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Topics - John Porno

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1
News & Announcements / 2022 Winter Season Changelog
« on: November 30, 2022, 09:26:56 AM »
Winter Season (7) is here. Server start at 18:00 CET

Client download: https://fonline-aop.net/cirnstuff/client_winter.zip

Changelog:
Unless explicitly mentioned in this Changelog, all changes and settings from the end of last season remain in place. Server will again start at Tier 2 and end at Tier 5. All of last seasons mid-season changes like Skill requirements, tech costs and catch-up mechanics are in place.


Event:
Only 2 factions accessible, Boreal Church (Suomi) and Hound Square (Soviet). The season will 3 months, 1 week and 6 days. Rats technically exist for neutral chars, but Merc'ing has been disabled.

https://en.wikipedia.org/wiki/Winter_War

Added new weapons:
    - SVT-38 (T5 Sniper)
    - SVT-40 Scoped (T6 Sniper )
    - LS/26 (T5 LMG)
    - Kg M/40 (T5 LMG)
    - Madsen LMG (T4 LMG)
    - L-41 Sampo (T6 Special MMG)
    - Valmet KvKK 62 (T7 LMG, non-event)
    - Mosin Nagant (T5 Sniper)
    - Mosin Nagant PU (T6 Sniper)
    - SGM/SG-43 (T5 HMG)
    - Suomi KP-31 (T5 SMG)
    - Lahti L-39 (T6 Special BG Sniper)
    - Rajamäki Molotov (T5 Grenade)

All period correct weapons that were used by either the red army or the finnish defence forces during the winter war are counted as event weapons. This goes for new ones as well as existing ones like AVS-36.
All event weapons will gain double the score, including legendary score.
Event weapons are only accessible through the high tier/reputation merchant of their respective factions. They are also added to the special weapons pool and be obtained through special blueprints. The merchant sells not just T+1 event weapons, but also T0 event weapons.


World:
- Mining is disabled in wilderness
- Wood can be processed into Coal at furnaces
- Core tree regrow is now more consistent
- Added additional trees around the encanto area, and as replacement for palm trees, cacti and other desert plants, though not all are harvestable
- Normal critter drops like meat and tails can now also be sold for tech points
  + Additional such tech merchants have been added to each safehouse

- Added heat system in addition to recon:
  + As opposed to Recon, Heat is not faction-specific and zone-dependant, but is visible globally to everyone, everywhere.
  + Heat is generated by the actions of both players and NPCs
  + Dungeon heat is added to its surface zone points, while sewers are not.
  + Heat reacts and updates faster than recon


Zone Control/Legendary score:
- Basic distance-based legendary score modifier goes from 75%->125% based on your weapon's maximum distance, shorter range weapons getting higher modifier
- On top of that is added a flat bonus of 0-25% based on your current distance to target when you gain leg score.
  + The maximum of 25% is obtained when the target is closer than 1/3 of your maximum range, and decreases linearly to 0 when your target is further than that (up to max range) This particular bonus is additive, while the general max-range based bonus stacks multiplicatively with the event bonus
- Faction guard NPCs now give score, including legendary score, at 15% rate than that of an enemy player (It can not be cheesed by kiting and healing NPCs, they have a fixed amount of score to give). Shooting factions guards will not generate a clash (crossed sword symbol), but will be subject to recon and heat


Tech:
- Blueprint crafts higher than current global tech level now require engineering as: (Tier - CurrentTier) * 20 + 20. Special blueprints require additional +10 skill.
  + Current tier and below BPs require 0 engineering, same as regular crafts
- Blueprint crafts get increased chance of extra perk depending on crafter's engineering skill
- Blueprints now give tech point discount based on your engineering skill
  + Maximum discount is 50% at 200 skill. Discount is linear so at 100 skill you get 25% discount
- Crafting at a factory gives additional 10% tech point discount
- You now get 1/5th of regular engineering skill progress if the craft is below your skill level and the craft costs tech points. The progress is based on both material and current tech cost. Previously you did not get progress for these crafts without BP

- Blueprints now show the item tier/era in the crafting screen and are sorted descending by tier
- Global tech progress is now 2x slower than previously (Global tech mostly affects merchant stock and certain item spawns)
- Adjusted/decreased crafting delays


Character:
- You now get a new build slot every 15 total character levels (prev. every 20 levels)
- Maximum experience gain multiplier is now 3.0x (prev. 2.5x)


Quality of Life:
- Add client-side automatic smart container sorting option
- Add favoriting items in inventory by double clicking -> items stay at the top and won't be quick-dropped
- Add moving/sorting items inside inventory by dragging with cursor
- Disable scrolling down if new items are added to inventory and inventory scroll is > 0 (Inventory screen wont shift around while looting or sciencing)
- Enabled item quick use also in container window (try CTRL+click to read books)
- Relics are now stackable
- Display weapon/item condition on UI
- Play sound when harvesting tool breaks

2
News & Announcements / 2022 Season 6 Launch and changelog
« on: May 20, 2022, 08:15:15 AM »
Hey Hey People

Season 6 is here. Server goes up 6pm CEST. Here's there client link. Old clients not recommended or support.

https://fonline-aop.net/cirnstuff/client_s6.zip

Core Changes:

- Most core Patrols are now single NPCs (except animals, muties and ghouls)
- Neutral patrols replaced by hostile ones
- Static mobs added in various places
- (Animal-) critters rebalanced, made easier
- Dungeon thugs are now less numerous in each dungeon
- Added more Material Crafting Stations around the Core.
- Reworked Economy, Prices at all workbenches are the same, Material processing more straight forward, more on that below
- Changed container resource spawns
- Reworked NPC Behavious inside Core as well as inside Dungeons. Players should see less unnecesarry fatal deaths in the Core. (remember to call for sugarman 3 times if stuck)
- Added small quests to neutral core NPCs
- Added an abandonded Mine with gecko spawns into the deep sewers (tutorial sewers, disconnected from the core, accessible through a manhole on the left side of the rats base

- Distillery Underground is now occupied by toxic geckos and Sharpwit Offices by aliens.
- Cyclical dungeons brought back for Junk Outpost Cave and San Tan Cave
- For those who missed it late last season, there are now various soloable dungeon locations throughout the core.

The Tec system:
- Tech points are gained by using science on processed materials. Processed materials are any crafting materials that are themselves crafted, like Gunpowder or iron, but not pelts, fibers or junk. Tech points are also gained from using relics found in the core (encrypted holodisk, chemistry journals, maps).
- Tech points are like a crafting resource that is stored on the character, they can not be traded.
- Tier 1 costs no tech. Tiers 2 to 5 cost 20% to 100% tech of base price. Tier 6 and up cost exponentially more tech points.
- The Server starts on tier 2 and ends on tier 5. This dictates mostly just merchant bags, meaning HQ merchant sells tier 5, with ZC Merchant selling tier 6 against reputation cost.
- Each tier requires an additional 20 engineering skill. Skill is raised by crafting the highest possible weapons.
- Armors, ammo and other craftable supplies require skill but have just nominal tech costs and do not contribute to global tec or personal skill level.
- All weapons, including tier 10, are unlocked from the start and only gated by skill and their respective costs.
- For reference: 1 cap in material value corresponds to 10 tech points.
- every 100 tech worth of items scienced, a "scrap" item is spawned for the purposes of selling it, it has no other use.

- Crafting higher tier items causes exhaustion which reduces over time and when you gain experience. When you are over 100% exhaustion, tech point costs for crafts are doubled for every multiple of 100%

The crafting system:

- There are 2 trees of basic resources: Iron, Steel and High Grade Steel for eras 1 through 3, as well as Fibers, Polymers and Kevlar for armor crafting. At any workbench, they can be processed into the next era acquivalent at a 10:1 ratio, meaning 10 Iron can be turned into Steel and 10 Polymers are turned into Kevlar. If done at a processing facility, this changes to a 5:1 ration.
- There are also optional Materials who act as catalysts, they increase the effeciency of the conversion. Adding Coal allows 10 Iron to be turned into a total of 8 Steel, and adding Mineral Powder when processing pelts doubles the amount of Leather thats gained.
- The economy assumes a 5:1 at a normal processing plant without the catalyst when it comes to calculating item prices. Example: Iron is 5 caps, Steel is 25caps, High grade steel is 125 caps. There is no value or tech point value gained when turning Iron into Steel, if the 5:1 conversion is used.
- This means there is a rough 3-5fold increase in item values between the eras.
- When it comes to sciencing, only era 1 materials (iron, wood, fiber, leather and gunpowder) can be recovered from items. An item that consist of 8 High Grade Steel and 4 Wood for example, will be treated as consisting of 8 Iron and 4 Wood for the purposes of sciencing

Character changes:

- Removed free Rerolls (1 free at register) in favor of Build Slots. Performing a reroll resets the active slot to level 1. Slots can freely be switched in HQs. Number of slots is determined by Lifetime total XP, taking all XP together that have ever been earned. Every 20 levels of lifetime xp unlocks a new slot, according to standard XP formula (20, 40, 60 etc). Noncombat skills are unaffected by rerolling and switching. There is an XP boost for new slots.
- Added a lot of Outdoorsman Stuff like planting, farming, looting and overall ways to level it up. All critters have a difficulty rating, determining failure chance, bonus loot and skill up chance. Harvesting, woodchopping and mining affected by outdoorsman skill.
- Carry Weight changes. (Armors carry themselves when worn and add a Strong Back perk (25 CW). New backpack Util slot items. Strength impact on CW halved. +1 CW per level past 24, up to 100.
- Leadership Boosts can be activated without first injecting Implant - but at 50% Efficiency. Injecting Implant will bring it back to 100% Efficiency.
- New Perk: Restless. Gain 5 AP/s when in negative AP.

Item Changes
- Some guns changed in playstyle: Gardner gun, M60, BAR
- Sand robes got a slight armor increase
- New Rat Jacket (era1) to help against melee critters
- Added Low-Tier Sneak Variant of Stealthboy. (Degradable, One-Use, worse in performance)

Faction Changes
- Selling trash loot items now properly feed the faction economy
- Prices of merchants have generally been increased against their base material cost
- Sewer rats now offer platoon bases for 15k caps
- Changed layout of zone control resources
- Base faction production is higher
- (WIP) Sewer Rats aka factionless players can sign up as a mercenary, temporarily joining this faction for purposes of zone control. There is a 24h timeout on switching. Rats should get proper (legendary-) score and everything, but expect some issues especially with payouts, since rats were not designed to have any.
- Faction invasion on rats will be enabled in the very near future, probably starting next week. Can't have shit in Phoenix.

Misc. Changes
- Extensive Sound Overhaul
- (WIP) Russian Translation Expanded, it will get regular updates in the next days.


Sneak Changes

Changes in Sneak Value happen gradually now in both directions.
Sneaking now revolves a lot around walls. Walls give you a huge bonus to your Sneak-Value but the further away you are, the easier you will be to spot. Being out in the open gives you a hard hit to your Sneak Value.
This incentivises sneak to be countered with open areas, as well as well-placed bursts or AoE Damage close to walls. Because changes happen gradually, you are still given the chance to skip by a small open pathway, as long as you are quick. Especially new Warmode will help you with that.
The Ghost perk increases the regain of your Sneak Value by +1Hex/sec. It will NOT slow the decay if you start moving away from a wall or start running.
There is a low-era Stealth-Boy variant called Camo-Netting. This item is non-rechargeable and breaks apart after 1 hour of use. It is worse in performance then the Stealthboy and has no warmode, but is available at Era 1.
When desneaking, you will suffer an "Exposed" Status Effect for 10 seconds. It will not stop you from going back into Sneak (There is still a reduced Sneak Cooldown for that). But it will decrease the amount of Sneak-Value you regain by 1Hex/sec, as well as cutting your Critical Resistance in half. Desneaking also causes a sound-effect to be heard by nearby combatants.
Warmode Cooldown is now 30 Seconds. And putting a Stealthboy into Warmode drains its charges 10 times faster. (This means Recon in Warmode, and Infiltrator always because Warmode is default behaviour for that). Warmode now increases Sneak Value regain by +1Hex/sec and decreases Sneak Value loss by 1Hex/sec.
In next 1-2 days open Cover that was giving Ghost bonus 2 years ago. (Fences, Tables, etc.) will give you 50% of the wall-bonus a solid wall gives you.

https://fonline-aop.net/cirnstuff/client_s6.zip client link again just in case

3
News & Announcements / 2021 Launch of Season 5 and Changelog
« on: April 20, 2021, 08:37:49 AM »
Here we go for season 5. Download links below. Come to discord.

https://discord.gg/SGvS6GNkD8

These changes are a non-exhaustive list of changes compared to last years season, not a full list of features.

Economy
Factions, and thus their merchants, now receive very little resources by themselves. Instead, misc items collected by players, and any other items sold to merchants, will be converted into merchant stocks. The value of misc item loot has been increased. Instead of automatically feeding the faction, ZC resources can be obtained by the player by purchasing access tokens to use on flags, spawning the available resources there. Use of tamed pack brahmins recommended.

If the stock depletes and there is a shortage, merchant stock disappears and their price increases, but players can make more money selling.

Wild brahmins can be tamed and sold to brahmin herder who converts them into pack brahmins with high carry weight.

Processing plants can be purchased and put into bases, including workbenches. Blueprints can be crafted at bases, but core facilities are cheaper and produce higher quality items.

It is now possible to mine ore, chop wood and obtain mutfruits and fibers from plants in certain core locations.

It is now possible to loot cars with melee weapons, causing the weapon to lose condition dependant on tier.

Dungeons:
PCG Dungeons now features 5 distinct bandit factions with different loot and gear choices and stats, including drug use and leadership boosts. Loot is also dungeon-themed where applicable.

During raids, bandits now gather at their grid, come out one by one, pick a number of random patrol points and patrol around for a while before returning (rather than just spawning and hoping they'll aggro on something)

Maryland dungeon loot has been increased but is now locked behind a keycard with a quest.

Core changes
The Patrol layout and patrol pool has been overhauled for every core map, resulting in a noticable difference in difficulty in the central zones, with outter zones being safer than before. The AI has been greatly improved, npcs now use drugs, may try to flee or heal allies and now use combat taunts.

The core life (static spawns) system has been extended with additional functionalities and types of spawns.

Container loot has been changed.

Zone control and PvP
ZC now has an underlying domination system, that tracks all fights throughout the day and calculates a score in order to try to dampen the effect of nightcapping/afk capping.

Additional pathways in HQs have been added for faction invasion.

Misc.
For each drop in quality from Perfect, every weapon and armor now gains a negative perk (dmod) up to 7 dmods at garbage condition. The time it takes to deplete condition is now twice as long, but repairs cost twice as much, equating the change (less repairs, same cost).

Bunch of new quests and repeatable core assignments added, all throughout different safehouses and sewer rats base.

Central 5 sewers have been replaced with new maps, corresponding to the surface. The old 5 maps have been made accessible through the sewer rats base with very weak patrols to act as a safer zone.

Safehouse travel and outpost travel now enabled but at a cost.

Rerolls still free for now.

New weapons in the lower tiers, mostly filling gaps in the tectree.

Weapon and character balance 99% unchanged.

Also: The server is going to start at Tier 2 and will be progressed through crafting higher tier items from blueprints (now in your base as well). Lower Tiers progress faster than higher ones, last Tier is 8.


Client Links:
[Google Drive] https://drive.google.com/file/d/1Wgaq8UNo_CVfIPdzF10clNiXFMEUH0bc
[Alt Link] http://fonline-aop.net/cirnstuff/client_s5.zip

IP: play.fonline-aop.net:4000

4
News & Announcements / 2020 Launch Changelog
« on: April 20, 2020, 12:20:04 PM »
Game info:
Client Links: https://drive.google.com/open?id=1Oh1xOxh3_mH7yqhjAFQ_8tezxndgTTxX
Alt Link: http://fonline-aop.net/cirnstuff/client.zip
Server IP: play.fonline-aop.net:4000
Tech level Tier 2 at start
4 Factions + Loner Sewerrats
Full loot is on (duh)

New Features:
Multi Flag Zone control:
Each zone has a certain number of flags (1-4). ZC starts with a 5 minute initiation period to allow all factions to gather. After 5 minutes have passed, each flag has to be captured by at least 2 people staying within a ~10hex radius around a flag. After a flag has been captured, it will start generating points. One faction has to hold at least 50% of the flags in order to start generating points. Points gain is doubled when all flags are held. ZC duration is about 10-15 minutes.

Zone Cooldown: Zones cycle through a ~1 hour long active phases, followed by a 4-6 hour long inactive phase. ZC can only be initiated when a zone is marked as active. After changing ownership, a zone becomes inactive. Frontline mechanics are still in place, meaning that only neighboring zones can be captured.

Core Outposts:
There are 8 underground locations in the core which are marked on the map. They can be captured using flag mechanics similar to ZC, as long as the Zone above is being held safely by that faction (see control level changes below). The outposts act as a limited respawn points for their faction and also offer to lease out password protected containers. Outposts can be attacked by enemy factions if control over the surface zone is lost. This triggers a 24h period during which either side can enter the outpost. After capture, the containers will be opened and lootable.

Faction Invasion/Destruction:
When the enemy gate location is captured, a faction invasion event can be triggered by interacting with the base truck. This will schedule an event on the next saturday on a random hour in the european afternoon/evening. In the first phase, the enemy courtyard becomes accessible to everyone and a flag is spawned that has to be captured, using ZC flag mechanics. If the attackers succeed in taking the courtyard, the rest of the base becomes accessible, including ROOMS and BASES. The attackers then have to push to the heart location flag and detonate a nuke within the capture radius of said flag. This kills the faction. Nukes are crafted from rare blueprints and can go boom, causing death and radiation. When a faction is destroyed, all faction members are turned into neutral sewer rats and can join another faction. Their rooms and bases remain accessible, to anyone.

The season ends once only one faction remains.

Notable Changes to last season:
Tec prog is now advanced by players through crafting blueprints. Each such craft will show progress to next level.

Zone Control levels: There are only 2 control levels, a rank symbol in the top right corner of the map means that it is a safe zone, as the frontline requirements are such that no other faction would be able to attack it. No symbol means that this is not the case and the map is vulnerable. A safe zone is required to claim outposts.

Advanced blueprints are now available within the core, resulting in gear that is 2 tiers higher than current global tech level.

Core patrols have been overhauled in terms of frequency, distribution and strength, in line with container spawn value and ZC reward values. The central 8 zones around hospital offer the highest risk and reward.

Hell hole and maryland archives are now accessible again.

Known Bugs:

The holdout events dont currently end. Expect to die.
There might be holes in walls due to very recent changes, please report these with an annotated screenshot.
Loot spawns in a few old dungeons might be wonky.

5
News & Announcements / 4/20 Test Season
« on: April 20, 2019, 01:30:57 PM »
Hey hey people

Within the next hours, we will launch a test season. The parameters of the test are as follows:
- There will most likely be item wipes, but no character wipes.
- The season will end and proper season 3 will be launched, once all features listed below have been implemented and are working properly
- The point of the test season is mostly to test the new global economy, as almost all other aspects like factions, zc, dungeons, tech progression and items are deeply integrated into it.
- It is not planned to take down the server for any extended periods of time between this test season and proper season 3
- As listed below, while many new frameworks are in place, they need to be filled with content which will happen as the test progresses.
- Church and Hounds have been temporarily removed as a joinable faction


Changelog summary:

1. PvE
1.1 The Wilderness


The world map is replaced with 31x31 "wilderness" maps, dynamically generated upon start of the season, traversed through green grids like the core, which hold a set amount of resources that are not being respawned throughout the season. From a players perspective, there is no "world map" anymore. The core is a 7x7 block sat in the center of the wilderness and accessed through the gates.

Cosmetic work, as well as implementation of critters and loot will progress throughout the test season.

1.2 Tech Progression

Almost all ingame items are placed on a tech tree that is 10 tiers deep. The season starts at the bottom of the tree, with an available bracket of 5 tiers, meaning if the server is on tier 3, items from tiers 1 through 5 can be encountered in the world. The server will continuously advance through the tiers, with increased speed in lower tiers and a smooth progression.

This test season will remain at tier 7 throughout its run, meaning there will be items from tiers 5-9. Energy weapons are rarely found on npcs as they are laregely reserved for high tiers (8+). For big guns, it's normal that tiers 3 or 4 are found, due to gaps in individual tech trees.

1.3 Crafting

Raw materials are gathered in the wilderness in different biomes and dynamic mines underneath mountain maps. In terms of crafting components, there are 3 eras, roughly spanning tiers 1-3, 4-6 and 7-10. Raw materials and lower quality components have to be processed through core-based and/or homebuilt processing plants. Crafting is the only way to obtain the higher tier items in the current bracket, referred to as t+1 and t+2 items. This is done through blueprints found in higher difficulty dungeons and core-events, and require the use of core facilities.

Wilderness resources will be patched in in the coming days/weeks, starting with an underground mine layer.

1.4 Economy

All monetary prices and resource craft prices are based on their weight and their components, which is then modified by the current tech level, resulting in high tier items being very expensive, with their price and crafting cost dropping as the tech level progresses. Most raw materials found in the wilderness are finite, the only stable source of items is loot dropped by npcs.

1.5 The Core

A 7x7 area of bigger, handmade maps sat in the center of the game world, featuring lots of strong enemies and an increasing amount of dungeons, basements, caves and upperfloors, which generally have better loot and stronger enemies than the surface core. The Inner 3x3 zones around the central hospital also have better loot and stronger mobs than the outter maps.

1.6 Dungeons Revised

Procedurally developing dungeons which become stronger as time passes and are able to influence its surrounding by raiding population and faction stockpiles for resource and scavenge.

Old dungeons like Hell Hole, Maryland and Robco are only partially functional, others like Warmart Level 2 and Adams School are left unchanged as they will slowly migrate to using the new system. However, many other new dungeons have been added throughout the core.


2. PvP

2.1 Zone Control

ZC is now disconnected from score gains and focusses solely on core ownership. Each zone has a monetary value which increases the payout pool referred to in the following point. ZC is only possible on neighboring maps of already controlled zones or the gate, and there are different levels of control based on how long a zone has been held, making it harder to capture overnight and affecting the amount of patrol spawns and faction recon (see 2.3)

2.2 Clashes

The clashes system includes a redesigned scoring system which takes all kinds of data into account to reward players for all pvp that is happening on the surface core as well as inside dungeons and sewers, making sure combat is always rewarded. The reward is paid out in faction specific currency and is to a large extent based on ZC-dependant zone income and is distributed among all players of a faction depending on their pvp activity. As usual, rewards come in the form of paychecks that have to be collected from a faction clerk as a regular income.

2.3 Faction Recon

Tracks all hostile player movements on faction-owned maps and adjacent zones to make early alarm / safe space / usable intel advantage to faction participating in ZC. Tracks Clashes and ZC happening in core and provides on-map icons for that.

2.4 Combat Mechanics

Aside from new additions in the low- to medium tier weaponry to allow more specialized builds in lower tiers, there are no new mechanics or major changes introduced and the gameplay is based on previous seasons and tournaments. Almost all work between seasons 2 and 3 went into PvE aspects or global mechanics like economy.


3. Global Conquest
3.1 Personal claims

All players can purchase a personal claim which is an item that can freely be placed anywhere in the wilderness, creating a buildzone for that player, allowing him to construct his own safe home with respawn points, containers and workbenches.

This will be introduced later on during the test season.

3.2 Outposts

As part of the endgame, platoons can purchase outpost claims, granting them the sole ownership of a whole wilderness map and preventing other outposts from being established in the surrounding area. Outposts are more secure, offer a lot more room for storage and are an important part of future larger scale features. Both outposts and personal claims might be subject to attacks on certain event times during the weekend.

This feature will be implemented later during the test season.

Additional smaller features include:

- Updated and 100% accurate FoV display, activated with ctrl + F
- Extended sewer network and new dungeons
- Extended functionality of FMOD sound engine, moving more sounds from fonline to fmod, adding direction
- Updated behavior of flames
- Critter shenanigans

New features first in the pipeline:

- Addition of on-map cross-core Bandit raids, which are currently only virtual. This means dungeon npcs leaving the dungeon to raid surrounding coremaps.
- Addition of cross-core faction caravans to transport resources produced by the zone back to the faction HQ

Other features on the list for Season 3 proper:

- Vehicles
- Weapon mods
- Neutral factions, both inside and outside the core

Known issues as of now:
- Core containers deleting items as they are being looted. This happens when a respawn tick happens just after a player opened a container.
- Missing blockers and broken looking buildings in the wilderness.
- All critters spawning with roughly half their HP and with low healing rate
- Occasionally strange AI behavior

Client Link:
https://drive.google.com/open?id=1-S8IPo6uHFVRkuepGClOqqy_vE3AaXHi

The HQ Outposts are 2 maps away from the gates, check the message log as you cross zones to find the direction to the core.

6
News & Announcements / FOnline: Ashes of California Co-op Project
« on: August 30, 2016, 08:56:04 PM »
As I just posted over at Fodev, I spontaneously decided to have a go at an AoP style recreation of fallout 1+2 as a Co-op project. As such it will not conflict with AoP or any other server for that matter and it does not mean that AoP will be neglected. This is a personal project of mine and does not necessarily involve the rest of NNYT, although they will obviously have a part in it one way or another.

AoC will use the current revisions of AoP and probably even keep its item balance so that the wiki, if it was updated, would interchange.

Here's a public trello to help me and everyone else to keep track of the progress.

https://trello.com/b/uu44VXjg/ashes-of-california

For more info, check the thread on Fodev.

7
Game Tips & Guides / John Porno's AoP Bootcamp
« on: May 04, 2016, 07:25:13 PM »
I took it upon myself to share some of my wisdom and knowledge, which a lot of seasoned aop players will probably call bullshit on but luckily I can delete their accounts, and created a first in hopefully a series of videos on different AoP mechanics.

I kinda just rambled on and later realized I probably should have talked a bit about deploy and rambo+gunturret, too, but whatever. I wanted to keep this video short and left out a lot of important pieces but here's the first part, anyway.

Bursting 101

8
News & Announcements / Roadmap
« on: April 30, 2016, 03:17:15 PM »



Launched: April 29
Updater play.fonline-aop.net:4040
We apologize for our amateur hour and shattered dreams.

As all of you know, there is a wipe fast approaching. Over the past year and a half we have made an innumerable amount of changes from where we started, and don't intend to stop that ethic moving forward. It is because of that though that we are going to give a soft estimated time for the wipe on April 29th.
We decided that the time we're most comfortable with is 6PM CET (1 PM east, 12 PM central), which might be a bit late for some we understand. Let's be honest, we're not quite sure at the moment, just expect it in the late afternoon. We have been making some pretty big changes over the past few days and we want to make sure that they are completed before we open the floodgates and begin the carnage.

Thanks to those of you who stuck with us, aided us in testing and in content, and those of you who will be joining us in the next session. Now shed some blood.
-NoNameYetTeam

Updated Client Links:
    

Client without master/critter (650mb):
    




You know, we know.

The current gameplay will be changed ASAP.

This includes bringing back the meta from last season minus the "tier3" by bumping up the tec level from tier 5 to tier 9, the faction joining wont require any level and hopefully all xp and caps exploits will be fixed.

Next up, the already written framework for event scheduling will be put to use and applied to all dungeons and upper levels.

In mid May, the outpost feature will be rolled out, allowing platoons to build their own custom base with fortifications as showcased here
http://fonline-aop.net/nigerianprince/opcraft.webm

The outpost feature will be leading up to the faction annihilation which will come afterwards.

Over the course of that happening, more dungeons, caves and upper levels will gradually be added into the core, as well as the world map.


9
General Discussions / Next Season Faction Balance
« on: April 08, 2016, 08:49:11 AM »
Alright, just like last time, let's have a little thread where people and fonline gangs can post their numbers and their favorited faction, if they want to disclose that information, to get an idea of the faction balance. I'll try to keep the first post updated.

Keep in mind that joining a faction next season will cost more money if the faction is already stacked and that with the way the ZC payouts work, active pvp players will earn more money in a smaller faction.

1: JJJ Lawyer Agency
- BBS

2: The Family
- komrade et al.
- Siberian Bears

3: Vault-Technologists
- KotW?

4: Brahminboys
- Rogues

5: Boreal Church
- Count Matthew et al.

6: Hound Square
- VVish squad
- Social Warriors

10
Changelogs / 08-04-2016 Changelog
« on: April 08, 2016, 05:59:02 AM »
- Added ~aoeguide command to show AoE hex guide
- Fixed Incinerator not having AoE Makers
- Made Napalm random ( for testing )
- Weapon fire input now based on tick instead of __FullSecond, should be more responsive by a factor of 10
- Fixed Charge Time, now works as intended
- Added Charge Sound effect as SoundId_Charge_EXT, follows same convention as FMOD sound systems
- Added Cooldown to weaponTrait & perk knockdowns
- Sneak no longer reduces Perception, only vision range.
- Removed Commando from perklist (reroll if you still have it, it has no effect)
- Changed legendary XP req from 5, 15, 30, 50, 70 to 5, 15, 25, 35, 45

11
Changelogs / 04-04-2016 Balance patch
« on: April 04, 2016, 09:34:45 AM »
Just a quick patch for 3 weapons

G3A3 has been changed into a next season style of battle rifle. It is comparable to the Johnson but has a more AoE oriented burst and a single shot mode that scales well with IN/AG/LK and is geared towards picking off people in cover due to it's high range, bonus accuracy to negate cover and knockback perk.

- Increased Particle Accelerator range to 200. Does not affect the projectile speed, so it still takes 2 seconds without ballistics to get there
- Increased Rad Rifle range by 5 and switched out fast reload for bonus damage



12
Changelogs / 29-03-2016 Changelog
« on: March 29, 2016, 07:33:44 AM »

New characters should now see the headquarters and be able to find an NPC there to enlist.

- Some changes to RTS mode
- run updater

Balance Changes:
M240:
Changed Accurate perk into Fast Reload and More spread into BRoF, as it was hurting the gun anyway. Changed the order of the perks to not have the most important one at 250

PKS:
Changed into a protype of next season MMGs. Stats below are based not on old PKS but on updated M240 which I used as a starting point. In brackets the M240 stats of the full auto mode.

Damage:       37-43      (25-37)
Range:               70      (70)
Burstsize:             6      (12)
AP cost:              12      (28)
OneHex:              42      (45)
Spread:              15      (7)
Inaccuracy:         20      (0)
Aimtime:            70      (70)
Suppression x2             (Suppression)
Fast Reload                  (Fast Reload)
Suppression                 (Suppression)
BRD                             (BRD)
More Dakka                  (Suppression)
Accurate                      (BRoF)

Spoiler for Commentary:
Overall this change emphasizes sustained covering fire over single target burst. This PKS is not supposed to be replacing M240 as the go-to machinegun. The m240 has a shorter burst, faster rate of sustained fire and more single target damage, however when shooting 3-5 targets, the PKS easily deals up to 50% more damage, especially against sPA


Johnson LMG: All bren guns in the game have been turned into Johnsons, including its spawns
- Magazine size 20 -> 30
- Reload AP 50 -> 60
- Range 55 -> 65 (both modes)
- Single shot AP 25 -> 15
- Added extra rank of suppression trait
- is now repairable with repair kits

BAR:

First changed into copy of Prepatch Johnson LMG, then added following changes
- ST requirement 5 -> 6
- Reload AP 50 -> 40
- Range 55 -> 70 (both modes)
- Damage increased 37-43 -> 37-45 (both modes)
- Single shot AP 25 -> 20
- Burst AP 40 -> 45
- Added extra rank of suppression trait

Spoiler for Commentary:
Next season, the Johnson will be one tier above the BAR and its direct upgrade. Its extended magazine, lower AP cost and better "soft" stats (weight, st req) should make it stronger while the BAR remains usable with its slightly higher range and damage.
Concerning the current season, the increase in range should make the Johnson much more usable as it sets itself apart from the AR's.

For more Info on the Johnson, here's a great video from ForgottenWeapons.com


Shotguns:
- Reduced Range
- Reduced Pancor maxdmg from 110 to 107

- Remington M870 min dmg 80 -> 90
- Replaced BRoF with Bonus Damage

- Nerfed Red ammo bleed by 50 and green ammo DT mod by 10


Colt M1911
- Damage reduced 35-50 -> 27-35
- AP cost reduced 15 -> 7
- Reload AP increased 30 -> 40
- Changed 2 finisher into knockback

.45ACP
- Changed 10DR to -10%DR
- Added 20DT mod

Spoiler for Hiden:
This is a try to nerf the stun grenade combo while adding potential as a backup gun for Big gunners that are being rushed by melee or need to finish a target when out of ammo.


Increased ranges of AX338 and Stoner LMG which were left out last time.

- run updater

13
Changelogs / 26-03-2016 Map Changes
« on: March 25, 2016, 07:03:47 PM »
Quickly posting the screens of the map changes which will be included in the next patch, hopefully coming soon, sometime this weekend.

In all cases I either replaced walls with cover or completely removed them.

Spoiler for eastern square:
Spoiler for gun runners:

Spoiler for adams school:
Spoiler for robco:
Spoiler for library park:


14
Changelogs / 26-02-2016 Changelog
« on: February 26, 2016, 02:52:40 PM »
So much happened, but noone lived to tell the tale.



Additions:

[Old West Trails]
Once a popular local recreational area, it is now home to strange beasts lurking in the dense forest, according to rumours spread by not so trusty looking wastelanders.
(northeast sector of the world map, far away from the core)

[Airfield]
An old, small military airfield that has been engulfed in strange meteorological phenomenons ever since the bombs fell. Approach with care.



Also, sonic cannon now shoots through walls, or something.

15
Off-topic Discussions / What kinda games do you play?
« on: October 16, 2015, 08:42:11 PM »
Just out of curiosity, what kind of pvp games do people mostly enjoy aside from fonline? 3 answers per user.

16
Changelogs / 30-09-2015 Changelog
« on: September 30, 2015, 02:53:31 PM »
Fixes:
- Fixed Reputation & Payout issue.
- Fixed missing firing animation for PKS Burst
- Bolt Action trait should now give a more accurate response to make it easier to handle
- Upon defibbing, now the target's weapons are moved to the inventory and not the user's
- Added missing singleshot sound for Negev NG7
- Possibly fixed the recently occuring bug with aimtime for torsoshots

Addition:
- Added Log messages for every player whenever funbox spawns
- Added AX338 Bolt action sniper rifle to the ZC Conditional bags of Bio Lab, Distillery and Verde Water plant. Its ammo is sold at the ZC merchant.
- Added FN P90 to Funbox Bag
- Added Quickdraw trait to all SMGs and small pistols (m1911, needler) which skips the 400ms animation time needed to raise the gun


Balance Changes:
- Added Commando as a trait to all Assault rifles. The character perk has no effect and should be rerolled
- Changed M1, G3, M14 and MG42 into more of a next season playstyle. G3 and M14 are now classified as Battle Rifles rather than Assault rifles and M1C is now a Designated Marksman Rifle rather than Sniper Rifle
(Legendary weapons that got drastically changed can be rerolled, just contact me. This only counts for weapons which got overhauled like m1c, and not every single weapon affected in a patch)


Steyr AUG:
- lowered Range from 55/50 to 40/35
- Changed Damage from 21-31 to 24-27 for both modes

Scorpio:

- Lowered Range from 33/33 to 25/20

Stoner 63 LMG:

- Increased AP cost to 18
- Added Double Tap trait

Bozar:

- Reinstated the forlorn inaccuracy of 25%
- Lowered Range to 80

14mm Pistol:
- Exchanged the first Better Crits perk with More Crits

YK42B Pulse Rifle:
- Decreased Apcost to 35
- Switched two BRoFs to Hit the Gaps
- Lowered Animation time from 800 to 400ms

Pulse & Plasma Grenades:

- Added missing perks
- Increased AP from 25 to 30 to bring it up on par with frag and concussion grenades
- Decreased maximum damage by 50 (pulse) and 30 (plasma)
- Increased fuse time of Pulse grenade from 3 to 5 seconds

.223 Remington round:
DR: -20%
DT: +25%
Normal Damage: 80%
Bleed Damage: 100%

bonus: less sandrobes in funbox

>run updater

17
Changelogs / 26-09-2015 Changelog
« on: September 26, 2015, 05:28:56 PM »
Fixes:
- Chat fixes
- Deploy bonus now properly gives 10% to-hit cover
- Hex shooting things through walls
- Instant molotovs
- No more FA/Doc tables
- Optimized hexburst cone display
- Cant use defib on live targets
- Partially fixed the issue with bugging equipped weapons when dying and being defibbed. Still not 100% reliable though.
- Fixed a bug with bandaged% not being added properly

Changes:
- The free headshots from Mozambique now come at a -2 critical roll.
- Crit table changed, notably removed blind from headshot
- Funbox now 600% more fun
- Eye crippling levels have been reduce to reduce accuracy by 25% per level
- Arm crippling penalties have been increased to 2 strength per level
- Changed sound of M1 Garand (It's easy to switch back to the old sound in sound/fmod folder)
- Changed all machinegun sounds to extra dakkadakkadakka (m240, m60, ukm, pks, negev)
- Changed Door Charge damage to 100-120
- Instead of having 4 times the ap cost, undeployed weapons simply cant shoot (still only applies to first firemode)
- Camouflage is squad specific instead of faction specific
- Lowered DT of Voodoo to 5
- Heartbeat detector now usable from active slot, showes charge in the inventory
- Door Wedge Jammer now usable form utility slot

Spoiler for Special ramon change:
- changed Epi weight to 30

Additions:
- Added Squad logging in/logging out notifications
- Added Info about Util slot: "Item Name: amount" is displayed in the timeout zone
- You can attack doors with CTRL+Attack
- EMP weapon trait added to Pulse weapon family
- While under EMP target's HUD is disrupted
- Added Grav grenade, super knock-back harmless grenade
- Added Stoner 63 LMG to the ZC Conditional bags of Police Department, Gun Runners and Whorehouse. Holding these zones will spawn the weapon on the t3 Merchant (15% per respawn per map)

Settings
mid_click_turn_to_cursor =1/0 - turn on/off (Makes your char look in that direction with Middle mouse click)
free_hex_shoot - free shoot for hexfire
display_distance = 0 - off / 1 - with ctrl / 2 - always
display_lack_ap = 0/1 - indication for lack of AP required to use the weapon in active slot
rts_alternative_controls=true - hold to use / less changing of cursor / no message


Hotkeys
turn_to_cursor=key (just like the setting above)
show_dead doesn't show KO and -HP
rtsmode default button is T
Door charges and glue can be used by "A" or utility hotkey
Holding shift shows distance between chosen and pointed hex

18
Changelogs / 17-08-2015 Changelog
« on: August 17, 2015, 08:55:52 AM »
We patched this in last night/this morning while the changes in the Spoiler were patched in on Saturday. That patch left work half done so I wanted to make sure we do the job properly and fix the respawn issues before having proper Patchnotes. Anyway, here we go.

Fixes:
- Item from primary hand gets moved to inv slot on defibrillation (still bugged for secondary slot)
- Now actually fixed Dungeon loot spawns
- Removed debug messages when using open_map bind
- Removed reputation check from lawyer elevator
- Sadly had to fix ridiculous Knockback in Metal Armor

Changes:
- Broke up campy positions in Vaulttec Enterprises and Global Electrics

Addition:
- Added hostile Squatters to Junk Paradise, Nukacola Factory level 1 and 2 and added Moonshiners to Distillery building as part of a future set of Solo/duo player activities. 15minute respawn.
- Generally increased spawnchance and -amount of stims and ammo, be it npc or container. That especially goes for stims carried by dungeon npcs.

Hotkeys:
open_map="button" - restores functionaility of M/tab keys to open and close map.
Settings.ini:
hold_shoot=true - holding LMB over the critter while running a shooting animation will attempt to queue up a following shot
free_shoot=true - holding LMB over any critters will keep firing. Hexshoot adaptions maybe later.


Spoiler for changelog from saturday 15th:
Fixes:
- Fixed a problem with awkward npc spawning on all dungeon-type maps
- Fixed missing error names of some Npcs
- error
- Fixed the loot of the Funbox, now actually having a chance at spawning tier 3.

Changes:
- The npc replication time in War Mart lvl2 has been raised from 900 to 1800 seconds

Addition:
- Added Hospital level 2. Similar setup as the other level2's. A total of 3 polymer-lab style loot crates with 3 big mob groups guarding them. Higher chance to get repair kits, high overall amount of caps and stimpaks/healing items.

19
Changelogs / 14-08-2015 Changelog
« on: August 13, 2015, 09:37:24 PM »
I Have No Arm, and I Must Patchnote
Fixes:
- Fixed combatlog and hex shooting activation keys
- Minor item description string fixes
- Some map door issues fixed?

Changes:
- Negative reputation will no longer get bullied by guards.
- Negative reputation will deduct 1$ from payout per rep until positive again.
- Changed "rtsmode" hotkey to U by default (still configurable from hotkeys.ini)

Needler HN Ammo Change
20% Damage Effectiveness
430% Bleed

- Added Stimpack ammo for Needler [ needs image ]

Mustard Grenade
AP cost 80 -> 50
Duration (throwing >= 200) 60000 -> 63000

Smoke Grenade
AP cost 25 -> 55
All duration decreased by 5 (basic 18000 -> 12000, max 24000 -> 19000)

- Deploying now lowers attacker chance to hit by 10%  and has +10% critical effect resistance.
- Randomized smoke dispersion pattern
- Changed the perks of M1C, DKS, MSG, Steyr AUG and .223 Pistol and increased bleed on DKS
- The electro SMG deals 80% electro and 50% normal damage, for both modes. (DT applies for both)
- The BAR has AP cost and burstcount halved, range reduced by 5 and reload reduced by 25
- Plasma Grenade damage 90-130 -> 100-150
- Winded now removes AP+ regen
- Power Armor DT 30 -> 27
- Made Plasma Rifle's stats are 1.5x of plasma pistol's except range (35) and firerate (1200).
- Added Particle Accelerator  [ EW Sniper weapon ], Extreme damage, Extreme Range, Extremely hard to use. Use hex fire to try to land long distance shots!
- Sonic Cannon AOE increased by 1, made projectile invisible

Maps:

- Added Cover system to all core maps
- Changed the following 3 maps to hopefully make for a more interesting PvP experience:

Spoiler for Nuka Cola Factory:
Spoiler for Police Fortress:
Spoiler for Polymer Lab:

Addition:
- Added Adams school level 2 and War Mart level 2. Similar mechanics to Polymer Lab level 2, though War Mart is far from being soloable. Low chance of finding tier 3 in the bossroom, same bag used as in the PvP random Chest.

Door wars:
Skill 2 will open and enter door hex
Skill 4 will attempt to plant charges
Skill 8 will lock the door until you moved. Locked door can't be opened (surprise)
- Changed prices for door charge

- Added new Core feature, Now can see on map an ! which indicates an event has spawned

New Core Event :  Funbox
Funbox is spawned randomly in core in a random spot. It will open at random time (average 15 minutes) and remain opened for 5 minutes before self destruction. Value loot can be obtained by contesting these boxes. A certain threshold of players required for spawning of box(s).

Run Updater : Yes

20
Developer Corner / Cars - Cover or Shelter?
« on: August 09, 2015, 01:30:41 PM »
When Shangalar and me years ago early in dev process went through all sceneries in order to streamline the vision and movement blockers, we decided that every scenery which is roughly above waist height should block vision like a wall, because we noticed that we did not have a whole lot of sceneries to work with if we wanted to provide people with "shelter".

Only years later did Lidae come up with the cover system which has given us another angle on this issue and I'm interested to hear what people think about Cars, as many of them are of the same height as barrels or crates yet they block vision and thus dont provide cover.

For lack of a better word, Shang and me refer to a vision blocking object as "shelter" and to movement blocking items, with cover triggers for the hitchance malus as "cover".

Of course if we turned all cars from shelters into covers, certain maps will be reviewed again and might have other shelters placed to compensate. This affects only cars, al the trucks will still block vision as theyre quite tall.

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