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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Bartosz on January 21, 2012, 11:57:06 am

Title: Changelog 21/01/12
Post by: Bartosz on January 21, 2012, 11:57:06 am
FIXES:
- Using steal on dead animals display dropped items correctly.
- Broc flowers, xander roots and flints are pickable again.
- Fixed still script in Depot.
- Quest critters will no longer respawn (except the existing ones).
- Critters hired in encounters are no longer deleted.
- "In your face" perk should now work with burst. The bullets that would hit the original target are not processed further (will not try to hit other critters and will be discarded instead).
- Fixed requirements for building bases (see changes).

CHANGES (WIP):
- Automatic doors closing works only in towns and replication points.
- Base building requirements*:
- Changed amount of junk being picked up from one hex to 1.

* subject of changes
Title: Re: Changelog 21/01/12
Post by: Dark Angel on January 21, 2012, 12:19:27 pm
Numbers are wrong:
Outpost: 1750 x junk, 500 x wood, 15 x metal parts, 10 x electronic parts

On board for outpost is wrote junk 2000, metal parts 100, Electronic parts

Title: Re: Changelog 21/01/12
Post by: wladimiiir on January 21, 2012, 12:22:12 pm
- Critters hired in encounters are no longer deleted.

God bless you  ;D
Title: Re: Changelog 21/01/12
Post by: Bartosz on January 21, 2012, 12:26:37 pm
Numbers are wrong:
Outpost: 1750 x junk, 500 x wood, 15 x metal parts, 10 x electronic parts

On board for outpost is wrote junk 2000, metal parts 100, Electronic parts

Or some another nasty bug:)
Title: Re: Changelog 21/01/12
Post by: Aeco on January 21, 2012, 12:28:55 pm
Numbers are wrong:
Outpost: 1750 x junk, 500 x wood, 15 x metal parts, 10 x electronic parts

On board for outpost is wrote junk 2000, metal parts 100, Electronic parts

no its not! its as stated from Scypior at least for our construction site (outpost).

Thx for the work Dev's

Edit: Outpost sucessfully build, faction Terminal (was worried about that  ;D) working  :)
Title: Re: Changelog 21/01/12
Post by: Jotisz on January 21, 2012, 01:34:59 pm
Nice work there slaving and brahmins are working I was looking forward to this update. The base fix is neat too.
Title: Re: Changelog 21/01/12
Post by: Trokanis on January 21, 2012, 01:57:43 pm
Is the built bases, only for factions, or is that something new where if you have enough Mats you can build your own without paying a ton of caps?  Also is the location something you can set?
Title: Re: Changelog 21/01/12
Post by: Aeco on January 21, 2012, 02:08:42 pm
Is the built bases, only for factions, or is that something new where if you have enough Mats you can build your own without paying a ton of caps?  Also is the location something you can set?

Works like the other bases so you need at least 2 people to tag you while standing near npc, then you pay the greedy bastard 10k caps and choose faction name... new is guy is following you and you can choose location yourself
Title: Re: Changelog 21/01/12
Post by: Slaver Snipe on January 21, 2012, 02:45:03 pm
Haven't tested it but hopefully the slaves are fixed when enslaving them, and hopefully soon they will stop taking up 1000 partypoints  ;D  TY Devs for pumping out so many updates.
Title: Re: Changelog 21/01/12
Post by: Henk on January 21, 2012, 02:50:17 pm
Whats is with Weapon Handling Perk for Energy ? :< Didnt work :*(
Title: Re: Changelog 21/01/12
Post by: Josefista on January 21, 2012, 03:52:33 pm
Whats is with Weapon Handling Perk for Energy ? :< Didnt work :*(

ye, I think that was prio for many players. not for devs tho
Title: Re: Changelog 21/01/12
Post by: Nikkex on January 21, 2012, 04:10:42 pm
Re-enable music in next update please.
Title: Re: Changelog 21/01/12
Post by: Dantiko on January 21, 2012, 04:18:48 pm
 >:( Why nerfed junk?
Title: Re: Changelog 21/01/12
Post by: Schwartz on January 21, 2012, 04:25:31 pm
Nooooo, junk nerfed :(
Bye bye private outpost.
Title: Re: Changelog 21/01/12
Post by: drun-new on January 21, 2012, 04:47:13 pm
FIXES:
- Fixed still script in Depot.
But bases still invisible from all chars except baseleader  :'(
Title: Re: Changelog 21/01/12
Post by: Lexx on January 21, 2012, 04:51:20 pm
Re-enable music in next update please.

We haven't disabled it.
Title: Re: Changelog 21/01/12
Post by: Shangalar on January 21, 2012, 04:54:03 pm
Music doesnt work fine for me too. I have only music on menu screen, when I launch the game. Then it's over.
Title: Re: Changelog 21/01/12
Post by: zubrowka on January 21, 2012, 04:57:53 pm
same here.
Title: Re: Changelog 21/01/12
Post by: Nikkex on January 21, 2012, 05:14:04 pm
Yep, that's right. It DOES work, but only in menu. When you go in game it stops
Title: Re: Changelog 21/01/12
Post by: OdijSuppi on January 21, 2012, 05:17:15 pm
Yea, the ingame music does not work since Wipe.
Title: Re: Changelog 21/01/12
Post by: Mars Sultan on January 21, 2012, 06:19:34 pm
Quote
- Fixed Energy Weapons Requirement to take Weapon Handling.

Whoa, awesome!
Title: Re: Changelog 21/01/12
Post by: Jotisz on January 21, 2012, 06:58:54 pm
But bases still invisible from all chars except baseleader  :'(
Check the hideout clearance. Its possible that everyone is set to disallowed and in that case they will not see base, second thing bring them once to the base if they are allowed it should solve it.
Title: Re: Changelog 21/01/12
Post by: EnclaveSniper on January 21, 2012, 07:16:56 pm
Re-enable music in next update please.

This, please haven't heard the original music in awhile, just played fallout 3 ambiance in the backround.
Title: Re: Changelog 21/01/12
Post by: Manjius on January 21, 2012, 08:34:00 pm
YES!! YESS!! My beloved flint!!!
Title: Re: Changelog 21/01/12
Post by: Reiniat on January 21, 2012, 09:46:52 pm
i just noticed the new images for each critter in the Kills section, they are awesome.
When did you add that?
Title: Re: Changelog 21/01/12
Post by: Geras on January 22, 2012, 07:47:04 pm
i just noticed the new images for each critter in the Kills section, they are awesome.
When did you add that?

still, desert stalker is missing ;)
Title: Re: Changelog 21/01/12
Post by: Bartosz on January 22, 2012, 08:17:35 pm
still, desert stalker is missing ;)

Good stalker he is.
Title: Re: Changelog 21/01/12
Post by: mosme on January 22, 2012, 08:46:01 pm
What about gunrunners repeatable quest... when you deliver the packages to san francisco, the guy gives you 100 caps instead of 600 caps.
Title: Re: Changelog 21/01/12
Post by: Michaelh139 on January 22, 2012, 08:50:06 pm
What about gunrunners repeatable quest... when you deliver the packages to san francisco, the guy gives you 100 caps instead of 600 caps.
That was already answered...?

Lexx said he lowered them all.  But will raise them a little more next changelog, because of train ticket costs.
Title: Re: Changelog 21/01/12
Post by: Henk on January 22, 2012, 09:08:43 pm
please fix weapon handling for energy chars  :'(
Title: Re: Changelog 21/01/12
Post by: mosme on January 22, 2012, 09:40:25 pm
That was already answered...?

Lexx said he lowered them all.  But will raise them a little more next changelog, because of train ticket costs.

I just notice... thx for your quick answer.
Title: Re: Changelog 21/01/12
Post by: Reiniat on January 22, 2012, 10:50:35 pm
Good stalker he is.
RadToad is missing  :)
Title: Re: Changelog 21/01/12
Post by: avv on January 23, 2012, 01:40:02 pm
Are the nukacola machines going to be updated to work like still and brewery machine? Haven't tried making cigs yet but they should work like that aswell. The still is simply awesome, I rly hope nukacigs machines will work the same way in future.
Title: Re: Changelog 21/01/12
Post by: Bartosz on January 23, 2012, 01:47:02 pm
Are the nukacola machines going to be updated to work like still and brewery machine? Haven't tried making cigs yet but they should work like that aswell. The still is simply awesome, I rly hope nukacigs machines will work the same way in future.

Nukacola should work in the same way, unless there is some old script assigned (new machines are not the same, updated script, but entirely new, and some places can simply be not updated)...about which place specifically you're talking about?
Title: Re: Changelog 21/01/12
Post by: Kelin on January 23, 2012, 01:51:27 pm
Are the nukacola machines going to be updated to work like still and brewery machine? Haven't tried making cigs yet but they should work like that aswell. The still is simply awesome, I rly hope nukacigs machines will work the same way in future.
Making cigs is the same click fest as for example making weak healing powders, that means one by one.
Nukacola should work in the same way, unless there is some old script assigned (new machines are not the same, updated script, but entirely new, and some places can simply be not updated)...about which place specifically you're talking about?
I tried Gas station nukacola machine and I had to put one SEC and one fruit inside.
Title: Re: Changelog 21/01/12
Post by: avv on January 23, 2012, 02:14:56 pm
Nukacola should work in the same way, unless there is some old script assigned (new machines are not the same, updated script, but entirely new, and some places can simply be not updated)...about which place specifically you're talking about?

I was just 5 minutes ago in themepark and making nuka was like in last obt. Use, fruit, then sec, then click the machine. I visited gordon's too and the process was the same old slow.
Title: Re: Changelog 21/01/12
Post by: Bartosz on January 23, 2012, 02:38:31 pm
I was just 5 minutes ago in themepark and making nuka was like in last obt. Use, fruit, then sec, then click the machine. I visited gordon's too and the process was the same old slow.

Definitely bugs. Nuka cola, brewing still and rotgut still should all work in the same manner.

However, cigs crafting have not yet been reworked to work this way, should be changed some day.
Title: Re: Changelog 21/01/12
Post by: OdijSuppi on January 23, 2012, 03:49:53 pm
Can you fix this bug there you can get infinite Action Points? I think it has something to do with Nuka Cola/Nuka Cola Addiction/Chem Resistant...
I don't really know.

That is really anoying if someone kills you in 1 TB round, while shooting you 5 times in the head...
Title: Re: Changelog 21/01/12
Post by: Reconite on January 23, 2012, 06:28:07 pm
Can you fix this bug there you can get infinite Action Points? I think it has something to do with Nuka Cola/Nuka Cola Addiction/Chem Resistant...
I don't really know.

That is really anoying if someone kills you in 1 TB round, while shooting you 5 times in the head...
Actually I think that has something to do with entering an already existing turn-based battle. It happened to me when me and my friends were doing the Gun Runners mutant quest with the cave. I died and was brought back, but when we got back the guys in the cave were in a TB battle again and when I entered I had an infinite AP turn (it lasted the whole 30 seconds, no matter what I did my AP didn't get used up during this time).
Title: Re: Changelog 21/01/12
Post by: Raien on January 23, 2012, 06:40:49 pm
Actually I think that has something to do with entering an already existing turn-based battle. It happened to me when me and my friends were doing the Gun Runners mutant quest with the cave. I died and was brought back, but when we got back the guys in the cave were in a TB battle again and when I entered I had an infinite AP turn (it lasted the whole 30 seconds, no matter what I did my AP didn't get used up during this time).

Same here. Sometimes when you enter random caves while there is battle in TB somebody (player) have unlimited number of action points. This is an old bug and I thought it was fixed some time ago.
Title: Re: Changelog 21/01/12
Post by: OdijSuppi on January 23, 2012, 06:45:02 pm
Didn't know about this cave bug. But thats not what I mean.

There is some way to exploit "something" to get more AP. (don't know exactly what or how but I think it has something to do with Nuka Cola/Nuka Cola Addiction/Chem Resistant)

I heared that you can do it again and again, to receive more AP. Also I have a sreenshot from a guy who has 31AP.
Title: Re: Changelog 21/01/12
Post by: Raien on January 23, 2012, 06:55:59 pm
Also I have a sreenshot from a guy who has 31AP.

And I'm fuckin Godzilla.
Title: Re: Changelog 21/01/12
Post by: Perteks on January 23, 2012, 07:08:09 pm
Old bug veryyyy old
Title: Re: Changelog 21/01/12
Post by: Kelin on January 23, 2012, 07:09:04 pm
Yes, it is possible my char is bugged, too. However, I'm not sure how I could get so many APs.
Title: Re: Changelog 21/01/12
Post by: FrankenStone on January 23, 2012, 09:10:53 pm
Its a Very nice bug  8)

(http://www7.pic-upload.de/thumb/23.01.12/r3x3aafr2h67.jpg) (http://www.pic-upload.de/view-12731218/Screen.jpg.html)
Title: Re: Changelog 21/01/12
Post by: Reiniat on January 23, 2012, 09:33:11 pm
Last season i played only in turn based, and never saw this bug, it really exists?
anyway in RT stills that bug or feature wich makes you unable to be encountered by other players?