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 Заголовок сообщения: Re: Changelog
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Changelogs from 07.06.18
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server is rised
Updates
- In the form of a test introduced Farmer (a robot that which can gain exp, earn or extract items). You can get the farmer through the base terminal - 5000 coins. The number of farmers is limited to 100 and there can be only 1 farmer on 1 base, which can only be hired by the owner of the base. Farmer disappears if not used. The rest is in the farmer's dialogue. The eloquence of the character is not yet considered
- If you ruin one of the Westwood caravans, you can restore the relationship by paying a fine in a dialogue with Lisa (In Westwood).
- Corrected some amount of dialogues and phrases(London Star)


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 Заголовок сообщения: Re: Changelog
СообщениеДобавлено: 12 июн 2018, 00:16 
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Changelogs from 09.06.18
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Mechanics
- Now you can also craft with a full (30+ min) CD for Science and Repair, but you will not get an EXP for this.
- Experience points and the timeout for crafting now depend on the price and quantity of the crafted items.

Items
- Prices for half-top items have grown.

Corrections
- Fixed some number of dialogues and phrases (London Star)

Updates
- The level of the robot farmer is preserved even if it disappears (when hiring a new one, the level should be equal to the level of the disappeared one).
The robot farmer disappears after 24 hours of idleness.
Only the owner of the robot can talk to the farmer.
If the owner of the farmer is not online, the robot fuckes everything and stand still.
- Weapons or armor can come up with bonuses for the city money at sheriffs.


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 Заголовок сообщения: Re: Changelog
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Changelogs from 15.06.18
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Mechanics
- Сraft now works as conceived. If the CD of science or repair is more than 30 minutes, not accrued exp.
- Heat. Now, the immunity to heating in FFP (plasma) and FFL (laser). BA and Tesla have a partial heating (both to the plasma and to the laser) three times less than the standard.
Items
- Turboplasma was slightly slowed in the animation (it was 888, now 1050, the standard is 1200) and reload is 4AP.


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 Заголовок сообщения: Re: Changelog
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Changelogs from 27.06.18
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Items
- Pipe rifle is transfered into the Big guns group (this is true for newly created items).
- Reroll books are no longer stack (it is true for newly created items).

Changes.
- Changed the principle of NPC`s respawning in a tanker (in theory, the cases of respawning behind the wall should be very rare).

Fixes
- Fixed some number of dialogues and phrases (London Star)
- Fixed dialogue with the commander in replication 13. He issues a Pipe rifle instead of a machine gun for the golden gecko skin.
- Caravans are not attack you for killing the rat. Same as any peaceful caravan for any NPC.
- A robot farmer can now only be one per location (it was one per map).


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 Заголовок сообщения: Re: Changelog
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Changelogs from 02-07.07.18
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Mechanics
- Now with 2 windows on the one map (except bases) they will disconnect.
Fixes
- Pipe rifle is transferred into the Big guns group (fixed permanently)
- The master of science at craft now leveling correctly.
Update
- You can rob caravans, provided that the caravaner was killed by the player.
- The protection of the caravans received some perks and resistances (a random build and armor are chosen).


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 Заголовок сообщения: Re: Changelog
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Changelogs from 13.07.18
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Changes.
- Optimized the time of drawing the primitives when tracking. Will not overload the client any more.

Fixes
- The dodge doesn`t work in a lying position.
- NPC should not be healing in the minus HP.

Updates
- Craft of Tesla armor (from 2 MA) and CA (from two artisans) were added to the knowledge craft.


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 Заголовок сообщения: Re: Changelog
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Changelogs from 18-19.07.18
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Mechanics
- When you try to lockpick a container, a chance is written to the chat as a percentage of success.
- Now correctly shows the chance of lockpicking. (no negative values anymore).
- The BA is not heated.
- When applying the science to environmental objects (Scenarios), it is written what is possible to do this with this object to extract resources in the chat, if such an opportunity is present.
Example: At the tree is written: With the help of an ax, you can get a tree.

Items
- Weight of the rifle XL70E3 - 3880

Changes.
-The barbed wire is discovered sneakers now.

Corrections
- Inaccessible citizens in the VC became available (will act with a wipe).

Updates
- Bonuses added to the Speech skill:
At the skill of Speech of 100 and more, the Experience receives a multiplier Skill of Speech / 5.
With the skill Speech of 100 or more, the quest +1AP from Rhianna in Den is facilitated.
With the skill of Speech 120 and more easier the quest by Cliff for +1 hex vision.
With the skill Speech of 150 or more - you can buy a "pathfinder" perk.
With the skill Speech of 180 or more - you can convince the hubologist in the bank to take the character to the global map.
With a skill of Speech of 200 or more, a unique dialog can be opened at the NPC for unique locations (so far only 1 location).
With the skill Speech of 200 or more, you can remove agro of any NPC (using a doctor) on the encounters and city locations.
With a skill of Speech of 210 or more, the business gives 50 HP.
With a skill of Speech of 270 or more, you can be persuaded to solve the problem of a suitcase without having a lockpick skill (+ 1AP from Rhianna, Den).
With a skill of Speech of 280 or more, you can get from replication to faction, Arroyo, Westwood or any city that your faction holds.
With the skill of Speech 300, two variants of subcutaneous protection can be implanted by Dr. Troy in VC.


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Changelog from 23.07.18
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Mechanics
- Aftem using Science on active slot item, showing all possibles options of mini-recipies with this item like resiourse.

Changes
- Added big random roll on ammout of bandints and robbers aroud Den, totally, they mast be less.
- No more ability to check busines with 200 Speech, excluding that case, when you hold it.
- To playing doctor on random encaunters are need more then 100 доктора (100+).

Corrections
- Added check for AP quest(from Rianna) и Subcutaneous armor, depending on Speech. Now AP not dessapear (if dessapear, will be ressurected after death or med capsule), and Subcutaneous armor dissapering (if Speech will be low than 300).

Updates
- With 200 of Speech you can check busineses, if you hold it.
- Added 4 new mini-reciepies, changes 2 old.

_________________
Путь искупления осилит идущий

Elder of West Brotherhood of Steel
Встреча в Москве. Июль 2019

---> Работа над концептами по развитию FOnline


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Changelog from 25.07.18
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Items
- The weight of junk is reduced.
- Reduced the price of smoke nades.

Fixes
- Decraft normally works.
- Fixed one of the weak spots of the Infection (now it should less lag)

Updates
- The infection is launched without taking online into account, but around 12:00-13:00 GMT


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Start of the 19th session

Craft:

Miscellaneous:

New Armor and Weapon Bonuses:
when crafting by Knowledge and Professions
when you merge items *
Note: need 100 science and 100 repair.
Your armor and weapons wear out a little less than an alien or anonymous.
Lightened the craft of the Heavy Nails.
2mm and Magnet are now crafted on a workbench (according to the profession).
Alcohol is removed from the mini-recipes.
Added several other items to the mini-recipes.
Some mini-recipes have been changed.

Alcohol mashine:

Скрытый текст:
Alcohol mashine is a production plant for the processing of some resources into others.

The production process consists of three stages:

Uploading the resources.
It is made by applying the resource to the machine.
Successful distillation requires 2 different resources.
For production, firewood is also needed in sufficient quantities.
Note: To load a large amount of resources into the device, take the object in an active hand and apply the science on the device.
Production.
To start the process, you need to apply a lighter on the device.
The successful start of the process will be notified by the change of animation of the device. If the animation has not changed - then there is no firewood.
Do not touch the machine until the end of the production process.
When calculating the quantity of the finished product from the resource number 1 of resource No. 2 and firewood, the smallest value is selected.
Collection of the finished product.
Done by applying a glass bottle to the machine. You can also do it via science.

IMPORTANT:
You can not put more than 2 types of resources.
That is, if there is water and mutafrukt in the tank, ethanol can not be added there.
If for some reason you do not know what is in the machine right now - lay firewood, apply a lighter, and then scoop everything out of the tank with glass bottles. The tank will be reseted.


There are several recipes that give a permanent result.
You can learn about them in the game or experimentally.
If the recipe is not followed, the output will produce an accidental result.


NPC:

It is possible to check the NPCs in cities, applying the Doctor's skill on them, regardless of the status of the NPC and the timeout.
Barter:
Vic is now the armourer of Smal Guns
Eldridge trades almost everything (as before Vic)
Mommy in Dene now sells items necessary for farming
Other NPCs:
A robot farmer can be taken by character with 300 speech and 6 charisma




Locations:

Cities:

The maps of Klamath, Den, BH, Vault15, Den`s dungeon are optimized.
Arroyo location
Wall blockers are restored (holes are closed)

Random encounters:

You can also meet a farmer on a farm ench if you encountered the encounter during the journey (and didn`t initiate it by yourself).
If you initiated the enc, there may be rats.

Dollhouse:

Now it's located in Westwood. Entrance through Nikki in a massage salon on the main entrance.
The cost of visiting 200 coins. Skin puts on armor (except top and RBC), but dissapear with death, changing armor or throwing a mantle out of inventory.

Personal bases:

"Merry" farm
Mortality of livestock has become less, now the animal simply enough to feed so that it does not die,
but it grows from food more slowly than from miniquests.
The chance of losing a book is reduced from 25% to 15%.
The reward for the selling of animals is increased by about 1/3.
The revard by the brahmin has become much better and more diverse - now it is almost a full average body kit, depending on the skill and the random can be a Vindicator, or Gauss, Bozar, turboplasma etc.
The armor is on TBBoS - CAmk2, in Den - CAmk2 with random resists.)

Character:

S.P.E.C.I.A.L .:

Скрытый текст:
Strenght
Built-in anti crit for each character: Str * 5.


Luck
From Luck depends on how quickly the first-aid kits in the slot disappear.
With low luck, misses will often turn into critical misses. Chance: (11-Luck)%)
Luck increases the chance of knockdown with explosive ammo.
Luck/2 is added to the Suppression from a ranged weapon with the appropriate weapon and player perks.
With Probability: Luck> Random (1,50); instead of spent cartridges there will be one new one.
Big Chance: Luck> Random (1.30); that when calculating min. and max. weapon damage, the damage will be closer to the max limit.
With the bigger luck, the less chance that the damage will hit the weapon, adding a breakdown to it.
When calculating a rifle AC mode cartridge, the more Luck, the more chances to get not zero, but the max. value.
With low luck, there is a small chance that the eaten a drug will give you poisoning instead of the effect. (With Luck 1 chance 1%, with Luck 10 chance 0%)
With high luck there is a small chance that you will have half the dose for the effect of drugs (drug does not disappear when applied). With luck 1 - chance 0%, with Luck 10 chance 1%).


Traits:
Скрытый текст:
The Skilled
Effect:
Positive:
+15 anticrit
+2 Strenght, Charisma, Intellect and Agility
+ 15% to Chance for Critical Attack
Negative:
You get perk every 4 levels, not 3
You can not take Uberperks: Silent Running, Terminator, Sniper and Expendable

Finesse
Effect:
Positive:
+15 to the final damage,
Negative:
+1 AP to the cost of non-targeted attacks

Good-natured
Effect:
Positive:
+25 FA, +40 doctor, +50 speech and trade
-15 to Small, Big and Energy -10 to HtH, Cold and Throwing
Aggressive NPC people in random locations are neutral to you
You take perks every 2 levels.
Negative:
-15 to SG, BG and Energy weapons
-10 to HtH, Cold and Throwing
Masterperks do not work
Animals on encs attack you without delay!
You can not take perks for damage (plus and minus) and defense (resist):
Extras. hand-to-hand combat. Perfection, Accuracy bonus, More critical, Steepness, Best critical, Leprosy, Easy steps, Anatomy of life, Pyromaniac, Stonewall, Officer, Toxicologist, Immunity, Fortitude, Two-faced, Regeneration (by the way, it excludes itself), Fan of shotguns, Excellent, Die Hard, Sniper.
Note: Allowed any traits

Liquid body
Effect:
Positive:
-20% to damage from bursts and weapons with a type of Fire damage. +50 to the carry weight. Immunity to the tics of fire.
Negative:
-20% to FA treatment and stimpacks.

Stable
Effect:
Positive:
+1 PE
+35 chance to hit
The smoke penalty is reduced by your PE * 2
You can not critically miss.
Negative:
You can not critically attack.

Fast shot
Effect:
Positive:
-1 AP for long-range weapons.
Negative:
You can not aim when attack, your crit dmg does not increase. To the penalty in the smoke is added 20 points.


Skills:

Скрытый текст:
Speech
You can not check a business, only to have a HP bonus.
No more experience points.
40 for example in Arroyo you can get a free low tier set armor/weapon
45 you can change the daily
With the skill of speech above 100, you can not collect a group for Sheiman on the quest +1AP (VC). This also can not be done with NCR reputation 20+.
With the skill of speech above 150, more easier quest for +12AC in Reno.
With the skill of speech above 250, you can get a + 1OD without completing a quest from Hartmann in VC.
With the skill of speech above 250, you can perform an operation +4crit/anticrit in the NCR without claiming a reputation.


The science
At skill 130 and more you receive additionally (Science-125) / 3% to any experience.


Doctor
At a time you can cure only 1 brake of a limb.

Will be continue....


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continue
Perks
Скрытый текст:
Changed quantity of lives given by the perk bonus:

Power of life(65to60)
Bloodsucker(30to25)
sportsmen(40to30)
officer(30to20)
durability(25to10)
mutation(35to20)
lively person(40to35)
Subcutaneous armor(15to10)

[*]Jolly - deleted
[*]garrulity. lvl-33, 1 rank, IN-4. +10 oratory
[*]harding. lvl-33, no physical jerks. +6 treatment level
[*]terminator. critresist +EN*5. Removed free treatment by a doctor, now you need a skill
[*]manlump. lvl-2, ST-6, ignore skating 50% (except the wasp), +5 threshhold's to the blast.
[*]carry. lvl-2, ST-6, EN-6, 1 rank. Ignore shotgun skating 33%, +100 to load capacity, +35 athleticism
[*]more criticals. lvl-2, PE-6, 1rank. +10 to critical chance
[*]Optimisation. lvl-2, AG-5. The cost of reloading 1 AP. 40% chance to recover 1 AP when recharging. 25% chance of getting 1 AP when using items.
[*]treatment. lvl-9, first aid-40. +40 treatment by a nurse. +20 treatment by a nurse when worn in the extra slot of a first-aid kit of a military assistant
[*]fan of shotguns. lvl-6, IN-6, small guns-160, no good nature. + 30% to small guns, + 20% to repair. +12 to final damage shotguns.
[*]inspiration. lvl-12. + AG% to dodge, you restore 1 AP at dodge, partial dodge works on gex attacks, anticrites 100% if LP is less than max LP/3
[*]veteran. lvl-12, LU-2. +30 to LP. Ignoring the penalty on sighting attacks. With each hit, hangs up +(30 + Luck * 6)sec of fatigue, in defense +10 AC
[*]Luckyman. lvl-6, LU-3. + (Luck) to roll crit. (Luck + 8-Luck opponent)% avoid getting hit on you. (Luck)% chance to fully restore your LP and AP when using the Doctor.
[*]lucky miss. lvl-15, AG-6, LU-2, no man of action. + 1AP, with a miss with a chance of Luck% restore Accuracy/10AP. If the chance does not fall out, you will restore 1 AP.
[*]sniper. + 30% Chance to Critical Attack. -1 ap to the value of targeted attacks. If not in combat, the skill is more than 100 and the attack is single - 100% chance of hitting (with the exception of dodging the target). With a single aiming shot, the Bypass can be knocked out with the criterion of falling out of the calculations (if work anti-crit of the target) and the chance (Luck-Luck of target) * 2%. If the target is wearing a helmet, it will fly to zero, but there will be no bypass.
[*]Regeneration. lvl-15, Ch-5, In-6. Every 10 seconds you restore (Level of treatment) LP. When using the doctor gives a bonus of +100 to the skill (not increasing this skill).
[*]Combat engineer. lvl-15, Pe-6, In-8, Ag-3, repair-180. + 20% Repair. Engineering weapons do full damage. Access to engineering functionality.
[*]toughie(strong nut). lvl-12, Pe-6, IN-7. -St+(Pe*3) to a critical roll for you. When cutting crit damage to Luck will be added 5. Cuts crit damage of Knockout and Skip move from 75% to 50% and from 50% to 30% respectively.
New perks
[*]toxicologist. You have reached unprecedented heights in chemistry. Any of your weapons does extra damage by poisoning.
lvl-9, science-240.Gives an additional up to +20 poison damage (depending on the protection from the victim's Poison and subject to the availability of weapons)
[*]reanimator. You are a great doctor. Any change in life points (no matter, plus or minus) will add 4 units to them, provided that you are not poisoned.
lvl-15, doc 250. Gives +4 points of life to any changes of these points of life (healing, taking damage, regen, tics, etc.).
[*]mathematician. You are all thoroughly calculated.
lvl-6, IN-8, science 180. In combat, you gain +30 to your skill and reduce the penalty from smoke by 15 units, and cover for 10 units. At the same time, getting + 10 units to shelters and + 15 units to smoke when you are attacked
[*]Explosive technician. lvl-12, Lu-5, science 150, Traps 200. stealth explosives as with 300 skill. Switches work faster, you can make 3 robot-shakhids in field conditions (Parts of a robot + Plastid in hand, use repair on Parts of a robot).

и это только по перкам, перевод местами вольный - могут быть ошибки. Да и нужно ли оно кому? если да - мне бы права на эту тему, чтоб редактить мог по истечении 10 минут и оформить как следует..


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