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Topics - cirn0

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21
Changelogs / 05-03-2016 Changelog
« on: May 03, 2016, 03:00:34 AM »
UPDATE YOUR EQUIPMENT, WE'VE ENTER TIER 9 ENDGAME MODE, CHECK SHOPS, CRITTER LOOT AND CRAFTS!

All your bugged spray painted armors are converted to regular CA stats now!
 
RUN THE UPDATER

Additions
Made Happening Levels color coded for ZC Map
Spoiler for Hiden:
Made whole set of CombatArmor Mk3 for factions, now faction CAMK1 is actual CAMK1
Added more crafting recipes

Changes
Made Sneak no longer block contest but still able to get points
Added some perks to robes, and made robe/armor specifically for Boreal Church.
Slightly lowered rain volume, largely lowered sandstorm volume.
Spraypaints work on CAMK1 again
Removed Decrease DR and AP drain from the CLAW
Removed Auto Knockout from the AXE
K98 reload AP increased to 80 and min strength to 5

Fixes
Fixed some grid issues in the core maps [
Fix the ridiculous exp bug cause by server restart, multiplying exp of critters each time
Fixed Faustpanzer, actually works now
Fixed a pretty important item spawning issue.
Fixed the ~new-u reroll menu, now gifted and other traits compatible. Continue to report bugs and test
that out!

22
Changelogs / 04-30-2016 Changelog
« on: April 30, 2016, 04:41:55 AM »
Day 1 Patch RUN THE UPDATER

Additions
Books give exp when used
More crafting stuff added
Sciencing now avaliable near workbenches in the core
Crafting and Science gives experience
CTRL+G now auto refreshes and doesn't close
Offline sewer players cleaned out automatically

Changes
Mobs give more experience
Individual ammos do not sell
Merchant Prices adjusted

Fixes
Forced Tutorials dejavus
Fix to toughness
Added Becky & The Ikea merchant to Hounds Structure
Fixed Homemade Flamethrower
Fixing Boreal 15000 Base Door
Fixed merchants  ;)
Fixed small issue with the helpdesk
Fixed description of brahmin ambassador
Decrafting bench now working more..

23
Events & Politics / Prewipe Event
« on: April 05, 2016, 08:00:22 PM »
EFFECTIVE UNTIL WIPE

-Items tier 2 and lower do not drop from your inventory, weapon drops go into your inventory
-New characters are levelled to 27
-USSR theme plays softly as you approach death
-Legendary perks disabled for now until I revamp the system to curb over powered combos ( aka no duplicate perks )
-No removal of food and drugs on death

Will take any other suggestions to make these last few weeks more fun. Kill em all.  ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

24
Changelogs / 01-04-2016 Changelog
« on: April 01, 2016, 03:41:38 AM »
В этом 4 утра, и много thigns обновляется , слишком устал, чтобы получить возможность отправлять журнал изменений . Может разместить Завтра

RUN гребаная Updater


Thanks for participating, guys!
Happy April 1st

25
Just for the weekend.

The following are in effect:

You cannot leave the Core.
Player respawns are 10 seconds.
Respawning will place you in a random spot on anywhere in the core.

All crafting tool requirements removed and all recipes learned for all players, this includes T3 items.
All players spawn at cap levels.
Engineering set to 200.
Science set to 200.
Science enabled in the core!

Item spawns are increased 10x.
Mob spawns are increased 4x.
Mob patrol size halved.
Mob aggro radius halved.

Names are hidden. You cannot follow. You cannot squad.
Bounty will increase as you stay alive longer or take them from other players if you kill them.
Dying to NPCs will lose half your Bounty.
Leader board is based on Bounty.


Have fun!

26
News & Announcements / Wipe Status Level
« on: October 07, 2015, 02:50:24 AM »
If you want to play before wipe, new client will be uploaded after wipe
APRIL 23 2016

27
Developer Corner / Stealth 2.0
« on: September 23, 2015, 03:56:02 PM »
The goal of these changes it to simplify stealth for the end user while creating mechanical depth for the developers.

Each stealth item will now provide you with a stealth pool. ( Like a HP pool )
Actions which are considered un-stealthy will take stealth points from the pool.
How effective your stealth currently is directly related to your current stealth points.

This boils down all the calculations to one or two number that the user has to concern himself with while sneaking.

It is easy to see how sneaky you are by seeing a UI element telling you are 140 / 200.

What things we can do to make depth is for example:
Modify capacity to the sneak pool.
Modify regeneration rate of the sneak pool.
Modify the cost of action taken from sneak pool.
ect.

This makes sneak less of a binary skill of 0 or MAX%. We can make the sneak skill modify pretty much everything else and have it reflect very intuitively to the end user.

For Example :
Sneak Skill% can determine how fast they can begin regenerating sneak points after being in combat.
Inventory weight thresholds to determine the capacity.





28
Developer Corner / Tech Progression
« on: September 01, 2015, 03:44:59 PM »
Tech Progression and why did we decide to suffer the pains of doing all this.
The Technology Progression will be a series of of different trees that are what we classify as a progressive list of items per sub-genre.

Items will have a tech tier assigned to it between 1 and 10.
Factions will have technology value between 1 and 10. This will be the sum of the faction's highest tier
There will be a global technology value between 1 and 10. This will be the sum of all live faction's tech progress.

Example:
Faction A:
Pistol Tech Level 1
SMG Tech Level 2
Assault Rifle Tech Level 1
Faction Tech Level = 1.33

Faciton B:
Pistol Tech Level 2
SMG Tech Level 2
Assault Rifle Tech Level 1
Faction Tech Level = 1.66

World Tech Level = 1.5

Faction members can donate faction currency to progress the technology for their faction.
Faction can research different branches concurrently.
Each technology requires a set amount of points to finish.
Each Faction have a capacity of research per hour.

However the rate of research is determined by the following factors:

World Technology Level relative to the specific technology level.
Technology Funds from faction member donation.

We can add interesting modifiers:
Controlling Research facility in WM location increases faction research cap by 10%.
Controlling Global Electrics in Core increases faction research cap by 10%.

Example:
World Tech Level is 1.0

Faction A :
Does not own any bonus from WM.
Does not own any bonus from Core.
Research Capacity of 1000 / hour.
Researching Sniper Rifle Tech 2. Total cost is 20000
Research is funded from Faction donation at 10000.
World Tech Modifier = 1 / 2.

Effective Research Capacity = 500 / hour.  After 20 Hours, the funds will run out and the total amount researched will be 10000 out of 20000 (50% done).

Same example with world Tech Level at 1.5 would mean 750 pts / hour. And after 13.33 hours the funds will run out.

So catching up in technology is not as hard, faction with most caps will not steam roll.

After Finishing the technology research will make the item available to spawn in the Faction quartermaster.
The pricing of items will also be modified by the World Tech modifier.

Items spawned in the game will be strictly restricted to -1 / +1 World Tech range under normal operations.

The transition of tiers will be through a weighted spawn chance.
Example: ( Lidae please help me here. )
World Tech level = 1.0
0% Chance Item Tech Level 2
40% Chance Item Tech Level 1
60% Chance Item Tech Level 0

World Tech Level = 1.5
10% Chance Item Tech Level 2
80% Chance Item Tech Level 1
10% Chance Item Tech Level 0

World Tech Level = 2.0
40% Chance Item Tech Level 2
60% Chance Item Tech Level 1
0% Chance Item Tech Level 0

We've also opted to add a hard-cap to Technology Progression until player completes critical world events such as destruction of a faction. Our goal with the technology progression is to keep the game-play-fresh as the end-game and main activity of the game is PvP centric, there is no tread mill to run on, instead it is hopefully a constant competition. As the same competitive setting can get stale, we've elected that changing the variables every now and then will keep things interesting.

Armour technology will be separate and will be available to all factions based on World Tech level without research. A new block of armour will be added on World Technology Levels 3.0 , 6.0 and 9.0. This means you can enjoy a differences in the time to kill and try out different tactics while you may feel like superman with the brand new armours until dying in 2 bursts nearing the end of the armours effective life.

As a baseline for understanding, the current weapons and armours systems would be tier 9~10.

29
Developer Corner / Zone Control
« on: September 01, 2015, 01:43:39 PM »
Zone Capturing :
Requires a purchased faction flag OR CTF flag to be present to start capture.

CTF flag and purchased Faction Flag operate in the exact same mechanics, treat CTF Flag as a free faction flag.

Once entering into an non-faction owned zone with the flag, the countdown to drop the flag begins ( 2 minutes ).

Once the flag is dropped, capture timer begins. Flags cannot be picked up by the same faction after placed.

If flag is taken by enemy faction, capture is broken and capture time is reset.

If there are multiple flags, all flags must be captured for disruption. 

If more than one faction flag is placed in the same zone, the zone is considered contested and timers are locked until only one faction's flags remain.

Once timer is counted down to 0 without disrupting the capture, the assaulting faction gains control of the zone. Purchased flags are destroyed on conclusion of capture.

My thoughts and hypothesis:
Players can once again roam the core without fully alerting the swarm.

This hopefully adds some flavour to the otherwise deathmatch ZC where defending and/or attacking a flag becomes the objective. 

Considering there will be 6 factions and 4 CTF flags, the CTF flags should be highly contested for the ownership of the core. One faction can own all 4 flags but this should lead to all other factions being hostile against them. One faction may take all the flags and turtle with it in a favourable location.

Zone Payout:
Caravans will spawn from the zone that will move in the core towards the faction's gate carrying the zone's bonus payout. These caravans can be intercepted.

Zone Structures & Abilities:
Small structures players can construct or items they can use dynamically in the core.

Dynamic
Radio Tower
Static Faction Guards spawn and will alerts faction of enemy presence in zone.

Guard Post
Static Faction Guards that will aid caravans if attacked or attack enemy faction, Enemy Factions cannot initiate capture until destroyed.

Transport Hub
Possible In-core Fast Travel System ? or delivery of items to their base.

Caravan Hub
Faster Generation of Caravans?

Airdrop beacon
Call in air-drop / strike

Jammer
Disables enemy Radio Stations and Radar capabilities in zone

Mortar
Static artillery piece to provide indirect fire

Static Structures
CCTV Security Station - Neutral
Use to display estimated numerical values of players in adjacent zones.

Research Station
Increases Faction Research Cap

Production Facility
Increases Faction Production Cap

Train Stations
CHOOO CHOOOOO
 

30
Changelogs / 27-07-2015 Changelog
« on: July 27, 2015, 02:29:09 AM »
The Tenova patch.

Fixes:
-Fixed the crippling display, now correctly displaying first level cripples.
-Fixed issue with a jammed weapon and unable to use utility slot
-Fixed leg shot crippling first degree, now works with both legs

Changes:
-Mozambique now only applies to pistols.
-Remington fire-rate change from 400 -> 600
-12 gauge red shells bleed modifier from 150% -> 200%
-1st degree cripples for legs will slow target by 25%
-Each degree of arm cripple will lower target strength check for weapons by 1
-Each degree of leg cripple will lower target's AGI for AP+ regen by 1.38 AP/s.
-Removed EXP for CTF

Addition:
-Added indicator onto the pip-boy map showing contest, point of interest and quests.
-Resisting a critical effect will now display "Resisted"
-Random limb cripples will now be displayed as a hover message as well as in the combat log

Run Updater : Yes

31
Changelogs / 25-06-2015 Changelog - 2nd edition
« on: June 25, 2015, 02:14:29 AM »
Run updater or you will crash

Fixes:
-Fixed merchant issue
-Fixed Combat message : ERROR
-Fixed THE reputation bug that left everyone at 100k rep.

Changes:
-Instant replication changed to 10 second replication.
-Removed Armor Bypass penalty for sneak ( Temporary WIP )

Solar Scorcher
-Now leaves plots of fire on the ground that deals 1.5x written damage. (up to 1.8 with Jomani)
-Base Damage halved
-Reload cost now 30ap

Faction Currency & Economy
-Your faction payout will now be paid in faction specific currency
-The ZC merchant only accepts faction currency from its own faction
-ZC Participation Rewards are retrieved from Becky now
-Increased Payout ratios

Merchants now accept all condition items at this price formula:
Value = Item Cost * Deterioration * Quality
Deterioration is a multiplier from 1 to 0 based on the %. (50% deteriorated item will be 0.5).
Quality Coefficients
Perfect : 2x
Outstanding : 1.5x
Cool : 1x
Better: .5x
Normal: .25x
Will not accept items worse than Normal.

Tracers
-Tracer visibility now determined by perception , 10% to see per perception per bullet.
-Tracers now visible as long as you see either the target or the shooter.
-Projectiles line of sight checking re-enabled ( Tell me your frame rates Teela ).

Combat Logger "The L button"
-Anchor button [ O / X ]  when active will ignore all mouse clicks so you can click through it.
-Bypass button [ C / L ]  when active will have combat messages bypass the default message box.

Features:

New Sound System [ FMOD integration ]
-Directional sound playback.
-Sound Attenuation, the further you are from the source, the softer it will be.
-Weapon firing sounds will now be heard even if the source is not seen.
-Suppression, Winded and Dazed will apply the shell-shock filter ( Muffled Sounds ).

This is very experimental and some sounds have not been ported yet, various tiny things.
The stability is questionable, so if you're crashing do report it.

Run updater  or you will crash

32
Changelogs / 02-06-2015 Changelog
« on: June 02, 2015, 02:08:04 AM »
I call this one "the stillborn".

Fixes:
-Bleed timer continues regardless of additional applications
-Fixed a possible issue with PE and power armor
-Squad friendly fire or "~forget 1" FF won't cause reputation penalty fix
-Fixed a door issue related to door charges

Changes:
-Yellow Nuka Cola come down only takes off excess HP instead of losing 500 flat.

Features:
-Zoo critters are now full looted with 1 click

Platoon names rework
Auto-added on base buying, no name reservation required
Name should be:
1) Unique
2) > 2 symbols
3) Only letters, numbers and spacebar

Bursting Changes
-Bursting without direct sight of a target will incur toHit Penalties (15%)
-Targets on the outter edge of a burst will incur toHit Penalties (1.5% per degree off center, this penalty is doubled if target is not in view)

Weapon Reloading / Caliber WIP
-We just added a feature that can allows weapons to load different ammo types. This has some odd side effects to reloading when out of actual usable ammunition. We'll fix these issues as we go along. For now, the pipe rifle can load all sorts of calibers.

Crippling Changes WIP
- Crippling now goes in 3 levels. (This is not even balanced properly atm)
Level 1 Crippling will be minor effects
Level 2 Crippling will apply the original behavior such as unable to use 2 handed weapons and forced walking.
Level 3 Crippling will even stronger than the basic crippling

Every level of eye damage will reduce CTH by 25%.

Now weapon drops checks have less change with non-crippled arms (+10% chance to avoid)  but each level of arm crippling increases chance to drop by 10%.
For two handed weapons this malus is added from both arms.
For one handed weapons, it uses the healthiest arm for this check.

Leg Cripples will now have a 20% bleed coefficient per level of cripple, so 3rd level leg damage will do an addition 60% bleed.
Increases knockdown chance by 10% per leg cripple per leg.
Base chance of knockdown reduces by 10%.

Plan on having certain weapons inflict a double dose of crippling on one shot, mainly to differentiate the fast shooting low damage crippling weapons from the big shots. This gives us a bit of room to flesh out some more depth in crippling, allows us some space to balance critical effects and fast shooting weapons. 

Combat Logger WIP
 Hardbinded to L (for now), press to toggle.
 You can drag it by clicking it in the main body and resize it by clicking the bottom right of it.
 Mousewheel over it to go up and down.
 Be careful not to have this up in combat as it will block mouse clicks.
 Could use better art. Default position, and size is available in the settings.ini

IRC PvP Stronger
IRC Channel #aop will now have a bot that will output any active ZC status in the core.

Settings / Configs inis
Settings.ini will now automatically populate with newest settings if they are not already there
avoid_negative_ap_deploy=1
avoid_negative_ap_deploy_retry=1

config.ini
Shown bullets per burst counter in weapon description
hide_item_description=1 - text item description in inventory is not shown (only characteristics)
~hideitemdesc

I probably missed some stuff and this took 30 minutes to write QQ.
Run updater

33
Changelogs / 19-05-2015 Changelog
« on: May 19, 2015, 01:26:58 AM »
Just a courtesy patch, devs are still dead as ever  :'(

Fixes:
-Double item swap.
-Avoid negative AP reload fix

Changes:
-Red Nuka Cola now will shred your armor on consumption reducing your armor to 0 durability. You won't be able to repair it while under the influence either.
-Power Armor now susceptible to critical hits, instead of ignore critical hits, it will now lower the Critical Power roll by 4, if the roll becomes less than 0 then the critical is ignored.   
-Rad Rifle given Decreased DT trait.

Features:
-Squad friendly fire or "~forget 1" FF won't cause reputation penalty fix

hotkeys.ini:
hex_shoot=ctrll
changeabe hex-shooting activation button

34
Changelogs / 25-04-2015 Changelog
« on: April 25, 2015, 03:45:32 AM »
I'll patch when I wake up. Too tired.

Fixes:
- Aimed shotting with Mozambique won't combo into headshot
- Merchants item quality now correctly ALL cool.
- Power Armor repair eating all your metal parts.


Changes:
- Reverted "The Great Spear Nerf of 27-01-2015" to reflect increased rarity and previous mechanic changes.
- Buffed Pipe Rifle

Minigun Changed
Min strength 7 -> 8
Min Damage 5 -> 4
AP Cost       12 -> 14
Removed Partial Reloaded
Max Accuracy -15
Changed Perk1 Accurate      -> Faster Reload
Changed Perk2 Suppression -> BROF

Avenger Minigun
Max Damage  7 -> 8
Min Damage   4 -> 3
Max Accuracy -15
Removed Partial Reloaded

Metal Armor MkII
Normal DT 15 ->  21
Normal DR 55 -> 40
Fire DR 15 -> 25

Tesla Armor
Normal DT 10 ->  15
Laser DT 15 -> 16

Addition:
- Added Gravitron - Has a push and pull firemode
- Added Sonic Cannon , EW Large AOE CC weapon

New Settings.ini Addition
stop_on_attack - click on target stops the critter if not enough AP
avoid_negative_ap_reload - reload (R) will never be done if it will put you in minus AP or you have not full AP
avoid_negative_ap_reload_retry - if reload wasn't made because of avoid_negative_ap_reload, it'll be done as soon as it won't put you in minus AP or you have full AP

RUN PATCHER
Patcher no longer rewrites certain setting files

35
Changelogs / 16-04-2015 Changelog
« on: April 16, 2015, 02:12:06 AM »
Pillars of Eternity is good game, so only a small update this week.

Fixes:
- Throwing spears and colas from Util Slot.
- Epinephrine now works.
- Certain Client FPS issues related to missing a shot.
- Critical SPECIAL Resistance perk and leadership buffs giving much more than intended bonuses, now gives intended and listed bonus.
- Removed FoV on projectiles until FPS efficient method is found.
- Kamikaze Trait description.

Changes:
- Decreased DR weapon trait now acts as partial bypass. Example  ( 10% DR  -> 4% DR ) before it was flat reduction.
- Incinerator Singleshot no longer does direct damage on hit.
- Renamed Djibooti shooti weapon perk.
- New Character Perk Mozambique shooty, every 3rd unaimed shot will become a headshot.
- Trick shooter now applies to all weapons.
- Reworked Crit tables
- If you roll beyond the maximum critical roll with Better Criticals weapon perks, it will now reduces target's SPECIAL critical resist by 5%.

Additions:
- Hex shooting now snaps to where you will actually hex shoot when aiming at obstacles.
- Added a prompt to replicate instantly.
- New map, a firing range brought to you by bobtime. (Try and get the npcs to drop power armor, please report to me)

Run Updater

36
Changelogs / 10-04-2015 Changelog
« on: April 10, 2015, 12:35:24 AM »
Fixes:
- Fixed Defib AP Cost
- Fixed item binding.
- Fixed leadership sight buff ignoring night time effects
- Power Armor related speed adjustments fixed
- Fixing hex shooting over tables ?
- Fix sprinter speed bonus remaining when stripping
- Fix undeployed & util nade throwing
- Fix minor item descriptions
- Hex Shooting ignores direct critter clicks once again.

Changes:
- Flamers, Plasma Cannons and Plasma Grenades can crit.
- Legendary items now deteriorate once again, also repairable.
- All food lasts 1 hour
- Traps stacking in inventory
- Did things to the incinerator second firemode
- Changed most energy weapon ammo capacity in preparation
- NPCs will now pickup items blocking their path
- Simian warfare only affects SG
- Revamped some reputation issues and base visibility, resigning will now show all faction HQs
- Can no longer visit HQ that is not your own factions regardless of reputation.
- Defibs now break after 5 uses.

Additions:
- ~help requests will now be sent to irc channel, help will be more likely.
- Traps set by squadmates now visible to Squad
- Added graphical ring for effective range when Util slot is active
- QOL changes to Util slot, will be generally more fluid to enter and exit util mode
- Better sprite projectiles for everything. x1000 higher definition
- Projectiles now adhere to line of sight. You will only see projectiles if you have it in view. [ Report FPS issues if any ]
- Added Door Breeching charges to merchants, use it on doors to blow em out
- Added Epinephrine, single use defib item. [ Could use better graphic ]
- ~npcnames to toggle on or off npc names

Run Updater

37
Changelogs / 01-04-2015 Changelog
« on: April 01, 2015, 12:42:53 AM »
Fixes:
- Map fixes
- Fixed being able to target a critter because blocked by item sprite
- Fixed a possible bug allowing player to run with no-run weapons
- CTF name issues fixed
- Possibly fixed the leadership stat leaks which requires sugarmaning yourself.
- Fixed biggest swarm HOF

Changes:
- Simian Warfare: works with afterburner
- Increased the damage of all weapons using the .45ACP round (except Colt M1911)
- Added 10DRmod to .45ACP (Positive mod, resulting in less armor penetration)
- Decreased AP cost of M1C, MSG90 and DKS Sniper Rifles by 10
- Added cover triggers to Robco Enterprises and Junk Paradise
- Changed Junk Paradise, opening up more ways in the southeast corner of the map

Additions:
- Scoped weapons now lowers peripheral vision ( 10% per scope level )
- Night time now reduces sight range ( Co-efficient of perception ranges from 4 ~ 1 depending on time ).

Player chat commands:
~forgive 1 will not cause reputation penalty if player from same factions attacks you
~forgive 0 will cause reputation penalty if player from same factions attacks you
~reshoot and setting.ini [controls] reshoot=0
Settings for the case, If you shoot with not enough AP, the shot will or will not be made when AP restored.

38
Changelogs / 26-03-2015 Changelog
« on: March 26, 2015, 01:01:45 PM »
A tiny one before I go off to my basement and play Bloodborne / Pillars of Eternity for the next month.

Fixes:
-Fixed Hoarder, works for loners switching factions as well now.
-Improved Awareness thru objects some more.
-Fixed the burning man bug when using drugs on your mainhand.

Changes:
-Removed ability to First aid and doctor Tables and walls
-Removed ability to Drug Tables and Walls.
-Added 400ms wait time after using first aid, doctor or drugs.


Additions:
-Pressing A while having a drug on main hand now works
-Change Roof transparency with ~roof [0~255]

39
Changelogs / 13-02-2015 Changelog
« on: February 13, 2015, 01:38:17 AM »
Fixes:
-Fixed Food being classified as drugs A & B
-Fixed Client Side character sheet errors
-Fixed Medcinae Doctor
-Fixed Hex shooting with deploy weapons AP cost
-Fixed Bug with ground fire doing no damage to people walking into it
-Fixed Skill points of secondary skills using the Throwing skill as the cap if it is the highest
-Fixed Kamikaze trait

Changes:
-Leadership Critical Chance (20 -> 10)
-Leadership Psychopath (10 -> 20)
-Bonus bleed removed from BAR and SAW (There is still bleed on the ammo)
-Removed a HTG from BAR and replace with Suppression
-Removed Better One Hex from SAW replaced with More Dakka
-Increased M21 firerate from 1,000 to 900
-Removed Bleed 30-06 ammo
-Changes to both Garands
-Lowered M1C firerate from 600 to 900
-Changes to punch gun
-Bandage and defibrillated timeouts are reset when respawned
-Information of weapons' fire rate is showed in full description in the inventory
-Defibrillators can be used from utility and hand slots only
-Crit effects for torso reduced, less knockback, less armor bypass.
-Changed Bleed Resist now ticks every second for Bleed / (1 + log( 1 + cr.Stat[ST_BLEED_RESISTANCE])) damage;

Additions:
-Added new skins for Tesla Armor and Combat Leather Coat [ Huge thanks to Alex Shura, lots of new armor skins coming ]

RUN UPDATER
If your game is crashing, check your DataFiles.cfg, it will be rewritten by the updater.

40
Changelogs / 06-02-2015 Changelog
« on: February 06, 2015, 03:22:15 AM »
Fixes:
-Quick Drug On Target hotkeys fix
-ZC timer reworked
-Dungeon bosses immune to poison
-Grenade Pistol now properly 1 handed
-Fixed combat knife aimed shots
-Knockouts fixed (3.6seconds - 0.1second per EN - 0.6s per Quick Recovery)

Changes:
-Lowered LSW damage
-Raised SAW Damage
-Lowered M21 fire rate/increased AP
-Lowered DSR/AS50 Firing Rate (not AP)
-Reworked Super Cattle Prod
-Reworked Electro Rifle
-Increased AP to fire/reload grenade pistol
-Lowered Barbed, Festering Spear AP cost
-Raised Dynamite Spear damage
-Lowered Concussion Grenade damage (slightly)
-Fixed Plasma Pistol traits to reflect ext capacity
-Do Or Die Perk buffed to 4/aps
-Shotgun Ammo revamped
-More Criticals Weapon Perk changed from 2 to 5%
-Finesse now adds 10% base critical
-Nerfed Better Bleeds Leadership Buff (20 -> 10)
-Nerfed Reload Leadership Buff (20 -> 10)
-Nerfed Armor Bypass Leadership Buff (20 -> 10)
-Removed Bleeds Chance Leadership buff
-Payouts increased by about 2.6x
-Removed Better Bleeds
-Removed More Bleeds
-Lowered Bleeds on all Snipers by about 20%
-Changed Perks in Sniper rifles
-Punch gun now has running reload
-Opened up more passages in Gunrunners map
-Opened up the north wall of the southwestern building on Eastern Square

Additions:
-Shift+g will make you pick up all items on the hex one by one
-Added Deep Wounds Weapon Perk , +35% Bleed on Critical Hit
-Added Hemorrhage, +20% Bleed
-Added Slaughter Shot Weapon Perk, 20% More Critical Damage.
-Added Quick Scope, 33% Less AP required for Aimed Shots.
-Added cover system to Polymer Lab and Eastern Square

Added a hotkey to stop: "stop". Settable in hotkeys.ini
Key 9 (show dead bodies) is set to be 9 by default and configurable by show_bodies through hotkeys.ini

Added ability to bind items to slots:

To bind:
1. Open inventory screen
2. Hold CTRL
3. Click an item
4. Release CTRL
5. Press a number from 1 to 9
To use:
Ctrl + number outside of inventory

Hotkeys are currently hardcoded and do not block other hotkeys (sorry if you have them used)

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