. When I say "bonus hit points," I don't mean "the full amount of hit points that you would normally get when leveling up," but rather "0-2 bonus hit points every level past lvl50 or so." When I say "action points" I don't mean "bonus action points every level," but rather "one or two bonus action points at some preset level landmarks (lvl 50 & lvl99 for example). When I say "bonus damage resistance," I don't mean "+5% to all resistances every level," but rather "a +0-1% bonus to a random resistance OR a random DT every level past lvl50 or so." Do I still sound "crazy" or was I simply misunderstood?

I'm not doing anything against fastrelogs/multilogs besides adding and improving one-character features.
Great news.

On TLAmk2 they have fastrelog and multilog allowed and guess what? No one gives a fuck..
Oh, no, there always is at least one group of extremely vocal crybabies that DO give a fuck. FO: 2238 devs listened to the crybabies, implemented enough anti-FR measures to make the game completely unplayable, and look how well it turned out for them.

2238 is open source, no idea what you talking about.
I'm talking about any changes that have been/will be made to the tables in question. I'd like to know about them, and I'm sure there will be more people interested in this as the server enters its next phase of development. Unless, perhaps, FO: Reloaded is open source as well, and I somehow overlooked this fact?

Oh, and could I also get the file with crafting recipes please?
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 29, 2013, 10:22:19 pm

Its alwyas nice to get feedback about exploits Prof. Torr

Could You upload Your FA bot makro ?



- First Aid need rework.
Title: Re: FOnline: Reloaded
Post by: Stration on July 29, 2013, 11:11:57 pm
Its alwyas nice to get feedback about exploits.

Could You upload Your FA bot makro ?
I have no clue what you are talking about.

First Aid need rework
I agree. The minimum amount of hit points healed should be set at 2/3*FA, e.g. if your FA skill = 100%, you should never heal less than 67 hit points (unless you roll a critical failure of course), and the likelihood of a critical success should be equal to at the very least LUCK*2.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 29, 2013, 11:58:38 pm
The minimum amount of hit points healed should be set at 2/3*FA, e.g. if your FA skill = 100%, you should never heal less than 67 hit points (unless you roll a critical failure of course), and the likelihood of a critical success should be equal to at the very least LUCK*2.
He probably meant experience gained by FA which has to be somehow limited (nerfed) or it will be botted to hell. I planned it from the very beginning but forgot about it completely.

Quote
No, I am not crazy. When I say "bonus hit points," I don't mean "the full amount of hit points that you would normally get when leveling up," but rather "0-2 bonus hit points every level past lvl50 or so." When I say "action points" I don't mean "bonus action points every level," but rather "one or two bonus action points at some preset level landmarks (lvl 50 & lvl99 for example). When I say "bonus damage resistance," I don't mean "+5% to all resistances every level," but rather "a +0-1% bonus to a random resistance OR a random DT every level past lvl50 or so." Do I still sound "crazy" or was I simply misunderstood?
Insignificant bonus becomes significant when repeated one thousand times by someone having too much time (or a bot).
It's not like I'm totally against it, but certainly not bonus HP/action points/damage resistances.

Quote
I'm talking about any changes that have been/will be made to the tables in question. I'd like to know about them, and I'm sure there will be more people interested in this as the server enters its next phase of development. Unless, perhaps, FO: Reloaded is open source as well, and I somehow overlooked this fact?
It was clearly stated that the only change in critical tables was removal of bypass on unaimed shots.
Source might be published later if someone needs it. It's just 2238 with many tweaks and several new features, nothing so secret. Crafting table is a subject to change at least few times until launch so I don't see a reason to put it here at the moment, as it would only make some confusion.
Title: Re: FOnline: Reloaded
Post by: Stration on July 30, 2013, 12:55:19 am
He probably meant experience gained by FA which has to be somehow limited (nerfed) or it will be botted to hell.
I don't think there are any botters left in the game (not counting TLA where there are more bots than players), but if you want my advice on how to deal with this vaguely possible issue, I'd suggest disallowing players above level 24 from receiving any XP for healing. This would make any possible FA/Doc bots pretty much useless without hurting legitimate players too much.
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 30, 2013, 01:23:51 am
Some of the NCPs like Vipers, acts strange if you are in move with high AC, they do not attack and run away so player can restore AP without problems. They should follow you and wait till you stop if no one else to attack.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 30, 2013, 02:12:17 pm
but if you want my advice on how to deal with this vaguely possible issue, I'd suggest disallowing players above level 24 from receiving any XP for healing.
An easy "fix" but I was thinking about something less harsh.

Some of the NCPs like Vipers, acts strange if you are in move with high AC, they do not attack and run away so player can restore AP without problems. They should follow you and wait till you stop if no one else to attack.
I guess it started when Armor class was changed with the last 2238 wipe. Low priority bug, will wait a bit before it's fixed (or AC rework?). Anyway thanks for the report.


Changelog (30.07.2013)
- decreased max HP of companions by 20,
- adjusted chance for rare item spawn in TC lockers,

Maximum value of some skills was capped as following:
First Aid - 200%
Doctor - 200%
Outdoorsman - 175%
Lockpick - 150%
Traps - 150%
Steal - 150%
Barter - 150%
Science - 125%
Repair - 125%

While capped, skills have maximum effect so for example you will need 125% Repair for same results as previously with 300% Repair. More changes coming.

Requirements for following Support Perks were decreased:
- Dismantler - requires 120% Science (previously 150%),
- Master Thief - requires 125% Steal (previously 150%),
- Mr. Fixit - requires 120% Repair (previously 150%),
- Negotiator - requires 125% Barter (previously 150%),
- Pathfinder - requires 150% Outdoorsman (previously 175%),
- Pickpocket - requires 125% Steal (previously 175%),
- Treasure Hunter - requires 125% Lockpick (previously 150%).
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 31, 2013, 08:56:16 am
I have problem with animation of Metal Armor black guy.

He is skiping instead of raunning and have always have pistol animation while equip Rocket lunkcher or Assult Rifle.

Any ideas whats have to be done in my client?
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 31, 2013, 09:39:07 am
Quote
- adjusted chance for rare item spawn in TC lockers
You have to adjust also encounter footlockers, occurrence seems to be alright but the content is completely discouraging and predictable - mostly rags few caps and from time to time items like laser or 10mm pistol. Blueprints from footlockers are very rare and low tier.
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 31, 2013, 09:50:34 am
You have to adjust also encounter footlockers, occurrence seems to be alright but the content is completely discouraging and predictable - mostly rags few caps and from time to time items like laser or 10mm pistol. Blueprints from footlockers are very rare and low tier.

Do You have Tresure Hunter perk ?
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 31, 2013, 10:04:52 am
Do You have Tresure Hunter perk ?
Yes of course, no point of hunting lockers without it :) Also wondering why there is no traps around, it was a nice feature.

- unable to use Chemistry Journals bought from librarian, supposed to add 6 SP in Doc?
- unable to use skill-books on tagged skills, have tagged BG (200%) and cant use G&B for untagged SG?
- small DCs not attacking player in private mines
Title: Re: FOnline: Reloaded
Post by: DocAN. on July 31, 2013, 11:58:58 am
Also wondering why there is no traps around, it was a nice feature.

- unable to use Chemistry Journals bought from librarian, supposed to add 6 SP in Doc?
- unable to use skill-books on tagged skills, have tagged BG (200%) and cant use G&B for untagged SG?
- small DCs not attacking player in private mines


- Traps should be back

Only these books where implemented:
- Big Book of Science, Deans Electronics and Scout Handbook now permanently increase skill values by 6 Skill Points after each use. Max 10 uses,

- All mobs in priviet mines act strangely, it was  already reported but it has low priority

Thx for testing feedback
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 31, 2013, 12:46:22 pm
You have to adjust also encounter footlockers, occurrence seems to be alright but the content is completely discouraging and predictable - mostly rags few caps and from time to time items like laser or 10mm pistol. Blueprints from footlockers are very rare and low tier.
Footlocker spawn and loot will be reworked.

Also wondering why there is no traps around, it was a nice feature.
I didn't remove them, were they removed before 2238 was closed? I'll check it later.

Quote
- unable to use Chemistry Journals bought from librarian, supposed to add 6 SP in Doc?
- unable to use skill-books on tagged skills, have tagged BG (200%) and cant use G&B for untagged SG?
- small DCs not attacking player in private mines
Only Repair, Science and Outdoorsman can be boosted now by books as they are only support skills.
Mobs in mines are bugged (always were). Will be fixed.
Title: Re: FOnline: Reloaded
Post by: ISn2 on July 31, 2013, 02:14:49 pm
this car parking spot (http://s17.postimg.org/49xwkr573/screen_2013_07_31_14_10_24.jpg) bugs the camera, have to re-enter town and park on a different spot to fix it.

Quote
I didn't remove them, were they removed before 2238 was closed? I'll check it later.
Found dozens of lockers and any trap.
Title: Re: FOnline: Reloaded
Post by: cubik2k on July 31, 2013, 10:57:15 pm
Also wondering why there is no traps around, it was a nice feature.

I found traps near footlocker at some encounter city:

(http://img845.imageshack.us/img845/4762/zl7x.th.jpg) (http://img845.imageshack.us/i/zl7x.jpg/)
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 01, 2013, 12:11:56 am
Changelog (31.07.2013)

- Tanker quest is now repeatable after 6-9 hours,
- Tanker quest requires 18 lvl now,
- Doubled the chance for footlocker spawn in an encounter,

Repair skill REWORKED
- Doesn't require another item to repair,
- 125% Repair -> 95% chance for successful repair,
- Successful maintenance repairs item to max condition, at the same time it decreases max condition by:
3-5% if used with Super Tool Kit in active slot,
8-10% if used with Tool in active slot,
12-15% if used without additional tools.
- Failed maintenance only decreases max condition (as above).
- 5% chance to break your tools,
- there is a chance that max condition will not be decreased if you use tools (Super Tool Kit - 20% chance, Tool - 10% chance).
- no cooldown.
Title: Re: FOnline: Reloaded
Post by: Ganado on August 01, 2013, 12:35:13 am
Very nice, good luck with this.
Title: Re: FOnline: Reloaded
Post by: SEGA_RUS on August 01, 2013, 03:24:05 am
Changelog (31.07.2013)
...
- Doubled the chance for footlocker spawn in an encounter,
...
It's a chance to spawn items inside footlocker or chanse to spawn footlocker on encounter?
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 01, 2013, 10:01:57 am
chanse to spawn footlocker on encounter?
This. What's spawned inside will be changed (improved).
Title: Re: FOnline: Reloaded
Post by: Dionysos on August 01, 2013, 11:41:00 pm
Alright this sounds interesting. Downloaded FO2, works perfectly. Downloaded client, doesn't work at all and gives me finger no matter what I try.

Now it says that my version is shit (says it should be v1.02 US, I have it but my sfall is wrong). But I can't find correct patch anywhere.

Help me out, so wanna try this!
Title: Re: FOnline: Reloaded
Post by: DocAN. on August 02, 2013, 12:01:42 am
Are You using master and critter dat files? If yes try to use FOnline.dat

https://xp-dev.com/svn/fonline_sdk/Client/fallout.dat



Open DataFiles2238.cfg in client folder, write:

fallout.dat

or if you are using master.dat and critter.dat:


master.dat
critter.dat

and save the file. Of course these files need to be in the same directory. Should work.
Updater is not needed.
Title: Re: FOnline: Reloaded
Post by: Dionysos on August 02, 2013, 09:16:22 am
Tried both of those things, but still it says:

"You're trying to use sfall with an incompatible version of fallout
Was expecting 'Fallout 2 v1.02 US'

fallout2.exe was unexpected size. Expected 0x122800 but got 0x3bec00"

this makes me a sad panda :(((((


ps. my fallout is pirated, does that affect some how?
Title: Re: FOnline: Reloaded
Post by: fonliner on August 02, 2013, 10:53:41 am
Lol dude, you do not need run fallout to run fonline client. :D
Title: Re: FOnline: Reloaded
Post by: Lexx on August 02, 2013, 11:05:25 am
ps. my fallout is pirated, does that affect some how?

It should affect your guilty conscience.


The FOnline client is not to be installed into the Fallout 2 folder, which you apparently did.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 02, 2013, 11:07:28 am
1. Download and unzip client (link in first post).
2. Put master.dat and critter.dat (from Fallout 2 CD) in client's directory.
Open Datafiles2238.cfg (or create one with Notepad), write what's below:
master.dat
critter.dat
3. Double-click FOnline.exe

ps. my fallout is pirated, does that affect some how?
Yeah you are an evil person using a pirated copy of the game that costs like five bucks on gog.com and others.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 03, 2013, 03:53:01 pm
The test session ends today. Thanks for testing, reporting and your suggestions.

Website, forum, wiki and an approximate launch date for 1st session will be announced shortly.

Stay tuned!
Title: Re: FOnline: Reloaded
Post by: Dionysos on August 04, 2013, 12:27:34 am
Alrighty then, now it works but everything that has text on it says "ERROR"....

And yeah I have no soul, that's why I'm not buying this game :|
Title: Re: FOnline: Reloaded
Post by: SEGA_RUS on August 04, 2013, 12:31:27 am
Alrighty then, now it works but everything that has text on it says "ERROR"....

And yeah I have no soul, that's why I'm not buying this game :|
Just wait when server will turns ON and press Enter in Main Menu to download chache files.
Title: Re: FOnline: Reloaded
Post by: Dionysos on August 04, 2013, 12:37:08 am
Just wait when server will turns ON and press Enter in Main Menu to download chache files.
Oh yeah, I should learn how to read srsly.
Title: Re: FOnline: Reloaded
Post by: DocAN. on August 04, 2013, 03:16:50 pm
Alrighty then, now it works but everything that has text on it says "ERROR"....

And yeah I have no soul, that's why I'm not buying this game :|

This is because You didnt have cache files dowloaded. When it happend just try to run the game, Your cache files will be updated.


Stay tuned for upcoming informations...
Title: Re: FOnline: Reloaded
Post by: Dionysos on August 04, 2013, 05:22:05 pm
This is because You didnt have cache files dowloaded. When it happend just try to run the game, Your cache files will be updated.


Stay tuned for upcoming informations...
Can't run the game nor create character nor anything. Just error after error.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 04, 2013, 05:26:05 pm
The test session ends today. Thanks for testing, reporting and your suggestions.

Website, forum, wiki and an approximate launch date for 1st session will be announced shortly.

Stay tuned!

Here.
I thought it's damn obvious that since the test session has ended, the server is DOWN until launch.


Changelog (04.08.2013)
- Added Wrench as an additional tool for repairing, less effective than Super Tool Kit and more than Tool. Will decrease max condition of an item by 6-7% and has 15% chance of perfect repair (no max condition decrease).
- Fixed a bug with dropping containers.
- Halved experience from crafting M60.
- Added an option to craft 500x 5mm AP/JHP ammo.
- Experience from using First Aid is not gained by characters with level higher than 30. Fast solution, later will be changed with something better.
- Added crafter's name in item's description.
- Changed Town Control zone in Gecko, now includes some areas outside of Reactor.
- Added M60 and 7.62mm Ammo to Big Gun traders lvl 1.
- Howitzer Shell gives 20-28x Advanced Gunpowder when dismantled.
- Few minor changes in Klamath and Den for more tactical capabilities.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 09, 2013, 01:36:58 am
Changelog (09.08.2013)
- Increased Hit Points healed by using Stimpak to 50 HP,
- Decreased Hit Points healed by using Super Stimpak to 80 HP,
- Increased Hit Points healed by using Hypo to 120 HP,
- Hypo is a rare drug, obtainable from encounter lockers, dungeon and caves,
- Reworked loot from caves: added typical and rare armors, robes of all types, various clothes, rare weapons, various drugs, Jet Antidote, Cookies, and other items,
- Removed LUCK requirement for cave items.
Title: Re: FOnline: Reloaded
Post by: warpack on August 09, 2013, 08:05:41 am
i'm sorry, but when you'll start serv? +)
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 09, 2013, 12:52:01 pm
In few weeks.
Title: Re: FOnline: Reloaded
Post by: kaincallavis on August 10, 2013, 12:01:41 am
I say this with love and I know I'm speaking for more than just myself...

Glad to see you putting so much effort into it. We are excited about it.
Now hurreh up >:O !
<3 with love.
-Kain
Title: Re: FOnline: Reloaded
Post by: davrot on August 12, 2013, 12:59:36 pm
Increase In Your Face! miss chance to 85% plox.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 12, 2013, 01:09:13 pm
50% is more than enough, especially that you don't need any equipment to do that.

Unarmed and Melee Weapons (like Super Sledge, Mega Power Fist) will get a boost, though.
Title: Re: FOnline: Reloaded
Post by: kaincallavis on August 13, 2013, 12:40:14 am
O.O is it up and running??
<3

checked, not yet :(
a few weeks is so long to wait for something heavily anticipated.
Funny, as a 30 year old man I feel like a 4 year old waiting a few more weeks for Christmas.
Remember those days, guys?
-Kain
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 13, 2013, 01:10:52 am
Changelog (12.08.2013)
- Removed HP loss from using Super Stimpaks,
- Increased Party Point cost for unarmed Mutants to 90, human mercs to 80, ghouls to 60,
- Fixed description of Fiber Plants,
- Using Jet has 50% chance of leaving Empty Jet Canister,
- Increased Jet base price to 350,
- Changed recipe for Jet to: 1x Brahmin Shit, 1x Chemical Components, 1x Empty Jet Canister,
- Changed recipe for Mentats to: 1x Bio Med Gel, 4x Chemical Components, 6x Mutated Fruit,
- Changed recipe for Buffout to: 1x Bio Med Gel, 4x Chemical Components, 8x Meat Jerky,
- ~suicide now works even at full health,
- Removed range limit for shouting,
- Improved reward for completing "Deliver Message for Elmer" quest: 3000 experience points (previously 500) and Geiger Counter,
- Improved reward for completing "Find Lucy for Hernandez" quest: 250/1200/2000 experience points (previously 100/500/1000).

Also:
Quote
- Fiber plants should appear more frequently and they should have the "always visible" property.
They were already always visible.
Title: Re: FOnline: Reloaded
Post by: davrot on August 13, 2013, 12:02:01 pm
Unarmed and Melee Weapons (like Super Sledge, Mega Power Fist) will get a boost, though.

Thanks, but I would like to peddle my agenda even further and point you to this suggestion (http://fodev.net/forum/index.php?topic=26564.0).
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 13, 2013, 09:39:09 pm
Yeah that perk looks pretty useless at the moment. Will be probably increased to 50%.

Anyway, I'd like to let you know that I'm strongly against boosting unarmed bluesuits without any weapons.
So.. some perks might be made more effective but only for those that wield a weapon like Power Fist, Ripper, MPF, Super Sledge, Combat Knife etc.
Title: Re: FOnline: Reloaded
Post by: davrot on August 13, 2013, 10:06:05 pm
Yes, that is reasonable.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 18, 2013, 10:59:45 pm
Changelog (18.08.2013):
- Encounter lockers now spawn items of all sorts: armors, weapons, ammunition, drugs, blueprints, resources and rare items. List of rare items below.
- Treasure Hunter now gives 25% more items from encounter containers (previously 15%),
- Changed amounts of stackable items spawned in encounter lockers to more reasonable values,
- Crafting Super Sledge now requires consuming a blueprint,
- Fixed car lockpicking due to changed maximum Lockpick skill value,
- Added Robes and Sand Robes to the crafting table (no profession required),
- Crafting Leather Jacket and Leather Helmet does not require profession,
- Added Oil Can as rare repair tool. Only one-use tool, it will always repair an item perfectly (without max condition loss),
- Perfect repair gives 250 experience points,
- Trisha (LA Blades) will now pay 40 caps per Junk, 50 caps per Electronic Part, 100 for Holodisk, 500 for Fuel Cell Controller,
- Fixed disarming of Anti-personnel mines,
- Added a new book: Tales of Junktown Jerky Trader. Costs 2500 caps, available @ Hub and Boneyard. Works as other books: each use increases Barter skill by 6 Skill Points. Up to 10 uses,
- Increased Hit the Gaps effect from -25% to -50% of target's armor's critical modifiers,
- Implants of various types available. Details about possible augmentations will be published later, expect a fat feature,
- Barter ground location added for safe player-to-player trading. Players cannot be injured or robbed there.

Weapon changes:
- Changed range of XL70E3 from 35 to 50 hexes for single shot and from 30 to 35 hexes for burst,
- Changed range of Assault Rifle and  from 42 to 45 hexes for single shot,
- Increased burst of XL70E3 from 8 to 12 rounds,
- Changed ammo capacity for XL70E3 from 24 to 48 rounds,
- Changed minimum damage of Rocket Launcher from 49 to 65,
- Changed damage of Bozar from 35-50 to 45-55 for single shots,
- Changed Bozar magazine capacity from 20 to 15,
- Added burst mode for Bozar,
- Increased minimum damage of Improved Flamer from 70 to 100,
- Changed DR mod of 10mm AP ammo from -25 to -35,
- Changed DR mod of .223 ammo from -20 to -30,
- Changed Mega Power Fist's weapon perk from Penetrate to Knockback and damage type from Normal to Electric.

List of rare (more or less) items possible to be found in encounter lockers:
Oil Can, Anti-personnel mine, Hypo, Howitzer Shell, Fuzzy Painting, Necklace, Stealth Boy, Solar Scorcher, Louisville Slugger, Dice, Loaded Dice, Magic 8-Ball, Mirrored Shades, Flares (various colors), Brotherhood Combat Armor & Helmet, NCR Ranger Armor, Enclave Combat Armor & Helmet, 4.7mm Caseless ammunition, H&K G11E, 2mm EC ammunition, Ball Gag, Goggles.
Title: Re: FOnline: Reloaded
Post by: kaincallavis on August 20, 2013, 12:52:12 am
Most of the update sounds good.
Can we haz updated launch date mebe?
Title: Re: FOnline: Reloaded
Post by: davrot on August 20, 2013, 11:11:25 pm
I think implementing AP drainage attacks on the (Mega) Power fist, Super Sledge and the (Super) Cattle Prod would have been better than just slapping raw damage on top of them. A ranged build has no place in close combat and opponents wielding such weapons would discourage 1-hexing.
Title: Re: FOnline: Reloaded
Post by: JoelDavidBell on August 21, 2013, 05:39:46 am
I sent you a message, davrot, about not being able to use the updater successfully, but I decided to also put my call for help here: The updater cannot connect to the server and I've followed all the directions in the first post of this thread.  Do I need the .dat files from Fallout 2, or something?  If I could get some step-by-step detailed instructions that would be great!

Edit:  I think I should have sent the message to Kilgore, not davrot, lol.
Title: Re: FOnline: Reloaded
Post by: Dionysos on August 21, 2013, 08:52:05 am
I sent you a message, davrot, about not being able to use the updater successfully, but I decided to also put my call for help here: The updater cannot connect to the server and I've followed all the directions in the first post of this thread.  Do I need the .dat files from Fallout 2, or something?  If I could get some step-by-step detailed instructions that would be great!

Edit:  I think I should have sent the message to Kilgore, not davrot, lol.

I think you do not havt use the updater at all..
Title: Re: FOnline: Reloaded
Post by: JoelDavidBell on August 21, 2013, 09:24:51 am
When I pressed Play it error'd and two pop-ups came up that said I needed two different .dat files.  I'm going to get those .dat files soon, but where do I put them?
Title: Re: FOnline: Reloaded
Post by: DocAN. on August 21, 2013, 10:40:38 am
Guys server isnt online, so be patient and wait for official info about the lunch from Kilgore.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 21, 2013, 02:40:44 pm
Yeah guys, the server is not online yet.
I'm preparing changelog right now, you can expect an actual announcement today. Please be patient :)

I think implementing AP drainage attacks on the (Mega) Power fist, Super Sledge and the (Super) Cattle Prod would have been better than just slapping raw damage on top of them. A ranged build has no place in close combat and opponents wielding such weapons would discourage 1-hexing.
I think it would be too powerful. With heavy handed, mega power fist and in your face! unarmed fighter should be quite powerful vs one-hexing, which could be difficult in such case. Also there is Super Sledge which hits targets at 2 hexes, and it has (as well as MPF) knockback.
We'll have to test it in practice, if equipped unarmed/melee is still too weak, then we can think about further changes.
Title: Re: FOnline: Reloaded
Post by: davrot on August 21, 2013, 03:16:07 pm
I think it would be too powerful. With heavy handed, mega power fist and in your face! unarmed fighter should be quite powerful vs one-hexing, which could be difficult in such case. Also there is Super Sledge which hits targets at 2 hexes, and it has (as well as MPF) knockback.
We'll have to test it in practice, if equipped unarmed/melee is still too weak, then we can think about further changes.
Heavy Handed knockdowns should be removed altogether, useless troll feature (even if it works only with the power fists), and now combined with the latest Mega Power Fist update it's too powerful (stunlocking opponents with absolutely no effort). A simple damage bonus would be enough if this trait is taken.

Implementing AP drainage would be a lot simpler and it wouldn't have negative consequences (you can still get away and not do pushups in one place). For example, a 2x burst BG build wants to 1-hex a hth opponent - 1st burst would get nullified (hopefully) by In Your Face leaving AP for 1 more burst, now if you tickle him with an AP draining weapon (for example - Super Cattle Prod causing -2 AP drainage on hit) you will force him to get away from you or his AP will drain completely while he receives damage.
Title: Re: FOnline: Reloaded
Post by: DocAN. on August 21, 2013, 03:27:35 pm
Knockback is the ability that a weapon may have to knock your target down while at the same time pushing it over the ground. This gives chances to run away from HtH troll.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 21, 2013, 11:52:23 pm
It's time to announce the official launch of FOnline: Reloaded.
First session will start on 31/08/2013

www.fonline-reloaded.net (http://www.fonline-reloaded.net)

Make sure to register on our forum and visit our IRC channel (http://chat.forestnet.org/?channels=reloaded)!
If you want to help us announce this project, you can easily spread the word by visiting our website and sharing info via facebook/twitter/etc., just use the existing buttons there.

Or use following code for your signature:
FOnline: Reloaded (http://www.fonline-reloaded.net)
Code: [Select]
[b][color=limegreen][url=http://www.fonline-reloaded.net]FOnline: Reloaded[/url][/color][/b]

Or a small banner:
(http://www.fonline-reloaded.net/reloaded_logo.png) (http://www.fonline-reloaded.net)
Code: [Select]
[url=http://www.fonline-reloaded.net][img]http://www.fonline-reloaded.net/reloaded_logo.png[/img][/url]
Title: Re: FOnline: Reloaded
Post by: ISn2 on August 22, 2013, 04:23:29 am
www.fonline-reloaded.net (http://www.fonline-reloaded.net)

www.kurshtml.edu.pl :D
Title: Re: FOnline: Reloaded
Post by: fonliner on August 22, 2013, 10:37:31 am
Very nice start, good website (tables XD) and youtube channel with nice videos. Small suggestion for videos, add descriptions by programme (not in game).
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 22, 2013, 02:23:37 pm
Well yeah the website is a bit simple but I think it contains what's necessary. If anyone wants to make a better one, great - PM me here or on project's forum.

About the videos: yeah I told the same thing.. I guess new videos will be like that, but I'm not making these videos, so whatever.
Title: Re: FOnline: Reloaded
Post by: ISn2 on August 22, 2013, 04:03:24 pm
there is nothing wrong in simplicity but the page itself is full of errors and design misconceptions, realization is quite embarrassing  8)
Title: Re: FOnline: Reloaded
Post by: dancingzombi on August 22, 2013, 06:19:53 pm
What About the tents? Are you going to use the old tent sytem or the new one?
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 22, 2013, 06:28:22 pm
Of course the new one (that with 10 tents possible, tent maps etc.)
Title: Re: FOnline: Reloaded
Post by: dancingzombi on August 22, 2013, 09:22:55 pm
Ok! thats great! ;D But will it remain forever or will it disapear if not visited?
Title: Re: FOnline: Reloaded
Post by: DocAN. on August 22, 2013, 11:57:34 pm
If im not wrong it will disappear after some time but if players will want it, the timer can be boosted.
I think it is 7 real days right now.
Title: Re: FOnline: Reloaded
Post by: JovankaB on August 23, 2013, 09:01:35 am
If im not wrong it will disappear after some time but if players will want it, the timer can be boosted.
I think it is 7 real days right now.

Dunno how it's in Reloaded, but in 2238 tent garbaging was disabled some time ago.

I don't really know why would anyone want to enable it, 2238 was running fine without it.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 23, 2013, 09:30:33 am
Yeah, tents do not disappear.
Title: Re: FOnline: Reloaded
Post by: dancingzombi on August 23, 2013, 12:51:45 pm
Yeah, tents do not disappear.

Awesome!  :D
Title: Re: FOnline: Reloaded
Post by: KILL N DIE on August 23, 2013, 02:06:37 pm
After removing bypass bursts,shouldn't be Big guns damage increased? Or how abou working fast shot like it used to be?...
Title: Re: FOnline: Reloaded
Post by: Perteks on August 23, 2013, 03:58:27 pm
After removing bypass bursts,shouldn't be Big guns damage increased? Or how abou working fast shot like it used to be?...
Bypass was most problem with Gatlings it was insta kill or near death shoot.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 23, 2013, 07:52:43 pm
After removing bypass bursts,shouldn't be Big guns damage increased? Or how abou working fast shot like it used to be?...
No, but you can craft (or buy from crafters) weapons with -AP cost or increased damage.
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 27, 2013, 11:51:38 pm
There is game client available to download now. Click here (http://forum.fonline-reloaded.net/index.php?topic=1.0)

Also, info about possible implants was added today. Click here (http://forum.fonline-reloaded.net/index.php?topic=2.msg9#msg9)

Remember that 1st session starts on 31st of August  !
Title: Re: FOnline: Reloaded
Post by: Mr Feltzer on August 28, 2013, 12:05:16 pm
Its looking good Kilgore! :D
Title: Re: FOnline: Reloaded
Post by: Kilgore on August 31, 2013, 10:20:02 pm
Hey, the server is up!

(https://i.imgur.com/MiU1aOs.png)
Title: Re: FOnline: Reloaded
Post by: DocAN. on September 01, 2013, 12:25:07 pm
Looks pretty cool, like old good days on FOnline

Sunday night fever, 400+ :

(https://i.imgur.com/PpvnOty.png)
Title: Re: FOnline: Reloaded
Post by: Pikol on September 11, 2013, 07:52:50 am
Hi there,

I am new here.
I discovered Fonline reloaded a couple days ago, and this game is awesome!

I don't really know where i have to write something that sems to be a bug, so i write it here.
I could move the answer later if this is not the appropriate place.

I just encounter a bug in the game When you have to kill the chief or the rail line gan, quest given by the a NPC in the NCR (i think its the mayor).
When i come into the zone, unless i'm playing turn-based, all the NPC comes directly to me together (in Real time) and kill me... Most of the time, the warp zone doesn't work and im locked onto the zone withouth beeing able to flee... Then i die...

I dont know if this is a known bug, but this is very annoying as i lost 3 times my equipement there...

Thanks for your attention.
Title: Re: FOnline: Reloaded
Post by: JovankaB on September 11, 2013, 08:49:05 am
But they didn't attack you the first time you came there, right?
That's how it was in 2238. If you attack the gang, they will remember you after you come back.
It's to prevent a bluesuit to just come from respawn a few times and one-hex gang members
one by one, which makes the whole quest kind of ridiculous IMO. If they attacked you the first
time you appeared in the location then either it's a bug or Reloaded feature (but I doubt it).
Title: Re: FOnline: Reloaded
Post by: Pikol on September 11, 2013, 08:59:41 am
But they didn't attack you the first time you came there, right?
That's how it was in 2238. If you attack the gang, they will remember you after you come back.
It's to prevent a bluesuit to just come from respawn a few times and one-hex gang members
one by one, which makes the whole quest kind of ridiculous IMO. If they attacked you the first
time you appeared in the location then either it's a bug or Reloaded feature (bu I doubt it).

You're right! That's exactly that! The first time they didnt attacked me, then they attack me each time.
But i guess the bug is that they attack in real mode while you didn't even choose this mode!
This is the problem.

I afford that they remenber my attack so they attack me automatically, but in real mode, 10 guys grouped : i have no chance to get back my stuff... and to finish that quest without the help of 4 or 5 people.
Title: Re: FOnline: Reloaded
Post by: JovankaB on September 11, 2013, 09:09:53 am
The combat mode in a location is decided the moment the location is created, which isn't always
obvious for players when it happens. In the case of this quest it's when you talk with the quest NPC
in NCR. That's when the quest location is created so you should have TB mode set then. Later only
admin can change combat mode in the location.

In 2238 there was a proposal to change it, so it would be decided the first time the quest location
is entered by a player, which I think would make more sense from player standpoint, but it was
a bit tricky to implement, so the idea stayed on paper.
Title: Re: FOnline: Reloaded
Post by: Pikol on September 11, 2013, 09:45:30 am
Ok so there is no way to restart this quest withouth asking to an admin i guess.
Thanks for your help.
Title: Re: FOnline: Reloaded
Post by: JovankaB on September 11, 2013, 10:17:34 am
Just go to NCR when it's crowded and ask for help with railway gang... not everyone
in the game is there to get you in every possible circumstance. In the worst case you
will lose some gear but at least you will learn who you shouldn't trust in the future ;)
Title: Re: FOnline: Reloaded
Post by: John Porno on September 11, 2013, 08:21:56 pm
ALso keep in mind that reloaded has its own forum under http://forum.fonline-reloaded.net/index.php where you would be more likely to find a quick answer for future questions. You can also check the irc channel on forestnet, #reloaded
Title: Re: FOnline: Reloaded
Post by: DocAN. on November 07, 2013, 12:59:18 pm
Hi there,

I am new here.
I discovered Fonline reloaded a couple days ago, and this game is awesome!


Make some Easy Jobs: http://www.fonline-reloaded.net/wiki/index.php?title=Quests

Make quests: http://www.fonline-reloaded.net/wiki/index.php?title=Quests

Check Survival Guides/Game Help board on forum: http://forum.fonline-reloaded.net/index.php?board=4.0

Good Luck !
Title: Re: FOnline: Reloaded
Post by: kompreSor on July 29, 2017, 10:47:37 pm
https://youtu.be/vdRzq5jce6U
Title: Re: FOnline: Reloaded
Post by: fonliner on July 30, 2017, 05:46:57 pm
https://youtu.be/vdRzq5jce6U

Ihmo, you shouldn't do that. First of all you ruin someone else works, second you act like kid who is angry for parents because they don't want to buy them new toy. If you already connected to the server, you should talk with Kilgore about it. Hiding and playing on the closed servers is same as break into someone's house and sitting there. Also uploading videos like that is bad too.

It's your fault that you got banned but ihmo this ban is deserved.  If you did something like this in my server and act like that, I would not only ban you. You're lucky that you are only banned.
Title: Re: FOnline: Reloaded
Post by: Slowhand on July 30, 2017, 06:13:20 pm
Ihmo, you shouldn't do that. First of all you ruin someone else works, second you act like kid who is angry for parents because they don't want to buy them new toy. If you already connected to the server, you should talk with Kilgore about it. Hiding and playing on the closed servers is same as break into someone's house and sitting there. Also uploading videos like that is bad too.

It's your fault that you got banned but ihmo this ban is deserved.  If you did something like this in my server and act like that, I would not only ban you. You're lucky that you are only banned.

What can you do beyond banning someone?

Starter quest rats are deadly, good to see that Reloaded team increased PVE difficulty. I hope they release soon, I'm longing for a some good PVE to play.
Title: Re: FOnline: Reloaded
Post by: Kilgore on July 31, 2017, 04:24:37 pm
I guess we should let the drama queen have her 5 minutes of internet fame.

Not the first and not the last drama queen that has been banned from reloaded, anyway.
Title: Re: FOnline: Reloaded
Post by: Wipe on August 01, 2017, 02:17:48 am
Making video for pure text is disgusting thing to do, just saying~
Title: Re: FOnline: Reloaded
Post by: Ghosthack on August 01, 2017, 04:35:36 pm
I guess we should let the drama queen have her 5 minutes of internet fame.

Not the first and not the last drama queen that has been banned from reloaded, anyway.

I feel you. That was the least fun part of running 2238. After a while you got used to it.

Good luck with Reloaded going forward :)

Making video for pure text is disgusting thing to do, just saying~

Pretty much. Guess we are both dinosaurs in this glorious new web era...
Title: Re: FOnline: Reloaded
Post by: DocAN. on September 09, 2017, 02:53:34 pm
We did some changes and we need You to hunt bugs ...

(https://s3.postimg.org/6pvcjakwz/Wipe31082017.jpg) (https://forum.fonline-reloaded.net/index.php?topic=12578.0)
Title: Re: FOnline: Reloaded
Post by: intruders on October 30, 2017, 09:23:36 pm
https://www.youtube.com/watch?v=A40xrmz8bD8
Title: Re: FOnline: Reloaded
Post by: kompreSor on October 31, 2017, 12:22:53 am
idk why docan mojuk still following this crazy mind of kilgore