FOnline: 2238/Changelogs

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(First Quarter 2013)
(2012)
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[http://fonline2238.net/forum/index.php/topic,27071.0 Changelog 21/12/2012]
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{| class="mw-collapsible mw-collapsed wikitable"
 +
! [http://fonline2238.net/forum/index.php/topic,27071.0 Changelog 21/12/12, posted by JovankaB]
 +
|-
 +
|
 +
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.
  
[http://fonline2238.net/forum/index.php/topic,26911.0 Changelog 09/12/2012]
+
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 [[FOnline2238.cfg#Section:_Messages|wiki page]].
  
[http://fonline2238.net/forum/index.php/topic,26761.0 Changelog 24/11/2012]
+
CHANGES (WIP):
 +
* Configuration settings, VerboseActionHead and VerboseActionBox ("2238" section), changed to [[FOnline2238.cfg#ActionVisible|ActionVisible]] ("Messages" section).
 +
|}
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [http://fonline2238.net/forum/index.php/topic,26911.0 Changelog 09/12/12, posted by AHS-9]
 +
|-
 +
|
 +
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.
 +
|}
 +
 
 +
{| class="mw-collapsible mw-collapsed wikitable"
 +
! [http://fonline2238.net/forum/index.php/topic,26761.0 Changelog 24/11/12, posted by Ghosthack]
 +
|-
 +
|
 +
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 [[2238#IgnoreLangChange|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.
 +
|}
  
 
[http://fonline2238.net/forum/index.php/topic,26678.0 Changelog 17/11/2012]
 
[http://fonline2238.net/forum/index.php/topic,26678.0 Changelog 17/11/2012]

Revision as of 18:24, 1 May 2013

Are lists of changes in the game after an update, posted by developers. 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.

Second Quarter 2013

Changelog 6/04/13, posted by JovankaB]

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
Changelog 2/04/13, posted by JovankaB]

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

Changelog 16/03/13, posted by JovankaB]

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.
Changelog 23/02/13, posted by JovankaB

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
Changelog 17/02/13, posted by JovankaB

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
Changelog 14/02/13, posted by Mayck]

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.

EXTRA NOTES:

  • Run the updater to obtain the new files.

IMPORTANT:

  • Clear cache before updating and running the game. To clear the cache, delete everything in data\cache folder and run Updater. Remember that it will also clear the last used login/password.

Detailed explanation and full changelog.

Changelog 26/01/13, posted by JovankaB

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.

2012

Changelog 31/12/12, posted by Mayck

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
Changelog 21/12/12, posted by JovankaB

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).
Changelog 09/12/12, posted by AHS-9

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.
Changelog 24/11/12, posted by Ghosthack

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.

Changelog 17/11/2012

Changelog 10/11/2012

Changelog 03/11/2012

Changelog 30/10/2012

Changelog 25/10/2012

Changelog 10/10/2012

Changelog 20/08/2012

Changelog 10/08/2012

Changelog 19/07/2012

Changelog 03/07/2012

Changelog 28/06/2012

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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