FOnline: 2238/Changelogs

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Are lists of changes in the game after an update. Can be found on http://fonline2238.net/forum/index.php?board=3.0

See also (you must be logged on forum):

If changes have been already reflected on the wiki, there will be Done Done sign next to them in the changelog copy posted below.

Contents

Second Quarter 2013

June 2, 2013

FIXES:
- Fixed smart cursor not recognizing trees can be chopped with primitive tool.Done Done -Marko
- Fixed bug which made it impossible to use weapons while having Aimed hotkey active and having Fast-Shot trait at the same time.
- Bomb in gunrunners quest can now be defused.

FEATURES:
- Special clothes can be found in encounter, Ares and Glow lockers.

CHANGES (WIP):
- Hinkley outfitter will give outfits to mentally challenged.
- Low Charisma no longer prevents from talking to traders.Done Done
- Disabled crafting cooldown.Done Done
- NPCs don't remember players who attacked them after the NPC dies.
- Grenades thrown on hex can now be thrown through critters and hexes that don't block FOV just
like during normal throwing attack.
- Using reload hotkey now no longer changes weapon attack mode.
- Disassembling items removes sneak.Done Done
- New tanker entry point in San Francisco on town/world interface.Done Done - although bugged
- Gold Nuggets weight lowered to 300g and their price increased to 125 caps.Done Done
- Small adjustments in ammo weight according to their caliber (generally ammunition is lighter).Done Done - 4.7mm Caseless still needs to be checked

April 6, 2013

CHANGES (WIP):

  • Replaced Aliens in the Redding mine with Young Aliens (except for the Alien Queen in her lair). Young Aliens aren't much weaker, but they have significantly less radioactive venom.
  • Weak Flame Breath (weapon of the Fire Gecko in the Gecko mine) made a little bit stronger.
  • Increased Gold Nugget price in the Redding bank to 100 caps. Gold Nugget is no longer an unarmed weapon. All already existing nuggets become "Fool's Gold" items, which have the same qualities as before, except that they are much lighter and can't be sold in the Redding bank. Done Done -Marko
  • Piles of Chemical Components have 3 batches with 2 Chemical Components each (so 6 Chemical Components instead of 2 can be taken from each pile). Added one more pile in Toxic Caves and Waterworks, increased regeneration time to 30 seconds. Scavenging Chemical Components should be about 2-3 times faster now, depending on how many scavengers are in the location.
  • Added 30 Broc and Xander plants in Klamath (in the trapping grounds south of the town). Each plant holds respectively 4 Broc flowers or 4 Xander roots. A new plant is generated somewhere in the forest 8 minutes after a plant is depleted. Done Done -Marko
  • Timers on explosives (dynamite) are now set in real-world seconds and not in-game minutes. Done Done -Marko
April 2, 2013

FIXES:

  • Disabled probable cause of some occasional huge lags on the public server.
  • Solution for "character already in game" problem (if you provide correct password and have the same IP, the server will drop connection of the character in game).
  • Fixed some encounter NPCs not reacting on player being too close in certain cases.
  • Fixed some encounter NPCs protecting players against predators.
  • Followers set to flee in combat are no longer unprotected in guarded towns.
  • Gunrunners delivery case is no longer stackable (it was a source of certain glitches).
  • Ammunition in the BB Gun in the Tent in the Wasteland quest isn't lost when the gun is unloaded with full magazine.
  • Removed Vertibird from Navarro map.

FEATURES:

  • Smart Cursor - for the most common tasks, the default cursor will detect automatically if item hold in active hand slot can be used on object pointed by the cursor and use the item once the object is clicked. For example clicking a brahmin dung with the arrow cursor will clean it if you hold a shovel in hand (selecting "use on" mode is not necessary). Smart Cursor works with following tasks: collecting fibers, shoveling brahmin dung, chopping wood, mining, digging graves (to cover graves you still have to use "use on" mode with shovel). Done Done -Marko
  • Players can sell gold nuggets in Redding bank. Done Done -Marko
  • Added a new special encounter. Done Done -Marko

CHANGES (WIP):

  • Mining system, has been reworked. Done Done -Marko
  • Along with changed mining system, Redding, Broken Hills and Gecko mines have been reworked. All the mines are bigger and have a "monster lair" area with a stronger enemy. Generally, the farther from the mine entrance, the stronger and faster respawning mobs. Broken Hills mine has a new alternative entrance - a ladder in the mine leads to a corridor connected with Broken Hills dungeon. Gecko mine has 2 entrances with preview available from World Map.
  • Unguarded mines in Redding, Broken Hills and near Gecko are no-logout (your character won't disappear if you logoff there). Done Done -Marko
  • Slightly decreased weight of minable resources. Volume of all minable resources is set to 2.
  • Good Metal Parts and Advanced Gunpowder can be crafted with Workbench. High Quality Alloys still require Advanced Workbench. Done Done -Marko
  • All caravan wagons have 10x larger volume capacity.
  • Chemical components now use similar system as the new mining. Piles with Chemical Components appear on random barrels in the second map of Toxic Caves and in Waterworks. A new pile is generated 15 seconds after a pile has been collected (there is more than one pile in both locations). Done Done -Marko
  • All respawning mobs (for example ants in Broken Hills) after death forget characters who attacked them.
  • Some encounter NPCs can push players away when they get too close.
  • A few adjustments in inventories of Enclave and Brotherhood of Steel encounters.
  • Crafting Healing Powders doesn't require workbench. Done Done -Marko
  • Stimpak and Super Stimpak recipes were made slightly cheaper. Done Done -Marko
  • Stimpak, Super Stimpak, Radaway and Rad-X are now craftable in batches of 5.
  • Small changes in Hinkley (more spawns in the Pit arena and some boxes blocking field of view in team rooms for sneakers).
  • Player characters can no longer fly with Vertibirds or TARDIS.

EXTRA NOTES:

  • Run the updater to obtain the new files.
  • Output of +requesthelp command is now visible for Game Masters on IRC, even if they are not logged into game. Done Done -Marko
  • Server messages are passed to Librarian (IRC bot by Cpt.Rookie) and visible on #2238 channel.

First Quarter 2013

March 16, 2013

FIXES:

  • Ingredients for crafting machines are now counted properly.
  • Fixed recycling of items lost in encounters (items lost/left in encounters weren't placed in graves).
  • Fixed bugged bargaining with Chris in Navarro, allowing players to get quest item for caps without paying the caps.
  • Added missing message when trying to access cigarettes crafting machine while the machine is still working.
  • Fixed glitched trunk graphics of the police car (by jotisz).

CHANGES (WIP):

  • Changes for faction friends and people with invited status:
    • they aren't considered intruders by followers guarding bases/tents,
    • they lose their status if they kill a member of the faction inside the faction base,
    • they lose their status if they are killed by a member of the faction (or follower of the member) inside the faction base.
  • Access to base is lost only when a non-member is killed inside base by a member of the faction (or follower of the member).
  • Rules of enabling sneak have been reworked, it's no longer possible to tag other players to enter sneak in front of them. You can enter sneak when seen by:
    • sneaking players,
    • disconnected players,
    • if you have a temporary team (in Hinkley or events), when seen by the players from your team,
    • if you don't have a temporary team, when seen by:
      • players from your faction, if it's a player faction,
      • players from a faction where you are registered as friend,
      • players who tagged you as a group leader,
      • players who tagged someone who tagged you as a group leader.

EXTRA NOTES:

  • Run the updater to obtain the new files.
February 2, 2013

FIXES:

  • Items with 0 caps base price can no longer be sold to certain merchants for the price of 1 cap.
  • Bigger exit grid in Ghost Farm and some other small map fixes in the location.
  • Fixed description of Living Anatomy and Explorer perks. Done Done
  • Disabled possible cause of some accidental big lags on the server.

FEATURES:

  • Helmets of companions can now be changed/removed via dialog. Done Done -Marko
February 17, 2013

FIXES:

  • Fixed unsneak bug after entering a Combat Zone with 0s Idling Timer.
  • Public locations which aren't visible by default (Sierra, Toxic Caves) can become Combat Zones.
  • Fixed having not enough charisma (or car out of fuel) could protect you from enforced encounters.
  • Fixed issue which caused wrong car placement inside enforced encounters for groups which changed leader during World Map travel.
  • Fixed enforced encounters not being visible after exiting when leaving car inside.
  • Fixed several small map bugs.

CHANGES (WIP):

  • Predators are attracted also by followers of the player character.
  • Crafting stimpaks doesn't require a blueprint anymore. Done Done -Marko
  • You can't come with car to Tent in the Wasteland quest maps (temporary solution for losing cars after the quest is finished). Done Done -Marko
February 14, 2013

FIXES:

  • Fixed graphics of flint item.
  • Flamethrower no longer has decreased spread when targeting adjacent critters.
  • Tesla Armor now has the same critical modifiers as Metal Armor Mark II.
  • Followers attacking a flagged player are no longer limiting the amount of guards responding to hostile actions undertaken by that player.
  • Taking a drug (when addicted to it) in a stage between bonus stat drop and addiction penalty no longer causes the addiction penalty to become active a few seconds later.
  • Followers waiting inside a tent/base and then told to follow without using a proper dialog option are no longer disappearing.
  • Large improvement in stability (as should be seen since the previous update) and some reduction of lags.

FEATURES:

  • Added Combat Zones and Idlers system. Done Done -Marko
  • Tent system rework (see New Tent System below). Done Done -Marko
  • Added Predators - wild creatures finding players in real time encounters. Done Done -Marko
  • Added two new special encounters, it should be easier to find them than the old ones. Done Done -Marko
  • New quest: A Tent in the Wasteland. You need to be at least at level 2 to receive it. Done Done -Marko

CHANGES (WIP):

  • Idling on the World Map is not safe anymore. Done Done -Marko
  • Real time encounters aren't closed after 10 minutes anymore. For already existing encounters, you have time to move your cars to safe places until next update.
  • To make crafting more flexible, now different items can be used as the same ingredient in crafting machines. For example, both water bags and bottles of water can be used to craft beer. In the future ingredients going to be a part of the Fix-boy recipes.
  • Modoc and Klamath/Den replication points moved away a bit from these towns.
  • Using science skill on ten brahmin hides doesn't create a tent anymore. Done Done -Marko
  • Significant buff of item spawning in Glow.
  • Reduced reputation penalty for grave digging.
  • Added/changed a few formations in which encounter NPCs spawn.

RECOMMENDATIONS:

  • Move parked cars out of real-time encounters.
January 26, 2013

FIXES:

  • Fixed guarded town exploit with followers "unintentionally" bursting players.
  • Fixed construction site exploit allowing to save the resources used to build a new base.
  • Extended Capacitor Battery, Plasma Pistol (Ext. Cap.) and Laser Rifle (Ext. Cap.) can be crafted with Energy Expert 2 profession. Done Done -Marko
  • Changing default combat mode, by using ~combatmode command, does not require relogging.
  • Fixed a bug which could kick a player out to the global map from the Old Warehouse special encounter.
  • Fixed skipping turns for offline characters with Bonus Move perk.
  • Throwing animation for plasma grenades.
  • Fixed several small map bugs.

FEATURES:

  • Implemented grave digging: Done Done -- Ganado
    • There is a chance for items lost/left in encounters to re-appear in closed graves after some time.
    • Digging graves grants permanent Grave Digger karma and results with reputation drop if noticed by NPCs standing nearby.
    • NPCs are much less likely to notice this shady activity at night.
    • Old shovel breaks after one dug up grave. Crafted shovels don't break (the recipe for shovel was slightly changed).

CHANGES (WIP):

  • Slightly lowered knockback distance per damage ratio for shotguns.
  • Radios can be disassembled (use the hand icon to change radio options). Done Done -- Ronillon (talk) 03:22, 31 January 2013 (CET)
  • Changed and added item spawners in Glow.
  • Ares mutants respawn time set to 30 minutes (it was 10 minutes). Done Done -- Ronillon (talk) 03:22, 31 January 2013 (CET)
  • Minor interface changes.

EXTRA NOTES:

  • Run the updater to obtain the new files.

Fourth Quarter 2012

December 31, 2012

FIXES:

  • Mysterious disappearances of followers hopefully fixed once and for all. (May not work for pre-update companions which saw their master die.)
  • Fixed several text and dialog bugs.

FEATURES:

  • Added space indicator for containers.

CHANGES:

  • Shotgun burst now has a chance for knockback effect if target is 6 or less hexes away. The chance is 20% per bullet hit (e.g. 3-shot burst has 60% knockback chance, 5-shot 100%, 6-shot 100%).
  • Added a few recipes to Fix-Boy for craftable containers:
    • Craftable containers can be picked up from ground when empty by using science skill.
    • Certain craftable containers can be rotated when empty by using repair skill.
    • Containers cannot be dropped in public locations.
  • Followers protect only owner (and other followers of the owner) not all faction members and don't react if a faction member who isn't owner attacks someone. They still won't attack members of the owner's faction or their followers who shot them (assuming accident/friendly fire).
  • Followers run away to World Map when their leader dies or logs off.
  • "Attack everyone" follower modes disabled. Followers have 3 combat modes:
    • protect owner (and other followers of the owner)
    • protect owner and attack intruders in base/tent
    • flee
December 21, 2012

FIXES:

  • Fixed respawning in Hinkley.
  • Entering encounter location on several shore tiles resulted with characters being placed in the ocean/sea travel map.
  • Caravans and other vehicles without engine don't make engine noise when going to the World Map.
  • Fixed several small text bugs.

FEATURES:

  • When a follower gains a new level, information is visible to his/her master in message box.
  • Added possibility to customize color and position of combat messages and verbose actions, see wiki page.

CHANGES (WIP):

  • Configuration settings, VerboseActionHead and VerboseActionBox ("2238" section), changed to ActionVisible ("Messages" section).
December 9, 2012

FIXES:

  • Bug with spear-armed NPCs being stuck in encounters (especially annoying because of not skipping turns) hopefully fixed.
  • Bug preventing from having more than one base contruction site.
  • Fixed bug when duplicated base name caused 'orphaned' location to be spawned, now the location shouldn't even be created.
  • Blocked NPCs in turn-based combat now skip turns instead of waiting.
November 24, 2012

FIXES:

  • "In Your Face!" perk works again.
  • Weapon in burst mode was showing incorrect hit chance when autoaim was on.
  • Fixed Motion Sensor glitch.
  • NPCs no longer use doctor skill in turn based combat.
  • Bugged tobacco plants can no longer be found in encounters and some other maps.
  • Old Warehouse special encounter wasn't deleted in some circumstances after all players left the location.
  • Several small dialog and map bugs.

FEATURES:

  • Implemented large doors opening/closing more than one hex. At the moment, the following doors work this way: Vault City gate, metal gate in Broken Hills, gates in outpost bases.
  • Added IgnoreLangChange option to FOnline2238.cfg, see wiki page.
  • Empty Bottles can be found around the wastes. They work the same way as waterbags (other uses, not available for waterbags, will be added later).

CHANGES (WIP):

  • Replication timeout for player characters reduced to 20 seconds.
  • Some of the (visited) maps appear in the Pipboy's Automaps panel.
  • Re-enabled "Flaming Dancer" animation.
  • Dogtags can be worn as headgear.
  • It's not possible to walk over (and fall into) sewer holes.It's not possible to walk over (and fall into) sewer holes.
November 17, 2012

FIXES:

  • Travelers (unhired companions) should no longer get stuck with "they seem to be busy" in bars.
  • Motion sensor no longer displays message that it has been depleted after turning it off while there are charges left.
  • Several small map and text bugs.

FEATURES:

  • NPCs now use doctor skill to heal their injuries.

CHANGES (WIP):

  • In Your Face perk now works with nonranged weapons that have the range of two hexes. Also, carrying another weapon in the second slot does not nullify the perk's effect anymore.
  • Changes to Armor system:
    • Armors no longer lose their DT/DR values with lower condition.
    • Instead armor has a chance to receive "partial bypass" on critical as well as non-critical hits - chance to be bypassed for each bullet when condition goes under 50%
    • Chance for each bullet to bypass is calculated by formula (50-condition)*2%. (e.g. 0% bypass chance at 50% condition, 50% chance at 25% condition, 100% chance at 0% condition)
    • "Partial bypass" has no effect on traditional critical hit bypass.
  • Mining iron ore, uranium ore, minerals and chopping wood removes sneak.
November 10, 2012

FIXES:

  • Crafting machines requiring water don't consume waterbags (empty waterbags can be retrieved from the machines along with products).
  • Removed tobacco from bases, tobacco regeneration should work again.
  • Tobacco and barley graphics is updated when the plants regrow.

CHANGES (WIP):

  • Added medical terminal in Vault 15.
  • Significantly reduced weight of some unreasonably heavy (over 5kg each) crafting items (Upgraded Power Servos, Advanced Super-Burn Mix, Parts of a detonator, Extended Magazine, Extended Capacitor Battery, Hot-wired Plasma Bolt Chamber, Improved Capacitor Battery, Magnetic Field Targeting System, Improved Heaterchamber, Scope, Speed Loader, Laser Pointer).
  • Moved beer brewing machines to East Side of New Reno.
  • Lowered beer price in the bars to 10 caps.
  • Lowered base prices of barley (5 caps), tobacco (40 caps) and fruits (10 caps).
  • Crafting Rot Gut requires 5 fruits instead of 2.
  • Stealth Girl perk is easier to find (you need need only 100 repair or 100 sneak to see the dialog, but you won't be able to learn the perk until you meet full requirements).
  • On head damage indication now shows crippled limbs.
  • Minor interface changes.
  • Motion sensor:
    • Shows charges left on inventory screen.
    • Can be recharged from inventory using repair skill.
    • Capacity increased to 10 minutes.
    • Decreased Small Energy Cell consumption (now uses 5 Small Energy Cells or 2 Micro Fusion Cells per minute).
November 3, 2012

FIXES:

  • Fixed bug which caused deleting the new special encounter if anyone left the location but there were still other players inside.
  • Scout perk was impossible to take if player character was Vault City Citizen.
  • Fixed several small dialog and map bugs.
October 30, 2012

FIXES:

  • Fixed issue with mobs waiting 30 seconds in turn based mode if enemy is behind door they can't open (e.g. in various quests).
  • Fixed NPC in Unity encounters who was carrying rocket explosions instead of explosive rockets.

FEATURES:

  • New special encounter with rare vehicles: truck, firetruck, police car, motorbike (the type of the car is picked randomly).

CHANGES (WIP):

  • In turn based mode the characters of players who disconnected end turn automatically at the beginning of their turn.
  • Introducing headgear perks, currently used for non-armor headgear (mirrored shades, goggles and ball gag can't be obtained outside events yet):
    • Spectacles (eye glasses): add +3, +2 and +1 bonus to Perception for characters with respectively 1, 2 and 3 Perception.
    • Mirrored Shades: add +1 bonus to Charisma.
    • Goggles: protect character from being shot in eyes (eye shots are changed to head shots).
October 25, 2012

FIXES:

  • Fixed issue caused by locker complexity being lower than 0, which caused some of chests that were supposed be easily lockpickable to be unlockpickable.
  • Fixed exploit with unlimited movement in TB after going in/out of cave (by Mike Wall).
  • Brahmin should no longer escape the pens. The pens will be unblocked.
  • Fence doors and pen gates no longer block field of view.
  • Howitzer shells can be disassembled.
  • Agile Thugs near New Reno spawn with a weapon they can use.
  • Fixed several small map and text bugs.

FEATURES:

  • New animation sequence for ponytail tribal: running (by Horatio).
  • New animation sequences for black guy in metal armor: running, club, spear, SMG, shotgun, rocket launcher (by Jotisz).

CHANGES (WIP):

  • Disabled command: ~influence.
October 10, 2012

FIXES:

  • Hit chance displayed in client is correct when using aiming keybinds.
  • Aiming with key binds with unarmed attacks is possible.
  • You can't go to worldmap in a car without fuel anymore.
  • Hopefully fixed all issues with screen getting stuck outside map borders in existing maps.
  • Fixed missing tiles in encounter maps with rivers/lakes.
  • Fixed many small dialog and map bugs (typos, missing scenery blockers, etc).

FEATURES:

  • Added map preview in the Gecko mine.

CHANGES (WIP):

  • Marshal in Gunrunners gives a bonus to Small Guns skill if the player character has Small Guns, Big Guns and Energy Weapons <= 65% (now all level 1 characters should be eligible for the training).
  • Lock pickers don't go to the world map automatically after successfully picking the lock of a car.
  • New formula of knockdown Strength roll for heavy handers. By default roll is done with -5 malus to strength. With brass knuckles: -4; spiked knuckled: -3; Power Fist: -1; with Mega Power Fist there is no malus.
  • To detonate plastic explosives with toggle switch, player character must be in the same map and within range of 40 hexes from the explosives.
  • 72% sneak penalty when carrying activated explosives.
  • Armor Class capped at 140.

Third Quarter 2012

August 20, 2012

FIXES:

  • It's no longer possible to stop antiblock counter by moving from one antiblock hex to another (requires regenerating existing maps, it will be introduced gradually).
  • Fixed issue which made some encounter npcs use wrong weapons.
  • Fixed various map bugs.
  • Fixed various dialog bugs.
  • Applied certain fixes to slaveruns, consult comments under http://dev.fonline2238.net/trac.wsgi/ticket/84
  • Field of view contours should work properly with the Sharpshooter perk.
  • Hirable homesteader will travel to faction bases (the oldest faction base that does not have a homesteader yet, if any).
  • Followers will not jump to the world map if they cannot actually reach an exit grid.

CHANGES (WIP):

  • Followers can no longer be assigned to characters during their logout time.
  • Expanded lockpick is craftable now.
  • Limit for cumulative crafting cooldown increased to 6 hours.

EXTRA NOTES:

  • All items from Hinkley, found outside of this map, are deleted. This includes items sold to vendors/other players and ammo/grenade stacks which have been merged with regular items. There won't be any refunds for such items.
  • Run the updater to obtain the new files.
August 10, 2012

FIXES:

  • Base visibility issues hopefully fixed.
  • Seemingly random disappearance of companions in Random Encounters shouldn't occur anymore.
  • Team colors in Hinkley don't disappear when characters leave field of view.
  • All waterpipes should work again (after a function patching them is run).
  • Uranium ore regenerates.
  • Private mines don't disappear anymore until all resources in them are mined. Foremen will be unblocked by Game Masters.
  • Private mines bought in Klamath don't spawn on the ocean anymore.
  • Removed extra foremen clones from Klamath mine.
  • Containers in Maltese Falcon can be accessed by room owners.
  • All jobs which used to modify Town Control influence should work now (fixed before update).
  • Tribal dummy removed from the trapper tents base (from existing bases after a function patching them is run).
  • Enabled armor bypass message on lethal critical hits.
  • Fixed offset of buttons in town list on global map.
  • Reduced Blueprints spawning in Ares and Glow.
  • Added improved flamer blueprint.
  • Fixed crafting recipes: Minigun, Power Servos, Mega Power Fist.
  • Players no longer say NPC taunts when near an NPC looter who found an armed explosive.
  • The origin location of the companions doesn't change each time you talk to them.
  • Encounter Guards now pickup their own weapons even when thrown out of hand of a looter.
  • Updated some wrong/misleading descriptions of statistics in character screen.
  • Fixed various small map bugs.
  • Fixed various tiny text bugs.

FEATURES:

  • Combat Helmet MkII and Enclave Combat Helmet MkII now have a radio function.
  • Added selling cheap slaves in Khans hideout.

CHANGES (WIP):

  • Guards in towns remove items they loot if the items weight something (the guards shouldn't become overweight anymore).
  • Increased total value of raw materials in private mines from 10k to 20k caps.
  • Various changes related to shoveling brahmin poop. Explore!
July 19, 2012
  • Guards inside the Salvatore's Bar and the Shark Club will protect the player characters.
  • Patched up holes in some maps.
  • Treasure Hunter perk no longer lowers ammount of items.
  • Mega Power Fist and Power Servos appear in Fixboy.
  • Fixed various minor dialog errors.
  • Brahmin hides no longer disappear after placing them in brahmin inventory.
  • Town Control timer / area check bug is fixed.
  • Brahmin no longer get stuck on the pen entrance if they are outside the pen.
  • Fixed exploit allowing to loot critters that shouldn't be lootable.
  • Supermutants in the gunrunner caravan quest no longer drop weapons due to criticals.
  • NCR Residence area is now accessible via Town/World-button on the worldmap.
  • Rats in Vault 15 no longer speak like a human in combat.
  • Jet and Kamikaze decrease Damage Resistance properly.
  • Quick Recovery perk should work now.
  • Cumulative crafting timeout (1 hour)
  • Bug in Mantis dialog that made the question to get Explorer perk unavailable in some case.

FEATURES:

  • Raiding Supermutants have been spotted at the Ares rocket silo.

CHANGES (WIP):

  • Added consequences for killing brahmin in the Westin quest. The brahmin also protect each other.
  • Montag gives a quest tip if a player confuses town well with the water pump.
  • After being fed, Shren won't be hungry for some time. Reward increased to 50xp.
  • When using, waterpipes fill all empty waterbags in the inventory as the default action.
  • NPC doctors prices depend on what needs healing.
  • Added a dialog option to ask companions about their weapon preferences before taking them.
  • Changed order of items in Fixboy: Materials appear on top, followed by armors, ammo and weapons.
  • Railway Gang thugs will remember characters who attacked them.
  • Added blueprints to loot container in the Glow.
  • Various improvements with brahmin that should result in better poo distribution inside the pens.
  • Slightly adjusted critical hit tables.
  • More recognizable water tiles in New Reno sewers.
  • NPC don't loot armed explosives anymore. NPC looter will also shout warning about the bomb and all NPCs in close distance will move away.
July 03, 2012

FIXES:

  • Fixed wall distances for sneak calculations.
  • Silent Death does not work with grenades.
  • Default fog of war colour is 0 0 0 128 (R,G,B,A).
  • Door for house No.2 in NCR Residental area.
  • Fixed various exploitable dialog bugs and some typos.
  • Event/dynamic respawn points can no longer be picked up.
  • Boxes in super mutant base and tanker (and other containers without open/close animation) can be lockpicked again.
  • Disabled dialog nodes to some old unfinished quests (tanker vagrants, Flik in Den).
  • Dialog bugs regarding Junktown entrance in the night.
  • Various npcs should no longer clog nearby doors, be unresponsive, or chase their teammates for no reason.

FEATURES:

  • New Reno sewers accessible now.
  • Dynamite Stick added (ingame, but not craftable yet).

CHANGES (WIP):

  • TC reverted to old system with 15 min countdown and capture zones, additionally, militias have been disabled.
  • Minor UI tweaks: follower icon is no longer obscured by character name, renamed armor slots in the inventory window.
  • Using First Aid/Doctor skills on others makes the healer unsneaked.
  • Cars trunks have about 50% of previous capacity.

Second Quarter 2012

June 28, 2012

FIXES:

  • Silent Death works with 14mm and .223 pistols.
  • Kamikaze now reduces Damage Resistances instead of Damage Thresholds.
  • Bear trap graphics.
  • Stability and performence fixes.
  • Fibers visible in field of view only.
  • VTDB should save characters data correctly now.
  • Browsing in faction terminals.
  • Metzger slave run locations should no longer disappear prematurely.
  • Toxic Caves elevator.
  • Extended some maps near specific entrances that would lock the client's vision.
  • Patched ghost wall holes in certain maps.
  • FOV and weapon range contours should be displayed correctly. Also see the fog of war (Features).
  • Many dialogs errors.
  • Minor stuff.

FEATURES:

  • Added the display of fog of war (shadow over the area outside FOV).
    • to enable it, bind it to a hotkey using 2238 config tool. Use the hotkey to toggle its display in game.
    • to change the fog color, add the following string to FOnline2238.cfg in [2238] section: FogColor = R G B A where R, G, B and A range from 0 to 255. There might be a slight difference between FOV contours and the fog of war boundary due to different drawing methods * no need to report that unless the difference is big.
  • A new repeatable quest, talk to Martin at Westin's Ranch.

CHANGES (WIP):

  • Gun Runners courier quest: box is removed after succesful lockpick.
  • Right between the eyes mow reduces Helmet Anti Crit Modifier by 50% instead of 25%.
  • Helmet Anti Crit Modifiers doubled.
  • Adrenaline Rush increases Damage Resistances by 15, 10, 5 and Damage Thresholds by 3, 2, 1 when current HP is below (or equal to) 25%, 50% and 75% of total HP respectively. This is not cumulative.
  • Removed cap for Armor Class.
  • Updated the base config tool. Changed FixedFPS setting behaviour: negative values disable fixed fps rate and instead work like old GameSleep (value taken negative, i.e. FixedFPS=-5 is equivalent to old GameSleep=5). Using negative values can greatly increase the performance on older machines, be sure to check it out. If in doubt, start with values around -2. Remeber that FixedFPS setting is ignored when you enable VSync.
  • Armour condition drops by half on violent death (instad of flat 75p%) decrease.
  • Changed Gunrunners Courier Job: Decreased reputation needed to enter the faction to 900. Added limit of max. 1000 reputation being possible to gain from doing the job.
  • Increased damage and clip size for XL70E3.
  • Minor resistance modifier increase for JHP ammo.
  • Advanced materials crafting batches.
  • Adjusted critical hit tables.

First Quarter 2012

Changelog 08/02/2012

Changelog 06/02/2012

Changelog 04/02/2012

Changelog 23/01/2012

Changelog 21/01/2012

Changelog 20/01/2012

Changelog 16/01/2012

Changelog 13/01/2012

Changelog 10/01/2012

Changelog 08/01/2012 #2

Changelog 08/01/2012

Changelog 07/01/2012 #2

Changelog 07/01/2012

Changelog 06/01/2012 with Server Wipe.

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