To do

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There are three things that we ask you to do whenever you can: improve and update existing pages, help with current projects and correct language mistakes whenever you spot them.

Everyone's help is welcome. If you feel like contributing a lot, it is great but remember: quality is much more important than quantity; for example, it is much better to write one good article than a hundred bad ones.

For information on how to write new articles or edit existing ones, please follow this link.

Contents

What needs to be done

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 24/11/2012

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.

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.
  • 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.
Changelog 17/11/2012

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.

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.
Changelog 10/11/2012

FIXES:

  • Removed tobacco from bases, tobacco regeneration should work again.
  • Tobacco and barley graphics is updated when the plants regrow.

CHANGES (WIP):

  • 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).
  • Lowered base prices of barley (5 caps), tobacco (40 caps) and fruits (10 caps).
  • 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.
  • 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).
Changelog 30/10/2012

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).
Changelog 25/10/2012

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.
Changelog 10/10/2012

CHANGES (WIP):

  • 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.
Changelog 20/08/2012

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).
  • 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.
  • Limit for cumulative crafting cooldown increased to 6 hours.
Changelog 10/08/2012

FIXES:

  • Team colors in Hinkley don't disappear when characters leave field of view.
  • Uranium ore regenerates.
  • Private mines don't disappear anymore until all resources in them are mined. Foremen will be unblocked by Game Masters.
  • 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.
  • 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.

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).
  • Various changes related to shoveling brahmin poop. Explore!
Changelog 19/07/2012

FIXES:

  • Guards inside the Salvatore's Bar and the Shark Club will protect the player characters.
  • Mega Power Fist and Power Servos appear in Fixboy.
  • 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.
  • Cumulative crafting timeout (1 hour)

CHANGES (WIP):

  • Montag gives a quest tip if a player confuses town well with the water pump.
  • 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.
Changelog 03/07/2012

FEATURES:

  • New Reno sewers accessible now.
Changelog 28/06/2012

FEATURES:

  • A new repeatable quest, talk to Martin at Westin's Ranch.

CHANGES (WIP):

  • Minor resistance modifier increase for JHP ammo.
  • Add Helmet Anti Crit Modifiers to their pages and to armors category.

The projects you are invited to help with

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