it will be the first time in FOnline history we have a wipe without a new season
welll How often will the character resets happen ?
Sweet, Reilly's will take down all foes after the reset 8) hope to see good some action :D
Yes, mahtinG.
And so now, just to be clear from the very start of this...this will effectively begin SEASON 2.
Changelog (01.05.2015)SOOOOOON
- Will be posted soon.
;D+1Changelog (01.05.2015)SOOOOOON
- Will be posted soon.
There will be old features again, like followers used on PvP, militia and laws or super stimpack damage a while after its use?
There will be old features again, like followers used on PvP, militia and laws or super stimpack damage a while after its use?
There will be old features again, like followers used on PvP, militia and laws or super stimpack damage a while after its use?
There will be old features again, like followers used on PvP, militia and laws or super stimpack damage a while after its use?
Super stims causing damage - it means problems, no point in that.
Followers used on PvP - nope.
Militia and laws is the only thing worth of considering but I'm pretty sure it would end up removed again after it becomes just a tool to PK some newbies at exit grid. It would be only useful if some gang wanted to actually guard the town without killing on sight everything that moves.
Changelog in progress, expect it on Thursday.
Draft of changelog is ready, current work is all about nice english description of changes, if anyone is interested in raw version:+100 best wipe ever. Game will be bigger than WoW now.Spoiler: show
Draft of changelog is ready, current work is all about nice english description of changes, if anyone is interested in raw version:+100 best wipe ever. Game will be bigger than WoW now.Spoiler: show
Draft of changelog is ready, current work is all about nice english description of changes, if anyone is interested in raw version:Spoiler: show
Draft of changelog is ready, current work is all about nice english description of changes, if anyone is interested in raw version:love it :D ;DSpoiler: show
- pvp in Hub enabled
+100 best wipe ever. Game will be bigger than WoW now.
i dont get why changes will be posted after wipe itselt? ppl need to know what they will play, so they can have a plan imo
i dont get why changes will be posted after wipe itselt? ppl need to know what they will play, so they can have a plan imo
In my opinon, it's because alot of people say "I won't play if the changelog is not good" and sometimes it does not always please other people, so they wait in exietment, and tell everyone of their freinds about the game. So the word spreads faster and more ppl will be encouraged to remember the game exists instead of seeing a "lame or good" changelog 1 week before game is released. But that's just my opinon on why it's hidden.Nope, if I had a complete changelog then I'd post it even a week ago (check the thread mentioned in the first post, and my post there, I wrote about some changes there already). But I agree that posting changelog possibly late is quite comfortable, because there is much less time to complain about it :P
we are going to wipe the server data and bring a medium-sized update on Friday 01.05.2015 @ 18.00vs
Waiting for big, fat changelog :)
because there is much less time to complain about it :PDamn. :-\
Kilgore in hub <3
(http://i.imgur.com/flHkAyR.png)
Why did you cut off my legs :Pwhy you such a thing to the god of reloaded Crazed D! :'(
Why did you cut off my legs :P
SERVER WIPE
As announced earlier in this thread (http://forum.fonline-reloaded.net/index.php?topic=7281.0), we are going to wipe the server data and bring a medium-sized update on Friday 01.05.2015 @ 18.00 (Warsaw time (http://time.is/Warsaw)).
When preparing your new character build, remember that implants will be available only from Special Encounters. Top armors and weapons (like Power Armors, Bozars, Gauss guns) will be rare and less available than they are today.
The update, mostly new features, is a part of what we have been preparing for next session. After wipe, we are going to continue our work on next session.
Note: this is not a temporary session; it will last at least several months.
Some factions have already confirmed that they will be here next weekend; make sure to tell your buddies to come back as well - this is a good opportunity for a fresh, equal start and there will be plenty of early-game fun.
Changelog (01.05.2015)
- Server data will be wiped.
Interface, hotkeys etc.
- Added on-screen timers for all drugs
- Changed format in which all on-screen timers shorter than 24 hours are displayed
- Added hex-shooting for Rocket Launcher and Grenade Launchers; press CTRL while having cursor in attack mode (A)
- Added hex-throwing grenades from inventory; press ALT while having cursor in attack mode (A); grenades should stay in inventory; right-click to switch between various types of grenades
- Added on-head awareness for player characters (press F9 to enable/disable) and NPCs (press F7 to enable/disable)
- Reworked on-cursor awareness; now shows also player's faction (except NPC factions) and high ranks (only Leader/Officer)
- Awareness now shows the amount of ammunition in the person’s weapon
FOnline2238.cfg Changes
New entries inside [Bindings] section: Can now Hotkey these actions.
DocSelf - causes using Doctor skill on your character;
FASelf - causes using First Aid skill on your character;
ToggleMsFov - shows Motion Sensor range indicator;
ToggleRoof - shows/hides roofs;
ToggleWall - shows/hides walls;
SSOther - causes using Super Stimpak on critter under cursor;
StopMove - causes player character to stop moving;
Discharge - causes Tesla Armor discharge; use Traps skill on armor to charge it with Micro Fusion Cells or Small Energy Cells; armor is also charged when taking energy damage or when a different Tesla Armor hits it with discharge;
ScienceAtHex - dismantles items on current hex (up to 100 items); disabled in towns;
New entries inside [CombatLog] section:
Combat log messages can have colours configured:
MsgAttNormColor - message color for your attacks log
MsgAttCritColor - message color for your critical attacks log
MsgAttKillColor - message color for your kills in log
MsgDefNormColor - message color for normal hits on you in log
MsgDefCritColor - message color for critical hits on you in log
MsgDefKillColor - message color for your death in log
Character Changes (stats, perks, drugs etc.)
- Taking another dose of drug will extend its timer up to 30 mins (60 mins on Chem Reliant)
- Added an ability to remove knockout effect with doctor skill (requires Medic perk)
- If player has weapon skill higher than 200%, weapon deterioration is as fast as previously was at 200% skill value
- Drugs no longer cause addictions for non-Chem Reliant users
- Holding SMG-type weapon in any of two active slots causes -100% Sneak skill penalty
- Lifegiver now gives +40HP on first, +30HP on second, +20HP on third perk level (previously +20, +30, +40 HP respectively)
- Stonewall changed:
Roll vs Knockdowns: changed from (vs END) to (vs END-3)
Roll vs Knockdowns from Explosion/Shotgun:
6 ST - changed to 40% from 19%
7 ST - changed to 50% from 38%
8 ST - changed to 60% from 57%
9 ST - changed to 70% from 76%
10 ST - changed to 80% from 95%
- Doctor/First Aid skill cooldowns changed to linear dependency:
<50% - always 180 seconds
50% - changed to 180s from 360s
75% - changed to 165s from 240s
100% - changed to 150s from 180s
125% - changed to 135s from 145s
150% - unchanged, 120s
175% - changed to 105s from 103s
200% - unchanged, 90s.
Item Changes
- Added max range bonus for crafted ranged weapons (+1 or +2 max range)
- Added +1 max Action Point bonus for spawned weapons (only when spawned with bonus)
- Removed -1 AP cost bonus for crafted weapons
- Hypo healing increased from 75-120 to 100-150
- Running with M60 enabled
- 7.62mm ammo crafting requires Big Gunsmith profession level 1 (instead of 2) and 10x Gunpowder (instead of 5x HQ Gunpowder)
- .45 ammo requires 5x Gunpowder (instead of 2), added option to craft 500x .45
- Wrench base price increased to 400, Oil Can base price increased to 1500
- Power Fist and Mega Power Fist ammo capacity increased from 25 to 50
- Combat Armor now also needs Fire Gecko skin to be crafted (experimental change)
- Crafting experience has been changed, now it’s based on the number and type of resources required
- Crafting list has been re-ordered
- Super Sledge is no longer stackable and can now be crafted with bonuses; it will also deteriorate with use
- Changed Super Sledge damage from 18-36 to 36-72
- Wakizashi Blade added to crafting table
- Wakizashi Blade is no longer stackable and can now be crafted with bonuses; it will also deteriorate with use
- Changed Super Cattle Prod damage from 20-31 to 40-62
- Changed Louisville Slugger damage from 12-30 to 24-60 and weapon perk from knockback to enhanced knockout
- Changed Plasma Torch damage from 100-200 to 50-100 (swing) and from 150-250 to 75-125 (thrust); no, it's not available YET
- Jet Antidote is changed into Drug Antidote and removes all drug addictions and effects
- Dragon's Breath ammo removed from traders
- Turbo Plasma Rifle removed from cave spawns
- Added fridge to craftable containers
- Improved Flamer changed to Incinerator and its damage boosted from 100-125 to 110-135
- Consumable food now heals 4-20 current HP
- Cookies changed to generic food that heals a small amount of HP
MISC Changes:
- Added party-shared experience for mob kills in non-town maps; works for alive players who see killed NPC/mob and are in the same follow group (party); killer receives bonus +25% experience
- Added reroll feature; use ~deleteself while standing in a tent/faction base and having 10,000 Bottle Caps in inventory. After the character is removed, a Book of Achievement is spawned in its place. Use the book on a new 1-lvl char to gain the levels of your old character. It will disappear when used completely. Obviously, it can't be used on more than one character. It does not spawn when the deleted character has only 1 level. The Book of Achievement gives only character levels. No perks.
- Added "Forget location" option in tent campfire
- Changed colour of faction bases on worldmap
- Decreased HP and resistances of all "special" NPCs encountered in caravan runs
- Removed dumb speech for low intelligence characters
- Slaves will gather only up to 200kg of resources
- NPC talk/barter time increased to 1000 seconds
- Using "push critter" now moves your character to the occupied hex
- Vault 15 NPCs are less powerful now
- 3D creatures replaced with 2D animals
- Marshal (Gunrunners) now gives a one-time bonus to a chosen combat skill if it's not higher than 90%
Fixes:
- Added the final dialogue for the BoS chain quest involving the investigation of a bunker (you can now deliver the retrieved data to the Quartermaster on the first level of the Lost Hills bunker)
- Gunrunners Briefcase hopefully fixed and finally repeatable
- Changed player's current Action Points when entering TB encounter with active TB combat to 0
- Fixed high scores for Close Combat characters
- Fixed a bug with Fast Metabolism on registration screen
- Fixed TC broadcast timers
- Fixed the bug with weapons not being returned after leaving Hub Arena
- Fixed the bug causing companions to not change their model when wearing armor
- Fixed the bug causing hex throwing non-weapon items to not benefit from Heave Ho!
- Fixed the bug causing hex throwing grenades to not benefit from Bonus Rate of Fire
- Fixed the bug with Motion Sensor and preview screen
- Fixed the auto-closing door in the Ruined Military Bunker (was previously causing problems if you died behind it with the key)
- Fixed Vertibird LZ in Ruined Military Bunker intro map
- Fixed blockers on some encounter maps
- Fixed an exploit allowing players to steal Advanced Workbenches from public locations
- Childkiller should now be correctly removed when resetting your Karma at the Cathedral.
- Removed party requirement for Tanker quest, Gunrunner's Briefcase quest, and the quest given by Marge LeBarge in Redding
- Numerous dialogue, messages, map and description fixes
Hinkley changes:
- added drugs to Barman in lobby
- added 3x Super Stimpaks when the fight starts, they are removed on the end of each fight
- Players will always have full HP when teleported to arena or lobby
- changed maximum amount of items player can get in short time from outfitter from 6 to 20
- added Wakizashi Blade, Desert Combat Armor/Helmet to outfitter
- added more guards outside the arena
- it is no longer possible to enter Hinkley with items
- all items are now removed from character when leaving Hinkley
TODO (expect changelog update on these)
- Changing TC box spawns (will not spawn implants/rare stuff, will spawn small amount of drugs and ammo, and much more bottle caps)
- Changing Warehouse/Glow "special" locker spawns (less rare stuff)
- Adding implant/various rare stuff to Special Encounters loot
- Removal of New Reno Commercial locker
- Built-in functionality of Awareness perk (and removing this perk)
- Adding new names for player driven factions
Just one question, if gecko shells are removed from traders, how will they be available?
Source of Reloaded 1st session will be published soon, for those who wish to host it locally, work on it or check some things.
- Slaves will gather only up to 200kg of resources
- 3D creatures replaced with 2D animals
- Marshal (Gunrunners) now gives a one-time bonus to a chosen combat skill if it's not higher than 90%
- Changing Warehouse/Glow "special" locker spawns (less rare stuff)What about V15 locker spawns? It had only shit stuff, not worth going there (NPC way too strong for the items you can get from there).
What about aimbinds?aim and ss binds can be changed in FO2238Config.exe
Most of the people get used to bind E for SS and alt+E for eye shot,
That was always a problem on Reloaded for me and many other players who get used to thoes binds in past years. When you swich from head to eyes your character was using SS.
Small thing but fucking annoying.
I have few questions about changelog.
Is there any changes to max carryweight to slaves or brahmins?
Is there new 2D animal critters, or just old ones used?
Just to be sure, does this include all combat skills? And is the bonus same 15% or changed?
And is client version updated, or same as now?
What about V15 locker spawns? It had only shit stuff, not worth going there (NPC way too strong for the items you can get from there).NPCs there were nerfed. I'll check again what spawns there.
Nice, but hex-shooting and hex-throwing are stolen from Fonline2.
Nice, but hex-shooting and hex-throwing are stolen from Fonline2.
...at least as old a first open beta of Desert Europe, and probably even older if someone knows russian servers ;DNice, but hex-shooting and hex-throwing are stolen from Fonline2.dont think so, its really old idea.
Nice, but hex-shooting and hex-throwing are stolen from Fonline2.
- Taking another dose of drug will extend its timer up to 30 mins (60 mins on Chem Reliant)These are great changes!
- Added an ability to remove knockout effect with doctor skill (requires Medic perk)
(...)
- Holding SMG-type weapon in any of two active slots causes -100% Sneak skill penalty
(...)
- Added max range bonus for crafted ranged weapons (+1 or +2 max range)
- Added +1 max Action Point bonus for spawned weapons (only when spawned with bonus)
- Removed -1 AP cost bonus for crafted weapons
(...)
- Removed dumb speech for low intelligence characters
Discharge - causes Tesla Armor discharge; use Traps skill on armor to charge it with Micro Fusion Cells or Small Energy Cells; armor is also charged when taking energy damage or when a different Tesla Armor hits it with discharge;Interesting. :)
- Awareness now shows the amount of ammunition in the person’s weaponEnemies clip? lol ??? When tagged with cursor or clicked?
Removed dumb speech for low intelligence charactershttp://nooooooooooooooo.com/
What about aimbinds?Fixed. Will be added later to changelog.
Most of the people get used to bind E for SS and alt+E for eye shot,
That was always a problem on Reloaded for me and many other players who get used to thoes binds in past years. When you swich from head to eyes your character was using SS.
Small thing but fucking annoying.
It's reworked old bonus "quest". You need all skills (sg, bg, ew, throwing, melee) to be <= 91 and now you can chose to which of those skills you want to get +10%.- Marshal (Gunrunners) now gives a one-time bonus to a chosen combat skill if it's not higher than 90%
Just to be sure, does this include all combat skills? And is the bonus same 15% or changed?
blueprints can be bought?Nothing changed here -> you can buy them from NPC.
which incinerator range?Nothing changed here -> same range as imp. flamer had -> 10
In mouse over critter awareness.- Awareness now shows the amount of ammunition in the person’s weaponEnemies clip? lol ??? When tagged with cursor or clicked?
- Added on-head awareness for player characters (press F9 to enable/disable) and NPCs (press F7 to enable/disable)Allways hated this fugly feature :'( and it make focusing on targets in pvp more automatic since everyone can see whos low on HP, and it reduces a bit of teamplay elements (calling focus targets in TS)
- Added an ability to remove knockout effect with doctor skill (requires Medic perk)
- Lifegiver now gives +40HP on first, +30HP on second, +20HP on third perk level (previously +20, +30, +40 HP respectively)
blueprints can be bought?Nothing changed here -> you can buy them from NPC.
It's reworked old bonus "quest". You need all skills (sg, bg, ew, throwing, melee) to be <= 91 and now you can chose to which of those skills you want to get +10%.
I have same thought about it. :P No more "search and think" feature during PvP. :P- Added on-head awareness for player characters (press F9 to enable/disable) and NPCs (press F7 to enable/disable)Allways hated this fugly feature :'( and it make focusing on targets in pvp more automatic since everyone can see whos low on HP, and it reduces a bit of teamplay elements (calling focus targets in TS)
This is great but maybe requirements for Medic is a bit high (175%)? In this case i would like to know if the last perk still can be taken at high levels (like 30-40), and how will this work with the reroll feature?You still should be able to take last perk on 29th level. I think requirement for Medic is that high so low INT characters have to choose which "delayed" perk they want. That way with 1 INT you can't take Medic+MRD+RTBE. Can't tell if Medic perk is worth it though.
P.S. Wouldn't it be better if Lifegivers were just 30, 30 and 30?
i think every character on the server now will have 261-266 hp ;D
You still should be able to take last perk on 29th level. I think requirement for Medic is that high so low INT characters have to choose which "delayed" perk they want. That way with 1 INT you can't take Medic+MRD+RTBE. Can't tell if Medic perk is worth it though.
i dont agree with this, you cant just focus low hp players even with this feature because without focus your team will rarely bring anyone to low hp- Added on-head awareness for player characters (press F9 to enable/disable) and NPCs (press F7 to enable/disable)Allways hated this fugly feature :'( and it make focusing on targets in pvp more automatic since everyone can see whos low on HP, and it reduces a bit of teamplay elements (calling focus targets in TS)
max level for last perk is atm 39 if i remember properly- Added an ability to remove knockout effect with doctor skill (requires Medic perk)This is great but maybe requirements for Medic is a bit high (175%)? In this case i would like to know if the last perk still can be taken at high levels (like 30-40), and how will this work with the reroll feature?
i agree and disagree at both times- Lifegiver now gives +40HP on first, +30HP on second, +20HP on third perk level (previously +20, +30, +40 HP respectively)i think every character on the server now will have 261-266 hp ;D
Nice, but hex-shooting and hex-throwing are stolen from Fonline2.nope, this feature is needed on all servers since this game was even released and was seen on other servers probably even before it was implemented on FO2
I dont really get the ap change, on FO2 everybody has 14+- 1 ap so its doable but with 10 ap its like watching your character standing all time.i have to agree on this, FO:R is last server with this "old 2238" slow rate of fire where all builds have AP to shoot exactly twice in a row, no more or less what means that you can shoot only every 2,5 seconds
what about handling Containers? havent noticed any hotkeys concerning that in changelog? :'(i agree on this..
ie:
ctrl + click moves item instead of drag and drop
alt + click Drops item instead of drag and drop or right click context menu drop activity
New entries inside [Bindings] section: Can now Hotkey these actions. [...]
- Drugs no longer cause addictions for non-Chem Reliant users
- Removed dumb speech for low intelligence characters
Nice, but hex-shooting and hex-throwing are stolen from Fonline2.
- Stonewall changed:Is it recommended to have high END and ST for Stonewall character?
Roll vs Knockdowns: changed from (vs END) to (vs END-3)
Roll vs Knockdowns from Explosion/Shotgun:
6 ST - changed to 40% from 19%
7 ST - changed to 50% from 38%
8 ST - changed to 60% from 57%
9 ST - changed to 70% from 76%
10 ST - changed to 80% from 95%
New entries inside section:It would be cool if we could also colorize the normal green chat messages
Combat log messages can have colours configured:
MsgAttNormColor - message color for your attacks log
MsgAttCritColor - message color for your critical attacks log
MsgAttKillColor - message color for your kills in log
MsgDefNormColor - message color for normal hits on you in log
MsgDefCritColor - message color for critical hits on you in log
MsgDefKillColor - message color for your death in log
yes, it is- Stonewall changed:Is it recommended to have high END and ST for Stonewall character?
Roll vs Knockdowns: changed from (vs END) to (vs END-3)
Roll vs Knockdowns from Explosion/Shotgun:
6 ST - changed to 40% from 19%
7 ST - changed to 50% from 38%
8 ST - changed to 60% from 57%
9 ST - changed to 70% from 76%
10 ST - changed to 80% from 95%
every hour I put into reloaded 1.5, is an hour taken away from Reloaded 2.0
every hour I put into reloaded 2.0, is an hour taken away from Reloaded 3.0Fixed.
max level for last perk is atm 39 if i remember properlyI hope some Dev can confirm this
this change was really needed to see a more options for other builds then just 3 LG tanks, this will especially help to bursters (by burster i dont mean burster with full tank build but burster with brd or crits :D)
i dont see how giving 20 hp to burster/taking 20 hp away from tanks will change anything?20hp = Nemean Armor implant :D
max level for last perk is atm 39 if i remember properly29 ;)
More options how? Only difference is burster gets 20 more hp (265 vs 245, 231 vs 211)please start looking at what is good for this game instead of what is good for your build just because this change is boost for other builds then your
Problem with avenger brd this season was DT's getting really high near the end, because of implants and good stuff
New season will be the same, burster will be really strong early season, weak late season
i dont see how giving 20 hp to burster/taking 20 hp away from tanks will change anything?
ah, yes, i meant 29, my mistakemax level for last perk is atm 39 if i remember properly29 ;)
I dont like slaves with carry weight make private mines useless i dont want to manually click in a mine i wanna kill people not craft shit.+150%
Gimme my slave back one of reloaded main appeal is easy leveling. Those who want to farm can kill radtoads in turn based me i want my slaves my private mines and my pvp.
Its huge pain in the ass for same results doesnt matter the way you achieve it the quicker its done quicker you can pvp. If i want grind i go play fonline2 thats why i play reloaded its easy to get stuff. Dont break that please.
This way private mines for idiots like me and farming for those who like farming come on i hate farming i dont want to farm jesus.
[
please start looking at what is good for this game instead of what is good for your build just because this change is boost for other builds then your
- Slaves will gather only up to 200kg of resources
- Slaves will gather only up to 200kg of resources
I'd have to disagree with this part of changelog. I realise this is a direct attack against private mining, and that is something that Imo is yet to configure properly.
Obviously nobody will buy a private mine and mine in it regularly. That's just masochistic. The same goes for Public HQ Quarrys. So that leaves players without ability to craft items that require HQ materials. And yeah, I know making last minute fixes are bad at this point. And it's not in a rush I think.
My suggestion would be - Make seller of private mines have a new dialog option to sell instantly 950 HQ minerals & 950 HQ iron for the price of 100k. It's basicly 1/3 of what private mines were, with less stall and same price. Less profit, less time wasted and lets people play the game without Masochistic grind on other activitys.
Are those saved for ACTUAL season?
Or make some cap for max.resources you can gather/will respawn? Not depending on time (one week) ?
- Added +1 max Action Point bonus for spawned weapons (only when spawned with bonus)It means:
- Removed -1 AP cost bonus for crafted weapons
So TPR isn't 4 AP untargeted still?Turbo Plasma Rifle was removed from caves, thats what you missed ;)
4 - 2(Fast Shot/Two Handed) - 1(BROF)
What am I missing?
- Turbo Plasma Rifle removed from cave spawns
- removed -1 AP cost bonus from crafted weapons = entirely removed -1 AP cost bonus, even from spawned items, it is replaced by +1 total AP bonus in case of spawned items.
Turbo Plasma Rifle was removed from caves, thats what you missed ;)
So TPR isn't 4 AP untargeted still?Turbo Plasma Rifle was removed from caves, thats what you missed ;)
4 - 2(Fast Shot/Two Handed) - 1(BROF)
What am I missing?- Turbo Plasma Rifle removed from cave spawns
Turbo Plasma Rifle was removed from caves, thats what you missed ;)
So? Thats 100% irrelevant to what Wind Drift is saying
He just said that and I agree. Changing lifegivers from 20, 30, 40 to 40, 30, 20 only benefits burster/sniper builds that are not taking 3rd lifegiver anyway (no matter if it gave 10 or 50 HP) and drawback (not a really worthy choice comparing to other options) at the same time for tank builds. So it only affects balance vs tanks and other pvp builds. So the balanced way to go would be 30, 30, 30. Any other way is an aware influence in the balance (if it's good or not is just a secondary thing). Making last lifegiver give only (comparing to 1st and 2nd) 20 HP makes a thought if it's really worth taking. It's not a choice in a kind "if I want to be tanky and take all 3 lifegivers" but "is it worth taking 20 HP over other usefull perk". Which is not, hm... fair.More options how? Only difference is burster gets 20 more hp (265 vs 245, 231 vs 211)please start looking at what is good for this game instead of what is good for your build just because this change is boost for other builds then your
Problem with avenger brd this season was DT's getting really high near the end, because of implants and good stuff
New season will be the same, burster will be really strong early season, weak late season
i dont see how giving 20 hp to burster/taking 20 hp away from tanks will change anything?
most important 1ap fast shooters -> 2ap in turn based?You can't have 1AP shots without -AP crafting bonus on a weapon. So you will shoot for at least 2AP unless you find a rare item (well, only TPR I think - you could just nerf TPR :D make it 5 AP per shot like Bozar or if it's possible, treat as an one-handed weapon for Fast Shot purposes as this weapon was never meant to be a first non-aimed choice for TB anyway).
- Decreased HP and resistances of all "special" NPCs encountered in caravan runs
- Vault 15 NPCs are less powerful now
Holy shit complaining and arguing has already started and wipe hasn't even happened yet. Calm your asses down actually try playing before doing that shit.
What about aimbinds?
Most of the people get used to bind E for SS and alt+E for eye shot,
That was always a problem on Reloaded for me and many other players who get used to thoes binds in past years. When you swich from head to eyes your character was using SS.
Small thing but fucking annoying.
what about handling Containers? havent noticed any hotkeys concerning that in changelog? :'(
ie:
ctrl + click moves item instead of drag and drop
alt + click Drops item instead of drag and drop or right click context menu drop activity
Please disable walking when you doubleclick thats annoying as fuck.It's about adding "DoubleClickTime=1" to FOnline.cfg file. You can do it yourself or wait for fresh client with new config files where it's already set.
- No -1AP weapons will favor sniper setup because there is difference in having 10-12 shots and 5-6 at top dmg wise.Probably an attempt to stop TB traps.
- Most stupid change ever - Lifegiver perks - will, of course favor, Sniper setup, because they will not need 2 other perks for HP, and it will be easly used for AP or whatever...There is actually no reason to not have them be +30hp each, with the current change (40+30+20) you can actually just delete the third lifegiver and nobody would notice.
- Firegecko skin for CA. Its quite good idea, but farming brahmins or gecko already fo rregular armor is PITA. What we will do with those damn GMP now? No use of them in ammouts they are currently now.If it's a pain in the ass then how is it a good idea?
Whats the point of having PA/APA as rare item, since you can lose it in 1 second? Will anyone wear it at all?Only in Town Control. If you win TC, you will get PA, so you will win more and get more PA while others can watch the rich get richer and the poor plebs can get shit on.
I brought to Reloaded few friends, 3 of them are F1/2 fanboys. They played few weeks, they quit. When I asked them, why, they said there is no reason to play, if TOP gear is luck dependant and there is no change to put hande on it.SPECIAL implants have a good place in the shop, at least the ones that improve main non-combat oriented stats. Their pricing was fair and if you play the game you would be able to get them no matter how you play it. Either by trading, farming or killing things. Right now it indeed seems like the lucky would be rewarded for being lucky, if the implant special encounters are random. And then of course the botters will macro encounter finding and start farming implant encounters.
People bitching about Imps and PA being common, are those, who had them ealier from TC and they didnt wanted others to have them.
QuoteI never understood the bitching about "only factions can get good gear" Duh, this is faction mod for fallout 2. it is made for faction play. If you want to play alone then just play fallout 1 or 2 and farm molerats all alone on that. Other wise then join a faction and not only will you make new friends, but also learn much more about the game.QuoteWhats the point of having PA/APA as rare item, since you can lose it in 1 second? Will anyone wear it at all?Only in Town Control. If you win TC, you will get PA, so you will win more and get more PA while others can watch the rich get richer and the poor plebs can get shit on.QuoteI brought to Reloaded few friends, 3 of them are F1/2 fanboys. They played few weeks, they quit. When I asked them, why, they said there is no reason to play, if TOP gear is luck dependant and there is no change to put hande on it.BUT the thing is that a lot of implants during this ending session were hoarded by other players and new players had none - now nobody will have any implants most of the time so you can't count on joining a faction to get them.
People bitching about Imps and PA being common, are those, who had them ealier from TC and they didnt wanted others to have them.
Implants and PA are not for every player who plays for 5 minutes to have and it is not luck dependant. If you have a good faction and are a good player that knows the game you WILL get good gear. They are for people who can fight for them and earn them. But since they caused some imbalance in pvp they are now very rare so they can not cause as much of a difference.
I was once in faction, we did few TC, we lost to super geared players. First ones gets phats, rest can go offline? No, thanks.These players worked to get them, so they had it. How is that surprising that the winner (more skilled, having more members, or bigger "nolife", or whatever) gets the prize and the loser doesn't? I don't get your logic, it's a multiplayer game.
Source of Reloaded 1st session will be published soon, for those who wish to host it locally, work on it or check some things.
Gnk, 5 minutes to get PA? In dreams! I had around 6 million caps from casual playing over year of gameplay, I was able to get set of imp for one character. and by improving my toon, I could participate in PvP action where I could, eventually, put my hands on PA. Took me 1 month (2-5 hours a day) of playing to get 8 sets of PA. Only! But I managed to get it.Implants/pa are not required to pvp. I started later in the session when most players were already implanted and i had no implants/pa. I did pvp anyways and was successful on many occasions. You did not lose because the enemy was super geared. You lost because you did not know how to play pvp as well as they did and likely had shitty builds. In this session it was extremely easy to get pa/hpa/implants without ever fighting another player, whether through bluesuiting the reno box immediately after character creation or killing the slags in warehouse to get to that box or simply buying them. Anytime someone complains about it being unfair and they need same exact gear as everyone else need to stop blaming loot for why they suck and actually work to improve themselves as players.
@Vig - Gecko Skin for CA is somewhat good idea, because Kilgore tries to change CA flood, which is good - details are less welcome, if it comes to resources. Still I say CA could use much more GMP and some extra part (like Radio for helm to build).
People like Fallout online (in any version) because mostly they can chose to play solo, with friend, or in guild - forcing to play in guild to get gear is, at most, poor idea. I was once in faction, we did few TC, we lost to super geared players. First ones gets phats, rest can go offline? No, thanks.
TB traps, I understand they are annoying - but TC and any public location is RT, so breaking vital part of game to get rid of TB traps is bad.
Smart and dedicated players get loot, the the players who are neither do nothing but complain.
Implants/pa are not required to pvp. I started later in the session when most players were already implanted and i had no implants/pa. I did pvp anyways and was successful on many occasions.
- Removed INT requirement for Town Control NPCs (Redding, Den, Gecko, BH).
Probably an attempt to stop TB traps.How can you call TB traps if they can always be avoided ?
Smart and dedicated players get loot, the the players who are neither do nothing but complain.
Like those bluesuit trolls that stood in New reno 5-6 hours a day that just die and come back like a beaten dog? Hmm, interesting.
That was only because server was empty and never happened before nobody was playing. Also this was a reason reno box should have been removed or had guards like warehouse.Implants/pa are not required to pvp. I started later in the session when most players were already implanted and i had no implants/pa. I did pvp anyways and was successful on many occasions.
Not everyone is sup3r Ub3r hax0r-l1ke you.
Yes exactly, and they dont deserve loot they cant earn like a decent player.
- H&K G11/G11e are now one-handed weapons,
Additional changes:
- First Aid and Small Guns books now give skill points,
- Skill books now cost 1600-2000,
- H&K G11/G11e are now one-handed weapons,
- 14mm Pistol dmg increased from 18-28 to 20-30, range from 24 to 28, clip capacity from 6 to 10,
- Decreased AP cost of throwing spears from 6 to 5,
- Base range of all throwing weapons is now 15,
- Detonator parts price changed to 2500,
- Character can no longer be radiated when installing implants,
- Metal Armor Mk2 and Metal Mask Mk2 can now be crafted in normal workbench,
- Team colours in Hinkley changed to blue and orange,
- Removed INT requirement for Town Control NPCs (Redding, Den, Gecko, BH).
How will reroll work on characters with implants?
"Drugs no longer cause addictions for non-Chem Reliant users"It gives you 60 min instead of normal 30 min drug timer but it's possible to get addicted.
That means Chem Reliant is now useless or what? Will that Trait be replaced with something else?
- All characters have Awareness perk by default;
What about rules, are they same as for now or updated? As for ban during PvP and other things?Will be updated, give me some time.
"Drugs no longer cause addictions for non-Chem Reliant users"Chem Resistant will be useless now, not Chem Reliant
That means Chem Reliant is now useless or what? Will that Trait be replaced with something else?
They spawn 4000-8000 bottle caps every 30minsAll towns in total or each town?
So the only way to obtain an Implant as a single person is the Bomb Shelter (unless trading). The Military is hard to solo I guess. At least for not pros ?Only Military bunker