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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Atom on January 13, 2012, 11:16:58 am

Title: Changelog 13/01/2012
Post by: Atom on January 13, 2012, 11:16:58 am
FIXES:
- Fixed dialogue for Boyce in Junktown.
- Changed respawn timers of critters in a few quest locations.
- Throwing grenades on hex initiates the combat timeout and reduces the number of grenades.
- NCR's spawn killing train should be gone for real now.
- High Traps skill now makes traps more visible instead of less visible.
- Fixed requirements for the Treasure Hunter support perk.
- Maybe TB.
- Minor fixes.

FEATURES:
- Buyable mining location features a normal workbench.

CHANGES (WIP):
- (forgotten in postwipe changelog) Bank interest rates are now tied to bank's actual wealth. Changed the flow of money between the banks and the global pool.
Title: Re: Changelog 13/01/2012
Post by: Dr. Parchir on January 13, 2012, 11:22:22 am
so companion respawn still bugged ?  :-[
Title: Re: Changelog 13/01/2012
Post by: runboy93 on January 13, 2012, 11:24:22 am
Does critter respawn work with scorpion quest at Junktown?
If I'm started quest and killed all scorpions can I still finish it?
Title: Re: Changelog 13/01/2012
Post by: Nexxos on January 13, 2012, 11:29:40 am
Does critter respawn work with scorpion quest at Junktown?
If I'm started quest and killed all scorpions can I still finish it?


Should work, as stated. It is a quest location anyways.
Title: Re: Changelog 13/01/2012
Post by: ErnestGaskin on January 13, 2012, 11:34:12 am
not sure if its by this update, but desert stalker seem to be big as half of the map.
Title: Re: Changelog 13/01/2012
Post by: Jotisz on January 13, 2012, 11:40:00 am
Radscorpions at cave won't respawn probably cause the quest was about to kill them and bring their eggs to Junktown sadly. And Finally TB is back!
Title: Re: Changelog 13/01/2012
Post by: runboy93 on January 13, 2012, 11:41:27 am
Radscorpions at cave won't respawn probably cause the quest was about to kill them and bring their eggs to Junktown sadly.
Damn.. Hmm

Edit: Btw anyone got TB working?
Title: Re: Changelog 13/01/2012
Post by: rikimaru on January 13, 2012, 11:47:31 am
Good work thx TB is working
Title: Re: Changelog 13/01/2012
Post by: Lexx on January 13, 2012, 11:51:20 am

Should work, as stated. It is a quest location anyways.

In fact, it should not. The respawn timer is set to -1 now, this means they never disappear until the location gets deleted. If the scorps are gone already, the quest is hanging in the air. But as there are more than 5 items to be found in the cave, it might be possible that other players trade the remaining ones- shouldn't be hard to get the 5 eggs together.
Title: Re: Changelog 13/01/2012
Post by: Jotisz on January 13, 2012, 12:00:09 pm
Thats sounds cool.
Title: Re: Changelog 13/01/2012
Post by: JovankaB on January 13, 2012, 12:00:40 pm
Thank you for bringing back TB and fixing throwing exploit.
Devs you are the best! :-*
Title: Re: Changelog 13/01/2012
Post by: Izual on January 13, 2012, 12:03:52 pm
Throwing epxloit not fully fixed:
Quote
- No sound is played when there's the explosion.
- It doesn't work with Heave-Ho perks: range is capped at 15 even if you can throw things 21 hex away.
Title: Re: Changelog 13/01/2012
Post by: Tomas on January 13, 2012, 01:23:39 pm
There is something like Brotherhood Initiate Patrol ! :D and Brotherhood Patrol Guards use assault rifle and they have SS in pockets!  ;D
Title: Re: Changelog 13/01/2012
Post by: Solar on January 13, 2012, 01:29:49 pm
Yes, I'm terrible at putting things to go in the changelog :p

Next update there should be a similar update for Mutants and Enclave too :) Maybe some work on the different Raider encounters too depending on how long til it will be.
Title: Re: Changelog 13/01/2012
Post by: kartowka on January 13, 2012, 01:36:34 pm
Will be weapon handling fixed in next update?
Title: Re: Changelog 13/01/2012
Post by: drun-new on January 13, 2012, 02:53:35 pm
and waht about bug with construction yard??
Title: Re: Changelog 13/01/2012
Post by: LagMaster on January 13, 2012, 03:29:08 pm
why you readded TB?

aslo the rad scorps wtill disapear instantly
Title: Re: Changelog 13/01/2012
Post by: avv on January 13, 2012, 04:57:32 pm
Crafting multiple gunpowders is great change. Features that ease up tedious grind are extremely welcome.
Title: Re: Changelog 13/01/2012
Post by: HertogJan on January 13, 2012, 06:11:09 pm
In fact, it should not. The respawn timer is set to -1 now, this means they never disappear until the location gets deleted. If the scorps are gone already, the quest is hanging in the air. But as there are more than 5 items to be found in the cave, it might be possible that other players trade the remaining ones- shouldn't be hard to get the 5 eggs together.

I just started the quest and corpses disappear almost immediately.
Title: Re: Changelog 13/01/2012
Post by: Eraus on January 13, 2012, 06:12:46 pm
Bravo for ability to craft instantly in 10 minerals and metals...less pain and less risk for having carpal tunnel syndrome :D
Title: Re: Changelog 13/01/2012
Post by: Solar on January 13, 2012, 06:30:16 pm
You can thank johnny for being more annoying bugging me to do it than the task itself was to complete ;)
Title: Re: Changelog 13/01/2012
Post by: -Griswold- on January 13, 2012, 07:15:54 pm
great update indeed. And thx for bringing back TB.

However.. why did u change Small Energy Cells from   2 Alloys or 6 Electronics     to      2 High Q. Alloys and 6 Electronics ?

Since High Q. are alot more difficult to get as a lowbie Energy dude...  :o
Title: Re: Changelog 13/01/2012
Post by: Crazy on January 13, 2012, 07:21:34 pm
Since High Q. are alot more difficult to get as a lowbie Energy dude...  :o
Farm SF!
Title: Re: Changelog 13/01/2012
Post by: Lexx on January 13, 2012, 07:41:34 pm
I just started the quest and corpses disappear almost immediately.

Ok, I just found out that the quest script was overwriting it. With next update, it doesn't happen anymore.
Title: Re: Changelog 13/01/2012
Post by: Lizard on January 13, 2012, 07:44:36 pm

- Buyable mining location features a normal workbench.

I choked on awesomeness of this.
Title: Re: Changelog 13/01/2012
Post by: Solar on January 13, 2012, 08:05:03 pm
great update indeed. And thx for bringing back TB.

However.. why did u change Small Energy Cells from   2 Alloys or 6 Electronics     to      2 High Q. Alloys and 6 Electronics ?

Since High Q. are alot more difficult to get as a lowbie Energy dude...  :o

Hm? Has this actually happened?
Title: Re: Changelog 13/01/2012
Post by: GroeneAppel on January 13, 2012, 08:10:16 pm
great update indeed. And thx for bringing back TB.

However.. why did u change Small Energy Cells from   2 Alloys or 6 Electronics     to      2 High Q. Alloys and 6 Electronics ?

Since High Q. are alot more difficult to get as a lowbie Energy dude...  :o

I'm sure that that is a bug. I mean. isn't MFC like easier to make than that?
Anyway is the weapon handling bug going to be fixed next update?
Also is there any chance that broken computers will have more electronic parts? or atleast regen them faster? 5 parts per computer isnt exactly allot.
Title: Re: Changelog 13/01/2012
Post by: Solar on January 13, 2012, 08:23:27 pm
It looks like someone tried to fix the "or" to be "and" and accidentally made them Alloy2. Put them back to normal Alloy now - wait for update.
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 13, 2012, 09:08:42 pm
I'd be grateful for fixing stills too (and upgrading them to be able to make rotgut in less bothersome way)

After construction sites will be fix that is  8)
Title: Re: Changelog 13/01/2012
Post by: avv on January 13, 2012, 09:11:38 pm
So how do those banks exactly work?
Title: Re: Changelog 13/01/2012
Post by: Tomowolf on January 13, 2012, 09:18:38 pm
or just leave player adding like 8 fruits at max, and 4 wood - then he can make that faster, (or just fill with his max fruits and max wood he got). Anyway would be not that annoying clicking all day (imagine I've made 1800 flamer fuel).
Title: Re: Changelog 13/01/2012
Post by: codave on January 13, 2012, 09:34:32 pm
or just leave player adding like 8 fruits at max, and 4 wood - then he can make that faster, (or just fill with his max fruits and max wood he got). Anyway would be not that annoying clicking all day (imagine I've made 1800 flamer fuel).

It is terrible lol, I hate making Rot Gut, always have.
Title: Re: Changelog 13/01/2012
Post by: Bartosz on January 13, 2012, 09:42:32 pm
It is terrible lol, I hate making Rot Gut, always have.

Isn't it possible to insert n times required amounts to obtain n times the result?
Title: Re: Changelog 13/01/2012
Post by: Tomowolf on January 13, 2012, 09:54:46 pm
Isn't it possible to insert n times required amounts to obtain n times the result?
Nope it isnt, btw did you even test or added that feature ? :D
Title: Re: Changelog 13/01/2012
Post by: yoz on January 14, 2012, 12:10:18 am
By the way, is heavy handed supposed to give you 100% knock downs?

For some builds that means that if an unarmed char gets close to the opponent, the opponent is as good as dead since he cannot even get up.
Title: Re: Changelog 13/01/2012
Post by: T-888 on January 14, 2012, 12:43:00 am
By the way, is heavy handed supposed to give you 100% knock downs?

For some builds that means that if an unarmed char gets close to the opponent, the opponent is as good as dead since he cannot even get up.

Yes , same concerns.
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 14, 2012, 12:58:35 am
Isn't it possible to insert n times required amounts to obtain n times the result?

Whoah! Scypioor's RIGHT!

You add X wood, 2X fruit and use science on still AND it starts working!
Title: Re: Changelog 13/01/2012
Post by: yoz on January 14, 2012, 02:21:16 am
Also, TB works, but you have to wait a full turn if a player exits the encounter without using up all his AP again.
Title: Re: Changelog 13/01/2012
Post by: Bartosz on January 14, 2012, 09:50:23 am
Nope it isnt, btw did you even test or added that feature ? :D

Maybe you were using still that had wrong script assigned? If so, report where it's located.
Title: Re: Changelog 13/01/2012
Post by: LagMaster on January 14, 2012, 10:29:07 am
so last 2 wipes there was FOffline
last wipe was FEmptyline
now it's FBugline

anyway, your ideeas are superb, hope you can smash all the bugs
Title: Re: Changelog 13/01/2012
Post by: Lexx on January 14, 2012, 10:38:44 am
I don't recall the other wipes to be less buggy. After all, we pretty much changed critical gameplay mechanics with every wipe, which then always produced various kind of bugs that got fixed later on.
Title: Re: Changelog 13/01/2012
Post by: Solar on January 14, 2012, 10:51:54 am
We also have the advantage of almost all of us being around and active at the same time for this wipe ;)
Title: Re: Changelog 13/01/2012
Post by: Tomowolf on January 14, 2012, 12:49:36 pm
We also have the advantage of almost all of us being around and active at the same time for this wipe ;)
Finally got up from grave/winter sleep  ;D.
Title: Re: Changelog 13/01/2012
Post by: avv on January 14, 2012, 04:54:47 pm
Devs you have accidentally made a good feature from the armor drop of npcs. You see the max det is random, which means it's always exciting to see if you got a rare near full maxcondition suit. It brings variety to farming.

However it's not fun that when killing an npc from one burst, his armor is automatically broken.

EDIT: I mean the armor always breaks if the npc dies from burst. Even if it takes 1 dmg from burst, it breaks.
Title: Re: Changelog 13/01/2012
Post by: Biogitanus on January 14, 2012, 06:40:19 pm
where are the dead metal guards from mutated rats  :-\
Title: Re: Changelog 13/01/2012
Post by: Solar on January 14, 2012, 09:17:32 pm
Gone
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 14, 2012, 09:29:12 pm
You're telling me that you took away even that crappy pieces of metal (armor) that was giving mediocre protection value, went into "broken" state after meeting with 6+ manti/rats/other crap and gave almost nothing for dismantling it?

YOU ARE CRUEL! (;P)


PS. seriously finding armor there was just a small bonus... don't nerf anything you can just because you can ...sheesh!
Title: Re: Changelog 13/01/2012
Post by: Solar on January 14, 2012, 10:38:40 pm
That's about the size of it.

It was a small bonus once or twice. Just gathering up hundreds of free armours that were lying around on the floor wasn't small.

Its not too much to make people kill what's inside the armour before getting it, really :P
Title: Re: Changelog 13/01/2012
Post by: Reiniat on January 14, 2012, 11:14:02 pm
so last 2 wipes there was FOffline
last wipe was FEmptyline
now it's FBugline
Worst joke ever
Its not too much to make people kill what's inside the armour before getting it, really :P
lol people FARMS armour, wich means that they just wait to get x vs x encounter and then took stuff from the remains, its even easier than kill mutated molerats.
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 15, 2012, 12:11:21 am
That's about the size of it.

It was a small bonus once or twice. Just gathering up hundreds of free armours that were lying around on the floor wasn't small.

Its not too much to make people kill what's inside the armour before getting it, really :P

Those armor were practically non usable for protection purpose... Moreover their yield from dismantling was nothing compared to going to a mine to gather resources. Those armors were just a small bonus
Title: Re: Changelog 13/01/2012
Post by: Solar on January 15, 2012, 01:30:30 am
Crafting then is controlled.

vs Encounters are still a problem, yes. One problem existing doesn't stop an easy fix for another.
Title: Re: Changelog 13/01/2012
Post by: Sarakin on January 15, 2012, 04:00:21 am
Quote from: Wallace
If youre saying that those armors were useless, why are you so upset about them being removed ? :)
Title: Re: Changelog 13/01/2012
Post by: zubrowka on January 15, 2012, 10:49:17 am
they brought variety, I believe.
Title: Re: Changelog 13/01/2012
Post by: T-888 on January 16, 2012, 12:09:32 am
Those armor were practically non usable for protection purpose... Moreover their yield from dismantling was nothing compared to going to a mine to gather resources. Those armors were just a small bonus

Since those armors on ground are gone i might as well tell , don't see any harm. At the very beginning at the start when resource times where still budged and some things like minerals where close to impossible to get , we used those infinitive metal armors for dismantling and got very much alloys from them that way crafting brand new flamethrowers what where hard to come by at the moment otherwise. While everyone else was whining that it's not possible to get anything , we were grinding up levels.

Indeed a small bonus. Always one step ahead. :)
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 16, 2012, 12:16:01 am
As zobrowka said; those armors added variety - minor protection on the way back to your tent after finding a few/ some minor amount of mats after dismantling or a spare parts for crafted metal armors

None of these functions were too good to be removed, yet they have been victimized by almighty senseless nerf for no good reason
Title: Re: Changelog 13/01/2012
Post by: T-888 on January 16, 2012, 12:25:05 am
As zobrowka said; those armors added variety - minor protection on the way back to your tent after finding a few/ some minor amount of mats after dismantling or a spare parts for crafted metal armors

None of these functions were too good to be removed, yet they have been victimized by almighty senseless nerf for no good reason

Minor amount of mats , way back to the tent ? Minor ? What ...

It become a mindless walk around square , get encounter , loot metal armor -> rinse and repeat grind up to an infinitive amount of repairing material for brand new metal armors.
Title: Re: Changelog 13/01/2012
Post by: JovankaB on January 16, 2012, 12:33:26 am
While everyone else was whining that it's not possible to get anything , we were grinding up levels.

Congratulations, you found a way to farm a huge amount of armors/materials, used for your advantage
and probably didn't even bother to report it. And now bragging about it, like it was some achievement -.-
Maybe you should get some potato medal "betatester of month" or something.
Title: Re: Changelog 13/01/2012
Post by: T-888 on January 16, 2012, 12:55:53 am
Congratulations, you found a way to farm a huge amount of armors/materials, used for your advantage
and probably didn't even bother to report it. And now bragging about it, like it was some achievement -.-
Maybe you should get some potato medal "betatester of month" or something.

I just pointed it out what impact these kind features can have , some says variety , i say hard abuse that has big impact on gameplay. Even more the point is if something can be abused , it's only a matter of time till it will get abused by someone and fixed in the middle time it's .... profit ? Don't be some but hurt hero okay ? No one , nobody is an angel here , especially an ex-game master.
Title: Re: Changelog 13/01/2012
Post by: falloutdude on January 16, 2012, 02:25:11 am
nice change log. when can we expect the new one with fix's and changes?
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 16, 2012, 03:51:19 pm
BTW those weren't hundreads of armors... it was like 15-20 per hour of playing... grind those nad you get few metal parts, few brahmin hides, and few other shi... materials but nothing fancy that'd ruin economy or something

I could gather each kind of material in a larger quantity if i'd focused on that

But variety is a good thing even if it's not giving a big bonus (yet the bonus was taken away for no good reason)
Title: Re: Changelog 13/01/2012
Post by: Nyarla on January 18, 2012, 09:39:09 pm
maybe we won't see so many bluesuits in towns thanx to the armor drop. today a player was giving away "beyond repair" leather jackets to the bluesuits in Hub. they cant sell them (well, 1 caps for each) and it doesn't bring any real protection, and players could wear them without fearing to lose it. this doesn't harm the gameplay. besides, seeing players in broken leather jackets even if it is as protective as a nylon bag is better than seeing bluesuits all over the towns.
Title: Re: Changelog 13/01/2012
Post by: KruskDaMangled on January 18, 2012, 10:23:15 pm
maybe we won't see so many bluesuits in towns thanx to the armor drop. today a player was giving away "beyond repair" leather jackets to the bluesuits in Hub. they cant sell them (well, 1 caps for each) and it doesn't bring any real protection, and players could wear them without fearing to lose it. this doesn't harm the gameplay. besides, seeing players in broken leather jackets even if it is as protective as a nylon bag is better than seeing bluesuits all over the towns.

Additionally, you can get amusing bluffing from busted ass armor.
You can't actually tell that someone has armor with the integrity of candy floss just by awareness.

Of course, the Devs might want to change that, because you would think if you could tell what something was just by looking at it, you could tell that it was falling apart at the seams.

Another issue I see is that broken up metal armor might be used for town control. (That is, unless it doesn't work if it's totally/mostly busted). It just seems to kind of defeat the purpose if you can use people who are basically blue suits who only LOOK like well armored people to TC.

Considering both issues, not only would you be TC'ing with lame, busted armor, but people you were fighting would not be able to tell who "really" counted as being able to contest the town, and who was just some schmuck in tin foil.
Title: Re: Changelog 13/01/2012
Post by: Wallace on January 18, 2012, 10:57:10 pm
Lol! It'd be viable pre-wipe

Now you expect other players to be met wering nothing but rags