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Topic: Changelog 09/02/2014  (Read 23490 times)

Kilgore

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Changelog 09/02/2014
« on: February 09, 2014, 06:44:53 pm »
Changelog 09/02/2014

- Stonewall perk now protects against knockdown from grenades, rocket explosions and shotgun bursts, chance to avoid knockdown is based on Strength, 10 ST gives roughly 95% chance, 9 ST - 80%, 8 ST - 60%, 7 ST - 40%, 6 ST - 20%,
- Turbo Plasma Rifle has now +10 crit roll,
- Shotguns can cause knockdowns up from 10 hexes (previously 7),
- Shotguns now have 10% per bullet chance to knockback (previously 20%)
- Decreased exp from ghouls, changed some stats of various critters in encounters,
- Added many new enemies in encounters: Mad Warriors, Dead Walkers, Rebeliants, Renegades, Melchior's Pets, Cultists of Colt, Followers of Rat God, Master's Elite Crew and robots. New encounters appear only for groups of three players or larger, and for caravans. Players are required to have at least 12th character level,
- Changed encounter groups on caravan routes in order to make them more interesting,
- Caravans without player guards will enter only encounters with players,
- No encounters on town zones (only large green circles, like Hub, NCR, Redding etc.),
- Added encounters on islands,
- Changed animation for .223 and 14mm pistols (SMG -> pistol),
- Decreased Pancor Jackhammer burst from 6 to 5 and mag capacity from 24 to 20,
- Changed DR mod of green shotgun ammo from -40 to -20,
- Changed DR mod of purple shotgun ammo from -20 to -25,
- Decreased dmg mod for groin shots by 1, changed various crit effects conditions for head/arm/eyes/groin shots.
- Additional NPCs will show up in several locations (grave diggers and some drunkards),
- Added NPC for checking current position and destination of all caravans. If they are in town, also departure time is shown. Caravan Master was added in Hub, near main grid,
- Warehouse map reworked, it's now bigger and has additional entrance,
- TC windows changed (Redding 21-22, Broken Hills 22-23),
- Added 1% chance to spawn random implant module in TC locker every 30min,
- Added 40mm grenade to TC locker spawn,

- Changed TC maps and zones:
Klamath - reworked trapper camp, extended TC zone to downtown,
Redding - reworked some buildings, extended TC zone to the northern part, added entrance/exit grid at Wanamingo mine,
Modoc - reworked chicken, reworked some buildings, extended TC zone to the northern part
Den - reworked southwestern part of the map, added entrance/exit grid there, added exit grid on south, extended TC zone,
Gecko - additional entrances to the abandoned reactor,
Broken Hills - reworked Residental area, extended TC zone,

- You can now play Russian Roulette via ~rr command. Needs a loaded magnum in active slot. Don't play it next to guards or they will loot your magnum :D
- Gambling capped at 150%,
- Companion spawn Modoc, Redding, Klamath, Gecko, Broken Hills and San Francisco,
- Removed starter items from companions,
- 12 level required to recruit companions,
- Range of Improved Flamer increased from 8 to 10 hexes,
- Deathclaws in warehouse were boosted (skill% and damage).

Updated critical table is available here:
http://newfmc.pl/reloaded/new_fonline_reloaded_critical_table_men.html

More changes incoming. And yeah, I didn't forget about fixes for fibre plants and other crap. Probably in next update.. mini-dungeon (HQ of Bounty Hunters) is partially completed. Have fun!

PS. No updater needed.

__________________________________
10/02/2014 Hotfix

- Bug with caravans without encounters hopefully fixed?
- New faction names added, see this thread: http://forum.fonline-reloaded.net/index.php?topic=45.msg32092#msg32092,
- Exp for some critters changed.
« Last Edit: February 10, 2014, 05:32:03 pm by Kilgore »

Charlie

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Re: Changelog 09/02/2014
« Reply #1 on: February 09, 2014, 06:50:17 pm »
Good to see, Thanks for the update

abysse

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Re: Changelog 09/02/2014
« Reply #2 on: February 09, 2014, 06:56:43 pm »
Wonderfull update, Really nice job.

- Stonewall perk now protects against knockdown from grenades, rocket explosions and shotgun bursts, chance to avoid knockdown is based on Strength, 10 ST gives roughly 95% chance, 9 ST - 80%, 8 ST - 60%, 7 ST - 40%, 6 ST - 20%,


Does drugs do something on that or it's based on your base ? ( Like support perk )
« Last Edit: February 09, 2014, 07:07:40 pm by abysse »

Gavared

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Re: Changelog 09/02/2014
« Reply #3 on: February 09, 2014, 07:00:14 pm »
Good job man, keep up the good work  :)

Part Man, Part Machine

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makeman

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Re: Changelog 09/02/2014
« Reply #4 on: February 09, 2014, 07:01:14 pm »
Thanks for the update. A small issue but yet an issue: anything being done about the useless .22 Hunter ammo spawning on enemies who use Hunting Rifle? Or that goes to the "other crap" category?
« Last Edit: February 09, 2014, 07:03:22 pm by makeman »

Mighty

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Re: Changelog 09/02/2014
« Reply #5 on: February 09, 2014, 07:04:35 pm »
Wow, nice !
Quote
Updated critical table is available here:
And where the old table to compare?

carnack

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Re: Changelog 09/02/2014
« Reply #6 on: February 09, 2014, 07:04:39 pm »
Good job, but maybe the pancor is useless now. I agree with the knockdown but the burst reducement is just too much for pancor to still be competetive against xl70e3 or even p90 :). This looks like the caravans will be very fun.

Kilgore

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Re: Changelog 09/02/2014
« Reply #7 on: February 09, 2014, 07:10:17 pm »
Thanks for the update. A small issue but yet an issue: anything being done about the useless .22 Hunter ammo spawning on enemies who use Hunting Rifle? Or that goes to the "other crap" category?
Cubik said he changed it to .223, but it's not included in his part of changelog, so you've got to check it yourself.

Btw I completely forgot to add new faction names, I'll add them tomorrow.
« Last Edit: February 09, 2014, 07:18:03 pm by Kilgore »

Strike

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Re: Changelog 09/02/2014
« Reply #8 on: February 09, 2014, 07:33:58 pm »
IMO this is best update so far, was about to have some changes to Pancor Jackhammer.

New enemies, need check them out :o

Furior

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Re: Changelog 09/02/2014
« Reply #9 on: February 09, 2014, 07:35:50 pm »
Good work with warehouse.

I dont like stonewall, now its a must have... and other perks like Man of steel cant compete with stonewall. I really think something must be done here

Also I dont really understand shotguns ammo. We have 1 "expensive" ammo, the green one. And we have the cheaper version, the purple..... Why is purple much better than green one? ? ? ? ? Just remove green ammo... Purple gives you -25 DR; Green gives you -20 DR and you lose 25% damage, wtf??? Btw, why are all shotgun ammo "armor piercing" type?
« Last Edit: February 09, 2014, 07:40:12 pm by Furior »

carnack

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Re: Changelog 09/02/2014
« Reply #10 on: February 09, 2014, 07:40:36 pm »
Yes the stonewall should give 50%, now its very good perk. The green ammo for shotgun is useless right now.

manero

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Re: Changelog 09/02/2014
« Reply #11 on: February 09, 2014, 07:41:58 pm »
Little test of current shotgun's ammo:

Bang Bang Smash

Ivic777

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Re: Changelog 09/02/2014
« Reply #12 on: February 09, 2014, 07:43:37 pm »
Well good job and great update, but it sux cuz pancor will still knockdown bursters, most of bursters dont have stonewall and even if have, 20% is nothing, but still good think that dmg is nerfed.

DocAN

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Re: Changelog 09/02/2014
« Reply #13 on: February 09, 2014, 07:44:10 pm »
green ammo is vs AC trolls

Furior

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Re: Changelog 09/02/2014
« Reply #14 on: February 09, 2014, 07:49:30 pm »
I dont think no one would take (and craft) 2nd type of ammo just because you could find some AC trolls. So green ammo its pointless, it will jsut confuse players who dont know about game mechanics (DR, DM, etc...)

- Stonewall perk now protects against knockdown from grenades, rocket explosions and shotgun bursts, chance to avoid knockdown is based on Strength, 10 ST gives roughly 95% chance, 9 ST - 80%, 8 ST - 60%, 7 ST - 40%, 6 ST - 20%,


Does drugs do something on that or it's based on your base ? ( Like support perk )
This is very important question...