Author Topic: Initial changelog 06.04.2017  (Read 920 times)

worldremaker

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Initial changelog 06.04.2017
« on: April 06, 2017, 04:10:37 PM »
As you know FOnline: Aftertimes is running at the 2nd season of FOnline: Reloaded game. The main differents is:

Client side:
Improved configurator - you can add some new binds by it.
DirectX 9.0c is supported now in Direct3D mode.

The game:
New dungeons added:
- Vault 14 in zone 38 : 21,
- Slavery Vault in zone 6 : 8,
- Raiders's Hideout in zone 23 : 13,
- Valdez Tanker underboard (in San Francisco),
- Mariposa Military Base is filled by the the mutants and spawners,
- Ghost Town is setted up in zone 25 : 21,

Dungeons reworked:
- Slags in New Reno - the distance to attack by them is shorter now,
- New Reno Sewers Scavengers will give you experience points now,
- (Turn Based mode) Stranded Ship is repaired now - combat will not start randomly anymore,
- Ares - you can't hide your characters behind the cave wall anymore.

Weapons:
Molotov Cocktail - it will burn like hell, burning hexes are available now.

Builds:
Armor Class is changed now - halved when character is standing or walking.
Perks with their requirements are changed now.
Code: [Select]
**Bonus HtH Attacks (302)**
  * Ranks: 1
  * Generic requirements: Level at least 18 (rank 1);
  * Generic effects:  (rank 1);
  * //You have learned the secret arts of the East, or you just punch faster.  In any case, your Hand-to-Hand attacks cost 1 AP less to perform.//
**Bonus HtH Damage (303)**
  * Ranks: 1
  * Generic requirements: Level at least 3 (rank 1);
  * Generic effects: Melee Damage increased by 10, Armor Class increased by 15 (rank 1);
  * //Experience in unarmed combat has given you the edge when it comes to damage.  You cause +7 points of damage with hand-to-hand and melee attacks.//
**Bonus Move (304)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Agility at least 6 (rank 1);
  * Generic effects:  increased by 2 (rank 1);
  * //For each level of Bonus Move, you get 2 free APs each turn that can only be used for movement.  In other words, you can move 2 free hexes each turn for each level of this Perk.//
**Bonus Ranged Damage (305)**
  * Ranks: 2
  * Generic requirements: Level at least 9 (rank 1); Level at least 12 (rank 2);
  * Generic effects:  (rank 1);  (rank 2);
  * //Your training in firearms and other ranged weapons has made you more deadly in ranged combat.  For each level of this Perk, you do +2 points of damage with ranged weapons.//
**Bonus Rate of Fire (306)**
  * Ranks: 1
  * Generic requirements: Level at least 18 (rank 1);
  * Generic effects:  (rank 1);
  * //This Perk allows you to pull the trigger a little faster and still remain as accurate as before.  Each ranged weapon attack costs 1 AP less to perform.//
**Earlier Sequence (307)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Perception at least 5 (rank 1);
  * Generic effects: Sequence increased by 2 (rank 1);
  * //You are more likely to move before your opponents in combat, since your Sequence is increased by +2 points.//
**More Critical (309)**
  * Ranks: 1
  * Generic requirements: Level at least 3 (rank 1);
  * Generic effects: Critical Chance increased by 5 (rank 1);
  * //You are more likely to cause critical hits in combat if you have this Perk. You get an additional +5% chance to cause a critical hit.//
**Toughness (313)**
  * Ranks: 2
  * Generic requirements: Level at least 6, Endurance at least 4 (rank 1); Level at least 9 (rank 2);
  * Generic effects: Damage Threshold increased by 3, Damage Resistance increased by 5 (rank 1); Damage Threshold increased by 3, Damage Resistance increased by 5 (rank 2);
  * //When you are tough, you take less damage. You gain +5% to your general damage resistance and +2 to your general damage threshold.//
**Strong Back (314)**
  * Ranks: 1
  * Generic requirements: Level at least 6, Endurance at least 6 (rank 1);
  * Generic effects: Carry Weight increased by 22650 (rank 1);
  * //AKA Mule. You can carry an additional 22 kg of equipment.//
**Sharpshooter (315)**
  * Ranks: 1
  * Generic requirements: Level at least 9 (rank 1);
  * Generic effects:  (rank 1);
  * //You have a talent for hitting things at longer distances.  For each level of this Perk, you get a +2 bonus to Perception for the purposes of determining sight range.  You also get a small bonus to chance to hit your opponent with ranged weapon.//
**Silent Running (316)**
  * Ranks: 1
  * Generic requirements: Level at least 6, Sneak at least 100 (rank 1);
  * Generic effects:  (rank 1);
  * //With this Perk, you now have the ability to move quickly and still remain quiet.  You can Sneak and run without suffering any penalty.  //
**Healer (320)**
  * Ranks: 1
  * Generic requirements: Level at least 3, First aid at least 75 (rank 1);
  * Generic effects:  (rank 1);
  * //The healing of bodies comes easier to you with this Perk. This Perk heals 15-30 additional hit points when using the First Aid.//
**Better Critical (322)**
  * Ranks: 1
  * Generic requirements: Level at least 12 (rank 1);
  * Generic effects:  (rank 1);
  * //The critical hits you cause in ranged combat are more devastating. You gain a +20 bonus on the critical hit table, almost ensuring that more damage will be done. This does not affect the chance to cause a critical hit.//
**Silent Death (326)**
  * Ranks: 1
  * Generic requirements: Level at least 15, Sneak at least 125 (rank 1);
  * Generic effects:  (rank 1);
  * //While Sneaking, if you hit a critter in the back, you will cause and automatic critical hit with +10 on the roll when attacking hand to hand or with a thrown or one handed weapon. Silent Death is that kind of Perk.//
**Action Boy (327)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Agility at least 6 (rank 1);
  * Generic effects: Maximum Action Points increased by 2 (rank 1);
  * //Each level of Action Boy (insert Girl if you wish) gives you an additional AP to spend every combat turn.  You can use these generic APs on any task.//
**Lifegiver (329)**
  * Ranks: 3
  * Generic requirements: Level at least 12, Endurance at least 5 (rank 1); Level at least 15, Endurance at least 6 (rank 2); Level at least 18, Endurance at least 7 (rank 3);
  * Generic effects: Maximum Hit Points increased by 40 (rank 1); Maximum Hit Points increased by 40 (rank 2); Maximum Hit Points increased by 40 (rank 3);
  * //With each respective level of this Perk, you gain an additional 40, 30 and 20 Hit Points.  This is in addition to the hit points you already gain per level based off of your Endurance.//
**Dodger (330)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Agility at least 8 (rank 1);
  * Generic effects: Armor Class increased by 20 (rank 1);
  * //You are less likely to be hit in combat if you have this Perk. You gain a +20 to your Armor Class.//
**Medic (333)**
  * Ranks: 1
  * Generic requirements: Level at least 15, First aid at least 175 (rank 1);
  * Generic effects:  (rank 1);
  * //The Medic halves the timeouts for First Aid and Doctor skills.//
**Heave Ho! (336)**
  * Ranks: 1
  * Generic requirements: Level at least 6, Throwing at least 100 (rank 1);
  * Generic effects:  (rank 1);
  * //This perk gives you an additional +1 to Strength (up to 10), for purposes of determining range with thrown weapons only. This Perk will exceed a weapon's maximum range.//
**Ghost (339)**
  * Ranks: 1
  * Generic requirements: Level at least 6, Sneak at least 80 (rank 1);
  * Generic effects:  (rank 1);
  * //When the sun goes down or you are in a poorly lit area, you move like a ghost with this Perk.  Your get the bonus for being near walls from 5 hexes away.//
**Quick Pockets (349)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Agility at least 5 (rank 1);
  * Generic effects:  (rank 1);
  * //You have learned to pack your equipment better, your increased dexterity enables you to retrieve and put away items in half the time.//
**Adrenaline Rush (380)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Strength at least 7 (rank 1);
  * Generic effects:  (rank 1);
  * //With this Perk, you gain +5% to your Damage Resistance and +1 to Damage Threshold for each quarter of the hit points you lose.//
**Gain Strength (385)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Strength at most 9 (rank 1);
  * Generic effects: Strength increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Strength.//
**Gain Perception (386)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Perception at most 9 (rank 1);
  * Generic effects: Perception increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Perception.//
**Gain Endurance (387)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Endurance at most 9 (rank 1);
  * Generic effects: Endurance increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Endurance.//
**Gain Charisma (388)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Charisma at most 9 (rank 1);
  * Generic effects: Charisma increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Charisma.//
**Gain Intelligence (389)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Intelligence at most 9 (rank 1);
  * Generic effects: Intelligence increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Intelligence.//
**Gain Agility (390)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Agility at most 9 (rank 1);
  * Generic effects: Agility increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Agility.//
**Gain Luck (391)**
  * Ranks: 1
  * Generic requirements: Level at least 12, Luck at most 9 (rank 1);
  * Generic effects: Luck increased by 1 (rank 1);
  * //With this Perk you gain +1 to your Luck.//
**HtH Evade (394)**
  * Ranks: 1
  * Generic requirements: Level at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //If both item slots are empty, you get additional 20 points to your AC.//
**Living Anatomy (398)**
  * Ranks: 1
  * Generic requirements: Level at least 12, First aid at least 100 (rank 1);
  * Generic effects:  (rank 1);
  * //You have a better understanding of living creatures and their strengths and weaknesses.  You get more critical successes and fewer critical failures when you are healing, and you do +5 damage per attack to living creatures.//
**Pack Rat (401)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Intelligence at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //You are efficient at arranging your inventory in general.  This makes it much easier to carry that little extra you've always needed.//
**Pyromaniac (402)**
  * Ranks: 2
  * Generic requirements: Level at least 9, Big Guns at least 100 (rank 1); Level at least 15, Big Guns at least 150 (rank 2);
  * Generic effects:  (rank 1);  (rank 2);
  * //You do extra damage with fire-based weapons, and enemies always seem to die in the most painful fiery fashion.//
**Quick Recovery (403)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Agility at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //You are quick at recovering from being knocked down.//
**Stonewall (405)**
  * Ranks: 1
  * Generic requirements: Level at least 9, Strength at least 5 (rank 1);
  * Generic effects:  (rank 1);
  * //You are much less likely to be knocked down in combat.//
**Weapon Handling (407)**
  * Ranks: 1
  * Generic requirements: Level at least 3 (rank 1);
  * Generic effects:  (rank 1);
  * //You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry.//
**Tree Trunk Thighs (421)**
  * Ranks: 1
  * Generic requirements: Level at least 6, Endurance at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //You have large legs, you are able to shrug off leg shots that would floor others.//
**Iron Grip (422)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Strength at least 8 (rank 1);
  * Generic effects:  (rank 1);
  * //They will have to pry your gun from your cold dead hands. You suffer fewer weapon drops and arm cripples.//
**Man of Steel (423)**
  * Ranks: 1
  * Generic requirements: Level at least 15, Endurance at least 8 (rank 1);
  * Generic effects:  (rank 1);
  * //You are as tough as they come. Critical hits just don�t seem to affect you as much as they do others.//
**Even More Criticals (424)**
  * Ranks: 1
  * Generic requirements: Level at least 6 (rank 1);
  * Generic effects: Critical Chance increased by 10 (rank 1);
  * //You are able to spot the vulnerable points in enemies. You gain 10% critical chance.//
**Right Between the Eyes (425)**
  * Ranks: 1
  * Generic requirements: Level at least 15 (rank 1);
  * Generic effects:  (rank 1);
  * //You are able to hit your target with unerring accuracy. Helmets are no protection against you! //
**Fast Reload (426)**
  * Ranks: 1
  * Generic requirements: Level at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //You are able to reload your weapon very quickly. It only takes you 1 AP.//
**Spray and Pray (427)**
  * Ranks: 1
  * Generic requirements: Level at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //You cover your target in bullets... one of them is bound to find a hole. You ignore armour�s Critical Modifier.//
**More Ranged Damage (428)**
  * Ranks: 1
  * Generic requirements: Level at least 15 (rank 1);
  * Generic effects:  (rank 1);
  * ////
**Livewire (429)**
  * Ranks: 1
  * Generic requirements: Level at least 3, Agility at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //You have learnt to harness your extra energy and in battle you are a blur. You double your bonus AC gained from your AG.//
**HtH Evade+ (436)**
  * Ranks: 1
  * Generic requirements: Level at least 9 (rank 1);
  * Generic effects:  (rank 1);
  * //If both of your item slots are empty, you get a +40 bonus to your Armor Class.//
**Dodger+ (437)**
  * Ranks: 1
  * Generic requirements: Level at least 9, Agility at least 8 (rank 1);
  * Generic effects: Armor Class increased by 40 (rank 1);
  * //You are even less likely to be hit in combat if you have this Perk. You gain a +40 to your Armor Class.//
**More HtH Criticals (443)**
  * Ranks: 1
  * Generic requirements: Level at least 6 (rank 1);
  * Generic effects:  (rank 1);
  * //Mastery in unarmed combat has given you the edge when it comes to damage.  You cause +15% critical chance with hand-to-hand and melee attacks.//
**In Your Face! (444)**
  * Ranks: 1
  * Generic requirements: Level at least 9 (rank 1);
  * Generic effects:  (rank 1);
  * //You cut an intimidating figure and people cower when you are near. Opponents have a 50% chance of missing you when in an adjacent square.//
**Hit the Gaps (445)**
  * Ranks: 1
  * Generic requirements: Level at least 12 (rank 1);
  * Generic effects:  (rank 1);
  * //You are an expert at punching through the weak spots in armor. The Critical Modifier value of any armor is reduced by 50% //
**Better HtH Criticals (446)**
  * Ranks: 1
  * Generic requirements: Level at least 15 (rank 1);
  * Generic effects:  (rank 1);
  * //The critical hits you cause in hand to hand combat are more devastating. You gain a +25 bonus on the critical hit table. This does not affect the chance to cause a critical hit.//
**Heave Ho!! (447)**
  * Ranks: 1
  * Generic requirements: Level at least 9, Throwing at least 125 (rank 1);
  * Generic effects:  (rank 1);
  * //This perk gives you an additional +1 to Strength (up to 10), for purposes of determining range with thrown weapons only. This Perk will exceed a weapon's maximum range.//

New animations:
- hardened power armor, leather armor mk2, enclave and brotherhood armors have own animation sets.

New feature:
- Robbery Job in NCR, Hub and San Francisco.
- (start in short time) Lockers in towns will spawn various items.

Additional info:
- Craft table isn't finished now, and it's broken. We will fix it after this weekend. New workbenches are implemented now with those called as advanced machinery, where you will be able to craft T4 items.
- NCR Rangers, Enclave patrols and Brotherhood of Steel patrols are dropping their armors now but in really shitty conditions. It will be the part of our craft system.
- Same as above for weapons like XL30E, H&K Caws, Pancor Jackhammer, H&K P90c, Minigun, Light Support Weapon, Laser Rifle with extended capacity, Avenger Minigun and Gatling Laser which will be dropped from random encounters.
- Private mines are disabled now - it will be enabled after reworks in sources production part in this game, probably after this weekend.
- Probably you will find some unfinished locations on worldmap.

From FOnline: Aftertimes dev team:
Probably we forgot to write about something what was changed or added. We have a lot of ideas which we want implement to this game. During the game you can expect some updates, server events, etc. We're preparing something different than simple FOnline game for you.

Have fun!

worldremaker

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Re: Initial changelog 06.04.2017
« Reply #1 on: April 06, 2017, 07:22:38 PM »
Fixes:
- fixed lockers in Ghost Town,
- Molotov's Coctail: fixed burn time and damage

worldremaker

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Re: Initial changelog 06.04.2017
« Reply #2 on: April 07, 2017, 09:15:27 PM »
Map fixes:
- Vault 14
- two random encounter maps - fixed spawns inside the wrecks and on the rocks