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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Ghosthack on January 23, 2012, 10:39:32 pm

Title: Changelog 23/01/12
Post by: Ghosthack on January 23, 2012, 10:39:32 pm
FIXES:
- Tobacco leaves should no longer trasmute into xander root when taken out of inventory.
- Fixed dialogue for Marge Le Barge in Redding, along with the Rats Quest
- Fixed dialogue for Monte in New Reno, along with the card game
- Fixed dialogue for Dr. Wong in SF, regarding rewards
- Fixed bug where having slave or brahmin caused 1000 PP to be used.
- Followers should now walk to worldmap after idling on encounter for a while, if the master is not there.
- Hopefully partially fixed bug with respawning companion, more logging added to server for verification.
- MFC recipe fixed, no long needs only 1 EP to craft 100 MFC.
- Weapon Handling, Spray and Pray and More Ranged Damage now have Energy Weapons and Throwing in requirements.
- Fast Reload now has Energy Weapons in requirements.
- All perks that ignore armours' CMs now reduce Chance CM instead of Power CM.
- Drugs exploit fixed. All present drugs (and incidentally, radiation) effects discarded for all critters in game.
- Sharpshooter perk should work now.

CHANGES (WIP):
- Faction base construction site now has car spawn points.
- Encounter guards now shout warnings to faction members too.
- High tier encounter guards warning range reduced to 4 hexes, time to escape reduced by 1 second.
- Stealing from alerted encounter guard is penalized by 50% and gives the same reputation penalty as stealing in towns.
Title: Re: Changelog 23/01/12
Post by: Deadline-007 on January 23, 2012, 10:49:13 pm
When silent death for sg bursters and weapon handling for energy will be fixed?
And about sharpshooter too.
Title: Re: Changelog 23/01/12
Post by: Zogra on January 23, 2012, 10:50:17 pm
ty

- Followers should now walk to worldmap after idling on encounter for a while, if the master is not there.

meaning?
Title: Re: Changelog 23/01/12
Post by: rikimaru on January 23, 2012, 10:52:18 pm
quests are just as important in this game we will shoot them  yeeee
Title: Re: Changelog 23/01/12
Post by: Dr. Parchir on January 23, 2012, 10:53:28 pm
YEY! companions respawn fixed?! time to check this! go my scouts find my new companions to execute them!
Title: Re: Changelog 23/01/12
Post by: Reaver on January 23, 2012, 11:05:09 pm
You guys need to stop whining and complaining about the change log deal with it.
Title: Re: Changelog 23/01/12
Post by: Geras on January 23, 2012, 11:27:31 pm
Nice update!

Still, I'm looking forward to seeing the fixed hitboxes ;)
Title: Re: Changelog 23/01/12
Post by: T-888 on January 23, 2012, 11:27:45 pm
- Weapon Handling, Spray and Pray and More Ranged Damage now have Energy Weapons and Throwing in requirements.
- Fast Reload now has Energy Weapons in requirements.
- All perks that ignore armours' CMs now reduce Chance CM instead of Power CM.
- Sharpshooter perk should work now.

- Encounter guards now shout warnings to faction members too.
- High tier encounter guards warning range reduced to 4 hexes, time to escape reduced by 1 second.
- Stealing from alerted encounter guard is penalized by 50% and gives the same reputation penalty as stealing in towns.

(http://img205.imageshack.us/img205/7339/fuckyearegandalfsshoess.png) (http://imageshack.us/photo/my-images/205/fuckyearegandalfsshoess.png/)

Now these are fixes we need , still waiting TC fixes like a child when candy starts to fall from sky. :)
Title: Re: Changelog 23/01/12
Post by: Michaelh139 on January 23, 2012, 11:28:53 pm
This log is fucking ownage for me and my kind.  Us mastermind leaders.

(http://img.photobucket.com/albums/v188/ralahinn1/stewieapproves.jpg)
Title: Re: Changelog 23/01/12
Post by: Skycast on January 23, 2012, 11:37:06 pm
FIXES:
- Tobacco leaves should no longer trasmute into xander root when taken out of inventory.
Heh, all tabacco transmute into xander, even in lockers *)
Title: Re: Changelog 23/01/12
Post by: Bartosz on January 23, 2012, 11:40:43 pm
Heh, all tabacco transmute into xander, even in lockers *)

The tobacco that have been gathered before update, should still be bugged. Check fresh one.
Title: Re: Changelog 23/01/12
Post by: OdijSuppi on January 23, 2012, 11:42:15 pm
Nice Fixes, keep up the good work!
Title: Re: Changelog 23/01/12
Post by: Kelin on January 23, 2012, 11:50:17 pm
- Sharpshooter perk should work now.
For me it doesn't work, can see only 50 hexes (PE 10 + SS).
Title: Re: Changelog 23/01/12
Post by: Hovinko on January 23, 2012, 11:55:07 pm
Stealing from BOS still possible. Harder but possible and very profitable.
Run - Steal 1 item - Run away tactic.
Title: Re: Changelog 23/01/12
Post by: SEGA_RUS on January 24, 2012, 12:04:51 am
For me it doesn't work, can see only 50 hexes (PE 10 + SS).
only for you ;)
Title: Re: Changelog 23/01/12
Post by: T-888 on January 24, 2012, 12:16:20 am
For me it doesn't work, can see only 50 hexes (PE 10 + SS).

Really ? Works for me , check again.
Title: Re: Changelog 23/01/12
Post by: Crazy on January 24, 2012, 12:50:03 am
Stealing from BOS still possible. Harder but possible and very profitable.
Run - Steal 1 item - Run away tactic.
Well if it's enough dangerous/slow, no prob I guess.
Title: Re: Changelog 23/01/12
Post by: Sarakin on January 24, 2012, 12:55:35 am
Its just 2 times slower, but still profitable and reputation drop seems to be bugged
Title: Re: Changelog 23/01/12
Post by: Kelin on January 24, 2012, 01:03:01 am
Really ? Works for me , check again.
Yes, really. Triplechecked it and now when I have PE 9 + SS still I can see only 50 hexes. I guess all of you who don't have this problem run FOnlineGL.exe (which I can't).
Title: Re: Changelog 23/01/12
Post by: Eclair on January 24, 2012, 01:15:24 am
Sharpshooter didn't add view distance >50.
FonlineGL.
Title: Re: Changelog 23/01/12
Post by: Crazy on January 24, 2012, 02:00:58 am
Works for me on FOnline.exe on my rocket (7PE+sharp). Maybe bugged above 50?
Title: Re: Changelog 23/01/12
Post by: Eclair on January 24, 2012, 02:15:49 am
Bugged above 50.
Title: Re: Changelog 23/01/12
Post by: pti4ka on January 24, 2012, 05:34:50 am
Looks like that some bugged but anyway nice fix !
Title: Re: Changelog 23/01/12
Post by: Zaakon on January 24, 2012, 02:45:20 pm
hello, please there is also some update about brotherhood? They behave to me like i am not member (halt!) and shoot me when i try to steal. Maybe there was some reset cause i lost jet addict.. now i have karma with brotherhood - 1500 please help! (and i had + 1300) :'(
Title: Re: Changelog 23/01/12
Post by: Izual on January 24, 2012, 02:57:49 pm
hello, please there is also some update about brotherhood? They behave to me like i am not member (halt!) and shoot me when i try to steal. Maybe there was some reset cause i lost jet addict.. now i have karma with brotherhood - 1500 please help! (and i had + 1300) :'(
Did you even read the changelog?
Title: Re: Changelog 23/01/12
Post by: Zaakon on January 24, 2012, 03:01:56 pm
ah sry... didnt see faction members too. So this ultra low karma is ok? When i attack one guard ok, it should be punished- but - 3000 poits is i think little bit too much. Or is not? (hub decrease -300 for attacking)
Title: Re: Changelog 23/01/12
Post by: pti4ka on January 24, 2012, 03:36:30 pm
Nice karma fix. There will be no billions of SS which been just stolen from BOS for example
Title: Re: Changelog 23/01/12
Post by: Swiatowid on January 24, 2012, 04:02:08 pm
Like alweys u guys need to scraew best parts of game....
Title: Re: Changelog 23/01/12
Post by: X_Treme on January 24, 2012, 04:55:24 pm
guys where are three card monte, in reno? i cant remember
Title: Re: Changelog 23/01/12
Post by: Dark Angel on January 24, 2012, 06:01:27 pm
- Stealing from alerted encounter guard is penalized by 50% and gives the same reputation penalty as stealing in towns.


YOU DESTROY THE GAME
Title: Re: Changelog 23/01/12
Post by: avv on January 24, 2012, 06:34:03 pm
- Stealing from alerted encounter guard is penalized by 50% and gives the same reputation penalty as stealing in towns.


YOU DESTROY THE GAME

Are you serious? Because if you are:
Title: Re: Changelog 23/01/12
Post by: Michaelh139 on January 24, 2012, 10:32:14 pm
Doesn't matter, there's already millions of anything you could've stolen from them already anyways.

Quit crying, you should be glad they haven't deleted every superstimpak and 5mm AP in the game.  (and they should imo, 99.9% would have come from stealed BoS encounters and no way anyone has crafted either ;) )
Title: Re: Changelog 23/01/12
Post by: Gatling on January 25, 2012, 01:01:03 am
guys where are three card monte, in reno? i cant remember
At grid going from Center street to the Main, above and to the right of it a bit.  Interesting little ba-.. fellow.
Title: Re: Changelog 23/01/12
Post by: Nyarla on January 26, 2012, 12:34:58 pm
Kinda good changes. but may i remind you that stills in hub and bank interests are still bugged? ah, and the lockers in falcon?
Title: Re: Changelog 23/01/12
Post by: Stration on January 26, 2012, 01:52:16 pm
They behave to me like i am not member (halt!) and shoot me when i try to steal.

They shoot you when you try to steal? Outrageous! How could they! *facepalm*

bank interests are still bugged
To cut the long story short, when you see a bank, run away. There will never be a working fix.
http://fodev.net/forum/index.php?topic=20399
Title: Re: Changelog 23/01/12
Post by: Hovinko on January 26, 2012, 03:09:43 pm
No reputation change after unsuccessful stealing from BOS for me. !
Title: Re: Changelog 23/01/12
Post by: avv on January 27, 2012, 12:52:15 pm
Quote
- All perks that ignore armours' CMs now reduce Chance CM instead of Power CM.

So what does right between the eyes perk do exactly now? Didn't it previously reduce crit chance and mod by 25%? So if this change takes place, is it simply nerfed even worse or did it receive a buff in process?
Title: Re: Changelog 23/01/12
Post by: Lizard on January 27, 2012, 08:29:11 pm
Could we count on bank interest fix in the next updates, please?

Edit: you also fixed Grinding Grounds in Redding with adding more undead rats, transforming it to true deathtrap. Applause, devs.
Title: Re: Changelog 23/01/12
Post by: KruskDaMangled on January 27, 2012, 09:51:58 pm
Kinda good changes. but may i remind you that stills in hub and bank interests are still bugged? ah, and the lockers in falcon?

You are familiar with the new method of making rotgut in stills? Because it's not the same as it formerly was. You put mats in the still, and use Science on it.

Title: Re: Changelog 23/01/12
Post by: Nyarla on January 30, 2012, 04:47:42 pm
You are familiar with the new method of making rotgut in stills? Because it's not the same as it formerly was. You put mats in the still, and use Science on it.

no, i didn't know that. tried today and worked lıke you saıd. thanx for the info.
Title: Re: Changelog 23/01/12
Post by: avv on February 01, 2012, 11:08:08 am
Just curious if sharpshooter will remain as such that it will not raise sight range over 50?
Title: Re: Changelog 23/01/12
Post by: pti4ka on February 01, 2012, 11:59:43 am
Just curious if sharpshooter will remain as such that it will not raise sight range over 50?

Yes Sharpshooter still bugged...
People expiering characters and then without any reason sharpshooter doesn't work on 50+ range.

About balance: Snipers are not the strongest class on this session. So exchange perk requirements after is not logic.
(Anyway it's possible to fix hit-bonys-chance or something like that but not the basic paremeter)

btw. I hope this is just a bug and will be fixed in next updates because there is no reason to nerf this perk after 3 weeks by so strange way...
Title: Re: Changelog 23/01/12
Post by: avv on February 01, 2012, 12:22:45 pm
Yes Sharpshooter still bugged...
People expiering characters and then without any reason sharpshooter doesn't work on 50+ range.

About balance: Snipers are not the strongest class on this session. So exchange perk requirements after is not logic.
(Anyway it's possible to fix hit-bonys-chance or something like that but not the basic paremeter)

btw. I hope this is just a bug and will be fixed in next updates because there is no reason to nerf this perk after 3 weeks by so strange way...

I do beleave we are all affected by our ingame choices when it comes to opinions about sharpshooter. Those who have levelled chars with pe 9 + cigs and sharpshooter obviously wish it to work. Those who haven't and made builds with pe 7 + sharpshooter wish it to not to get changed anymore.

In my opinion 50 max sight offers more options in buildmaking now that sharpshooter isn't a must perk anymore. But wouldn't mind getting 56 sight either. Only the info what will happen to the perk is important.
Title: Re: Changelog 23/01/12
Post by: pti4ka on February 01, 2012, 12:47:02 pm
Sharpshooter role in game is another part of question. And anyway most snipers will took this perk but with 7 PE for example...

About builds...hmm... I know many people that had 50hex, 53hex and 56hex snipers with correctly working sharpshooter on previous sessions. So there are many different builds too...

But agreed: Change old correctly working perk after 3 weeks of server starting is not good.

Btw. As I know there was no posts from GMs about it? So lats hope that it will be fixed soon...
Title: Re: Changelog 23/01/12
Post by: falloutdude on February 02, 2012, 04:57:07 pm
sense this worked last time i said it lets try it again.
when is next update? i really want no prof limit  :P
Title: Re: Changelog 23/01/12
Post by: Frenchy on February 03, 2012, 11:23:29 pm
When is the next wipe ?
Title: Re: Changelog 23/01/12
Post by: merlin on February 05, 2012, 10:54:19 pm
When is the next wipe ?

Tell us when you have all the blueprints and the best base. That is when the next wipe will be.
Title: Re: Changelog 23/01/12
Post by: Fenrir on February 05, 2012, 11:20:46 pm
Tell us when you have all the blueprints and the best base. That is when the next wipe will be.

That's if your lucky. ;)