FOnline: Reloaded

General => News and Announcements => Topic started by: Kilgore on April 13, 2014, 01:29:59 pm

Title: Changelog 13/04/2014 + Fixes
Post by: Kilgore on April 13, 2014, 01:29:59 pm
Changelog 13/04/2014

- Players will be always notified about an already existing Turn-Based encounter, despite of their stats, also there is additional warning about an encounter being Turn-Based,
- Added Gecko's Breath shotgun shells, available at traders,
- Followers (companions, slaves and mercenaries) will not attack players, even if attacked by them,
- Enabled free barter with mercenaries,
- Lock from lockers in Warehouse and New Reno Arms removed,
- Added new faction names proposed by players, (http://forum.fonline-reloaded.net/index.php?topic=45.msg37769#msg37769)
- Radio reception is disabled on new items (however default channel 0 stays),
- Fixed a bug causing crashes in Modoc when using Fog of War,
- Fixed a bug with entering encounters with other players,
- Fixed a bug with changing armors on models 45/128 (Ian/Old Ian),
- Fixed a bug with Solar Scorcher not showing %chance to hit,
- Fixed a bug with Solar Scorcher not being reloaded by followers + description of this pistol,
- Fixed a bug with default ammo type for Phazer,
- Fixed a bug with Knockback perk causing knockout on melee weapons.

Run updater to get new graphics file (updated reloaded001.zip file).

The most important change is about followers. This change was going to happen with wipe, but seeing constant PvE in PvP madness I decided to make it now. After wipe, mercenaries will be allowed to attack players. Not now because I'm aware of the fact that some players have enough funds (from bank interest and other things and exploits that were fixed in the past) to spam mercenaries PvP.
For PvE followers work exactly in the same way as before.


Fixes 22/04/2014
- H&K CAWS burst changed to 5, max capacity to 15,
- Pyromaniac will not affect shotgun fire ammo (it will be working again after wipe, with changed Pyromaniac perk)
- Sneak penalty should be calculated properly for NCR, Enclave, Desert Combat Armors and Bridgekeeper's Robe,
- TB-only warning removed when approaching "new" encounter.

Fixes 15/07/2014
- Explosion of C4/dynamite removes all armed C4/dynamites inside explosion radius (by mojuk)
- Fixed a bug with multiple detonations near doors.

Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,
- Steal in Hub is disabled.

Fixes 25/01/2015
- Fixed a bug causing broken base terminal when the first faction base is bought for bottle caps (by mojuk).

Fixes 26/01/2015
- Security fix has been deployed. More info here: http://fonline.ru/forum/threads/4999/
Title: Re: Changelog 13/04/2014
Post by: Barneys on April 13, 2014, 01:35:16 pm
Yaaaaaa! Super work Kilgore, now let's see how russian will do!
Title: Re: Changelog 13/04/2014
Post by: Илюха on April 13, 2014, 01:36:32 pm
Followers, mercenaries and slaves will not attack the enemy, even if they were left to defend your base?
Title: Re: Changelog 13/04/2014
Post by: Corax on April 13, 2014, 01:37:18 pm

- Added Gecko's Breath shotgun shells, available at traders,
Wait, What???

- Followers (companions, slaves and mercenaries) will not attack players, even if attacked by them,
I have mixed feelings about that. But still it is better than what was before.


Thanks for the Nice Update
Title: Re: Changelog 13/04/2014
Post by: FireBoy on April 13, 2014, 01:43:53 pm
Nice Update. Now Russian not have a protect merc good job.
Title: Re: Changelog 13/04/2014
Post by: MacReady on April 13, 2014, 01:44:41 pm
Nice i have benn bulding up campanions for base protection and they all not going to shoot? fuck man 2 weeks of work fucked
Title: Re: Changelog 13/04/2014
Post by: Mark-Mark on April 13, 2014, 01:46:02 pm
 :(

- Lock from lockers in Warehouse and New Reno Arms removed,


 >:( I spent my last skill points in lockpick to open Reno and WH locks...
Title: Re: Changelog 13/04/2014
Post by: favorite on April 13, 2014, 01:46:23 pm
Yaaaaaa! Super work Kilgore, now let's see how russian will do!
you have all as there are no chances against us
Title: Re: Changelog 13/04/2014
Post by: Gunrunner on April 13, 2014, 01:47:29 pm
Yaaaaaa! Super work Kilgore, now let's see how russian will do!

That was a bit rude. And I can't remember too many russians to be using follower's help. So keep your mouth shut.
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 01:49:22 pm
Nice i have benn bulding up campanions for base protection and they all not going to shoot? fuck man 2 weeks of work fucked

I've yet to see a base robbery prevented by usage of followers, as I doubt it ever happened.
Later followers will be allowed to attack players in private locations like bases/tents, for now it's just a quick fix that didn't demand much testing.
Title: Re: Changelog 13/04/2014
Post by: gnjisa on April 13, 2014, 01:53:24 pm
While I mostly support companions not attacking players in PvP situations, I do not agree the companions to not be able to attack base invaders. Makes the order "protect my home" useless.
Title: Re: Changelog 13/04/2014
Post by: Mighty on April 13, 2014, 01:53:59 pm
:(

- Lock from lockers in Warehouse and New Reno Arms removed,


 >:( I spent my last skill points in lockpick to open Reno and WH locks...
+1
Quote
- Followers (companions, slaves and mercenaries) will not attack players, even if attacked by them,
Now companions are useless, what about Good Natured ?  Kilgore you change trait for characters with GN ?
Title: Re: Changelog 13/04/2014
Post by: MacReady on April 13, 2014, 01:58:24 pm
I got a plan to put a line of 20 campanions with gatlings in one line and behind them a 2 lines of laser fifles of campanion u resp and ur not from my fraction u die  before your screen goes from black to normal :) but i gees i will do it after resetm shiut man let us know faster next time about big change like this please like a post with (probably things we gonna change next week or so ) thx for info
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 02:04:50 pm
All was mentioned before so I doubt that anyone is surprised. Those who used followers in PvP were warned many times that there will be a nerf to followers in PvP, yet they continued to use them on mass scale.
 Only today I've witnessed few players from a known team registering like 50 new characters with merc commander builds, inside a base with about 100 companions ready to use in PvP.

Now companions are useless in PvP,

Here, I fixed your post for you.

Title: Re: Changelog 13/04/2014
Post by: Mona on April 13, 2014, 02:10:03 pm
Yay, update :) even better it's on my bday :)

Calm down people, i don't like it either that my followers are useless now, but realize it's a quick fix to ban them from tc. They will be able to protect our homes again later.

Later followers will be allowed to attack players in private locations like bases/tents, for now it's just a quick fix that didn't demand much testing.
Title: Re: Changelog 13/04/2014
Post by: Mighty on April 13, 2014, 02:12:05 pm
Here, I fixed your post for you.
;D Who use companions in PVE ?
Quote
Only today I've witnessed few players from a known team registering like 50 new characters with merc commander builds, inside a base with about 100 companions ready to use in PvP.
Its joke ?  ;D
Title: Re: Changelog 13/04/2014
Post by: Corax on April 13, 2014, 02:19:25 pm
Who use companions in PVE ?

For example, I use them.
Title: Re: Changelog 13/04/2014
Post by: Urukhai on April 13, 2014, 02:20:13 pm
Smells like teens butthurt.

I never needed these companions to kick asses. People gave you a nice feature that you just abused in order to get as much profit as possible. Don't be surprised that players who just don't like this way of playing will get quickly annoyed with this shit though.

Title: Re: Changelog 13/04/2014
Post by: Mighty on April 13, 2014, 02:20:56 pm
Who use companions in PVE ?

For example, I use them.
And what you farm for example ?
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 02:21:55 pm
Here, I fixed your post for you.
;D Who use companions in PVE ?
Quote
Only today I've witnessed few players from a known team registering like 50 new characters with merc commander builds, inside a base with about 100 companions ready to use in PvP.
Its joke ?  ;D

(http://i.imgur.com/CEc7FEq.jpg)

Now, you better stop trolling or I'll make you stop :)
Title: Re: Changelog 13/04/2014
Post by: Mighty on April 13, 2014, 02:23:55 pm

Now, you better stop trolling or I'll make you stop :)

Quote
100 companions ready to use in PvP
Base guards ready to use in PvP ? 
Ok  :)
Title: Re: Changelog 13/04/2014
Post by: Corax on April 13, 2014, 02:26:39 pm
Who use companions in PVE ?

For example, I use them.
And what you farm for example ?

Most of all lockers and cave stuff, but last time I farmed Pastchchurrare....(god dammit) Spikes.
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 02:27:30 pm

Now, you better stop trolling or I'll make you stop :)

Quote
100 companions ready to use in PvP
Base guards ready to use in PvP ? 
Ok  :)

All of those merc commander alts on off are also base guards?  ;D

Edit: okay as I see my warning wasn't enough, so banhammer strikes. This is not Thunderdome and I have no time for bullshit.
Title: Re: Changelog 13/04/2014
Post by: Zormad on April 13, 2014, 02:44:38 pm
Quote
- Added Gecko's Breath shotgun shells

this is interesting. radioactive shells?

thanks for the update!
Title: Re: Changelog 13/04/2014
Post by: cubik2k on April 13, 2014, 02:50:51 pm
Quote
- Added Gecko's Breath shotgun shells

this is interesting. radioactive shells?

thanks for the update!

This is fire ammo, for shotguns. It is like real Dragon's Breath shotgun shells. http://en.wikipedia.org/wiki/Dragon's_breath
Fire ammo is against armors fire DT/DR stats.
Unfortunately, the shot does not have the effect of fire, due to the lack of appropriate animation.
Title: Re: Changelog 13/04/2014
Post by: Zormad on April 13, 2014, 02:56:37 pm
cool idea. should be good versus desert armors.
Title: Re: Changelog 13/04/2014
Post by: Gunrunner on April 13, 2014, 02:58:51 pm
Quote
- Added Gecko's Breath shotgun shells

this is interesting. radioactive shells?

thanks for the update!

This is fire ammo, for shotguns. It is like real Dragon's Breath shotgun shells. http://en.wikipedia.org/wiki/Dragon's_breath
Fire ammo is against armors fire DT/DR stats.
Unfortunately, the shot does not have the effect of fire, due to the lack of appropriate animation.

Well what type of sound used when you fire using those ammo?
Title: Re: Changelog 13/04/2014
Post by: cubik2k on April 13, 2014, 03:22:10 pm
Well what type of sound used when you fire using those ammo?

The same, as with normal ammo.
Title: Re: Changelog 13/04/2014
Post by: Gorishimo on April 13, 2014, 03:29:13 pm
As a new player I relied on companions to to aid me in PVE as I do not have many people to play with and it is not easy doing every encounter outnumberd. Not everyone plays a 1AP tb shooter.

But it is a good fix, as shown in the picture Kilgore linked.

I will be a bit bummbed out that they will not aid me in encounters that get visited by other players but that is oke, you adapt and move on.

Title: Re: Changelog 13/04/2014
Post by: BB. on April 13, 2014, 05:24:16 pm
The most important change is about followers. This change was going to happen with wipe, but seeing constant PvE in PvP madness I decided to make it now. After wipe, mercenaries will be allowed to attack players. Not now because I'm aware of the fact that some players have enough funds (from bank interest and other things and exploits that were fixed in the past) to spam mercenaries PvP.
For PvE followers work exactly in the same way as before.
Good job!
Title: Re: Changelog 13/04/2014
Post by: Kaaon on April 13, 2014, 05:28:33 pm
best update :D
Title: Re: Changelog 13/04/2014
Post by: Strike on April 13, 2014, 05:39:25 pm
I agree with Seki, best update on Reloaded.

Now just we need wipe, and get rid of 1AP shots.

Quote
(http://i.imgur.com/CEc7FEq.jpg)

Someone went too far :D
Title: Re: Changelog 13/04/2014
Post by: Sperber on April 13, 2014, 06:07:34 pm
- Followers (companions, slaves and mercenaries) will not attack players, even if attacked by them,

(http://s7.directupload.net/images/140413/94o3rq6q.jpg)

And another build/playstyle for the trash.
I hope this is not a permanent solution and we're going to discuss how followers could be fixed instead.
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 06:15:30 pm
And another build/playstyle for the trash.
I hope this is not a permanent solution and we're going to discuss how followers could be fixed instead.
If you want PvP, then play PvP, not PvE. I wouldn't call using followers for PvP as a PLAYSTYLE.
Since 2009 there were various attempts to "fix" it. Neverending nerfs, whole party point system, entering towns unarmed, no kill on sight roe, total limit for possible slaves/mercs (yes long time ago one character could have 1000 slaves/mercs just standing somewhere), flee when offline, I could go on..

Did it fix anything? Nope.
Does this change fix the problem of PvE in PvP? Sure.
Title: Re: Changelog 13/04/2014
Post by: Kaaon on April 13, 2014, 06:24:39 pm
i dont believe that there is player which have merc commander char and doesnt have normal fighting char, noone is creating merc commander as first char so you can still play on your normal character
companions in pvp was more like abuse then playstyle and other players had almost no chance against thier swarm
PvP means Player vs Player.. not Player+swarm of npcs vs Player

and btw this problem and change was already disscused, why u didnt said anything before ?
Title: Re: Changelog 13/04/2014
Post by: Gorishimo on April 13, 2014, 06:35:22 pm
I always saw followers to be a way for smaller factions to still compete in town controls and other pvp events. While I agree that the current system allows for massive npc abuse I can not see anything wrong with players having a singel follower that requires at least a INT and CH of 6 to have and that can not benefit from temp stat increases like using drugs etc, that will still aid you in a pvp fight. Make them non transferble between players and give them a respawn timer of a in game day.

Just don't make it so that someone with a charisma of 1 can still have two companions..

but VoV
Title: Re: Changelog 13/04/2014
Post by: Sperber on April 13, 2014, 06:38:55 pm
Sure it's a playstyle. It's just not balanced at all, like plenty other things.
If, for example, you needed a Leader perk for every companion (I, II, III)
and CH to get them, these builds would be much weaker solo.

I hope this isn't going to be a no-can-touch subject like pancors were
and we are at least allowed to discuss how to possibly fix this issue.

It's not like I'm whining though, since I don't really play much anymore.
I've been online for maybe 2 hours in the last 2-3 weeks.
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 07:06:22 pm
I forgot to add one fix made by cubik2k since last update, here it is:

Quote
- Fixed a bug with Knockback perk causing knockout on melee weapons.
Title: Re: Changelog 13/04/2014
Post by: Beta HQ on April 13, 2014, 07:34:26 pm
I'm not sure that I like that you can't use any amount of followers for world map defense or base defense.
If a person shoots me or my followers in the world map shouldn't a high charismatic leader build have some power to negotiate? Still as a quick fix I like the change

For TC its a no brainer no followers no problems.

Removing locks from lockers? Well it'll be interesting at least.

Honestly I liked the knockout on melee weapons it leveled the playing field since melee is pretty weak. If you get a hammer blow you'll probably get knocked out plus more variety in PVP is nice and PVE.
Title: Re: Changelog 13/04/2014
Post by: cubik2k on April 13, 2014, 07:42:18 pm
Perk knockback works similiar to knockout, it rejects the player at a distance, and knocks on the ground, but as knockdown, not knockout (for longer time)
Title: Re: Changelog 13/04/2014
Post by: triqua on April 13, 2014, 07:43:11 pm
+1 to forgotten fix :) thx for that.. would have been the only reason where i miss the companions
Title: Re: Changelog 13/04/2014
Post by: favorite on April 13, 2014, 07:51:42 pm
play with itself now...
Title: Re: Changelog 13/04/2014
Post by: Kaaon on April 13, 2014, 07:52:36 pm
play with itself now...
why ? you cant play normally without abusing companions and supersledge ?
Title: Re: Changelog 13/04/2014
Post by: favorite on April 13, 2014, 07:54:46 pm
play with itself now...
why ? you cant play normally without abusing companions and supersledge ?
then when you was 8 and us 6, you lost. then when you was 14 and 7 you won us. now you feel logic of my thought?
Title: Re: Changelog 13/04/2014
Post by: Kaaon on April 13, 2014, 07:55:59 pm
then when you was 8 and us 6, you lost. then when you was 14 and 7 you won us. now you feel logic of my thought?
tc is always about numbers, sometimes its not fair but thats not reason to quit playing and btw we didnt had 14 ppl
Title: Re: Changelog 13/04/2014
Post by: Kilgore on April 13, 2014, 07:59:18 pm
This is not Thunderdome and Forum PvP so I suggest you do it here: http://forum.fonline-reloaded.net/index.php?topic=801.0
Title: Re: Changelog 13/04/2014
Post by: favorite on April 13, 2014, 08:02:43 pm
then when you was 8 and us 6, you lost. then when you was 14 and 7 you won us. now you feel logic of my thought?
tc is always about numbers, sometimes its not fair but thats not reason to quit playing and btw we didnt had 14 ppl
I didn't get used to say lies. If I saw 14 people, I wrote in the message that I saw 14 people
Title: Re: Changelog 13/04/2014
Post by: C.H.A.R.L.I.E on April 13, 2014, 08:03:45 pm
Changelog 13/04/2014
- Followers (companions, slaves and mercenaries) will not attack players, even if attacked by them,
- Fixed a bug with Knockback perk causing knockout on melee weapons.
(http://i1308.photobucket.com/albums/s604/DogsAtCards/45c_zps6d78f521.gif) (http://s1308.photobucket.com/user/DogsAtCards/media/45c_zps6d78f521.gif.html)
Title: Re: Changelog 13/04/2014
Post by: BB. on April 13, 2014, 08:55:42 pm
i dont believe that there is player which have merc commander char and doesnt have normal fighting char, noone is creating merc commander as first char so you can still play on your normal character
companions in pvp was more like abuse then playstyle and other players had almost no chance against thier swarm
PvP means Player vs Player.. not Player+swarm of npcs vs Player

and btw this problem and change was already disscused, why u didnt said anything before ?

+1

Sure it's a playstyle. It's just not balanced at all, like plenty other things.
If, for example, you needed a Leader perk for every companion (I, II, III)
and CH to get them, these builds would be much weaker solo.

They are weak solo, but 6 or 4 weaker can still beat one tougher most of the times. You invest in a merc commander character in order to gain advantage in PvP. It's not fair. If you want decent PvP make a decent PvP build, not relay on a swarm making a fight PvE.
Title: Re: Changelog 13/04/2014
Post by: Barneys on April 13, 2014, 10:15:07 pm
That was a bit rude. And I can't remember too many russians to be using follower's help. So keep your mouth shut.

You don't do much PVP do you? Maybe you should keep your mouth shut when you are noob who doesn't know anything.

I have plenty of screen where Russians are 5-6 players + 1 merc each + 2-3 slaves each so in total : 15-20 in wich 15 are npcs...

Again! Ya kilgore best update so far!
Title: Re: Changelog 13/04/2014
Post by: Илюха on April 14, 2014, 12:02:31 pm
I forgot to add one fix made by cubik2k since last update, here it is:

Quote
- Fixed a bug with Knockback perk causing knockout on melee weapons.

I do not think that this is a good idea, characters owning melee combat and they are so weak, and now they do not make sense. Melee class now simply "removed". Whether or not you think mele combat units which? It can also fight. And mele been meaning to take in pvp to neutralize enemies. After all, the same criplers created that would neutralize the enemy. What's the difference?
Title: Re: Changelog 13/04/2014
Post by: Strike on April 14, 2014, 12:20:07 pm
I do not think that this is a good idea, characters owning melee combat and they are so weak, and now they do not make sense.
There is just few melee weapons that are using knockback. If you really want hurt someone, you should use ones with penetrate.
Title: Re: Changelog 13/04/2014
Post by: drot on April 14, 2014, 12:43:36 pm
I do not think that this is a good idea, characters owning melee combat and they are so weak, and now they do not make sense. Melee class now simply "removed". Whether or not you think mele combat units which? It can also fight. And mele been meaning to take in pvp to neutralize enemies. After all, the same criplers created that would neutralize the enemy. What's the difference?
Abandon hope all melee warriors who enter here, for this is a dawn of shotguns and new shotgun ammo types.
Title: Re: Changelog 13/04/2014
Post by: dskpnk on April 15, 2014, 05:46:13 pm
OMG finaly thx kilgore PVP will be PVP !
Title: Re: Changelog 13/04/2014
Post by: Beta HQ on April 15, 2014, 10:59:17 pm
Unless melee does knockout its not an effective combat choice, penetrate, and knockback allow a minigunner a perfect shot or few shots.

In most games if you let some schmuck sneak up on you and wham you in the back with a knife you deserve an insta death not a oh hi BAM.

Since I don't PVP I can't say about knockback that much. But if it leaves even enough AP for a shot its not doing the job right.
Title: Re: Changelog 13/04/2014
Post by: dskpnk on April 16, 2014, 02:13:20 am
- Lock from lockers in Warehouse and New Reno Arms removed ???

Don't see why it was nice to not see AC trolls/sneak/lvl1 alt looting locker
Title: Re: Changelog 13/04/2014
Post by: Kirkor on April 17, 2014, 12:59:22 pm
- Lock from lockers in Warehouse and New Reno Arms removed ???

Don't see why it was nice to not see AC trolls/sneak/lvl1 alt looting locker

The lock in warehouse was bugged. You could open the locker with lockpick skill while slugs were still alive.
Title: Re: Changelog 13/04/2014
Post by: Kelin on April 17, 2014, 04:38:39 pm
Finally no fucking NPCs in PvP? I say yes!!
Title: Re: Changelog 13/04/2014
Post by: carnack on April 18, 2014, 10:06:34 am
Finally good changes. Sorry for offtopic but haha haha ha russians. Now only Fast relog distances fonline from quality mmo (again russians being the biggest abusers).
Title: Re: Changelog 13/04/2014
Post by: Gorishimo on April 18, 2014, 11:04:12 am
Finally good changes. Sorry for offtopic but haha haha ha russians. Now only Fast relog distances fonline from quality mmo (again russians being the biggest abusers).
Lol? While I love the game, its is miles away from being a quality mmo.. namely PvP being so broken as it is. You have what 2 builds you can use? You nerf everything the Russians seem to be using as its "unfair and broken". Ever since I joined this game a little over a month ago I read nothing but whiny crying posts directed to the evil cheating russians even tho they are not using anything you can not use, except you decide not to and rather cry a river of salty tears in the hopes of getting things nerfed or removed.
Title: Re: Changelog 13/04/2014
Post by: favorite on April 18, 2014, 11:14:41 am
Finally good changes. Sorry for offtopic but haha haha ha russians. Now only Fast relog distances fonline from quality mmo (again russians being the biggest abusers).
Lol? While I love the game, its is miles away from being a quality mmo.. namely PvP being so broken as it is. You have what 2 builds you can use? You nerf everything the Russians seem to be using as its "unfair and broken". Ever since I joined this game a little over a month ago I read nothing but whiny crying posts directed to the evil cheating russians even tho they are not using anything you can not use, except you decide not to and rather cry a river of salty tears in the hopes of getting things nerfed or removed.
плаксы
Title: Re: Changelog 13/04/2014
Post by: worldremaker on April 18, 2014, 12:25:17 pm
плаксы
Гавары за сябе. ;)
And please use english next time. ;)

"говорите за себя"

jak już, LOL
Title: Re: Changelog 13/04/2014
Post by: WantedMan on April 19, 2014, 12:23:56 pm
i dont wannuh again gather so much stuff what i have..... boring ;c
Fuck Wipes !
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on April 22, 2014, 06:03:37 pm
Fixes 22/04/2014
- H&K CAWS burst changed to 5, max capacity to 15,
- Pyromaniac will not affect shotgun fire ammo (it will be working again after wipe, with changed Pyromaniac perk)
- Sneak penalty should be calculated properly for NCR, Enclave, Desert Combat Armors and Bridgekeeper's Robe,
- TB-only warning removed when approaching "new" encounter.

Should be quite obvious.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: manero on April 22, 2014, 06:07:16 pm
Fixes 22/04/2014

Keep up good work.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on April 22, 2014, 06:12:14 pm
Fixes 22/04/2014
- H&K CAWS burst changed to 5, max capacity to 15,
- Pyromaniac will not affect shotgun fiery ammo (it will be working again after wipe, with changed Pyromaniac perk)
- Sneak penalty should be calculated properly for NCR, Enclave, Desert Combat Armors and Bridgekeeper's Robe,
- TB-only warning removed when approaching "new" encounter.

Should be quite obvious.
Good changes, thank you again.

New locations! where are U!!?? location next o gecko :( not finished.
After wipe, I think.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: MacReady on April 22, 2014, 06:19:05 pm
New locations! where are U!!?? location next o gecko :( not finished.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Shamessa on April 28, 2014, 05:59:43 pm
good changes. Companions must be reworked before wipe.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on July 15, 2014, 09:20:57 am
Fixes 15/07/2014
- Explosion of C4/dynamite removes all armed C4/dynamites inside explosion radius (by mojuk)
- Fixed a bug with multiple detonations near doors.

Should stop the river of tears caused by stacked explosives.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: worldremaker on July 15, 2014, 09:38:47 am
- Explosion of C4/dynamite removes all armed C4/dynamites inside explosion radius (by mojuk)
Finally!
(http://i1.memy.pl/obrazki/82e8197792_yes_yes_yes.jpg)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on July 15, 2014, 11:38:06 am
Fixes 15/07/2014
- Explosion of C4/dynamite removes all armed C4/dynamites inside explosion radius (by mojuk)
This effect also C4/dynamite inside inventory? If so, this is very good change against bombers in towns.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: mojuk on July 15, 2014, 12:23:58 pm
Fixes 15/07/2014
- Explosion of C4/dynamite removes all armed C4/dynamites inside explosion radius (by mojuk)
This effect also C4/dynamite inside inventory? If so, this is very good change against bombers in towns.
This should remove all active c4/dynamites/mines within explosion radius (3 hexes) from ground, dead/alive critters, containers so basically "all armed C4/dynamites inside explosion radius".
It's only working with explosions of c4/dynamite. Rockets/grenades don't cause explosives to disappear.
If you spot any bugs leave a note (with screenshot is possible) in bugs section but first please check twice if explosives that did not disappear were in fact in explosion radius not 1 hex near it :)
(sometimes it may seam so in case of bodies because image is bigger than 1 hex)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: S.T.A.L.K.E.R on July 15, 2014, 05:45:02 pm
Doesn't work

there should be at least 6 hexes apart, and they all blow up in that range
Title: Re: Changelog 13/04/2014 + Fixes
Post by: mojuk on July 15, 2014, 08:01:40 pm
Doesn't work

there should be at least 6 hexes apart, and they all blow up in that range

I'm not sure what you mean...

I just did test in my base, I made line of active C4 like this

XXXXX
12345

I detoneted c4 number 5 and 234 was destroyed and 1 was still on ground.
Can you be more specific? Some screen/paint drawing/ascii art maybe?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: S.T.A.L.K.E.R on July 15, 2014, 08:16:04 pm
Doesn't work

there should be at least 6 hexes apart, and they all blow up in that range

I'm not sure what you mean...

I just did test in my base, I made line of active C4 like this

XXXXX
12345

I detoneted c4 number 5 and 234 was destroyed and 1 was still on ground.
Can you be more specific? Some screen/paint drawing/ascii art maybe?
we weren't sure what happened

3 of us spawned from 2nd street to commercial spawn, and 2 c4s got us , the thing was were like 2 hexes apart from each other and same 2 got us.

The thing i don't get , lets say for example 2 active c4 are side by side. if one blows up , does 200 damage to the person, and the other one blows up, does it do  the other 200 damage? or does it  do 1 explosion but causes 400 damage?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: triqua on July 15, 2014, 08:25:54 pm
hmm lets imagine a scenario like the following:

XXXSXXX where S can be a persons spawnlocation (for exampe if you enter commercial via 2nd)

CXXSXXC <-- S = spawn, C = c4..

you see c4 can explode without disarming the other one but still both c4 can explode and you are in radius of both.

c4ing is now not as easy as before but still possible
Title: Re: Changelog 13/04/2014 + Fixes
Post by: mojuk on July 15, 2014, 08:40:11 pm
I understand now. I'm not the one making decisions here but as far as I understand this C4 nerf/fix (call is as you want) was not to make C4 useless but to stop this insane C4 stacking in bodies, slaves, corners, containers and still make it possible to use if placed wisely not just all in 1 hex.
Radius in which all other active explosives are destroyed (they don't blow up, don't do damage, just disappear) can be easily changed. But this is up to Kilgore to decide based on how current 3 hex radius will work in actions and of course from players' feedback. So if you got some constructive comments do share them.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Urukhai on July 16, 2014, 10:03:58 am
Talking constructive.
If a C4 would blow up an armed C4 in a Radius of 6 HEX
xxxxxxC4xxxxxx
Then it should damage aswell the players that are standing within it's range of 6 hexes. This is pure Logic.
Or another scheme with ME and an armed C4 in my inventory
xMExxxxC4xxxxxx. So the c4 Blows up and and my c4 in My inventory will be destroyed. Why ?

I think we shouldn't nerf everything that kills you. It's unlogic and stupid. Then nerf all weapons and let's play FOnline: Kitty Reloaded.

I think it was very well fixed now, no more C4 chain explosions. But stop crying about it if you managed to die by C4 once again. If there are people that are a little bit smarter than you then it is your problem.

If you gonna increase the radius for Damage aswell, it will change nothing at all except of the range on other players. => higher range of damage => higher spread of c4 => more difficult to detect (for low traps skills and perception) => better way to kill campers in buildings => New Tactics => New battle strategies

Personally I don't see in this range increase any problems. It gonna make us (c4 users) use our brains more often.

C4 => C4
x=> hex that will be in the range of C4 dmg
S=Spawn or just the hex where the player will be located
- => safe hexes

--xxxxx--- xxxxx-------
-xxxxxxx-xxxxxxx-----
xxxC4xxSxxC4xxx-----
-xxxxxxx xxxxxxx------
--xxxxx----xxxxx--------

You will obtain an even bigger range with c4 with 6 hexes

Title: Re: Changelog 13/04/2014 + Fixes
Post by: KoneserWydalin on July 16, 2014, 06:32:43 pm
Helo mister, just do 5 seconds invincibility and also inability to shoot/use anything for every player after he spawn. Ok mister? Ok, thank you mister.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on July 16, 2014, 07:16:45 pm
Helo mister, just do 5 seconds invincibility and also inability to shoot/use anything for every player after he spawn. Ok mister? Ok, thank you mister.
For suggestion: http://forum.fonline-reloaded.net/index.php?board=8.0 (http://forum.fonline-reloaded.net/index.php?board=8.0)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: drot on July 16, 2014, 09:38:04 pm
Helo mister, just do 5 seconds invincibility and also inability to shoot/use anything for every player after he spawn. Ok mister? Ok, thank you mister.
Players would spawn and the bombers would just have to comfortably wait for 5 seconds to detonate the bombs. At least now they have to be quick on the draw.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: KoneserWydalin on July 17, 2014, 08:49:52 am
Ok mister, but listen mister, players will be able to move mister, so they could move to safe area if they will see c4, mister.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: BB. on July 17, 2014, 11:20:46 am
They could also spawn and leave if saw more enemies they thought were inside, take a good camping position or rush the enemies to have better hex situation. Why should they be able to, mister?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: KoneserWydalin on July 17, 2014, 12:10:08 pm
Ok mister, but look mister. It will only force change of tactics, to not to camp on the spawns. Mister, i think it will force players to move closer to the center of the map, that equals less stricte-pvp zone and this equals more players in pvp zone at one time and mister, this equals more frequent epic battles, mister. Dont you think so, mister?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: BB. on July 17, 2014, 12:37:22 pm
Nope.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: triqua on July 17, 2014, 12:42:07 pm
after wipe this wont be an issue anymore as most maps arent splitted into pieces anylonger (i guess this will help)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: KoneserWydalin on July 18, 2014, 09:13:14 am
Mister triqua, you are so smart mister! Thank you mister for sharing your great, right opinion. Mister! You have opened my eyes. You should guide the blind and turn the darkness into light, mister.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Nifandus on July 21, 2014, 12:39:01 am
I am a noob but I have spent some  time reading here on the forum and what I see is A LOT of whining and crying. I know that a lot of work goes into running something like this. Kilgore never claims this is a perfect MMO, but from what I see it is one in which there are constant improvements and the devs are in touch with the players in a real and tangible way. I think everyone needs to step back and be grateful for the hard work and effort that goes into making this game better with each update. Stop the whining.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on July 21, 2014, 12:51:24 pm
Nifandus, as newbie you cannot tell how much people are waiting for updates, and how much people care about new content or fixed exploits. And then "perfect MMO", what is that thing about? Nobody ever told that FOnline is best MMO.

This went offtopic already, changelog is not best place to tell about these things.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Nifandus on July 24, 2014, 10:08:09 pm
All I meant was that people are doing a lot of complaining when all of this is really a work in progress....I think perhaps expectations are too high and  I am an MMO veteran. I know how much people want things improved. I was only suggesting less whining and arguing and more collaboration.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: dskpnk on July 26, 2014, 01:35:40 am
C4 just need to not be stackable (already done i think not rly sure) and reduce dmg a bit + knock like rocket to avoid one hexed c4 spam.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: c_hieter on August 02, 2014, 03:07:58 pm
Nifandus
+1
Title: Server Maintenance
Post by: Kilgore on January 11, 2015, 01:04:24 pm
Server maintenance brings few changes:

Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,
- Steal in Hub is disabled.
Title: Re: Server Maintenance
Post by: Johnny on January 11, 2015, 01:07:39 pm
Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,


Holy fucking shit kilgore i love you

Now you just need to rebalance gecko shells and delete KO. Awesome!

(http://www.animated-gifs.eu/fruits-dancing-bananas/0034.gif)
Title: Re: Server Maintenance
Post by: zinthos on January 11, 2015, 01:08:44 pm
- Steal in Hub is disabled.
What's the point?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on January 11, 2015, 01:19:48 pm
No pvp and no steal should be put together, otherwise it only encourages trolling.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Crazeddoctor on January 11, 2015, 01:51:02 pm
when will the servers be up?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: worldremaker on January 11, 2015, 02:03:45 pm
Soon :D
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Crazeddoctor on January 11, 2015, 02:05:34 pm
haha ok, fair enough
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on January 11, 2015, 03:14:58 pm
Finally! Thank you Kilgore!

TPR is upgrade for PR, but not anymore with that +10 crit roll bonus. And now HUB is official "newbie" town.
Title: Re: Server Maintenance
Post by: Beer on January 11, 2015, 04:08:43 pm
Server maintenance brings few changes:

Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,
- Steal in Hub is disabled.
Haha! You're the man Kilgore! I knew you'd fix it!
Title: Re: Server Maintenance
Post by: BB. on January 11, 2015, 04:39:04 pm
Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,
That's something. I guess all the whining about that wasn't useless. ::)

Thanks. :)
Title: Re: Server Maintenance
Post by: S.T.A.L.K.E.R on January 11, 2015, 06:10:54 pm
Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,
YEEEEEEEEEEES

YEEEEEEES!!!!!!!!!!!


I love how UV is not commenting on this, they know you just destroyed them :D
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Blix on January 11, 2015, 08:53:04 pm
Ha! I knew it would come in handy to make -ap and +5 crit chance plasma rifles!
Title: Re: Changelog 13/04/2014 + Fixes
Post by: KestreL on January 11, 2015, 10:10:02 pm
I don't see what everyone is hyped about...
5 crit roll will only reduce 1 knockout for ever 22 shots fired, and slight dmg nerf. (SLIGHT.)

Turbo plasma rifle in a server that stonewall doesnt reduce knockouts isnt so great.

Title: Re: Server Maintenance
Post by: Itux on January 12, 2015, 12:35:16 am
Its a good change.

Fixes 11/01/2015
- Decreased critical hit roll bonus of Turbo Plasma Rifle from +10 to +5,
YEEEEEEEEEEES

YEEEEEEES!!!!!!!!!!!


I love how UV is not commenting on this, they know you just destroyed them :D
Says the guy that plays with reillies and bring 3 turbos per fight., also today we killed you x 3 with or without turbos.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Cobra on January 12, 2015, 01:30:46 am
No steal in hub...literally the worst change ever.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Gimper on January 12, 2015, 01:36:49 am
No steal in hub...literally the worst change ever.

Cobra... Created recently... Fail attempt of regaining your rep.
Also, go rob noobs somewhere else besides hub.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Cobra on January 12, 2015, 01:41:40 am
No steal in hub...literally the worst change ever.

Cobra... Created recently... Fail attempt of regaining your rep.
Also, go rob noobs somewhere else besides hub.

A good thief doesn't rob noobs, because they have nothing worth stealing. A good thief robs vets.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on January 12, 2015, 07:49:02 am
No steal in hub...literally the worst change ever.

A good thief doesn't rob noobs, because they have nothing worth stealing. A good thief robs vets.

Cobra, those excuses just show how inexperienced you are as a thief.

Also, go rob noobs somewhere else besides hub.
+1
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on January 12, 2015, 08:57:53 am
I remind some of you that this is not the place for forum pvp, so take it elsewhere. I removed flame.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Troll on January 12, 2015, 01:19:32 pm
Finnaly turbo plasma is nerfed! It was so overpowered, characters without manof steel/bonehead where always oneshot and having 10 luck didn't seem to reduce in any kind the bypass rate (half shots where fucking ko bypass 200 hp in your face).
Maybe .223 pistol deserves a little boost as the weapon feels weaker than a regular plasma rifle. Maybe the same +5 crit roll?
Gecko breath ammo makes full implant tanks even more unkillable. It feels like when pancor wasn't nerfed yet, EVERYBODY was playing a pancor tank (well, still true). The one with the highest HP/phoenix implants win.
Basic matchup: normal pvp char with 245 or 285 hp + pancor VS implant bag 325 hp +8 fire dr + pancor
Who do you bet on?
Unless you have somehow put an extra layer of fire gecko skin in your combat armor you are DEAD.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: BB. on January 13, 2015, 01:34:58 am
Maybe .223 pistol deserves a little boost as the weapon feels weaker than a regular plasma rifle. Maybe the same +5 crit roll?
.223 pistol is a really nice weapon. 100+ dmg on solid hit and still some cool effects (good rate of weapon drops). As a small add, it's one handed weapon (easier to wield, you can sneak with it). I think it's balanced at the moment. Would become OP with additional crit roll. Try Gauss pistol if you want a buffed .223 version. :)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Troll on January 13, 2015, 04:28:02 pm
Gauss pistols are better, but they don't grow on trees.
Still, on a full implant faggot with bonehead + man of steel you get almost no effect, not that much crits and when hit is upgraded to crit you get between 60 and 75 damage (in the eyes).
Title: Re: Changelog 13/04/2014 + Fixes
Post by: BB. on January 13, 2015, 06:00:53 pm
Gauss pistols are better, but they don't grow on trees.
Exactly.
bonehead + man of steel you get almost no effect
That's what bonehead and mos are made for.
when hit is upgraded to crit you get between 60 and 75 damage (in the eyes)
That's what Toughness, Even Tougher, Psycho, Beer and implants are made for.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Troll on January 13, 2015, 06:23:13 pm
And thats why tanks are a bit OP at the moment. A full implant tank is almost impossible to kill since nothing reallt hurts him. They only loose 1 vs 1 fight when they critically slide on a bannana pelt.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: BB. on January 13, 2015, 06:41:28 pm
I'm not saying they are not. But it doesn't mean you should buff all the weapons that are working fine.
But actually, I said that few times already, tank are not OP because they are hard to kill (and that's what you're implying). That's the point of this build, lol. You take all the resistance perks so you get almost none crits and less dmg. But the problem is you're not only a "rocket launcher support build" but being able to have 10 PE and 10 AG at the same time, with BRoF you're using weapons as effectively as everyone else (and a lot of OP weapons and armors with bonuses that give more than perks gets it "a bit" unbalanced).
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Troll on January 13, 2015, 06:56:17 pm
True, completely aggree with you. Tanks need to stay tanks. But they shouldn't be good at something else than using SS and shooting grenades.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on January 25, 2015, 04:25:38 pm
Fixes 25/01/2015
- Fixed a bug causing broken base terminal when the first faction base is bought for bottle caps (by mojuk).
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on January 26, 2015, 09:33:40 pm
Fixes 26/01/2015
- Security fix has been deployed. More info here: http://fonline.ru/forum/threads/4999/
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on January 29, 2015, 08:50:50 am
Very good updates, thanks!
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on January 29, 2015, 09:00:03 pm
Btw there were some fixes made to VTDB (http://play.fonline-reloaded.net/):

- "characters" page showing all characters stored in VTDB (just use ctrl+f to find what you need),
- pages and signatures for characters containing "_" and "-" symbols should now work properly.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Henry on January 30, 2015, 02:49:03 am
Wow! Kilgore, this VTBD news is big-time awesome. I am slowly building my own database system and this characters list feature in the VTDB just made things much easier. 
Title: Wipe Announced!
Post by: Gimper on February 16, 2015, 10:43:33 pm
Who got excited?  ::)
Title: Re: Wipe Announced!
Post by: Help Bot on February 16, 2015, 11:45:04 pm
Who got excited?  ::)
If its not true...you could get whacked....
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Gimper on February 16, 2015, 11:48:31 pm
Whats not true? I didn't say a single thing. Although I WISH there was hehehehe
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on February 17, 2015, 07:11:09 pm
Sure true, also we change project name to FOnline 3  ;D
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Corosive on February 17, 2015, 07:51:06 pm
Sure true, also we change project name to FOnline 3  ;D

More like FOnline: Project V13
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Keller129 on February 22, 2015, 08:10:34 am
Sure true, also we change project name to FOnline 3  ;D

More like FOnline: Project V13

*sigh* damn bethesda.  :facepalm  (considering it was bethesda who stopped the dev of Interplay from making PV13)
=
heres a question. why keep FOnline 1, 2 (and possibly) 3. separate and not the same? as in same forum and game. i mean FOnline 2 looks just about... the same as FOnline 1 (FOnline Reloaded... i might have that wrong too. correct me if i am)
OR
i missed a memo and the games are TOTALLY different, and have a diffrent author and/or dev team.
=
seriously. i tried reading up. i saw different user names everywhere. iv been gone for a wile o.o
last i was here i read "hard reset and wipe of all characters"

Title: Re: Changelog 13/04/2014 + Fixes
Post by: jarok on February 22, 2015, 10:15:39 am
LOL LOL LOL.

FOnline is FOnline and FOnline 2 is such idiotic name and breach of license. FOnline: (PUT YOUR NAME) is for all fonline servers (http://fodev.net/status/) but only idiots from FOnline 2 make it stupid. This is confusing and people might think it is second version or sth.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Keller129 on February 22, 2015, 11:16:26 am
LOL LOL LOL.

FOnline is FOnline and FOnline 2 is such idiotic name and breach of license. FOnline: (PUT YOUR NAME) is for all fonline servers (http://fodev.net/status/) but only idiots from FOnline 2 make it stupid. This is confusing and people might think it is second version or sth.

thanks for clearing up!

so there is no linkage between FO:O Reloaded devs and author and FO:O 2? besides maybe content.

and whats the relation of FO:O Reloaded and FO:O 2238?
=
last: where can i find the latest version of Reloaded? cant i just download it from the main source? the upgraded version.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Wipe on February 22, 2015, 12:00:53 pm
whats the relation of FO:O Reloaded and FO:O 2238?
Reloaded is based on released 2238 content (http://fodev.net/forum/index.php/topic,29387.msg258218.html#msg258218), which is no longer maintained by Rotators.
Best would be to call FO:2238 a "starting point" of Reloaded, just like TLA (https://xp-dev.com/svn/fonline_sdk) is for most of servers around.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: jarok on February 22, 2015, 12:00:57 pm
Quote
FOnline: Reloaded is a free to play post-nuclear MMORPG based on FOnline: 2238, an award-winning game set three years before the events of Fallout 2. FOnline: Reloaded provides you with a unique opportunity to revisit the ruins of California and explore the familiar locales from Fallout 1 and Fallout 2.

FOnline: Reloaded is a player-driven, persistent world MMORPG that allows you to participate in a wide range of activities, which range from faction wars to exploration, mining, scavenging for resources, caravan raids and more. The game puts a lot of emphasis on team play and dynamic, unscripted PvP action, but there is absolutely nothing to stop you from focusing on PvE dungeons or role-play.

FOnline: Reloaded is powered by the latest iteration of the FOnline Engine, which was created from scratch by Cvet and which is capable of utilizing assets imported from the original Fallout games, as well as Fallout: Tactics, Arcanum and Baldur’s Gate. The development of this engine started back in 2004 and continues to this day.

Our server offers several improvements over the traditional FOnline: 2238 formula. We believe in creating a fair, balanced and reliable gaming environment for all the players involved. This allowed us to present you with a game which is both perfectly stable and relatively bug-free.

http://fonline-reloaded.net/

FOnline 2238 open source released http://fodev.net/forum/index.php/topic,29387.0.html <- fodev is for fonline developers/modders guys

if you have much time read archives http://fodev.net/forum/index.php/board,55.0.html :)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Strike on February 22, 2015, 06:48:35 pm
Sure true, also we change project name to FOnline 3  ;D
Please, don't make same mistake than other server did with name :D
Title: Re: Changelog 13/04/2014 + Fixes
Post by: HazMat on February 22, 2015, 07:51:20 pm
Call it Fallout 4.
Then when Bethesda's suits storm the place, run for cover.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Keller129 on February 25, 2015, 05:35:27 am
thanks for the help everyone sense im back to playing FO:O Reloaded.
also i played FO:O 2... and it wasnt very... interesting.
and too many russian FO:O variants.
=
so. heres my next question.

what is in the process of being made? or happening. i hear that the wipe is still in processing..... for some reason. but idk.

what are we seeing to come? besides maps. which ill never play on... because i dont do factions... or dungeons.
would like to see a way to improve over the players tent location/shack location. lol maybe a renuvator to pay to upgrade it to look like so and so. personal hot spots is what id call them. or personal bases. :p sorta like faction bases. just smaller. \
-but thats just my opinion for an idea. to make things interesting. to further in depth make the crafting and creation system :D ... seams like alot of work o.o
use the community! they would be amazing help for this!!! :D heck. if one guy can do FO2: Restoration Project (FO2 mod to re-add all the cut content to be as close to the originals as possible, amazing job in doing so btw) and another guy by himself did FO2: MIB88 Mega Mod. then. imagine what ... 8~10 maybe more additional hands could do with creativity!
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Crazeddoctor on February 25, 2015, 07:50:08 am
thanks for the help everyone sense im back to playing FO:O Reloaded.
also i played FO:O 2... and it wasnt very... interesting.
and too many russian FO:O variants.
=
so. heres my next question.

what is in the process of being made? or happening. i hear that the wipe is still in processing..... for some reason. but idk.

what are we seeing to come? besides maps. which ill never play on... because i dont do factions... or dungeons.
would like to see a way to improve over the players tent location/shack location. lol maybe a renuvator to pay to upgrade it to look like so and so. personal hot spots is what id call them. or personal bases. :p sorta like faction bases. just smaller. \
-but thats just my opinion for an idea. to make things interesting. to further in depth make the crafting and creation system :D ... seams like alot of work o.o
use the community! they would be amazing help for this!!! :D heck. if one guy can do FO2: Restoration Project (FO2 mod to re-add all the cut content to be as close to the originals as possible, amazing job in doing so btw) and another guy by himself did FO2: MIB88 Mega Mod. then. imagine what ... 8~10 maybe more additional hands could do with creativity!

1~ Look in suggestion pages ( closed also ) for some of this
2~ Tent/Shack upgrades have been talked about in suggestions. Such as target dummies :D
3~ What is being made, happening ect.? Nerfs, Berfs and balancing of course.
4~ There are some in the community who help, but mainly ( somewhere around here kilgore has said this but I care not to find it ) Kilgore simply doesnt have the time/patience to teach people how to use the mapper tools.
5~ Drink the irradiated Tea and have some 200 yr old cookies and enjoy your stay! Remeber always to get swarmed by massive factions :D
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Keller129 on February 25, 2015, 12:50:54 pm
Quote
1~ Look in suggestion pages ( closed also ) for some of this
2~ Tent/Shack upgrades have been talked about in suggestions. Such as target dummies :D
3~ What is being made, happening ect.? Nerfs, Berfs and balancing of course.
4~ There are some in the community who help, but mainly ( somewhere around here kilgore has said this but I care not to find it ) Kilgore simply doesnt have the time/patience to teach people how to use the mapper tools.
5~ Drink the irradiated Tea and have some 200 yr old cookies and enjoy your stay! Remeber always to get swarmed by massive factions :D

1. closed? as in the thread is closed?
2. ya the FoT dummies from the training maps :P
3. nerfs? hope its only high level stuff like plasma rifles and gatling lasers. wuts a berf o.o u meen Buff? balancing. fun.
4.ya i think i saw that after i posted the last comment. he doesnt have time to teach people. people have to teach themselves.
5. T_T but i dont do factions! like. i saw that faction bases and caves where in the prosess a long time ago. but that was like ... 5 months ago. Kilgore needs some help here. but ya. im not intrested in factions specially when there are so little ppl in the community. and its pretty hard as is to level up. ontop of being a harsh wasteland. so going cave running? nope. i fear deathclaws....
Title: Re: Changelog 13/04/2014 + Fixes
Post by: HazMat on February 25, 2015, 12:55:43 pm
berf mer gerns.
I don't care how long we need to wait for the wipe, so long as it happens eventually.  :)
Title: Re: Changelog 13/04/2014 + Fixes
Post by: DarkWeek on February 26, 2015, 09:47:42 pm
The new season will happen eventually!
Title: Re: Changelog 13/04/2014 + Fixes
Post by: damonicos on March 07, 2015, 10:23:16 am
I Like your thoughts keller... I am just getting started in FO: Reloaded , havent tried the others but i read enough about them to know they arent for me.
This game is more focused on factions and working with other players, against other players. You do not need a faction, though it can get awful lonely out there alone...
Id like to see more personal stuff too... Customizable tents is a neat idea, training dummy... well crafting is all you need for low level xp... dummy is IMO a waste of time, but sure a neat option.
I havent played long enough to have alot of suggestions, however some sort of fix with holodiscs would be nice.. so factions Can better organize themselves with Stick its and Bulletons..
Just dont Nerf Drugs!!! They are a requirement as it is... dont make it absolute! Please!
I am afraid removing withdrawal means this is no longer Fallout. I mean that is REALLY straying from the actual games..
Drugs have benefits but you can become addicted. If You are always playing a Drug character and your tired of the withdrawal, maybe you should get Off the drugs.. Lol.. but to remove the addiction.. i just dont get it... making it EASIER to be on drugs! Why?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Corosive on March 07, 2015, 07:30:13 pm
Yes drug addiction removal isn't something I am 100% okay with. Fallout always punished the player for doing dope, so I fear that if we remove this addiction/punishment drug use will become mandatory :(

However drugs are slightly hard to come by, and require work to get sooooo I dunno... Players will be chasing that supply of crack like there's no tomorrow.  Might balance itself out, you never know. Imagine if you had to use Jet over 50 times in an hour... :P where you going to get all that Jet?
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Beer on March 07, 2015, 07:53:52 pm
Yes drug addiction removal isn't something I am 100% okay with. Fallout always punished the player for doing dope, so I fear that if we remove this addiction/punishment drug use will become mandatory :(

However drugs are slightly hard to come by, and require work to get sooooo I dunno... Players will be chasing that supply of crack like there's no tomorrow.  Might balance itself out, you never know. Imagine if you had to use Jet over 50 times in an hour... :P where you going to get all that Jet?
drugs are already mandatory for pvp. All addiction does is make you dead meat as soon as drugs run out. you arent just less effective, you actually cant even shoot your guns sometimes, and there is no way to redrug while other drugs are active currently so it is a big problem. maybe from an rp perspective it doesnt make sense but it is needed for pvp.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: HazMat on March 07, 2015, 08:51:20 pm
Yes drug addiction removal isn't something I am 100% okay with. Fallout always punished the player for doing dope, so I fear that if we remove this addiction/punishment drug use will become mandatory :(

However drugs are slightly hard to come by, and require work to get sooooo I dunno... Players will be chasing that supply of crack like there's no tomorrow.  Might balance itself out, you never know. Imagine if you had to use Jet over 50 times in an hour... :P where you going to get all that Jet?
drugs are already mandatory for pvp. All addiction does is make you dead meat as soon as drugs run out. you arent just less effective, you actually cant even shoot your guns sometimes, and there is no way to redrug while other drugs are active currently so it is a big problem. maybe from an rp perspective it doesnt make sense but it is needed for pvp.
That should be the trade off though.
Drugs are supposed to give you an edge in combat.
You want to have that edge? You suffer for it after they wear off.
Being high as balls shouldn't be the "standard" for pvp.
The only reason drugs are mandatory for pvp now is because they're so amazingly easy to get a hold of.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Beer on March 07, 2015, 09:46:06 pm
Yes drug addiction removal isn't something I am 100% okay with. Fallout always punished the player for doing dope, so I fear that if we remove this addiction/punishment drug use will become mandatory :(

However drugs are slightly hard to come by, and require work to get sooooo I dunno... Players will be chasing that supply of crack like there's no tomorrow.  Might balance itself out, you never know. Imagine if you had to use Jet over 50 times in an hour... :P where you going to get all that Jet?
drugs are already mandatory for pvp. All addiction does is make you dead meat as soon as drugs run out. you arent just less effective, you actually cant even shoot your guns sometimes, and there is no way to redrug while other drugs are active currently so it is a big problem. maybe from an rp perspective it doesnt make sense but it is needed for pvp.
That should be the trade off though.
Drugs are supposed to give you an edge in combat.
You want to have that edge? You suffer for it after they wear off.
Being high as balls shouldn't be the "standard" for pvp.
The only reason drugs are mandatory for pvp now is because they're so amazingly easy to get a hold of.
Well then you should be able to redrug before the last set wears off and reset the timer. Because as it is it does nothing when you use drugs when you are on them and then they can wear off 5 seconds later, which makes no sense.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Corosive on March 07, 2015, 10:13:22 pm
phuck! drugs are bad! I saw a lot of pros and cons here though. Really, have no idea what the best solution is IMO.

If drugs are easy to get a hold of, let's make them not last as long.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Henry on March 07, 2015, 10:58:36 pm
Good golly. There is nothing wrong with drugs just as they are now. Why do so many people insist on fixing things that are not broken? They are not so easy to get that the game is bad. It's fine as-is now. They don't last too long or too short. They are fine as-is now. Removing addictions? Whatever...not needed but do it. Still fine as-is now. No need for any changes to drugs.

I worked my butt off when i started Reloaded, mining and crafting and trading. All that work helped me get set up very well. I went into full-scale production making Buffout (Henry's House of Buffout) which, looking back was too difficult. I used Buffout as currency to buy other drugs i did not want to craft, like Jet and Psycho. After a while i had a tidy stash of all the drugs i'd ever need, but only after a lot of semi-fun work and some adventures along the way. I think, in this way, i really played this game.

Meanwhile, the TC gangs got their drugs the easy way: by opening a locker over and over every day and finding it jam-packed with ammo (to use and sell), armor to use, and drugs. Now THAT is too easy if anything, but THAT is one of the prizes of coordinated team combat, so it seems fine too.

I've played this game from both sides: solo without a team, and in a faction doing TC. In neither situation do i consider the availability of drugs to be off. Devs please stop paying so much attention to every single thing these little maniacs say. They get bored and say stuff. Meanwhile game is going great! Drugs are fine as-is.

You just watch: the more developed and perfected this game gets, the more some people will complain, because they get bored without something legit to whine about, so they'll take it out on a great game due to being so prone toward complaining. Meanwhile this game has never been so good - in development now for what...8 years? Just chill out guys - play it and enjoy.

Thanks.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Corosive on March 08, 2015, 02:58:09 am
:p nice post lol
Title: Re: Changelog 13/04/2014 + Fixes
Post by: HazMat on March 08, 2015, 03:32:37 am
I don't give a flying toss about drugs.
I am simply stating something about game balance.
You want higher damage resistance or more damage output? Fine, but the method that gives you that boost should also put you at a disadvantage after it wears off.
If everyone is going to be high as balls all the time then get no disadvantage after it wears off then at the character creation screen it may as well just give everyone the boosted stats and leave it at that.
If everyone has an advantage stat-wise from the same items, then no one does.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: damonicos on March 08, 2015, 05:28:41 am
Originaly posted by henry:

Quote
Devs please stop paying so much attention to every single thing these little maniacs say. They get bored and say stuff. Meanwhile game is going great! Drugs are fine as-is.

I Agree Henry, I just read the latest change log and "addiction removal" caught my eye, dont like the idea thought i would mention it, and as i would have thought, the opinion is mixed.
Cool You started a little drug empire. See now That is fallout. Having Options and multiple ways of achieving the same end-goal.
Drugs are mandatory to be the best in pvp. the front line. but i think many (if not too many including devs?) are so used to drugs that the little side affects have become a nuisance. Well... ummm thats Drugs? Right? I dunno, Im dedicated fallout fan, would hate to see the game stray too much as it is soo awesome now. but its not mine  :-X Long live FOnline: Reloaded
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Kilgore on March 08, 2015, 08:10:56 am
I don't know why some people get so excited about addictions removal, as it really changes next to nothing. Addiction system was good for a single-character game like Fallout 1 or Fallout 2, in FOnline when you are trying to "punish" player with addiction, he'll just relog to another character that has no addiction, voila. Or he will just take another dose. If someone makes a character, he already has certain drugs use in mind so for him this character is going to be perma-drugged anyway, so you can forget about addictions if you have enough doses. And if you don't then you will use another character.

So, what is that real drawback you are talking about now?

Addictions currently serve no practical purpose, they are just in game because.. you know, Fallout 1 / Fallout 2 had it. But both were ONLY single-player.
The only real disadvantage from using drugs is their cost, but to be honest, it was always like that, on 2238 too, despite all withdrawals/addictions possible.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: damonicos on March 08, 2015, 03:18:20 pm
So Is it just the little "Addiction" icon that is being removed, EI no other change in symptoms from withdrawals? Or Just removing withdrawals and addiction?
If its just the little box in the corner your removing, I understand. But otherwise. Yup Addiction was relevant in singleplayer... i would suggest it is More relevant in Multi not less.. If you remove the downsides.. well, just add the code Up-down-Up-Down-left-right-left-right-B-A Voila 99 Lives!

Yes you can change chars.. have 12 lvl 24s all pre planned and waiting at Modoc for the fight.. but thats PvP, and thats for the really serious players, There's a whole nother world of noobs out there just living in the world and will never see a TC fight in Modoc, ever, and little things like drugs having sideaffects and downsides is a really cool aspect. Seems minor, but never under-estimate the "cool" factor, (Cool factor varies per individual)

Also what of vengence? I mean in dungeon crawling.. you will need drugs to do the dungeon.. Or else dungeons will be too easy, so you get in, kill everything in your path, and there is No come down, you get out with all the loot killing everything in your path.
A drugless noob doesnt have a chance of anything anytime, anywhere. Essentially crafting a game for those In the Know. and those dont read wiki better get used to leather jackets and hunting rifles..

I can imagine a neat strategy forming of A couple players drugging up on the way in, and a couple drugging up on the way out to defend the others. Or having some clean cut along.. or perhaps a temporary stimp that aleviates the withdrawal slightly.
Ok im stretching here... but removing it alltogether -chop chop.. too tidy.. too easy..

Should prolly bring Narg, Mingan ,and Chitza back so people have a fighting chance, Narg can be the Psycho Tank, Mingan your Burst Sneak, and Chitza your support Main.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: HazMat on March 08, 2015, 05:27:17 pm
Oh yeah, I keep forgetting there are people out there with almost armies of characters that are more or less the same for reloging purposes.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Petrolz on March 08, 2015, 06:12:28 pm
"Yes you can change chars.. have 12 lvl 24s all pre planned and waiting at Modoc for the fight.. but thats PvP, and thats for the really serious players"

So everyone who cheat is serious?

Would be nice to implement something  like , when u die u cant log off or log in with other char for 5 mins in pvp especially (time needed to respawn and get gear again). And ofc fast loggers should be banned. If u died then u died that's pvp , wait for re spawn pick up gear and come again that's the point. Its not points to have tons of chars in same place and die and re log and die and re log that kills the game and its cheating and it is lame.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: damonicos on March 08, 2015, 06:31:00 pm
"Yes you can change chars.. have 12 lvl 24s all pre planned and waiting at Modoc for the fight.. but thats PvP, and thats for the really serious players"

So everyone who cheat is serious?

Would be nice to implement something  like , when u die u cant log off or log in with other char for 5 mins in pvp especially (time needed to respawn and get gear again). And ofc fast loggers should be banned. If u died then u died that's pvp , wait for re spawn pick up gear and come again that's the point. Its not points to have tons of chars in same place and die and re log and die and re log that kills the game and its cheating and it is lame.
That would be awesome. But be alot of Disappointed masters of the scene.. It would force characters to actually have to think about their stats again.. As it is now, you could join a battle, die, remake a char, craft up to level 24 and make it back to the battle in time to loot.  or pretty dam close to it. less t han 15 minutes! Thats a great selling point of the game.. but the hardcore are able to spend loads of time making themselves a one man army =(

Another Issue that I hate to advertise as it drives me insane, but is along the same lines is Slave hunting.
Guarded mines are safe, unless you have 2 chars there, 1 to go kill the slave, the other to steal the ores.
Thats so stupidly easy, I really think there ought to be a logout-login delay, As Inconvenient as it is for EVERYONE, its fair..
Your slaves oughta be somewhat safe in a guarded mine, but players exploit log-ins and blakm all your ore is theres. If your going to steal slave ore, you gotta have someone to help you, You sacrifice, they loot, etc. Fair. 
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Petrolz on March 08, 2015, 07:09:58 pm
@damanicos what you say is true also , anyone can come snipe your slave - cow and take mats relog take them or be logged with 2 chars at same time and maneuver it even easier :D

Also about pvp and city taking , especially city taking. Dont know if it is possible and how hard is it to make. Imagine something like this , group A enter town to take it , they go to their positions , when they talk to start taking of the city first theres timer for defenders to assemble 3=5 mins they would be in restricted area  that would be guarded by force field that would go off after those 3-5 initial minutes pass and battle would start , after that city locks and u cant enter it till the the time u need to take it pass.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: damonicos on March 09, 2015, 01:30:19 pm

Also about pvp and city taking , especially city taking. Dont know if it is possible and how hard is it to make. Imagine something like this , group A enter town to take it , they go to their positions , when they talk to start taking of the city first theres timer for defenders to assemble 3=5 mins they would be in restricted area  that would be guarded by force field that would go off after those 3-5 initial minutes pass and battle would start , after that city locks and u cant enter it till the the time u need to take it pass.

I do believe random forcefields in Klamath to be a bad idea.. And I'm also not sure about locking the city. Cuts out alot of Legitimate possibilities like an Allied Faction showing up as Reinforcements in the battle.. simply giving the program an inherit delay when you log out and attempt to log in a differnt user immediately. Doesn't even have to be that long.. a couple minutes is enough. Only takes 1 minute to replicate so, most players would just wait at that point, and Multi char problem is solved.ish

EDIT - IF it is considered a problem, It may be that Devs don't consider it an issue, and they expect players to make as many chars as they can to succeed their goals. In which case, those with lots of time are the winners, and those who work for a living can't compete.
Title: Re: Changelog 13/04/2014 + Fixes
Post by: Petrolz on March 09, 2015, 02:31:15 pm
Oh well it was an idea , because it would be something like u que for pvp , faction A taking  , defenders or other faction there to retake or stop them. And then you know exact number of people that are actually inside and if 20 die from faction A u know that there cant be 50 dead from that faction if only 20 were at start :D About making a timer on relog its good , tho people can just change ip and bypass it tho it would take more time then just simple fast relog :D Tho i dont rly know in that matter how hard and if it is even possible to make things like that in this game.  I mean i  guess its rly hard to make complex pvp and pve system as in newer mmorpgs. If caravan master can be programmed to wait till 14:00 for players and then add guards to fil to number 4. I guess an npc could be made that would wait till there are 5 players on both sides or 3 or 10 and send them to battleground map. And i guess it all depends on the number of players.

About force fields they woudnt stay for ever as i remeber in fallout 2 u cant shoot trough yellow one so it would just be a waiting place like u are in que or something and then when the time is right it would go down.

Oh well these are some weird ideas i know XD