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Author Topic: Old Changelog  (Read 22046 times)

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Changelog
« Reply #15 on: December 18, 2009, 10:46:52 pm »

Posted by Lexx: Sat Sep 12, 2009 15:12

FIXES:
  • A bit longer time for dead followers corpse removal

RECOMMENDATIONS:
  • Use update tool to get the new faction001.dat or you can't see the new graphics.
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« Reply #16 on: December 18, 2009, 10:49:13 pm »

Posted by Lexx: Mon Sep 14, 2009 18:52

FIXES:
  • TC reward containers should be openable even if someone deliberately locked them.
  • You can enter sneak mode if seen by your teammates.
  • Faction001.dat fixed. Use the update tool to update it.
  • weakened timeout can be now ended using doctor skill.

(SMALL) FEATURES:
  • The primitive tool has now its own inventory image.
  • The old shovel has now its own inventory image too.

CHANGES (WIP):
  • Lowered the level of dog mercs.
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« Reply #17 on: December 18, 2009, 10:50:20 pm »

Posted by Lexx: Mon Sep 14, 2009 23:36

RECOMMENDATIONS:
  • Use updater once again. Faction001.dat has been fixed... once again.
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« Reply #18 on: December 18, 2009, 10:54:41 pm »

Posted by scypior: Thu Sep 17, 2009 18:52

FIXES:
  • Cars no longer gives experience for repair when repair was not needed
  • Fixed TC containers
  • Doubled antiblock time

(SMALL) FEATURES:
  • Negotiation. That's need to be just tested if it will do against pkers, or whether it become major problem/source of exploits. Basically, after someone gets attacked(and he's not in combat mode already), he/she enters 'negotiation' mode, and is invulnerable for some time (negotiation timeout - calculated basing of speech skill and charisma). After the timeout ends, opponents may finish him while he's still near. After it ends, it is blocked for one real-minute, so one can't be invulnerable infinitely. During negotiation one cannot use items/skills.

RECOMMENDATIONS:
  • faction001.dat updated again. Use updater.
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« Reply #19 on: December 18, 2009, 10:56:04 pm »

Posted by scypior: Fri Sep 18, 2009 10:52

(SMALL) FEATURES:
  • Map entrance timeout (15 seconds - 5 seconds or even more from it might be eaten by loading time), that gives a chance to look around. For now it works for worldmap grids and green grids as well.
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« Reply #20 on: December 18, 2009, 10:57:45 pm »

Posted by scypior: Sat Sep 19, 2009 11:54

FIXES:
  • Reduced world-save time to help with lag
  • Started assigning timeouts for repeatable errand quests (wright alco business quest for now - 1 ingame week timeout)
  • Fixed hostility for encounters guards
  • Dialogue fixes
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« Reply #21 on: December 18, 2009, 10:58:47 pm »

Posted by scypior: Sat Sep 19, 2009 13:00

  • Disabled entering timeout for encounter maps.
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« Reply #22 on: December 18, 2009, 11:04:04 pm »

Posted by Lexx: Fri Sep 25, 2009 23:14

FIXES:
  • Attacking player that is in 'entering' mode should no longer initiate his combat mode.
  • Fixed Hub-stuck-bug (hopefully).
  • Many other map fixes and changes.
  • Added guards to Frisco tanker.
  • Added guards to Gecko Powerplant.
  • Added more entry points to Gecko.
  • Modoc, Mariposa, Gecko, etc. are bigger now on the borders.

(SMALL) FEATURES:
  • It is possible now to buy brahmin caravan cars (Frisco, NCR).
  • Brahmin caravans run on water. You can obtain water from water pipes in various towns. Just use empty waterbags on them.
  • Disassembling weapons/armors (use your science, similar to how you'd use repair. Bonuses from tools apply.).
  • You can now order your slaves, mercenaries to join the town garrison in any town that your faction controls. You can also dictate which laws should be enforced in this town, these laws apply to EVERYONE, even the controlling faction, and the guards won't hesitate to attack even the master. His loyalty lies with the town after joining the guard force.

CHANGES (WIP):
  • Dog mercs are a bit stronger again.
  • No timeouts for mining spots
  • Added 'overweight' limit for gathering resources
  • Each resource object acts separately
  • Experimental visibility/sneak changes:
    a) field of view (press Q to check it), affected by obstacles
    b) opponent's sneak skill suffers penalty:
    * -90 when directly looking at opponent
    * -60 when looking from frontsides
    * -30 when opponent is in backside area
    * no penalty for 'behind' hexes
    c) penalty: 1 point per 200 gram of equipment carried
  • Eyeshots are automatically demoted to headshot if target is not in direct line with attacker
  • Doubled jet initial effect time.
  • Empty hypodermic needles shows after stimpak usage (50% chance).

RECOMMENDATIONS:
  • Use updater to get faction002.dat!

VANILLA INHERITED CHANGES:
  • Stealing timeout: 30 seconds, lockpick timeout: 2 minutes
  • Fixed stealing experience values and dir modifiers
  • Demolition expert bonus explosives damage (it's currently not connected to the demolition expert profession though)
  • Chance when walking over the mine to avoid explosion: 50% unless you've got light step perk
  • Pathfinder perk worldmap speed bonus (25% per level)
  • Bonus yielding items such as toolboxes/first aid kits/doctor bags have to be equipped in active slot while using appropriate skill
  • Defusing active explosives with traps skill
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« Reply #23 on: December 18, 2009, 11:06:10 pm »

Posted by Lexx: Sat Sep 26, 2009 0:22

FIXES:
  • Modoc crash bug. Use updater again to get the new files.
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« Reply #24 on: December 18, 2009, 11:21:05 pm »

Posted by Ghosthack: Sun Sep 27, 2009 2:24

FIXES:
  • "Refueling" brahmins with water works now.
  • Leaderless factions should be able to get a new leader.
  • Various small fixes.

CHANGES (WIP):
  • You can now dictate laws in every controllable town.
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« Reply #25 on: December 18, 2009, 11:25:24 pm »

Posted by scypior: Sun Sep 27, 2009 22:08

FIXES:
  • Caravan-trees (see IMPORTANT)
  • Disappearing corpses

CHANGES (WIP):
  • Fov/walls affect only critters in sneak mode (it means auto sneak-success if out of fov or behind wall)
  • Sneak penalty for armors: 0 for leather jackets, -25 for leather armors, -50 for metal/combat armors, no sneaking with powered armors.
  • Sneak penalty for total weight decreased to 1 point per 1000 gramm
  • You can now type "+requesthelp <message>", to request GM assistance. In the message you should write what issue you have, make it as informative and clear as possible, if no GM is online, you'll be informed that you need to wait. This is to reduce nedless pms/threads on the forum. If it's an urgent bug you can report it here too.
  • 'Use on' mode for sledgehammer

IMPORTANT:
  • Use updater to obtain new dat. Dat will be available later however.
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« Reply #26 on: December 18, 2009, 11:28:07 pm »

Posted by Lexx: Tue Sep 29, 2009 23:42

FIXES:
  • Empty and full waterbags have correct weight now.
  • Death on worldmap is no longer a trap.

(SMALL) FEATURES:
  • Repeatable quest: possibility to conduct slave runs. Being a slaver, ask Metzger about "vacancy", if he likes you enough you will be offered the job. Only one possible slaverun location in the moment, more are on the way.

CHANGES (WIP):
  • Wall-occlusion check now applies to all (sneaking and nonsneaking) critters - so you're always invisible when hiding behind wall. Fov applies only to sneaking critters.
  • 50% sneaking bonus when near (up to 2 hexes) various scenery objects - barrels, trees (not fences and other translucent walls)
  • Shortened timeout for rotgut still (30 minutes), extended regrowing timeout for trees (120 minutes, although they're in encounters so it shouldn't matter), shortened timeout for barrel (60 minutes).
  • Prettyfied plants/trees gathering.

IMPORTANT:
  • Use updater to obtain the new faction003.dat.
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« Reply #27 on: December 18, 2009, 11:33:22 pm »

Posted by Ghosthack: Sun Oct 04, 2009 20:03

FIXES:
  • Turn-based mode in caves (if chosen)
  • When you join other faction while being member of other, it should give same result as resigning first, then joining.
  • Fix for slaves randomly attacking their masters in encounters.

FEATURES:
  • It's now possible to fight with other players in the ring in Junktown near Skumpitt. Talk to Tyler after Skumpitt has closed and he will set you up. Betting is also possible, but currently only by duelists.
  • Added many new faction names.

CHANGES:
  • You now need at least 3 people in a group to buy a base (1 Leader + 2 Follower).

New faction names:
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« Reply #28 on: December 18, 2009, 11:35:14 pm »

Posted by Lexx: Tue Oct 06, 2009 19:40

FIXES:
  • Map updates here and there.
  • Script fixes here and there.

(SMALL) FEATURES:
  • Three new maps for Metzger's slave runs.
  • Added caravan car seller to Junktown.
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« Reply #29 on: December 18, 2009, 11:39:12 pm »

Posted by scypior: Sat Nov 21, 2009 1:11

FIXES:
  • Lots of map fixes.
  • Fixed elevators.
  • Lots of minor bugfixes, some bajers.

(SMALL) FEATURES:
  • You can ask followers what weapon they are most proficient with.
  • Reputations system (affect interaction with certain NPCs, heavily affect guards reaction; modifiers to reputations in all groups are applied when you join or leave any npc-driven group like the Enclave or Slavers, impact on dialogs is WIP).
  • Reworked traders supply system (they no longer offer full price for all items; weapon trader will pay more for weapons than for armour. Even more: low-levelled weapon trader will only pay at most 60% of the plasma rifle's value, still offering 95% for a pipe rifle. The opposite for a high-levelled trader, which will also happen to have higher barter skill).
  • New underlaying system for the economy (banks, money flow, etc.).
  • Frequent encounters in one zone can "drain it" and only "animal encounters" will be possible until it "regenerates" (literally, the encounters are now funded from zone's "money buffer").
  • Khans (Raiders) faction added in game. To join it, talk to Metzger about "other work" once he gets to like you enough. Benefits: level 3 Small Guns profession, crafting of 7.62mm ammo.
  • Mordino faction added in game. Benefits: Mordino's Druggist profession, NOT in game yet.
  • Unarmed dueling, check Junktown. Placing bets is TODO.
  • More unique encounters (maps).
  • More slave run locations.
  • 30 minutes of waiting between logging of another character.
  • Weapon deterioration increase the probability of a critical failure.
  • Ammo properties (DR mod, DM mod, AC mod and piercing ability) and additional weapon property (Weapon Perk, if any) shown in the item description.
  • Followers menu: left alt + clicking on hex or critter will bring up a menu for issuing a "move" or "attack" order for all followers in sight range.
  • Good/evil list: select the "angel" or the "devil" icon from popup menu on player to add him to either list. His nick will turn green or red accordingly.
  • Prices for mercenaries are dynamic and will vary depending on demand
  • map preview - peek into map without entering (from town/map interface, green triangle)

CHANGES (WIP):
  • Changed prices for obtaining a profession.
  • Caves reworked, critters no longer spawn with weapons they can't use.
  • New crafting tables.
  • Town control: after 2 hours of uninterrupted control the controlling faction is given "permanent" control for the next 24 hours. Then the control is lost and the cycle is repeated. The reward is now paid in caps.
  • Tracking reserved only for a scout profession (not in game yet).
  • Reworked critical tables (most notable change being the reduction of armour piercing effect prevalence).
  • More small changes in ammo and weapon strength.
  • Flagging no longer change the nick colour, but is penalised with a reputation drop.
  • Item deterioration no longer affect the item price, but breakage count does.
  • Lots of prices adjustments, mostly for non-weapon and non-armour equipment.
  • Entering timeout removed.
  • (CH-1)/2 is a limit for a number of all followers (both following and guarding).
  • Toughness perk changed: It has two ranks now, each rank gives +5% to normal DR and +2 to normal DT. Level and stat requirements remain the same.
  • Surely lots of bugs were introduced for you to find

RECOMMENDATIONS:
  • calm down.
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