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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Lexx on March 28, 2010, 07:34:44 pm

Title: Changelog 28/03/2010
Post by: Lexx on March 28, 2010, 07:34:44 pm
FIXES:
- Added the option to ask the conductor about the next train target, if the train is in the station already.
- Bugged items with zero weight, shouldn't appear in TC reward container anymore.
- Distress beacons no longer visible for people without proper radio channel set.
- Crafting:
   * Prices of drugs and meds fixed.
   * Explosive rockets fixed.
   * Deleted workbench demand for some recipes.

CHANGES (WIP):
- The Broken Hills mine now features high quality ore and minerals too.
- More tweaks for the NCR workshop.
- Price of militia NPCs are now 1500 caps.
- Added item "weak healing powder" for easy crafting.
- The effects of healing powder, stimpaks and super stims changed:
   * Weak Healing Powder heals 20hp, -1PE
   * Healing Powder heals 20hp, no negative effect
   * Stimpak heals 40hp
   * Super Stimpak heals 100hp
Title: Re: Changelog 28/03/2010
Post by: Tyler on March 28, 2010, 07:39:13 pm
Thanks for the boost to stims.I was just about to ask for some stronger ones in the absence of FA duiring battle.
Title: Re: Changelog 28/03/2010
Post by: Attero on March 28, 2010, 07:42:08 pm
it should be tweaked ...
old SS 75 while noraml stim ~15?
so super stim was about 5 times stronger ... i dont know the mats for new super stim but i guess if norma is 40 super should be 120 at least ..
Title: Re: Changelog 28/03/2010
Post by: Lexx on March 28, 2010, 07:43:16 pm
Stimpak was 20 and super stimpak was 75. Healing powder was 18 with -1PE.
Title: Re: Changelog 28/03/2010
Post by: bikkebakke on March 28, 2010, 07:46:19 pm
sweet, finally my rockets will be worth crafting :D.. I think >.> gonna check
Title: Re: Changelog 28/03/2010
Post by: Candy on March 28, 2010, 07:46:44 pm
what exactly did you fix about explosive rockets? it still give 60 xp and 58 minutes cooldown
Title: Re: Changelog 28/03/2010
Post by: virus341 on March 28, 2010, 07:47:16 pm
FIXES:
   * Deleted workbench demand for some recipes.

I cant log in just right now, but im so curious, was the requrement for workbech removed from Primitive Tools recipe?
Thanks.
Title: Re: Changelog 28/03/2010
Post by: Karpov on March 28, 2010, 07:49:21 pm
Yes, the primitive tool does not requier workbench. Also it will be useful to make ropes. Good for the stimpacks  :)
Title: Re: Changelog 28/03/2010
Post by: Lacan on March 28, 2010, 07:52:24 pm
try to run the updater once, people who have problems.



EDIT : no change on rocket xp, still 60 by the way.
Title: Re: Changelog 28/03/2010
Post by: Attero on March 28, 2010, 07:53:02 pm
Stimpak was 20 and super stimpak was 75. Healing powder was 18 with -1PE.
no f way stimpak was healing me for 12 mostly no way it was 20...even if so then SS should be 150 now (lol)

actually i would worry about FA now even more - it all makes FA obsolate now ..... hmm partially is good coz you will be able to keep combat camability between chars with fa/dc and repair/science much closer .... on second tough its quite nice

now we would only need some doctor bag - made with lv 3 doc and allows you to cure injury when used
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 08:09:09 pm
try to run the updater once, people who have problems.



EDIT : no change on rocket xp, still 60 by the way.

It should be 60 xp for 1 rocket, it was 60xp for 10 rockets before.
Title: Re: Changelog 28/03/2010
Post by: Raspen on March 28, 2010, 08:10:08 pm
Found a bug....  Seems to let me craft the new weak healing powder using only xander root.  (I'm missing broc flower but it still crafts and gives me 8 xp)

Edit: Nevermind, I see that it says "OR" in there....  I thought it was "and"
Title: Re: Changelog 28/03/2010
Post by: Limuzin on March 28, 2010, 08:11:18 pm
rockets is fixed? rly? wich way?
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 08:11:59 pm
should be xander OR broc for weak
but xander AND broc for normal
Title: Re: Changelog 28/03/2010
Post by: Farreloth on March 28, 2010, 08:19:34 pm
what exactly did you fix about explosive rockets? it still give 60 xp and 58 minutes cooldown

+1, it seems that it hasn't changed at all...
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 08:29:28 pm
seems dispite being sure I changed it and checking it ... it remained at 10 :(

will be fixed in a min
Title: Re: Changelog 28/03/2010
Post by: blahblah on March 28, 2010, 08:33:45 pm
So it should be 58 minutes per 1 rocket?
Title: Re: Changelog 28/03/2010
Post by: Lacan on March 28, 2010, 08:52:18 pm
sry if my post was unclear : you still get 60xp for 10 explosive rockets.
Title: Re: Changelog 28/03/2010
Post by: Quentin Lang on March 28, 2010, 09:00:03 pm
No man, you dont. You get 60 xp for 1 rocket. You craft 1 rocket per fix. Awesome, isnt it?
Title: Re: Changelog 28/03/2010
Post by: Candy on March 28, 2010, 09:09:27 pm
hahaha, i am sorry but now i can craft 1 rocket and get 60 xp and 55 cd instead of 10. This is funny lol
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 09:16:39 pm
The countdown is 55 mins? Should be just over 6 mins for a rocket
Title: Re: Changelog 28/03/2010
Post by: Farreloth on March 28, 2010, 09:37:34 pm
It is 6 mins for one rocket, and it gives you 60 exp for one... I found out by "fixing" Explosive Rockets and getting only one piece.
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 09:40:53 pm
Then you can craft $3000 worth and 600xp per hour. They're fine.
Title: Re: Changelog 28/03/2010
Post by: Quentin Lang on March 28, 2010, 09:48:24 pm
Then you can craft $3000 worth and 600xp per hour. They're fine.
they're worthless.
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 28, 2010, 09:53:36 pm
Where are my decreased cooldown times for healing powders?

You said there would be decreased cooldown times.

5 minutes for an item worth 80 caps and 15 exp is terrible.
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 09:55:59 pm
Timeouts are calculated from the price. So $80/3000*60 = 1.6 minutes. If the price has changed but the countdown is wrong then theres something seriously wrong.

That needs rechecking, because it should be fine.
Title: Re: Changelog 28/03/2010
Post by: Attero on March 28, 2010, 10:06:29 pm
both weak and normal healing powder are 5 min CD
Title: Re: Changelog 28/03/2010
Post by: Solar on March 28, 2010, 11:10:18 pm
both weak and normal healing powder are 5 min CD

Heh, different prices and using a different timeout script, should be a pickle to unravel ... great  :(
Title: Re: Changelog 28/03/2010
Post by: Ganado on March 28, 2010, 11:18:39 pm
Okay so in a pre-wipe Update, devs made weapons deteriorate 2 times slower. It seems the deterioration rate has reverted back to normal since the wipe. (The update was this one: http://fodev.net/forum/index.php?topic=860.0)

My question is that: Is the 2x slower deterioration rate going to come back, or did you decide to get rid of it purposely?
Title: Re: Changelog 28/03/2010
Post by: Lexx on March 28, 2010, 11:21:39 pm
As far as I know, nothing in that category has been touched.

Keep in mind, the lower your weapon skill, the faster the weapons break.
Title: Re: Changelog 28/03/2010
Post by: JustGreat on March 29, 2010, 12:33:15 am
Heh, different prices and using a different timeout script, should be a pickle to unravel ... great  :(

I feel as though the minimum CD is 5min, I am getting the same 5min CD for Primitive Tool, Lesser Healing Powder and Brass Knuckles. According to your calculations the Brass Knuckles should have a 0.8min CD.
Title: Re: Changelog 28/03/2010
Post by: Atom on March 29, 2010, 12:35:38 am
My question is that: Is the 2x slower deterioration rate going to come back, or did you decide to get rid of it purposely?

It's not coming back, because it never went away. A "/2" in the code is still there.
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 12:36:14 am
Heh, different prices and using a different timeout script, should be a pickle to unravel ... great  :(

It's definitely five minutes, but I haven't gotten around to checking the other drug cooldowns. However, the cooldowns for other things are working just fine from what my gang says. (They are however complaining about now only making 1 rocket at a time, for the same material. :P)

Edit: Is there any way you could at least put the price back up on healing powders until you get the timeouts fixed? :/ They were my only source of income.
Title: Re: Changelog 28/03/2010
Post by: Avoral on March 29, 2010, 01:39:35 am
"* Prices of drugs and meds fixed."


Dear devs, i would like to say that new economy is awsome! Jet for 100 caps! Buffout for 300! psycho for 700! Yeeeeeeee!


Kick doctor profesion more!

Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 01:50:03 am
Yay another doctor is here complaining with me.

Yes, doctor is getting the shit end of the stick. I think even with the lowered exp for every other class, doctor was still having the hardest time, because they can't combat as well as a weapon crafter, or even an armor crafter.
Title: Re: Changelog 28/03/2010
Post by: Solar on March 29, 2010, 02:00:56 am
I feel as though the minimum CD is 5min, I am getting the same 5min CD for Primitive Tool, Lesser Healing Powder and Brass Knuckles. According to your calculations the Brass Knuckles should have a 0.8min CD.

Yes, this seems to be it, should be fixed soon enough.

Drugs are cheap enough to be used frequently, you'll still be able to craft the same amount of $/hour and you should have an increased customer base, whilst also being able to use some of your stuff without bankrupting yourself.
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 02:05:56 am
Solar, with the decreased cost everybody will just buy them straight from NPC's, and you sell them for less after all the hard work of making them.

Anyways, have bio goops and empty hypo prices been lowered even? I didn't manage to get any before being PK'ed in New Reno so I wasn't able to check.
Title: Re: Changelog 28/03/2010
Post by: Solar on March 29, 2010, 02:09:03 am
Bio med has gone to $25, hypos were always $10 werent they?

If you sell your drugs to NPC doctors you should be making money at the same rate as every other profession doing the same. Not quite sure how that screws doctors over :/
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 02:13:26 am
Hypos were apparently 40 caps a pop according to the wiki. Which seemed way too high. I never bought them because of that, just used the occasional one or two I found in caves.
Title: Re: Changelog 28/03/2010
Post by: Avoral on March 29, 2010, 02:25:22 am
Bio med has gone to $25, hypos were always $10 werent they?

If you sell your drugs to NPC doctors you should be making money at the same rate as every other profession doing the same. Not quite sure how that screws doctors over :/

Crafting always was a hard job, and now [if reciptes are the same as they were] drug crafting isn't cost-effective. Now, as a Doctor i dont have anything worthy for sell [imo].

Cost get lower by 290 caps on each psycho, profit gone down by 1900 caps. So where is the business?
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 02:33:20 am
Yeah, I'm a bit pissed about it too. The only item a doctor can craft unless you spread your skills out thin, at doctor[1] is healing powder. Before, 160 caps, now 80 with the same cooldown, half the profit. Then, buffout was a great thing to sell, at 600 caps for 2 fruit 5 jerky. Now it's 10 jerky and chems that I have no idea where you get them, at 275 caps? At least mentats are 400... But I don't know what the new requirements are.

So yes, doctor is very bad for making caps now. Tier 3 crafts selling for less than 9mm ball ammo. Goddamn.
Title: Re: Changelog 28/03/2010
Post by: Avoral on March 29, 2010, 02:38:37 am
Yeah, I'm a bit pissed about it too. The only item a doctor can craft unless you spread your skills out thin, at doctor[1] is healing powder. Before, 160 caps, now 80 with the same cooldown, half the profit. Then, buffout was a great thing to sell, at 600 caps for 2 fruit 5 jerky. Now it's 10 jerky and chems that I have no idea where you get them, at 275 caps? At least mentats are 400... But I don't know what the new requirements are.

So yes, doctor is very bad for making caps now. Tier 3 crafts selling for less than 9mm ball ammo. Goddamn.


It will not be long when FO land will meet with new kind of war, but i guess someone isnt afraid of those pvp build full of drugs power. Mayby this is how this period [era?] will look? We will wait and we will see... I just dont like new doc style.
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 02:40:54 am
Melee builds pumped full of psycho and jet. Imagine it. 60% DR before armor, 18 AP, 3AP per attack, 225 HP each.

There will be an army of them.
Title: Re: Changelog 28/03/2010
Post by: Onion on March 29, 2010, 02:44:43 am
And what about stims? With changing FA skill I think there would be rush for those. What do you need to make stimpack?
Title: Re: Changelog 28/03/2010
Post by: Vanessa on March 29, 2010, 02:50:13 am
Xander root, broc flower, empty hypo, medical gel.

Hypos are rare, gel is purchase only. According to the updated prices, it costs 35 caps just to make one hypo. You're better off just finding them on raiders anyways.
Title: Re: Changelog 28/03/2010
Post by: Ganado on March 29, 2010, 03:22:04 am
It's not coming back, because it never went away. A "/2" in the code is still there.

Okay I am sorry, it just seemed that it was decreasing rapidly. Now I know that it is only because of my 90% skill.
Title: Re: Changelog 28/03/2010
Post by: amerikano on March 29, 2010, 07:04:33 pm
FIXES:
- Added the option to ask the conductor about the next train target, if the train is in the station already.
- Bugged items with zero weight, shouldn't appear in TC reward container anymore.
- Distress beacons no longer visible for people without proper radio channel set.
- Crafting:
   * Prices of drugs and meds fixed.
   * Explosive rockets fixed.
   * Deleted workbench demand for some recipes.

Why now I make one explosive rocket?? This is some kind of joke ?? Its unproporcional for other ammo like smal energy cells #100, shels #50 and only one rocket !!!!!!! Its not fair. And why use a rocket luncher when you must 6h make ammo for 2min fight !!!!!!! Please change it to #8 or #6, or eaven #5 BUT NOT ONLY ONE !!!