Additions: Blackjack (prototype). When CTRL+clicking on a card deck, a random number or letter will pop up above character's head. Numbers starts from 2, ends on 10. Letters are: D for Queen, K for King, T for Ace, V for Jack. Cheater Card Deck will have numbers starting at 6, rather then 2.
Dealers are selling dices and card decks in Redding's casino.
Fixes: Fixed map on Den's dungeon. Fixed the behavior of some NPСs (after recent changes they started to "lag" and behave stupidly)
Additions: Further AI tweaks, mainly focusing on "doorway abuse". Now NPCs can possibly heal wounded teammates, which are lying in negative hitpoints and are blocking a way to target. Or, they may not . Jump ability. NPCs can slip through behind target's back if there is a free space and teammates are bulking behind.
Updates. Introduced the mode of skipping random encounters (doesn`t work with the fails, if it ran into the player and in "The zone"). You can enable or disable by pressing Alt + L.
If the character has a Traps skill 200 or more: 1) The opportunity to put homemade traps "instantly". Principle: Apply the Trap skill on yourself. In the inventory, there must be Mechanisms and Iron. From the inventory, one thing disappears: Mechanisms and Iron, under you, appears a self-made trap that is not visible and doesn`t react to you. If someone enters the trap, it takes damage and slows down, the trap disappears. If within 6 minutes no one stepped into the trap, it also disappears. Adds +15 seconds to exhaustion, cannot be set if there is exhaustion different from zero. 2) Introduced the opportunity "by the collar". Principle: If you apply a dynamite to the player (not activated), it will explode in his inventory, dropping it to the floor. Adds +5 seconds to exhaustion, cannot be set if there is exhaustion different from zero. Does not affect NPC.
Changes. On the farms was reduced crit and melee damage of the NPCs.
Balancing NPC Delegations, Billboards and in a Dangerous Place.
Corrections. When attacking with a flamethrower of several targets, the damage is calculated correctly.
Immobilized NPC (dead or -AP) can not extinguish the fire or heal themselves. More correct movement of NPC through fire puddles.
Updates. When aiming at the target, the client should display the correct value (including smoke).
Fractional players can purchase some bonuses or items for the influence of the faction. You can buy this only from 20:00 to 21:00 (Moscow time) (plus 15 minutes to the beginning or end of the event) at the AH-9 in San Francisco. Need Rating 50. http://forum.fallout2online.ru/viewtopic.php?f=48&t=8463 You can leave your suggestions.
Force and Influence of fractions are charged at the same time, but the Force remains unchanged, showing the activity of the faction for the session, and Influence can be spent.
Charging Force Faction during controlling of cities. Once a day in the vicinity of 22:00-22:15 (Moscow time), the server removes all current owners of cities and charges them bonuses (+1 to the Force and the Influence of the factions). At any other time, the Force and Faction Influence bonuses for the capture of cities are not accrued. It is important not to seize, but to keep to check the time.
Changes. When "jumping" NPC repels the target, as a result, both have the push animation.
When the BoS Paladin quest failed you need to kill 200 supermutants.
NPC now heals after receiving damage, not before.
Corrections. NPC should not jump into the "basement".
Client Changes have been introduced (including client scripts). Therefore, when the client is first launched, the start script error (until the client cache is downloaded). This error will not be after re-launch.
Updates. If NPC has aggro on you in the city's location, you can turn it over by using a first aid or a doctor skill at him. In this case, NPC restores all HP.
Updates. Applying scince on the box on base can decraft everything that is in this box. Just choose from the menu: Yes, or Cancel if accidentally pressed.
Now in a dialogue with the guards of the caravans, you can say: Take up your gun and charge it.
Marauders near the NCR and saboteurs near SF have small batteries.
The remnants of the Masters' Army have micro fusion cells.
Changes Corrected the behavior of NPCs in cities. Now the FA or Doctor will work at all times (excluding the protection of the VC, NCR).
Зарегистрирован: 11 дек 2011, 20:18 Сообщений: 337 Cпасибо сказано: 341 Спасибо получено: 173 раз в 101 сообщениях
Wipe changes 19.01.18 source The following changings are introduced for the 18th test mini-session (during the test there will be additions and changes):
Mechanics
Combat timer no longer depends on the Armor Class (AC), now only on armor and works accordingly to the following principle:
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The numbers below are for the exit from combat in seconds. Exit from combat time can be further decreased by installing a specific implant. Bluesuit - 25. Any armor not in this list - 15.
Metal Armor - 18. Metal Armor mk2 - 20. Tesla - 17. Combat Armor mk2 - 15. Bridgekeeper's robe - 15. Desert Combat Armor - 13.
Blue Combat Armor - 17. Black Combat Armor - 15. Enclave Combat Armor - 15. Brotherhood Combat Armor - 15.
RAS - 6. //Robo suits RASmk2 - 5.
Power Armor - 7. Hardened Power Armor - 6. Advanced Power Armor - 8. Advanced Power Armor mk2 - 8.
Recovery of AP during walking and running.
Tech progress system (the server starts at level 1).
New critical table for the slayers. It is now separated from the table for shooters.
Changed Healing Rate mechanics. Once every 20 seconds, regardless of the mode in which the critter is - in battle or not, - the critter is healed by = Healing Rate. If perk "Regeneration" is taken - every 10 seconds.
A new hit probability formula.
Changed numberous stats of weapons and armors. Full list will be added later.
Craft
Optimized craft (work in progress), the full list of changes will be later. A new system has been introduced, craft bonuses for weapons and armor:
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Bonuses for weapons:
1. Crit chance - [1; 2; 3; 4: 5]. 2. Range - [1; 2; 3]. 3. Min. damage - [2 ; 3 ; 4 ; 5]. *Note - never appears on a vindicator, bozar or avenger. 4. Max. damage - [2 ; 3 ; 4 ; 5]. *Note - never appears on a vindicator, bozar or avenger. 5. % to damage - [3; 4 ; 5 ; 7 ; 10]. *Note - never appears with min-max damage. 6. Reload AP cost reduction by [1]. 7. Durability - wear speed of the weapon decreases by [2]. 8. % to the final accuracy - [3 ; 5 ; 7 ; 9 ; 12]. 9. Critroll - [1 ; 2 ; 3 ; 4 ; 5].
Bonuses for armors: 1. Anticrit - [1 ; 2 ; 3 ; 4 ; 5] 2. Thresholds - randomly to one of the types. Bonus value is [1 ; 2 ; 3]. 3. Resistances - randomly to one of the types. Bonus value is [3 ; 4 ; 5 ; 7 ; 9 ; 10]. *Note: Normal: Treshhold values [1 ; 1 ; 2]. Resistance values: [2 ; 3 ; 4 ; 5 ; 6 ; 7]. 4. Durability - wear speed of the armor decreases by [2]. 5. Maximum AP bonus - [1]. 6. Armor class bonus - [1 ; 2 ; 3].
For crafted weapons and armors can drop from 1 to 4 bonuses.
Combat system
Perks and traits
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Perks
Toughness + 5% to Resist from Norma. + 10% to Resist Fire and Explosion. [Requirements not modified]
Sniper Uberperk +20 to AC. // removed AC bonus. + (Luck * 3)% to the Chance for a critical attack. -1 AP to the cost of aimed attacks for SG, EW and Engineering Weapons. If not in combat, the skill is more than 100 and the attack is single mode - 100% chance to hit (except for the evasion of the target). [Requirements not modified]
Dodger +5 to AC. // removed AC bonus. + 10% chance to evade. [Requirements not modified]
Sharpshooter: +2 to Perception, if Perception is below 3. +6 to the sight range. Reduces the target's chance to dodge by 5%. [Requirements not modified]
Healer: + 40HP when using an FA, Gives +20 to FA, if in the additional slot is a first aid kit or a doctor's bag. [Requirements not modified]
Faster healing (completely changed) : +20 to the healing rate. Restoration of 1/4 of the maximum AP after each using of FA. The cost of an AP for a doctor and FA orderly is 1 less. [Requirements not modified]
Lucky Move (completely changed): Now working with any accuracy of the enemy. In case of a miss at you, you will recover 1 AP, if the check (Charisma + Dexterity + Perception)% is passed, then the amount of recovering AP equals the opponent's accuracy / 10. [Requirements not modified]
Twister (completely changed):. Gives 5 * Charisma HP, each dodge gives 1 AP, If the HP is less than a third of the maximum, you will not receive critical hits. [Requirements not modified]
Slayer: Requirements (changed): Strength: 7 Dexterity: 6 Hand-to-hand: 100 100% chance for a critical attack for melee and HtH weapons. Note: Critical damage for melee and HtH weapons = (Damage x 1.33), not (Damage x 2). Note: Critical damage from melee and HtH weapons does not decrease from Luck.
Finesse: Plus: + 15% to max and min weapon damage. Minuses: - An unaimed shot costs 1 AP more.
Fast Metabolism: (preliminary - make the Healing Rate independent of the combat or out of combat, however, the frequency of operation is to be reduced by half if there is no perk Regeneration, so every 20 seconds) Plus: + 15rp when healing superstimpakom. +40 Level of Healing. Minuses: - Resistance to poison and resistance to radiation from perks, drugs, and objects is reduced by half. - The poison is eliminated from the body two times faster. - Rollbacks from superstimpacks are twice strong and work twice fast.
Maniac: Plus: + Quit the battle when the player is killed. + Recovers 6 AP when a player is killed. + Recovers 3 AP when killing a NPC. + The victim's armor breaks up twice as fast when dealing damage, gives twice more breakages at death. Minuses: - Your armor breaks up twice as fast when dealing damage, gives twice more breakages at death. - Your weapon wears out twice fast in a shooting.
NOTE: While there is no description of perks and traits in the client (this is not the final version, + there will be additions)
Зарегистрирован: 11 дек 2011, 20:18 Сообщений: 337 Cпасибо сказано: 341 Спасибо получено: 173 раз в 101 сообщениях
Start of the 18th session.
Below is a list of updates to the start of the session.
There may be some inaccuracies in the text. After proofreading worked on the updates, some edits can be made. If there are any, then this will be reported additionally.
HPA - the lens in the craft is replaced with a motor. Introduced a new system, craftbonuses for weapons and armor - viewtopic.php?f=48&t=8482 Changed the prices of almost all items in the game related to resources for crafting, the craft of many items has been changed. Work has started on large-scale changes in the economic system to regulate the prices of items in the game - now the price of the item will depend on the total amount of components spent on craft. Removed unnecessary details when dismountling hunter rifles. Craft of heavy nails is lightened. Mini-recipes - removed 4 recipes, which involved a new half-top details. From the general accesswere removed resources which was transfered into the half-top section. Craft of top items will now depend on Techprogress (it will be not possible to craft Beretta 2050 Wasp at TechProgress level 4 and below)
NPC:
Merchants: Caravans VC, NCR, SF - now there spawn ammo that are suitable for the current weapon. NPC on encounters: NPCs now only heal an ally if they are nearby and walk. NPCs do not jump "by the collar". The rats that appear during the vagabond disappear after death.
Dungeons:
Golgotha Works on the stage of technical progress and hangs on the armor an occasional bonus (one) Gecko dungeon (Marauder) Now, 5 armor and 5 weapons fall into the containers. With 1-3 bonuses (2 bonuses - 20%, 3 bonuses -2%) In addition a few types of ammo and medications (randomly) Half-top / top in a closed container remained unchanged. Chance of bonus on half-top is 50%
Mechanics changes:
Charisma no longer gives a bonus to Evade. Recovery of AP during walking and running. New critical table for the slayer. (separate from the table of shooters) Introduced Reroll in the test version - the ability to redistribute all previously invested skills, perks, etc. To activate it, you need to assign a deletion to any character, provided that in the inventory he has a number of coins equal to or greater than Experience / 5. Under the character falls a book. This book contains experience points, basic quests and implants. Only a character with a level no higher than 3 can read the book. At the first reading the book is assigned to him. After reading the entire book, it is deleted. Experience - after level 99 experience should not be increasing. Medals Option: 10 medals - 10 skill points can only be obtained 8 times. 6 medals - + 1HP The "Cat`s paw #5" book (energy) has been removed. Change in Healing rate Once every 20 seconds, regardless of the mode in which the critter is in battle or not, he is healed by = Healing rate. If there is a perk "Regeneration" - once every 10 seconds.
A new probability hit formula.
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Skill + (Perception - 2) * A - Distance * B - Target AC = Chance to hit.
Default: A = 5, B = 3.5.
Coefficients changes if: There is a perk of weapon Ranged: A = 8 There is a perk of weapon Optical sight: B = 2 There is a perk of weapon Electronic sight: A = 6 There is a perk of weapon Accuracy: PE + 2 (up to 12)
Next are bonuses and penalties (in one formula + and -)
Positive bonuses: One-Hand: +60, if one-handed. The aim in Knockout/Knockdown: +30. Buff of the city drugs of the NCR (if any): +30. Trait Stable: +35. Perk weapons Accurate: +20. The aim is multi-hex: +10. Shotguns: +8 at a distance of up to 10 hexes. Perk Officer: +5. Implant: +3.
Penalties: Penalty with smoke: At a shooting distance of more than 5 hexes: -60 when firing at smoke, -90 when firing from smoke, -150 when firing from smoke to smoke. Laser Sight reduces the penalty by half. At a shooting distance of 5 or less hexes: -60.
Attacker Suppressed: -% Suppression (no more than 100). Eye damage: -50. Trait one handed: -40, if two-handed. Penalty, if the target is in a shelter (burrow, stump, door, fence of the Brahmin ramp): -35. Aimed shot (other than the torso): -30. * Note - zero if the "Veteran" perk is taken. Penalty for lack of Strength, for each -1: -20.
At the end, you get your chance to hit. Next is a roll of the cube to calculate the final accuracy: Minimal: 5, the basic chance to hit. Maximum: 95 - (10 * Shelter Modifier, initially zero). Note: Your final Chance to hit can not fall below 5%. Your final Chance to hit can not be above 95%.
Shelter Modifiers: 2 - any sweeping impassable obstacle. Corn, stump, door, barrel, lantern - anything that shoots, but blocks movement. 3 - if it's Fox hole. Perk "Fire Support" adds +1 to this modifier if the character is in a foxhole or in a normal hideout.
Examples: Example 1: Vasya's character has a 95% chance to hit Petya, but Petya goes to Foxhole. The chance to hit of the Vasya`s character will drop to 65%. If the character Vasya takes the perk "Fire Support" - the final chance to hit him will drop to 55%. If he would have stood behind a tree with this perk - it would have been 65%, without a perk - 75%. In other words, shelter is a thing. Use it. Example 2: Vasya's character has a YK, and he very much wants to hit Petya in CAmk2, which is under the psycho. Vasya's character skill 210 and 9 Perceptions, shooting range 38. Petya with 10 Agility and CAmk2 = 32 AC.
In the probability hit formula, the distance coefficient increased (vas 3, became 3.5).
Traits:
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Accuracy Effect: Positive: + 15% to max and min weapon damage. Negative: An unarmed shot costs 1 AP more.
Fast Metabolism Effect: Positive: + 15HP when healing by superstimpack. +30 Level of Healing. Negative: Resistance to poison and resistance to radiation from perks, drugs and objects is reduced by half. The poison is eliminated from the body two times faster. Rollbacks from superstimpaks are twice as strong and work twice as fast. Note: it does not nullify the level of resistance to poisons and radiation initially, but divides it in half.
Maniac Effect: Positive: Exit the battle whenkilling a player. Recovery of 6 AP when killing a player. Recover 3 AP when killing a NPC. The victim's armor breaks twice as fast as damage is dealt, twice as many breakdowns at death. Negative: Your armor wears out twice as fast. At death, your armor gets twice as many breakdowns Your weapon wears out twice as fast when firing.
Crusher Effect: Note: Removed the minus to the critroll.
Good natured Effect: Positive: -20% damage from fire and bursts.
Stable Effect: Positive: Gives +1 Perceptions to the calculation of the hit and +35 in combat skill.
Perks:
Скрытый текст:
Toughness Changed: Demand: without changes Effect: + 5% to Resist from Norma. + 8% to Resist of Fire and Explosion.
Sniper Changed: Demand: without changes Effect: Uberperk + (Luck * 4)% to the Chance for a critical attack. -1 AP to the cost of aimed attacks for Small Guns, Energy Weapons and Engineering Weapons. If not in combat, the skill is more than 100 and the attack is single - 100% chance to hit (except for the evasion of the target). Note: the bonus of AC has been removed
The Thief-Professional Changed: Demand: Max. level: 9 - 29 Lockpicks skill: 150 + 40% to Lockpicks and Stealing skills. Effect: Lockpicks do not break when breaking. You can open containers by mounting if your Lockpicks skill is 200% or more. You know how to use all kinds of master keys (no need to test for 8 intelligence or dexterity) + 40% to Castle Break and Stealing.
Dodge Changed: Demand: without changes Effect: + 10% to Evasion. Note: the bonus of AC has been removed
Accuracy Changed: Demand: without changes Effect: +2 to Perception, if Perception is below 3. +6 to the Survey. Reduces the target's chance to dodge by 5%.
Healer Changed: Demand: without changes Effect: + 40HP when using a Medic + Additional +20 to First Aid healing if you have First Aid Kit or Doctor Bag in extension slot.
Faster Healing Changed: Demand: without changes Effect: +20 to the healing rate. First Aid and Doctor AP cost reduced by 1. You receive 1\4 your maximum AP when using First Aid. Note: perk is completely changed
Lucky Move Changed: Demand: without changes Effect: Operates with any accuracy of the enemy. In case of a miss for you, you will recover 1 AP If the check passes (Charisma + Dexterity + Perception)%, then the amount of AP equals the opponent's accuracy/10 will be recovered. Note: perk is completely changed
Twister Changed: Demand: Level 12 Effect: Each dodge gives 1 AP Dexterity \ 2 (including drugs) + to the dodge chance. Partial dodge also works on gex attack. If the character has less than 33% health, he can not be critically hited. Does not exclude regeneration Note: perk is completely changed
Slayer Changed: Demand: Strength: 7 Dexterity: 6 Hand-to-hand: 100 Effect: 100% chance for a critical attack for melee and HtH weapons. Note: Critical damage from melee and HtH weapons does not decrease from Luck. Note: Critical damage for melee and HtH weapons = (Damage * 1.33), not (Damage * 2).
Regeneration Changed: Effect: +20 to the healing rate.
Survivalist Changed: Effect: +10 to the outdoors skill
Better criticals Primary: Effect: + Critical roll of luck + 10 Changed: Effect: +20 to the critical roll
Stone wall Changed: Requirement: Level 3 Effect:
Mutation Changed: Effect: +35 to HP. +100 skill points for distribution.
Trigger Person Changed: Demand: Dexterity 7 Intelligence 7 Level 9. Effect: At the shot there is a chance to recover 2 AP. Probability of triggering perk = [AP required for a shot * 10]. It works on hex attacks.
Inventory:
Weapons:
Скрытый текст:
Unurmed weapons.
Brass knuckles
Min. damage 1 - was: 25 became: 22 Max. damage 1 - was: 30 became: 33 AP for hit 1 - was: 4 became: 3 Added perk "Penetrate" Aimed attack mode removed.
Grenades and throwing weapons.
Frag grenade
Min. damage 1 - was: 85 became: 70 Max. damage 1 - was: 97 became: 82 AP for shoot 1 - was: 5 became: 6
Combat timer no longer depends on the Armor Class (AC), now only on armor and works accordingly to the following principle:
The numbers below are for the exit from combat in seconds. Exit from combat time can be further decreased by installing a specific implant. Bluesuit - 25. Any armor not in this list - 15.
All the things available in the game are divided into technological classes - tiers. According to these titles, they will appear in the game, dividing the game into 5 technical stages. It currently consists of 5 stages. Each stage has a fixed duration in real time.
The term is approximate, while as an experiment:
Stage one. Base loot (shittyloot) - 5 days. Stage two. Lowloot - 7 days. Stage three. Standard body kit - 20 days. Stage four. Half-top is 30 days. Stage five. Top - up to wipe.
Craft is distributed according to technical progress. Craft resources can be obtained from the first stage and put it to the desired level (suppose somehow extracted a detail of the top in step 2, postponed to 5).
Also, regardless of the stage, in the game are available things of higher titles, "artifacts"
Artifacts are re-established only at the very beginning of the game. On the maps. Of the most profitable: Gatling in Den.
The basic version of the territory capture (squares on the global map) is introduced - viewtopic.php?f=48&t=8493 Additionally:
The chance for top cookies is determined by the formula (the influence of the host + the influence of the guest) / 2. The chance of top cookies when capturing a no-man's square is minimal. If a factional player finds a cave on his square - guards and loot will not be on it. (in development - enc will not come across.)
Client and Interface:
A completely new standard interface is presented, convenient both for use in everyday life and for conducting combat operations. Optionally, the new client also provides a conditionally-working modification of the combat interface based on the works of Ripost, distributed also on other servers - Pure Black Blue. Details for use in the interface.cfg file inside the client. Support for resolution 800х600 is stopped. Most of the new interface screens will be 1024x768 in size and have support up to 1920x1080, and 4K resolution will be available in the future. We apologize for any inconvenience to users of tablets and monitors <11 inches. Technical support is provided in full by the new standard interface, in part - by all the old versions of Pure Evil's, incl. modification of the Ripost. Details - in this topic (the link is temporarily absent). Some elements of focd have been changed. Improved drawing of figures in the drug panel. The client displays information about the type of damage in ammo.
Graphic arts:
Added new graphics for some craft items, add. slots. Completely redrawn almost all the weapons used in the game. Added the ability of users to manually customize the images used by the client, incl. creation of animations where earlier it was impossible due to technical limitations. Added new images of the critters - for tactical and fireproof armor. New bugs have been created which is associated with more than two thousand new files.
Fixes of the functional:
Fixed some bug bugs (M60, grenades, hex shooting). Fixed some loot tables in resources, dismountling and some dungeons (bugs related to shells, availability on the current tech stage, craft and other things) Fixed a bug in the Trade Brotherhood of the Brotherhood of Steel, which did not allow the initiation of the quest to join the Fellowship with Kane, with sufficient values only for the skills "Hand-to-hand" or "Unarmed". Fixed description of many items, incl. Incorrect / non-operational highlighting of the Strength requirements and information about additional properties. Fixed grammatical errors and inaccuracies in a variety of dialogs, incl. some bugs. The description of perks and traits is updated in the client, calculator and Wikipedia (partly in Eng) and is true. Fixed display of the ballistic alloy on the ground. Perk Twister works correctly. The main bugs with weapons animations and defines are fixed. Those. M60 should normally burst, and minigun does not animate as Gatling. Corrected the craftmenu in view of TechProgress Fixed defines of dismountling. Fix loot in abandoned forts. Profit in no-man's squares is present now, too. Fixed weapon from the Bridge`s Guardian and raiders of the NCR on the subject of errors and random bonuses. Fixed an empty menu when using Science on containers. Fixed a bug with the location of the Nords. Corrected the maps of Reno and dungeon of Gecko on the correction of the bugged containers.
Localization:
The notification about the event Francesca was translated. An alert for Enclave Intelligence is translated and correctly displayed. Fixed displaying a notification of a murder. Translated and correctly displayed options - ~ ignore, ~ todead, ~ faction, craft, as well as many other system alerts. Fixed grammatical and syntactic errors in many dialogs.
Miscellaneous:
Development: Added technical functionality to check the load and lags, so that during tests server can lag and even fall. Optimize some scripts that affect server performance. Statistics unbinded from the server and updated by an external application. Some technical optimization.
Over updates or those and other things worked:
Скрытый текст:
Code and cartography: Akkella Medvedev
In order to help create updates, ZingerY - edit the calculator to match current information on perks, traits, updates and database synchronization with changes. Creation of a mechanism for tracking the regulation of the prices of items in the game, the cost of their crafting. Tachima - information support. Creation of the server https://discord.gg/ShEC6rc, raising the server of the new wiki, working on its structuring, design, functionality, help with ideas for nerf sniper. * Note. Discord is not official. Febers - information support. Work on the structuring, design, functionality of the new wiki.
Interface: reychi - preliminary work on import, work with .ini-files. VVish - improving and debugging the interface, creating fonts and add-ons, creating a configuration file for changing interfaces, fixing bugs, creating new bugs xD. BlindBandit - used caravan map, included in the standard interface. * Special thanks to Jinxed Jack, the author of the original Tiny Tank, for permission to use his work as the basis for the official interface.
New graphics: Mag & Winamp - processing images of weapons, creating .fofrm-files, adding paths to the server side. ZGreen - used elements of his work. BlindBandit - some items for his authorship, incl. image of a psycho. Unknown authors with FOnline 2, Reloaded, Desert Europe, Ashes of Phoenix, used graphics and / or elements. Kalter - work on most of all prototypes (and most of all new bugs). VVish - 90% of the original content.
Localization: Iceman VVish
Participated in the search for bugs on the test session: Captain Hector Wade reychi Lech Koptiak Kinolog Panzer SHIZ
Tests and comments on the combat system: Legat mechanic Hector Wade TeaMaT parker Lech Koptiak Non-Gift Shaman Alexey
Thanks to the following developers of other servers for their advice: cirn0 - script translation of all remaining dialogs. With sin in half, but the localization thanks to it is complete! Wesan - help with advice. S1man - help with scripts, well, just a king.
The administration is very grateful for the participation and support of all who have selflessly tested the server in its unstable and partially unplayable state, helped to find bugs, participated in quests, dungeons, combat system tests. Who is not in this log and believes that they forgot it - be sure to remind.
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26.02.2018 - 05.03.2018 cumulative changelog.
Changes: - You don't accumulate "Exhaust" parameter while on worldmap anymore. - Removed coin rewards for small skill-check quests at caravans. - Coins added to city traders (variable number). - Techprogress Stage switchd to 2. (current Techprogress Stage is 2) - Changed prices for some resources, craft costs and amounts of ammunition. Ammunition prices are more stable now. - NPCs at encounters have lesser amount of skill "First Aid", also they do have full clip in their gun after death (before, clips had random amount of bullets left). - Installed additional logs for information gathering purposes. - Fixed\changed behavior of NPCs. They will tend to do strange things, to be too smart or too stupid before next Wednesday. - Additional work with serverside scripts - logs, optimization. - You should see letter "M" if armor has mods.
Fixes: - Special Encounter with fat man(Cat's Paw #5 location) doesn't have super sledgehammer now. - Smiley's raider quesst (Klamath) map don't contain Hunting rifles with Scope anymore. - Joe's quest for Big Wasp (Modoc map don't contain ".223 Pisol", instead - "Hunting Rifle". - Fixed lots of missprints in gam texts. - Removed "Set on fire" effect from flamer's Red Fuel. - The descriptions of "Hunting Rifle with opt. Scope" and "Leather Armor" are now shown correctly. - Your character won't die in Arroyo if you took forbidden item anymore. It'll be confiscated instead. - Fixed weapon perk of "Nailgun" (Engineer).
Reroll: - Mechanics are finished. In future, probably, the price for it will also be changed, with a floating price for levels from 30 to 99. - In the nearest future, command to show reroll price will be introduced. - In the nearest future, full description and guide to use of the mechanics will be introduced. viewtopic.php?f=131&t=8535
Graphics: - Make sure you keep your gfx patch at it's last version.
Something else. Minor fixes.
_________________ FOnline Requiem No faction. No characters registered. 25th Session.
Changes: - Techprogress Stage switched to 3. (current Techprogress Stage is 3) - Tesla Armor now doesn't have immunity to Heat effect. - Suppression fixed. Power Armors and Robo-Armors have immunity to Suppression working correctly. - Suppression is now shown in exact percentage, not in relative percentage. - Extended entrance in the cave with mutants map (by Easymod13). - Skeeter can modify weapons now. The price - 15k money, systolic motivator and microcircuit. Procedure: Will give only one bonus to the weapon. It must be not tier 4+ weapon, the weapon must be "clean" - don't have any bonuses received before.
Fixes: - +20% to Doctor skill implant now correctly gives +15hp. - Various maps bugs fixed. - Letter M on modified armors now shows correctly. - Weapons/Armor bonuses now works correctly. - Fixed NPC's behavior on Outposts.
Зарегистрирован: 11 дек 2011, 20:18 Сообщений: 337 Cпасибо сказано: 341 Спасибо получено: 173 раз в 101 сообщениях
Mechanics: - Added server delay on all used items, skills and animations on the server. - Removed the delay when moving objects from one container to another, as well as for the dropping items on the floor. - Suppression can not be more than 100 (Exception, in a case of slayer`s crit, then it is flipped) - Implant for the (-2) seconds of the combat timer now should work correctly.
Trade: - Doubled the amount of coins respawning at shopkeeprs in cities. - Also, the majority of resources at traders increased. And the number of profitable ammo was increased by 2-3 times. - Increased the cost of some conventional weapons (shitty stuff) to 50%. The cost of craft items or the quantity necessary for crafting in ordinary things remained unchanged.
Fixes: - Fixed the sounds of the doors and containers. - Fixed receiving a reward from Dr. Troy for the Guards. - Power Armor now properly appears during New Year event near San-Francisco.
Reroll: - Cost of the reroll reworked. Up to the level 30: Experience / 3, then for each level + 2000 coins. - Reroll books now shows the amount of stored experience and have an inscription if the book has already been used.
Current stage of Technology Progress: 4.
Don't worry if you client will lag at the first launch, there was a client update. Wait untill your cache will download, then reboot the client. !!!Attention!!!. Update the graphics patch. (viewtopic.php?f=48&t=8515&p=381729#p381729)
Innovations: - The "Endless pocket" mode has been introduced.When the NPC with this mode runs out of ammunition, he pulls them out of his pocket and reloads the weapon. This mode will change those NPCs who have endless ammo (since they do not reload, which is not good). While this mode was introduced to the Cathedral, Dangerous places and on the encounters NPC`s.
Changes: - Thresholds to normal were cutted at NPC`s in the Dangerous Place, the Cathedral, Gecko dungeon. - The weight of the ballistic alloy is reduced by three times. - Bonuses to weapons should no longer be repeated. - Plasma transformer can be bought for city money instead of turboplasma.
Corrections: - Reroll works correctly now. - Fixed server delay. It should return the rapid movement of objects in containers, the discharge of objects on the floor, and NPcs should no longer hit you as crazy.
Because there was a client update, the first launch can be a long one (until the cache is updated).
Mechanics - Fixed server delay. The AP should no longer be restored by themselfes. - Removed a waste of AP when dropping items on the floor (provided that the character is not in combat mode).
Items - Plumbum weight reduced by three times.
Changes. - The "Endless pocket" is added to NPC on the announcing boards, the quest for the AC and the outpost, instead of the endless ammo. - At death, Suppression must now be completely removed. - Halftop may drop in the amount of 1 piece with a 5% chance in caves with raiders, provided that the level of the character is more than 28.
Mechanics - The Twister works on hex atacks. - Fixed splash damage. - Bonuses of armor should be reflected correctly.
Items - The nailgun has less damage.
Changes. - The endless pocket is added to NPCs to the dungeon BH, the leader of the Gecko dungeon, Arroyo quests, an infection, instead of an endless ammo mode. - The old man's warehouse (Redding) has a random CD. - The endless ammo removed almost everywhere from NPCs (but not yet to the end). - Once again corrected the option, in which the Arroyo simply withdraw the prohibited object.
Farms - Mobs should not speak in human voices. - Mobs respawn with a specific biome (rats with rats, gecko with gecko).
Mechanics - Now, with the tick of the fire, the death of the character is normal, and not like after a plasma. - The cooldown of stealing from a thief now depends on the subject. The more valuable the item, the greater the cooldown.
Items - Fixed the craft on top for the presence of a large number of halftop parts. - The crafted mauser and the grenadethrower should now have a description. - A small adjustment of prices for halftop (before their distribution on the server).
Changes. - NPCs on cars/ Sierra and others using the standard pattern script, no longer have accelerated recovery of AP. - Arroyo's defense should no longer attack players with a turret or robot console, as well as other prohibited items (explosives and traps). It just needs to take them out at the entrance. - Removed endless ammo at NPC on the quest for lockpick +1AP. - The boss on the dungeon Gecko slightly decreased the AP. - For the Enclave exploration boss's murder should be given a medal (except for deaths from plasma tics).
Changes. - Only three types of armor (Tesla, CAmk2 and Desert) can now drop out on the Ruins, as well as with a 10% chance of 1 out of 4 half-top details for crafting a half-top-armor. But NPC on the quest became more dangerous. - At that time at Bill in BH, a half-top armors was removed, but the chance was added for all 4 types of half-top craft items for the crafting of the half-top armor (50% chance for each part), instead of the Enhanced Protection Set, 2 F.M.S. were added. - Sheriffs in cities do not trade with half-top items, but they trade with carbitex and black paint. - The award for Infection is slightly refined (in general, became more profit) half-top and top details. Plus here you can get Desert armor with a random bonus (for killing zombies).
Changes. - In the craft`s requirements Needler Pistol replaced on the Empty Hypodermic everywhere. - Traders in Modoc can confirm or skip a medal in any case.
Changes. - The boss has less APs at the Bill`s dungeon, BH (because they wasn`t finish). - Snipers at cars (Navarro/Vault15) have same less APs. - At James (Den) you can restart those quests that you refused.
Corrections - The Selma caravan now works correctly (it only goes from Arroyo to Westwood) Updates - You can now give the weapons that you hold in your hands to the guards of global caravans (Brian, Jill, and Lee). They change their weapons to the ones you give them. The same can be done if the guard`s weapon is broken or there is no ammo to it. - Added three city caravans (Westwood-NCR, Westwood-SF, Westwood-Gecko). They leave at 4 am, 18:00 and 19:00 from Westwood Square. In case they are successfully done, additional rewards are possible (some with 100% probability, but there are some good rewards with a 10% chance). Also, an additional award is given to the caravan of Selma (Arroyo - Westwood). Awards are hidden for now, who will be interested - can see `em in the game.
Mechanics - Most nps returned the pause during the shooting. Probably will be slowed those, who was lowered AP, but endless shooting should not be (although having 20 AP will shoot very often).
Changes - The conductor of the city caravans now has more than 300 points of life (now it is only for new caravans, because there the conductors are recreated, with the wipe for all - Introduced Westwood's Reputation (for the future)
Corrections - Fixed a bug where a guard of a global caravan, while transferring weapons to him, could take the same, but different. Now must take exactly what you give him.
Updates - Travelers who enter cities can have a specification, such as the Burglar, the Mechanic, the Physician.
Localization - Translated into english all new caravans and new npc's phrases.
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