fodev.net

Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Ghosthack on October 01, 2010, 10:18:34 pm

Title: Changelog 01/10/2010
Post by: Ghosthack on October 01, 2010, 10:18:34 pm
FIXES:
- Successful lockpick of a car will remove its lock.
- Drugs fixes.
- Typos.
- Building a tent no longer removes any cars on maps (they are moved to the new tent map).
- There's now music on faction base maps.
- Ambient sounds added to a lot of maps where it was missing.
   - Necropolis
   - Glow
   - Hinkley
   - Ghostfarm
- Fixed encounter groups that had unusable weapons equipped.

FEATURES:
- A child near Hub's brahmin pen gives hints for food.
- Some of the encountered Farmers and Homesteaders can be persuaded by factions' leaders to settle in their outpost, and provide their services as gatherers.
- Mick at Maltese Falcon might have some job for an interested wastelander.
- A woman at Junktown's workbench collects certain recyclable items.
- There are items spawning occasionally on a fifth level of the Glow.
- Npcs in towns can accidentally cripple themselves, and require a doctor attention. There's a small reputation boost for both forms of healing.

CHANGES (WIP):
- Brahmin speed decreased (this include followers). Also, most encountered brahmin packs won't act as a group when attacked.
- Timeouts for worldmap encounters removed.
- Mauser damage increased to 8-13
- Desert Eagle damage increased to 12-18
- Magnum Revolver damage increased to 13-19
- Shotgun damage increased to 19-27
- Sawed off Shotgun damage increased to 19-27, shots take 1 less AP
- Laser Pistol damage increased to 20-35
- Magneto Pistol damage increased to 20-35
- Plasma Rifle range decreased back to 24 Hexes
- Knife damage increased to 7-12
- Combat Knife damage increased to 12-19
- Sledgehammer damage increased to 8-16
- Crowbar damage increased to 10-18
- Spear damage increased to 8-12
- Sharpened Spear damage increased to 12-20
- Club damage increased to 8-23
- Switchblade damage increased to 8-15
- Brass Knuckles damage increased to 5-12
- Spiked Knuckles damage increased to 8-20
- Throwing Knife damage increased to 18-40
- Militia disabled in Modoc and Klamath.
- Militia max starts at 8 after taking town, then grows one each hour until 20.
- Caps reward is different for each town (grows for every hour in control like before). Caps reward is resetted when someone else takes town.
   - Modoc: 300 caps/hour
   - Klamath: 450 caps/hour
   - Gecko: 500 caps/hour
   - Den: 750 caps/hour
   - Redding 850 caps/hour
   - Broken Hills: 1000 caps/hour
Title: Re: Changelog 01/10/2010
Post by: Nexxos on October 01, 2010, 10:25:53 pm
Really interesting changelog. Lots of good, new features. I like this.
Title: Re: Changelog 01/10/2010
Post by: Ganado on October 01, 2010, 10:28:08 pm
Nice new features.

Quote
- There are items spawning occasionally on a fifth level of the Glow.
It looks like it will make scavenging in the Glow become reality, and it will give Radaway/X a use. Of course, I hope they are worth-while items, not any low-tier stuff. It should be very worth-while to have to go all the way to Glow.
Quote
Some of the encountered Farmers and Homesteaders can be persuaded by factions' leaders to settle in their outpost, and provide their services as gatherers.
That sounds promising. I can't wait to try it :)
Quote
- Timeouts for worldmap encounters removed.
Yay!

I still don't see the point of boosting all weapon types. Seems like it just makes combat shorter.

Edit: I'm not getting any music on my faction base map.
Title: Re: Changelog 01/10/2010
Post by: LagMaster on October 01, 2010, 10:32:23 pm
nice update,now we can kill San Fran caravans in a row!!!
Title: Re: Changelog 01/10/2010
Post by: Surf on October 01, 2010, 10:32:31 pm
Quote
- There's now music on faction base maps.
- Ambient sounds added to a lot of maps where it was missing.
   - Necropolis
   - Glow
   - Hinkley
   - Ghostfarm

Finally something for audio geeks like me. :P

Really good changes. Can't wait to see what our Writers have made for new quests. :)

Can't say I like the weapon buffs (instead of buffing armors a bit) but heh.
Title: Re: Changelog 01/10/2010
Post by: Sarakin on October 01, 2010, 10:34:59 pm
Hinkley still broken :/
Title: Re: Changelog 01/10/2010
Post by: Hayabusa on October 01, 2010, 10:37:45 pm
Quote
- Throwing Knife damage increased to 18-40


ahahaha damage almost as laser rifle
Title: Re: Changelog 01/10/2010
Post by: kraskish on October 01, 2010, 10:42:44 pm
Throwing Knife damage increased to 18-40

I lol'd. Making knife thrower right away.

Thank you devs, I think this is one of the best balancing updates, most importantly melee weapons, so they have more dmg than a bare fist...and of course mauser though I see no difference betw laser pistol and magneto laser pistol?
Title: Re: Changelog 01/10/2010
Post by: LagMaster on October 01, 2010, 10:45:24 pm
I lol'd. Making knife thrower right away.

Thank you devs, I think this is one of the best balancing updates, most importantly melee weapons, so they have more dmg than a bare fist...and of course mauser though I see no difference betw laser pistol and magneto laser pistol?
M-L pistol has higher range
Title: Re: Changelog 01/10/2010
Post by: kraskish on October 01, 2010, 10:51:13 pm
Quote
- A woman at Junktown's workbench collects certain recyclable items.

Cant find her. is there high charisma needed? I have CH3 and still no woman to talk to
Title: Re: Changelog 01/10/2010
Post by: Surf on October 01, 2010, 10:55:07 pm
It needs some fixin', she's not there yet
Title: Re: Changelog 01/10/2010
Post by: RavenousRat on October 01, 2010, 10:59:11 pm
Why increasing damage of all weapons, while it would be better to decrease damage of all weapons except melee/unarmed, so fights will be longer, and also instakills.. really sucks, I got instakilled and had instakills on others too often, even more often than before wipe, I thinking about Finesse trait isn't that bad, who cares about damage anyway, it's insta or not insta, so Finesse is just x2 More crit on the 1st level... or atleast remove insta on heads shots, or make AC or wearing armor affect it somehow, so there will be a reason to wear armor, because now it protects only against BGers.
Title: Re: Changelog 01/10/2010
Post by: Linnea on October 01, 2010, 11:06:06 pm
so there will be a reason to wear armor, because now it protects only against BGers.

Not entirely true since BGers are also critters now, so crits for everyone!
Title: Re: Changelog 01/10/2010
Post by: RavenousRat on October 01, 2010, 11:10:29 pm
Not entirely true since BGers are also critters now, so crits for everyone!
They can't do aimed shots, but only with bozar, so no insta kill for them, critical burst is ok, armor can protect from this somehow atleast...
Title: Re: Changelog 01/10/2010
Post by: Surf on October 01, 2010, 11:25:46 pm
Quote
- There are items spawning occasionally on a fifth level of the Glow.

We just tested it. Made it to the last level, but found some nice "surprise" there. :P
Title: Re: Changelog 01/10/2010
Post by: killer1001 on October 01, 2010, 11:29:18 pm
what do u mean by nice???
Title: Re: Changelog 01/10/2010
Post by: Nexxos on October 01, 2010, 11:29:51 pm
Hinkley still broken :/

<~Ghosthack> Hinkley is enabled again
Title: Re: Changelog 01/10/2010
Post by: Surf on October 01, 2010, 11:30:29 pm
Quote
what do u mean by nice???

You'll find it out by yourselfs. ;)
Title: Re: Changelog 01/10/2010
Post by: Ganado on October 01, 2010, 11:40:03 pm
I'm just glad it sounds like something actually good.  :)

Edit: Testing out the Glow right now, should be interesting.
Title: Re: Changelog 01/10/2010
Post by: Surf on October 01, 2010, 11:49:54 pm
I'm just glad it sounds like something actually good.  :)

Don't say I didn't warn  (http://www.abload.de/img/glowdhe2.png)ya. :P
But I won't spoil anymore. We were the first !11 :D
Title: Re: Changelog 01/10/2010
Post by: Hayabusa on October 01, 2010, 11:51:44 pm
tell us what was there solar ;]
Title: Re: Changelog 01/10/2010
Post by: Ganado on October 02, 2010, 12:11:10 am
tell us what was there solar ;]

Robots. Lots of robots. I only got to the third floor  ::)
On my way, I saw a few "ropes", a 10mm pistol, a radio (probably from another player), a combat knife, probably better stuff will be on the fourth floor, and fifth.

Also, the server seems to be lagging a bit since the update.
This stuff was all from the unfortunate souls of dead players. ;)
And yes, Robots are there too. But thats nothing new.
I actually had never checked out the Glow in 2238.

Edit again: Robots bursting me for 217 HP. I'll never figure out what is on the fifth floor... It better be at least a Gauss pistol (jk)
Title: Re: Changelog 01/10/2010
Post by: Surf on October 02, 2010, 12:15:00 am
Robots. Lots of robots. I only got to the third floor  ::)
On my way, I saw a few "ropes", a 10mm pistol, a radio (probably from another player), a combat knife, probably better stuff will be on the fourth floor, and fifth.

This stuff was all from the unfortunate souls of dead players. ;)
And yes, Robots are there too. But thats nothing new.
Title: Re: Changelog 01/10/2010
Post by: lukario on October 02, 2010, 02:24:27 am
New quests! <3<3<3!!!111

:P

EDIT:
don't know why i can't submit a new post, that's why I'm editing this.

i think that this update gave us another chance to finish miniquests in the hub or junktown, i mean for giving a shovel in hub and 2rad tails in junktown, cause I was getting a dialogue option while talking to Dan and Mark npc's. Well, 600xp more us :).
Title: Re: Changelog 01/10/2010
Post by: Cultist on October 02, 2010, 03:59:53 am
Thank you so much for the knife boost, I haven't had a reason to use them since like 3-4 wipes ago when it was a 1/5 instakill chance.
Title: Re: Changelog 01/10/2010
Post by: Ox-Skull on October 02, 2010, 04:02:12 am
Is JT and Hub visable to anyone cuz i cant see them.

Is it linked to the updates?

Ox
Title: Re: Changelog 01/10/2010
Post by: Ganado on October 02, 2010, 04:06:44 am
Is JT and Hub visable to anyone cuz i cant see them.
Is it linked to the updates?
Yes, some maps were "regenerated". It's still there, you just have to get within a tile of it to see it again.
Title: Re: Changelog 01/10/2010
Post by: Bulldog on October 02, 2010, 05:43:07 pm
Finally, godly update that makes another build worth playing (the knifes section) Thanks devs, this is a large step towards variety.
Title: Re: Changelog 01/10/2010
Post by: avv on October 02, 2010, 06:01:30 pm
Brahmins around hub still appear to be using the group attack strategy.
Title: Re: Changelog 01/10/2010
Post by: OskaRus on October 02, 2010, 06:17:47 pm
Brahmins around hub still appear to be using the group attack strategy.

around modoc it is the same
Title: Re: Changelog 01/10/2010
Post by: Berko on October 02, 2010, 06:47:55 pm
Nice update (again?)!
Glad to hear some music here and here instead of silence.
Happy to see too that many weapon are no more paper weapon.
And thanks for these new dialog/quest.

:)
Title: Re: Changelog 01/10/2010
Post by: farnak on October 02, 2010, 09:09:08 pm
How to persuade Homesteaders?
Title: Re: Changelog 01/10/2010
Post by: DrapiChrust on October 02, 2010, 09:35:31 pm
Slowly, slowly, but in the good direction ;]

...
soooo... since there is more and more to do, are you guys planning to make leveling slower? At least a bit?
Title: Re: Changelog 01/10/2010
Post by: Jay on October 02, 2010, 10:00:39 pm
Did they change the critical hits?
Title: Re: Changelog 01/10/2010
Post by: Schwartz on October 02, 2010, 10:01:52 pm
"- Throwing Knife damage increased to 18-40"

What the ****?
Now its better than frag granade..
Title: Re: Changelog 01/10/2010
Post by: Ganado on October 02, 2010, 10:09:14 pm
"- Throwing Knife damage increased to 18-40"

What the ****?
Now its better than frag grenade..

No one has ever really even used a aimed-shot knife throwing build yet, so I don't see the problem. Now we might actually see a throwing-knife build in some PvP. And besides, frag grenades can affect multiple targets at once, so it just depends on your build.
Title: Re: Changelog 01/10/2010
Post by: Surf on October 02, 2010, 10:31:46 pm
I actually know 3 people who used throwing knifes characters very often.
Title: Re: Changelog 01/10/2010
Post by: runboy93 on October 02, 2010, 11:00:55 pm
You done great job about those weapon upgrades.
Thanks for that :D
Title: Re: Changelog 01/10/2010
Post by: Floodnik on October 02, 2010, 11:33:11 pm
Too bad you need 1 metal part and 1 wood to make just one throwing knife -.-
Title: Re: Changelog 01/10/2010
Post by: Ganado on October 02, 2010, 11:34:31 pm
Too bad you need 1 metal part and 1 wood to make just one throwing knife -.-

Oh yeah, that too. Another reason why it isn't overpowered, even with the boost.
Title: Re: Changelog 01/10/2010
Post by: Trokanis on October 02, 2010, 11:41:07 pm
Well seems pretty good.  I have to say I'm not thrilled about another way for cars to be taken away successfully by those gangs with ubers running around stealing and lockpicking things.
Title: Re: Changelog 01/10/2010
Post by: Cultist on October 03, 2010, 01:03:49 am
Oh yeah, that too. Another reason why it isn't overpowered, even with the boost.

They should have just made it like 10 metal for 10 knives. Throwing knives are usually flat pieces of metal a wooden handle would unbalance it.
Title: Re: Changelog 01/10/2010
Post by: Trokanis on October 03, 2010, 04:59:34 am
Anyone figure out yet which Homesteaders and Farmers are the ones you might be able to talk into going to your base?  And what CH you might need if it's more than 3?
Title: Re: Changelog 01/10/2010
Post by: Ox-Skull on October 03, 2010, 05:16:12 am
Anyone figure out yet which Homesteaders and Farmers are the ones you might be able to talk into going to your base?  And what CH you might need if it's more than 3?

I too hav the same question, i encountered some homesteaders around redding, but they only had trade dialouge.
I friend said he was told by one of them to repay a debt? is this the right path.

Ox

Title: Re: Changelog 01/10/2010
Post by: maszrum on October 03, 2010, 08:50:01 am
good udpate! really!

but you devs forget about something - map is really big for 200 players , chance of meeting the other group is really very small. you supposed to increase chances of meeting the other player + encouter should be open for 30 minutes like on tla !
Title: Re: Changelog 01/10/2010
Post by: Ghosthack on October 03, 2010, 09:51:59 am
good udpate! really!

but you devs forget about something - map is really big for 200 players , chance of meeting the other group is really very small. you supposed to increase chances of meeting the other player + encouter should be open for 30 minutes like on tla !

It's open for 10 minutes.
Title: Re: Changelog 01/10/2010
Post by: maszrum on October 03, 2010, 09:53:57 am
yep i know, but should be open for much longer, like 30minutes
Title: Re: Changelog 01/10/2010
Post by: Trokanis on October 03, 2010, 09:54:50 am
good udpate! really!

but you devs forget about something - map is really big for 200 players , chance of meeting the other group is really very small. you supposed to increase chances of meeting the other player + encouter should be open for 30 minutes like on tla !

And we already know how much of a pain it would be for the bigger window it would lead to a hell of a lot more farming of low lvl people just starting out.  I think the 10 min is fine.  And the world map is great because well it is a Wasteland and supposed to be kinda low on life forms.
Title: Re: Changelog 01/10/2010
Post by: Ox-Skull on October 03, 2010, 12:23:42 pm
I think some people would love some info on getting homesteaders to "live" at a leaders base?

ox
Title: Re: Changelog 01/10/2010
Post by: farnak on October 03, 2010, 12:40:49 pm
Anybody tried to pursuade them with caps in inventory?
Title: Re: Changelog 01/10/2010
Post by: Cha on October 03, 2010, 01:05:35 pm
Nice update, good job devs.

encouter should be open for 30 minutes like on tla !

Well, i can afirm you, that you can random enter in encounters afters 10mn. Many times, while it was too late to send distress call with radio, random people entered the location.
Title: Re: Changelog 01/10/2010
Post by: Jay on October 03, 2010, 01:20:47 pm
Go to TLA than. I don't see any problems with that. Maybe they should think about changing to the way things are here.

Yeah, open it for 10 hours, so you no-lifes can sit around NCR in an encouter for the whole day and night farming mausers and primitive tools from newbies. Very good idea, NOT. Wow, a bunch of 25% outdoor powerbuilders that grinded their char and have no fun from playing will be sitting in an encouter and waiting. Yes, devs are that naive, lmao.
Title: Re: Changelog 01/10/2010
Post by: maszrum on October 03, 2010, 01:22:36 pm
haha

guess why encouters shoyuld be open for more then 10 minutes..
Title: Re: Changelog 01/10/2010
Post by: Ox-Skull on October 03, 2010, 02:17:41 pm
Anybody tried to pursuade them with caps in inventory?

Good idea i wil try that
Title: Re: Changelog 01/10/2010
Post by: Cha on October 03, 2010, 04:30:54 pm
FIXES:
- Successful lockpick of a car will remove its lock.

Works. Now no need key after lockpicking car.

But, is it intented that car trunck lock canot neither be "breaked" or key "re-done" ? Because now you will ALWAYS need to lockpick it to access it..
Title: Re: Changelog 01/10/2010
Post by: Slaver Snipe on October 03, 2010, 05:59:06 pm
Make sure your using the faction leader when you try to persuade if you are not, (i don't have a gang so i don't know if that's what your all doing wrong)
Title: Re: Changelog 01/10/2010
Post by: Ghosthack on October 03, 2010, 06:40:26 pm
But, is it intented that car trunck lock canot neither be "breaked" or key "re-done" ? Because now you will ALWAYS need to lockpick it to access it..

No, it's a bug, it should be removed too.

There will also be possible to put a new lock on car.
Title: Re: Changelog 01/10/2010
Post by: Cha on October 03, 2010, 09:09:37 pm
No, it's a bug, it should be removed too.

There will also be possible to put a new lock on car.

Thanks for answer.

Good to know.
Title: Re: Changelog 01/10/2010
Post by: killer1001 on October 03, 2010, 10:01:22 pm
anyone got to the last level in the glow yet??
Title: Re: Changelog 01/10/2010
Post by: Trokanis on October 04, 2010, 01:00:58 am
haha

guess why encouters shoyuld be open for more then 10 minutes..

To be quite honest I think the Devs have realized there is no real good reason to have encounters open that long, because they have seen the damage it can cause.  At this point even 10 mins is still hell on lower lvl people and forget about cars.  I do like the new update, weapons are interesting.  Can't wait to try out a melee.
Title: Re: Changelog 01/10/2010
Post by: bikkebakke on October 04, 2010, 11:11:34 am
cant wait for the WIP to be finished :) gonna start playing again then.
Title: Re: Changelog 01/10/2010
Post by: Solar on October 04, 2010, 01:29:34 pm
I've been buried away on Civ 5 for a couple of days, so allow me to go back a few pages.

Why increasing damage of all weapons, while it would be better to decrease damage of all weapons except melee/unarmed, so fights will be longer, and also instakills.. really sucks, I got instakilled and had instakills on others too often, even more often than before wipe, I thinking about Finesse trait isn't that bad, who cares about damage anyway, it's insta or not insta, so Finesse is just x2 More crit on the 1st level... or atleast remove insta on heads shots, or make AC or wearing armor affect it somehow, so there will be a reason to wear armor, because now it protects only against BGers.

Instakills are still exactly as likely as they were before. Its about 3% chance on an eye shot, which isn't too common.

Why was the damage of these increased rather than the damage of everything else decreased? Well, there were far less items than needed boosting compared to the items that would need nerfing ... so it worked this way.

The ultimate aim was to close the gap between the lowest and the highest. We had the nerfs to Fast Shot and the drugs and the corresponding buffing of the mid tier when the wipe was done, now we have the lowest weapons being boosted to compare better to the mid tier. Hopefully it will allow people to use a wider variety of weapons without being completely useless and makes newer players slightly less useless too. It should also be good for the NPCs who were armed with slightly less jazzy weapons recently.

Also, I can't be bothered going back to find the quote, but the difference between the Magneto and the normal Laser is the Magneto has the piercing effect. (So does the switchblade and the sharpened spear by the way) ;)

Throwing Knives aren't quite as good as the Frag in terms of damage in fact, but they can be aimed, so we should have a genuine alternative for throwing classes.


I'm reasonably happy with where most weapons are now, so unless a major issue arises I think we are settled for a while. Now all we need are perks, traits and cost rebalancing for weapons/ammo. Oh yeah, and to actually put the stealth boy on the server at some point :P

p.s. You noticed the Plasma Rifle range nerf right? Surprised noone mentioned it :P
Title: Re: Changelog 01/10/2010
Post by: RJ on October 04, 2010, 02:21:07 pm
@up

Solar... so we should expect something new when it comes to tactics in combat or it all will be based on builds/perks etc as it is now?
Are armors going to be boosted and will each armor have it's own "critical table"? Or I should expect getting killed by BB gun (because it's realistic!!!) if I did not invest in proper perks/build?
Title: Re: Changelog 01/10/2010
Post by: Solar on October 04, 2010, 02:33:08 pm
The intention was to have AC (or something similar) affect the crit roll, but when we had graphic for helmets ... we just haven't had the graphics for helmets yet, so its not been done.
Title: Re: Changelog 01/10/2010
Post by: Tomowolf on October 04, 2010, 03:05:11 pm
Eckhem... - If im sure Melee - Throwning Weapons - got increased damage ? (like some kind of knives?)
If yes - i luv u <3

Off: Don't play so much Civ5 - i played too much - about 7 days - sleep no work no school :S
Title: Re: Changelog 01/10/2010
Post by: OskaRus on October 04, 2010, 04:00:21 pm
Thanks for that glow treasure. It is a great fun to face the radiation hazards, vile robots, other treasurehunter groups and enviromental hazards in such a dark place. I am looking forward to more dungeons like this!
Title: Re: Changelog 01/10/2010
Post by: Bulldog on October 04, 2010, 11:16:00 pm
Thanks for that glow treasure. It is a great fun to face the radiation hazards, vile robots, other treasurehunter groups and enviromental hazards in such a dark place. I am looking forward to more dungeons like this!

Oh damn... Smells like... You get the point ;D Please don't call "the Glow" a dungeon.
Title: Re: Changelog 01/10/2010
Post by: Nadmozg on October 06, 2010, 09:30:49 am
Beautyfull changes. I create build for laser pistol crippler now ;)

But tommy gun still completly useless even on low levels. Also top melee weapon need some boost because it cant do much against normal player.
Title: Re: Changelog 01/10/2010
Post by: Vindict on October 11, 2010, 03:21:47 am
it's nice to come back after a 2 week break from the game and see new, good features.

very promising changelog  :)
Title: Re: Changelog 01/10/2010
Post by: Leham Kash on October 13, 2010, 06:20:39 pm
24 hex for plasma rifle is too much nerfing

I did love the 30hex range but maybe you could try 27hex or something in th middle
Title: Re: Changelog 01/10/2010
Post by: Nadmozg on October 14, 2010, 09:45:27 am
Winchester P94 was overpowered. 80-160 crit against BCA and long range. 24 hex is balanced.
Title: Re: Changelog 01/10/2010
Post by: vinio on October 26, 2010, 02:42:09 pm
24 hex for plasma rifle is too much nerfing

I did love the 30hex range but maybe you could try 27hex or something in th middle

30 was good.the prize and cost of hq minerals of plasma rifle  is balance enough of its own.u can upgrade easily many mini guns to avengers  to fight in every tc .Get it back to 30 please >:(
Title: Re: Changelog 01/10/2010
Post by: Resp on October 26, 2010, 04:37:45 pm
but avengers require many ammo
Title: Re: Changelog 01/10/2010
Post by: oldsly on November 04, 2010, 09:47:33 pm
It is IMPOSSIBLE to COMMUTE CHANNEL of RADIO, a transmission goes on all channels of radio
after updating left off to work Bonus Rate of Faire.