FOnline: Reloaded

General => News and Announcements => Topic started by: cubik2k on February 16, 2014, 09:55:00 pm

Title: Changelog 16/02/2014
Post by: cubik2k on February 16, 2014, 09:55:00 pm
Changelog 16/02/2014

- Added new dungeon appearing in Special Encounter. Location will be removed after 24 real hours, some challenges and good loot inside (including random implant module),
- Decreased Hit Points of new (those harsh from previous update) encounter groups by 35% and few other minor changes,
- Improved stats of Caravan Leader (Hit Points and resists, also he cannot drop weapon)
- Changed weapons carried by Caravan Guards from Assault Rifle to 14mm Pistol and Combat Shotgun to .223 Pistol,
- Robots and turrets are now vulnerable to EMP ammunition and grenades,
- Increased damage of Pulse Grenade to 150-300,
- Changed shotgun EMP ammo dmg mod from 2/1 to 3/2,
- Changed 4.7mm Caseless ammo: DR from -10 to -20,
- Changed Pulse Rifle perk from Penetrate to Long Range,
- Changed various stats of robots,
- Added encounters with Desert Hunters group,
- Added Desert Combat Armor and Helmet with stats similar to CA but better vs explode,
- Updated description of green shotgun ammunition,
- Changed Bridgekeeper's Robe to red colour,
- Some clothes have improved stats now,
- Fixed a bug where Modoc Raiders would drop V13 suit,
- Changed default ammo type from JHP to AP for some weapons,
- Bank interest disabled,
- Fixed a bug with New Reno Arms basement spawn,
- Changed basement with boxing ring in New Reno for an upcoming event,
- NoPvP mode for Hub Downtown enabled,
- Bug with Fiber Plant, Fruit Plant and Meat Table regeneration hopefully fixed,
- Militia disabled in all TC towns,
- New faction names added: http://forum.fonline-reloaded.net/index.php?topic=45.msg32954#msg32954.


Use updater to get new file (reloaded002.zip).
Title: Re: Changelog 16/02/2014
Post by: Daryl on February 16, 2014, 09:59:39 pm
good update
Title: Re: Changelog 16/02/2014
Post by: Barneys on February 16, 2014, 10:01:51 pm
 :D
Title: Re: Changelog 16/02/2014
Post by: Henry on February 16, 2014, 10:08:35 pm
Looks good. Added to Changelogs page on wiki (http://www.fonline-reloaded.net/wiki/index.php?title=Changelogs).
Title: Re: Changelog 16/02/2014
Post by: S.T.A.L.K.E.R on February 16, 2014, 10:09:12 pm
Finally desert CA, what about blue?
Title: Re: Changelog 16/02/2014
Post by: Spacefucker on February 16, 2014, 10:09:45 pm
Changelog 16/02/2014
- NoPvP mode for Hub Downtown enabled,
- Militia disabled in all TC towns,

Killgore, cubik2k, you want to kill the server?
Or are you just afraid of Russian players with follovers and mercs?
Soon, the server will only BBS and pistoleros ...
Wake up before its too late.
Title: Re: Changelog 16/02/2014
Post by: Kilgore on February 16, 2014, 10:15:49 pm
Both things were suggested again and again by players, so I guess that it's players who want to kill it...
Title: Re: Changelog 16/02/2014
Post by: Spacefucker on February 16, 2014, 10:22:01 pm
Both things were suggested again and again by players, so I guess that it's players who want to kill it...

if all the noobs will ask ponies and rainbows, then you do this? :)

You're an experienced player should understand what will happen if you do everything asked newbies ...
Title: Re: Changelog 16/02/2014
Post by: Kilgore on February 16, 2014, 10:23:11 pm
NoPvP was manually set in Hub downtown since some time afaik and there was no disaster, so stop crying over it.
Title: Re: Changelog 16/02/2014
Post by: manero on February 16, 2014, 10:24:00 pm
You're an experienced player should understand what will happen if you do everything asked newbies ...

And what bad will happen when militia disappear or there will be no pvp at hub downtown?
Title: Re: Changelog 16/02/2014
Post by: Илюха on February 16, 2014, 10:35:45 pm
Why "Pulse Rifle" perk changed with penetration Long range? With a normal build of this rifle, and so it was possible to shoot well ...

 And what prevented the police?
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 16, 2014, 10:37:20 pm
- Added encounters with Desert Hunters group,
where we can find those Desert Hunters ?
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 16, 2014, 10:38:23 pm
Why "Pulse Rifle" perk changed with penetration Long range? With a normal build of this rifle, and so it was possible to shoot well ...
because it was impossible to shoot eyes at long range with pulse rifle, its weapon for designed for long range
Title: Re: Changelog 16/02/2014
Post by: carnack on February 16, 2014, 10:40:03 pm
where can i meet the new dungeon ? on all map ?

caravans seem well ballanced now except for the sentry bot and master elite army
Title: Re: Changelog 16/02/2014
Post by: Илюха on February 16, 2014, 10:45:58 pm
Why "Pulse Rifle" perk changed with penetration Long range? With a normal build of this rifle, and so it was possible to shoot well ...
because it was impossible to shoot eyes at long range with pulse rifle, its weapon for designed for long range

3 strength and 300% skill enough to shoot the eyes hit 95%. Or do you want universal soldier under all classes at the same time?
Title: Re: Changelog 16/02/2014
Post by: cubik2k on February 16, 2014, 10:50:15 pm
You can meet Desert Hunters in areas:

West-North-West from Hub
North-West from Junktown
North-North-East from Necropolis
a little to North from line NCR-V15
between NCR/BH

New dungeon you can find in desert/mountain areas
Title: Re: Changelog 16/02/2014
Post by: howtonarf on February 16, 2014, 10:50:23 pm
im guessing this is related to the update but i just dropped into a random encounter with no one else in it and it was in real time and i got killed pretty quick even though i double checked that i had turn based selected. for reference it was a mountain encounter with a cave, the enemy was marauders just a little bit north west from ncr
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 16, 2014, 10:55:30 pm
3 strength and 300% skill enough to shoot the eyes hit 95%. Or do you want universal soldier under all classes at the same time?
there was topic about it on forum, you didnt posted anything http://forum.fonline-reloaded.net/index.php?topic=4524.0 (http://forum.fonline-reloaded.net/index.php?topic=4524.0)

and your math is probably wrong..
3 ST, 300% EW skill, sharpshooter, 10 perception on 48 hex range into eyes without long range weapon perk = 60% hit chance, really epic hit chance with all those stats maxed stats
Title: Re: Changelog 16/02/2014
Post by: Kilgore on February 16, 2014, 11:03:07 pm
Btw one file wasn't updated before so you can have flameboy instead of red robes.

Run updater again to fix this issue.
Title: Re: Changelog 16/02/2014
Post by: VesperCore on February 16, 2014, 11:08:27 pm
Cool, thx.
Title: Re: Changelog 16/02/2014
Post by: carnack on February 16, 2014, 11:25:22 pm
dead walkers are eating too much ammo, you have to burst atleast 3 times to kill one, sometimes you meet 6

cubik so the special encounter is only available if you have 3+ ppl in party ?
Title: Re: Changelog 16/02/2014
Post by: BB. on February 17, 2014, 12:06:04 am
im guessing this is related to the update but i just dropped into a random encounter with no one else in it and it was in real time and i got killed pretty quick even though i double checked that i had turn based selected. for reference it was a mountain encounter with a cave, the enemy was marauders just a little bit north west from ncr
It was someone's RT encounter. He (probably sneak) was inside the cave, that's why there was no nickname.
Title: Re: Changelog 16/02/2014
Post by: DocAN on February 17, 2014, 12:10:55 am
cubik so the special encounter is only available if you have 3+ ppl in party ?


Desert Hunters are 3+ while SE can apear for 1 player or for party
Title: Re: Changelog 16/02/2014
Post by: Dendito on February 17, 2014, 12:31:36 am
cubik so the special encounter is only available if you have 3+ ppl in party ?


Desert Hunters are 3+ while SE can apear for 1 player or for party
Are dungeons encs rare like verti or bunker SE?
Title: Re: Changelog 16/02/2014
Post by: S.T.A.L.K.E.R on February 17, 2014, 01:11:26 am
I dont think anyone could fight desert hunters or that new encounter :P
Title: Re: Changelog 16/02/2014
Post by: Strike on February 17, 2014, 05:54:18 am
You fixed many problems with this patch, thank you for your hard work!

3 strength and 300% skill enough to shoot the eyes hit 95%. Or do you want universal soldier under all classes at the same time?
Pulse Rifle and 95% chance to hit with 300% skill and 3 strength, nope.
Title: Re: Changelog 16/02/2014
Post by: plazmafried on February 17, 2014, 07:23:58 am
militia is for the 6 gang player controlled towns, simply means gangs must be active to defend their towns, basically 24/7.

hub is a starting zone, no pvp in hub is reasonable, go kill noobs in ncr
Title: Re: Changelog 16/02/2014
Post by: Mighty on February 17, 2014, 08:01:26 am
Quote
- Changed Pulse Rifle perk from Penetrate to Long Range,
Still I don't understand

and your math is probably wrong..
3 ST, 300% EW skill, sharpshooter, 10 perception on 48 hex range into eyes without long range weapon perk = 60% hit chance, really epic hit chance with all those stats maxed stats
You know about buffout?
Title: Re: Changelog 16/02/2014
Post by: KompreSor on February 17, 2014, 08:57:35 am

- Militia disabled in all TC towns,

first shot in FO:reloaded's head.
Title: Re: Changelog 16/02/2014
Post by: manero on February 17, 2014, 09:38:33 am
- Militia disabled in all TC towns,

Awesome, gangs won't terrorize people in the most lame - possible way.
Title: Re: Changelog 16/02/2014
Post by: Strike on February 17, 2014, 10:07:04 am
New dungeon you can find in desert/mountain areas
So dungeon is possible to find anywhere, if there is mountain areas around?

Chance to find it? Same as with special encounters, or much harder to find?
Title: Re: Changelog 16/02/2014
Post by: Leonardo on February 17, 2014, 10:24:50 am
- Militia disabled in all TC towns,

Awesome, gangs won't terrorize people in the most lame - possible way.

Terrorize ? I can kill those people anyways without needing militia. Like this there is no point in taking city expect lockers... since you do not own it at all and it was nice to have own army in city.

Other factions will terrorize those, who own cities and earn lockers. I do not say it was not possible before, but now it's worse and annoying.
Title: Re: Changelog 16/02/2014
Post by: Furior on February 17, 2014, 10:40:29 am

Terrorize ? I can kill those people anyways without needing militia....  it was nice to have own army in city.
If you dont need them, why do you want them?
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 17, 2014, 10:48:41 am
removing militia was suggested to have some small pvp except TC, now we have NR/WH so militia can stay i think but i dont care about it
Title: Re: Changelog 16/02/2014
Post by: manero on February 17, 2014, 10:57:09 am
Other factions will terrorize those, who own cities and earn lockers. I do not say it was not possible before, but now it's worse and annoying.

I like new TC lockers
(http://imageshack.com/a/img824/4245/8wtx.jpg)

I understand your pain Leonardo but next time try to wear armor.  Militia was always noobish to the limits.
Title: Re: Changelog 16/02/2014
Post by: Leonardo on February 17, 2014, 11:20:19 am
I just didn't see point in :
,,Awesome, gangs won't terrorize people in the most lame - possible way. "

Also, if you wear armor, you usually don't get away with loot anyways. Like today there were 3 guys with companions. I am not whinning, just saying that I'd prefer militia in tc towns.

Furior: I want them because it is slight advantage agaisnt enemy and it makes looter killers think twice before attacking.
Title: Re: Changelog 16/02/2014
Post by: manero on February 17, 2014, 11:45:58 am
Like today there were 3 guys with companions.

Green part - good. It's awesome that people fight in northern towns. Im sure they attacked you because there was no militia.

Red part - bad. Companions in pvp are even more lame than militia. But it's not related with removing militia.

Militia used to block pvp in northern towns except town control. That was really, really bad. And now this problem is solved.
Title: Re: Changelog 16/02/2014
Post by: Kirkor on February 17, 2014, 12:57:50 pm
Maybe let's have militia only in towns with TC window?
So those TC window towns would be even more precious, and more people would fight for them.
Title: Re: Changelog 16/02/2014
Post by: Strike on February 17, 2014, 01:03:18 pm
This is how TC should be, without militia. Protecting your town is actually your faction job, not some town NPCs job.
Title: Re: Changelog 16/02/2014
Post by: DocAN on February 17, 2014, 01:52:04 pm
New dungeon you can find in desert/mountain areas
So dungeon is possible to find anywhere, if there is mountain areas around?

Chance to find it? Same as with special encounters, or much harder to find?

Same as SE
Title: Re: Changelog 16/02/2014
Post by: Ed Wood on February 17, 2014, 04:34:10 pm
how can i get now caps without doing anything? I mean i was paying my mercenaris with the caps that come from my bank! now i have to kick them out!
Title: Re: Changelog 16/02/2014
Post by: DocAN on February 17, 2014, 05:17:09 pm
how can i get now caps without doing anything? I mean i was paying my mercenaris with the caps that come from my bank! now i have to kick them out!

Earn some !
Title: Re: Changelog 16/02/2014
Post by: VesperCore on February 17, 2014, 05:29:19 pm
how can i get now caps without doing anything?

Enslave real players.
Title: Re: Changelog 16/02/2014
Post by: Kirkor on February 17, 2014, 05:29:42 pm
Earn some !
But that actually means... effort and *gasp* WORKING!

(http://data3.whicdn.com/images/43429413/large.jpg)
Title: Re: Changelog 16/02/2014
Post by: The Rock on February 17, 2014, 05:48:37 pm
Craft, sell, earn $  8)
Title: Re: Changelog 16/02/2014
Post by: The Account on February 17, 2014, 05:59:08 pm
Yeah. Eliminating the interest was kind of dumb.

Now players who have 80.000.000+ in the bank, (made by botting and gaining from the interest) will remain dirty rich, whilst the "poorer" players will still remain "poor".
You see, these guys camp the NCR's -and some other- merchants using scouter alts, then sell them junk (power servos, extended capacitors) made overnight with a bot alt.

Alright, this change will encourage them to not to use their 27575483 alts, made for banking, but they will empty the merchants' inventory more often.

I think the vendors'/merchants' inventory refresh rate needs a little rework, otherwise the whole economy is going to be more messed up, if it's not FUBAR already. (It is.)



(BTW.. what the hell is up with the guy at the "Iguana-on-a-stick" vendor at the NCR capital? Take a look at his inventory!)
Title: Re: Changelog 16/02/2014
Post by: Ed Wood on February 17, 2014, 06:25:55 pm
Earn some !
But that actually means... effort and *gasp* WORKING!

(http://data3.whicdn.com/images/43429413/large.jpg)

Nobody said to me that i have to work in a game come on bro! give me a break! where is my cheeseburger?
Title: Re: Changelog 16/02/2014
Post by: Corax on February 17, 2014, 07:22:46 pm

(BTW.. what the hell is up with the guy at the "Iguana-on-a-stick" vendor at the NCR capital? Take a look at his inventory!)

He buy only gold nuggets so it's hard to get his moneys:)
Title: Re: Changelog 16/02/2014
Post by: dskpnk on February 18, 2014, 04:12:16 am
Removing bank interests is rly rly bad idea without wiping server.

Removing militia is bad idea :

- Militia gave protection for gang crafters and allowed law in city (RP gang or anti pk faction*). So now TC is a fucking hudge organization and cost ressources use but it only gives shitty advantages.
In my point of wiev militia just maybe need little HP nerf (and for fuck any small gang of 3 players can easely kill whole actual militia)

*The main problem is that there are no RP or Anti pk gang, and this is actualy a problem for this server, for example BBS should help the server (they are dev friends and have a GM) but actually they are just play2win pk boring gang.

- Changed Pulse Rifle perk from Penetrate to Long Range :

Don't like the idea, i am sure with proper build (no strenght malus etc etc) u were able to have 95%tohit at max range, OP weapons shouldn't be easy to use for lazy guys@lvl24 with 1str characters.
Title: Re: Changelog 16/02/2014
Post by: Furior on February 18, 2014, 11:09:04 am
Don't like the idea, i am sure with proper build (no strenght malus etc etc) u were able to have 95%tohit at max range, OP weapons shouldn't be easy to use for lazy guys@lvl24 with 1str characters.
Sure, so gauss rifle builds can be 1 st builds, saving stat points and using it in other stats, and pulse rifles should invest points in st, so gauss rifles would have more range, similar damage and better builds than pulse rifle. Balance would be awesome.
Title: Re: Changelog 16/02/2014
Post by: dskpnk on February 18, 2014, 03:51:00 pm
I agree Furior but i think it would be better to nerf Gauss rifle requirement to equilibrate with Pulse so making both weapon harder to use and not easy.
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 18, 2014, 04:13:52 pm
I agree Furior but i think it would be better to nerf Gauss rifle requirement to equilibrate with Pulse so making both weapon harder to use and not easy.
it would force players to make new characters just for rare weapons,  it was impossible to reach 95% hit into eyes on max range with pulse without at least 5 st, 10 pe, sharpshooter and 300 skill, all other sniper weapons have long range weapon perk, it wouldnt be even worth using when you have to sacrifice 6546545 special points, mby also perk/skills to be even able to hit something

pulse rifle is not even that OP, lets compare pulse rifle with laser rifle +10% min dmg and +20% max dmg bonuses
pulse rifle 54-78
laser rifle 50-60 (50*1,1=55, 60*1,2=72), with bonuses 55-72
its almost same damage and laser rifle have also long range weapon perk
combat helmet elec res : 30, laser : 35, almost same..

its just a little bit better then other weapons with bonuses.. its shouldnt have superhigh requirements
it wouldnt be even worth to use with superhigh requirements
Title: Re: Changelog 16/02/2014
Post by: dskpnk on February 18, 2014, 08:05:22 pm
Barrely agreed but....

Main problems are

- Bank interests (u know what i mean Seki).

- Maybe Fix this militia by just making militia spawn when TC window is open with faster spawn rate (10min), so u can have max 6 militia in 1 hour during open TC window after that they don't respawn when they die. And no militia for non time windowed city !
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 18, 2014, 10:37:11 pm
- Added Desert Combat Armor and Helmet with stats similar to CA but better vs explode,
and also better vs criticals, it has -15 crit power

btw there are no resources from sciencing it
Title: Re: Changelog 16/02/2014
Post by: Ed Wood on February 18, 2014, 10:52:41 pm
"btw there are no resources from sciencing it"


Yeah i can confirm this! both helmet and armor gives no resorces!
Title: Re: Changelog 16/02/2014
Post by: Kirkor on February 19, 2014, 09:15:56 am
Removing militia is bad idea

[sarcasm]But now there is more PvP in northern cities. I mean 5 guys vs a crafter is legit PvP, right?[/sarcasm]
Too bad many players didn't have balls to do the same when there was militia around.
Title: Re: Changelog 16/02/2014
Post by: mojuk on February 19, 2014, 09:39:46 am
You want safe crafting at advanced workbench in town? Get some friends to guard you. Not to mention that you got 4 other locations with adv. workbench.

Militia was always retarded idea used for griefing newbies and protecting chickens that later call somebody noob and themself heroes after killing 1 guy using militia. Magic box itself is reward enough for taking town and town RP that needed militia died along with WWP Redding and BHH Broken Hills projects probably years ago now.
Title: Re: Changelog 16/02/2014
Post by: DocAN on February 19, 2014, 07:16:28 pm
You want safe crafting at advanced workbench in town? Get some friends to guard you. Not to mention that you got 4 other locations with adv. workbench.

Militia was always retarded idea used for griefing newbies and protecting chickens that later call somebody noob and themself heroes after killing 1 guy using militia. Magic box itself is reward enough for taking town and town RP that needed militia died along with WWP Redding and BHH Broken Hills projects probably years ago now.


Thats why milita were removed.
Title: Re: Changelog 16/02/2014
Post by: Styles on February 19, 2014, 11:35:33 pm
I was walking around up by Gecko and came across an encounter "you found a body under a tree." I clicked on the body and it talked about a map and I logged it on my pipboy the location. Can't find this location, not sure what to make of this. Is this the new special encounter?

Title: Re: Changelog 16/02/2014
Post by: c_hieter on February 20, 2014, 03:50:52 am
thanks for the hard work Kilgore.
I hear rubbing advanced gun powder on the skin helps to make it thicker.
:)
this game will evolve, and +/-, it is trending for the better.
keep up the good work.
Title: Re: Changelog 16/02/2014
Post by: DocAN on February 21, 2014, 10:29:47 pm
I was walking around up by Gecko and came across an encounter "you found a body under a tree." I clicked on the body and it talked about a map and I logged it on my pipboy the location. Can't find this location, not sure what to make of this. Is this the new special encounter?

It is the new special encounter, You should get a new location on Your worldmap
Title: Re: Changelog 16/02/2014
Post by: Styles on February 22, 2014, 12:26:20 am
I was walking around up by Gecko and came across an encounter "you found a body under a tree." I clicked on the body and it talked about a map and I logged it on my pipboy the location. Can't find this location, not sure what to make of this. Is this the new special encounter?

It is the new special encounter, You should get a new location on Your worldmap

Ah well I guess I did something wrong or it didn't work. It said I had a new location, yet I can't find one on my map and the whole map is clear for my character.

Does this location only last for a short time or is it forever? Any hints as to where it should be? Is it that Talchem California HQ place? I had that on my map long before this encounter.
Title: Re: Changelog 16/02/2014
Post by: DocAN on February 22, 2014, 09:32:11 am
Yup, this location last for 24 hours. It should be around NR-BH-NCR area, but it will be changed.
Title: Re: Changelog 16/02/2014
Post by: Strike on February 22, 2014, 12:38:19 pm
Yup, this location last for 24 hours. It should be around NR-BH-NCR area, but it will be changed.
So new special encounter only around NR-BH-NCR area? Why nobody told about this earlier, I lost so many days for nothing.

@Seki

So basically after 5 days and after searching unlimited amounts of mountain/desert areas was for nothing? I just had bad luck?
Title: Re: Changelog 16/02/2014
Post by: Kaaon on February 22, 2014, 12:41:24 pm
So new special encounter only around NR-BH-NCR area? Why nobody told about this earlier, I lost so many days for nothing.
no, you can find it on any mountain/desert terrain zone, in this new SE you can find dead body of npc where you can add map of location of new dungeon into your pipboy, this new dungeon location will appear around NR-BH-NCR for next 24 real hours but some players says its bugged and new dungeon location doesnt appear after interacting with dead body
Title: Re: Changelog 16/02/2014
Post by: cubik2k on February 22, 2014, 03:24:39 pm
I would like to inform you that the encounter "Desert Hunters" is possible to find by a single player. Any information that you need at least 3 players are wrong and arose from my mistakes. Sorry for the misinformation.
Title: Re: Changelog 16/02/2014
Post by: BB. on February 22, 2014, 03:56:23 pm
I would like to inform you that the encounter "Desert Hunters" is possible to find by a single player. Any information that you need at least 3 players are wrong and arose from my mistakes. Sorry for the misinformation.
Yup. The problem is they attack without warning (Bountys attack only when weapon is not put down, from Deserts you get a burst in your face as a way to say "hi").
Title: Re: Changelog 16/02/2014
Post by: makeman on February 22, 2014, 07:24:51 pm
I would like to inform you that the encounter "Desert Hunters" is possible to find by a single player. Any information that you need at least 3 players are wrong and arose from my mistakes. Sorry for the misinformation.
Yup. The problem is they attack without warning (Bountys attack only when weapon is not put down, from Deserts you get a burst in your face as a way to say "hi").
Exactly. Wish they could be changed so they don't shoot on sight.
Title: Re: Changelog 16/02/2014
Post by: cubik2k on February 22, 2014, 10:46:57 pm
Desert Hunters AI will be changed in next update.
Title: Re: Changelog 16/02/2014
Post by: BB. on February 23, 2014, 12:14:23 am
Cool, thanks. :)