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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: AHS-9 on May 29, 2010, 08:58:24 am
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Changes been introduced gradually, without changelogs after each update - because of testing/waiting for results, so this is the summary:
FIXES:
- Eliminated crashes, hangs, most memory leaks and the lag.
- Restored the intended postwipe fov, full mechanics of sneaking is the following:
* Walls are impossible to see through.
* Base fov range is 20 + 3*PE, and +6 with Sharpshooter perk.
* For non-sneaking opponents, opponent's distance is just compared with base fov range.
* Sneaking opponent's Sneak is modified by angle by substracting 0, 25, 50 or 75 points, depending on the look direction (back, back-side, front-side, front), reduced by 25 for wearing leather armor (any kind) or 50 for wearing any heavier armor (sneaking in powered armor is not possible). Also, 1 point is subtracted for every 1000 points of inventory weight, rounded down.
* Fov range (for the purpose of current check) is reduced based on opponent's direction by 50%, 40%, 20% or 0 (for back, back-side, front-side, front respectively).
* Reduced fov range is then reduced (numerically) by opponent's modified Sneak divided by 6 (rounded down), and this is compared with opponent's distance.
* Given numbers are subject to change.
- Fixed few bugs that recently showed up (faction terminals, client crashes), and several more usual ones.
- Members of npc factions won't get reputation penalties for hurting themselves.
- Bonus: rollback times (if any) won't exceed 5 minutes.
- Fixed guards steal check.
- Missing items on encounter critters.
FEATURES:
- Pushing other players (and, for now, NPCs) available by drop-down menu. Alt+click pushing is still available (works only on "blockers" recognized by former guard antiblock, and can push people blocking player from being pushed - works like chain reacion).
- Fixed and improved ~timeouts command (see also wiki article (http://fo2238.fodev.net/wiki/Timeouts)).
- Added (for now only mouseover) onscreen Awareness information. Available to all players with Awareness, can be disabled/enabled by ~awareness console command, enabled by default.
- Added barter filters. Selecting a filter will show only items of the respective type in either player's or opponent's inventory, selecting none (default) shows all items. Filters consists of armors, weapons, ammo, drugs and the rest. Caps are always displayed. Note for modders: this is configurable by ini keys, there will be a note about it.
CHANGES (WIP):
- First aid formula:
* One in twenty attempts is either a critical success, or a critical failure.
* Whether it's a success or not is determined by a Random(0,11) roll vs. healer's Luck.
* Critical success heals number of hit points equal to skill level (with bonuses).
* Critical failure causes weakening and heals Random(1,skill/10) hit points.
* Non-critical application heals Random(2*skill/5,skill) hit points.
- Began reworking of npc levelling, zones difficulty and exp formula. Changes will be gradually introduced in subsequent updates.
- Cost per militia changed to 500 caps.
- Traders update their inventories 3 times slower (somewhere between 3 and 6 real hours).
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New dynamic awareness is shown on wiki (with pictures !) :
http://www.fo2238.fodev.net/wiki/Awareness
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I don't see it anywhere in changelog but it seems that dual-login is already not-possible on one computer.
Well done Devs! 8)
PS
Fast-relog is still possible and easy like older :-\
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Great job boys, keep up the good work !
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The Sneak skill is not working at all actually, made tests with my 330 sneak char, the formulas are not applied.
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Very good Changelog .. i like the new awareness! Dont miss it ! :)
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"- Added barter filters."
Well that will be nice but on the other hand... rest in peace Mr. Barter Skill
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"- Added barter filters."
Well that will be nice but on the other hand... rest in peace Mr. Barter Skill
And what that mean?
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He probably means now that bartering is alot faster thanks to the filtres one doesnt need to raise the barter skill anymore. ;)
Maybe add more and more such filtres the higher the barter skill is?
Anyway, great update. :)
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He probably means now that bartering is alot faster thanks to the filtres one doesnt need to raise the barter skill anymore. ;)
Maybe add more and more such filtres the higher the barter skill is?
Anyway, great update. :)
Is filter requires some barter skill % to work? Because it's don't working at me and anyone I asked at NCR.
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Is filter requires some barter skill % to work? Because it's don't working at me and anyone I asked at NCR.
Nope, maybe something failed during client update?
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Nope, maybe something failed during client update?
Client update was fine, everything DLed, no problems or something, I'll try to update my other client on other HD (there's very old one) and check there.
Then I'll try to clear cache, etc.
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nice update :>
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Updated other client and now it's working, but don't working at 1st... so yes... something with update.
Btw, someone said this is fixed (description with Samira), but... no, this is not ;p
http://img571.imageshack.us/img571/7423/screen29052010144944.jpg
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just to be clear, if I'm standing in front of a 10 pe char wearing BA with 300 sneak, i get -75,-50 and -36 (facing, armour, weight) so he can see me at 25 hex with 300 sneak?
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AWESOME IMPROVEMENTS.
Nothing else to say.
Awareness is just awesome as it is right now. A MUST.
And that filter for shopping is really nice.
Fantastic work guys!
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Just wanted to say that i fully approve the changes to FA.
Min heal increasing with skill, crit heals, awesome :D
Now only TB FA should be reintroduced via that turn-based cooldown system...
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Updated other client and now it's working, but don't working at 1st... so yes... something with update.
If you use custom files in client/data/art/ folder, it overwrites the content of the dat files. This could be the reason, why you don't see the changes. Delete or rename your /art/ folder.
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If you use custom files in client/data/art/ folder, it overwrites the content of the dat files. This could be the reason, why you don't see the changes. Delete or rename your /art/ folder.
Nope never used custom stuff.
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Nope never used custom stuff.
Try clearing cache.
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For the record, updater didn't load faction 08 at my first attempt, i had to run it again to get it.
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boo at making merchants take longer to refresh inventories, stop punishing new players. I put up a suggestion about the reworking of the dispersement of capsin the suggestion section. i suggest you guys take a look.
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Is outdoorsman changed? Or probably encounters reworked, so it considers as new for my character, because I getting too much XP from outdoorsman like 1st level character.
Usually I got 5 XP or 50 XP, now I getting 105 XP almost all the time, sometimes 40 XP.
*120% outdoorsman, 21st level.
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Yeah, the Outdoorsman got a stealth nerf.. now I guess you would need around 200% to avoid most encounters..
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Yeah, the Outdoorsman got a stealth nerf.. now I guess you would need around 200% to avoid most encounters..
Don't see much difference, my 120% outdoorsman with me since... can't remember, but very long time, and on 14th-16th level it was ideal, may be 1 of 15-20 encounters were unavoidable. At 21st level I got like 6 of 10 encounters usually unavoidable, sometimes can have 8-15 in a row and looks like outdoorsman don't works at all, because 1st level character without outdoorsman tagged avoiding more encounters tham my 21st with 120% outdoorsman. Now... the same as before ;p
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No, I think there were some changes still.. Or the skill calculation changes drastically at lvl15/18. I've also had 120% Outdoorsman for a while and since around lvl 6 and it had been working like a charm before the patch (i.e. 80-90% avoidable encounters).
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Yeah, the Outdoorsman got a stealth nerf.. now I guess you would need around 200% to avoid most encounters..
With 175% on both chars I can't see the difference now and before.
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i got 140% outdoors and i see a HUUGE difference, now im forced into all manner of retarded encoutners. i mean honestly i think someone would be able to avoid rats and scorps, these encounters are completely pointless for me.
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With 175% on both chars I can't see the difference now and before.
175% was overkill before the patch.. with around 120% you'd avoid 80-90% of the encounters. Now 175% must be the new 120% ;)
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Zone difficult has been adjusted here and there, nothing more. Outdoor is like before.
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If I understood well that means if I encounter something on hard zone to avoid it I need higher outdoorsman than on low difficult zone?
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Very good Changelog .. i like the new awareness! Dont miss it ! :)
The new awareness update is soooo awesome, I love it! GREAT UPDATE DEVS!! THANKS
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I'm glad you finally fixed fov and all that, and I like the new FA additions.
I have a question about the merchant re-stocking: How long was it before update and how much longer is it now?
Edit: Also, I still remember Solar saying that Junk should be two-minutes cooldown, and then Solar said that it should be a one-minute cooldown. So, what is the correct cooldown it should be? 3, 2, or 1 minute?
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Thanks for the item sorting feature!
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I'm glad you finally fixed fov and all that, and I like the new FA additions.
I have a question about the merchant re-stocking: How long was it before update and how much longer is it now?
Edit: Also, I still remember Solar saying that Junk should be two-minutes cooldown, and then Solar said that it should be a one-minute cooldown. So, what is the correct cooldown it should be? 3, 2, or 1 minute?
Probably 2 mins for 2, judging by that :P
I'll check when I get home.
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Probably 2 mins for 2, judging by that :P
I'll check when I get home.
Now you getting 21-22 min for 7 junks, so it's 3 per 1, probably not exact 3 minutes, but not more than 4 and not less than 3.