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Changelogs
The following extracts from some of the latest official changelogs list modifications to the game that are not yet represented in the relevant wiki articles. You can help by updating these articles using the information the extracts contain.
Please remember to remove from this page the parts of the changelogs that no longer need to be used.
Changelog 10/11/2012
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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).
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Changelog 30/10/2012
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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).
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Changelog 25/10/2012
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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.
EXTRA NOTES:
- Run the updater to obtain the new files.
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Changelog 10/10/2012
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CHANGES (WIP):
- 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.
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Changelog 20/08/2012
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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.
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Changelog 10/08/2012
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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!
EXTRA NOTES:
- Run the updater to obtain the new files.
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Changelog 19/07/2012
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FIXES:
- Guards inside the Salvatore's Bar and the Shark Club will protect the player characters.
- Treasure Hunter perk no longer lowers ammount of items.
- Mega Power Fist and Power Servos appear in Fixboy.
- Brahmin hides no longer disappear after placing them in brahmin inventory.
- Brahmin no longer get stuck on the pen entrance if they are outside the pen.
- 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):
- Montag gives a quest tip if a player confuses town well with the water pump.
- When using, waterpipes fill all empty waterbags in the inventory as the default action.
- Added a dialog option to ask companions about their weapon preferences before taking them.
- Railway Gang thugs will remember characters who attacked them.
- Added blueprints to loot container in the Glow.
- Slightly adjusted critical hit tables.
- 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.
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Changelog 03/07/2012
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FIXES:
- Fixed wall distances for sneak calculations.
- 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.
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.
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Changelog 28/06/2012
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FEATURES:
- A new repeatable quest, talk to Martin at Westin's Ranch.
CHANGES (WIP):
- Gun Runners courier quest: box is removed after succesful lockpick.
- 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.
- Minor resistance modifier increase for JHP ammo.
- Advanced materials crafting batches.
- Add Helmet Anti Crit Modifiers to their pages and to armors category.
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The projects you are invited to help with
Outdated pages
- Armors (missing helmets, an overall update is needed)
- Pip-Boy
- Luck - what it actually affects? Just some skills like first Aid and critical chance? How about incomming criticals check in critical table? It should affect Thief perk (Luck/50 chance of no cooldown if a stealing attempt has failed )
- Skills need to be checked.
- The Cathedral (Temporary ugly fix was done)
- Ares Rocket Silo should be updated for current status
- World map requires adding new locations
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