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Topics - cirn0

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61
Changelogs / 14.10.2014 Changelog
« on: October 14, 2014, 12:13:33 AM »
Bugfixes:
-Dropping inactive stealth boy no longer de-sneak you
-Hopefully fixed NPC corpses disappearing in assassination missions
-Fixed some NPC issues

Tweak:
-Added Lighting to the Fire
-Thrown Spear now hit in a line near the targeted hex
-Thrown Spear speed coefficient increased with strength
-.50 BMG availability in shops halved.
-New ground item and inventory graphics(Run Updater)

62
Technical Center / Client FPS lag when crossing zones
« on: October 12, 2014, 05:17:25 PM »
Hello,

I've recieved reports of major FPS lag / freeze when crossing zones. Please post your FOnline.log in your AOP directory in this thread, thanks!.

www.pastebin.com

63
Developer Corner / State of Factions and ZC Payouts
« on: October 09, 2014, 06:22:21 PM »
A small part of the plan to make Factions & Reputation more meaningful.

We're giving each faction stats, for starters each faction will have a wealth attribute associated with them.

For each zone held, it will generate a caravan that spawns from that zone and will travel to reach the faction gate. Upon reaching the faction gate, that faction will gain wealth. The spawn rate will be adjusted based on players online and possibly more often during the weekends.

We'll remove caps from vendors so its no longer about who camps the vendors. You will be paid in dividend of your faction's wealth that is modified by your reputation/fame/average ZCscore.

This faction wealth state for the first phase of things will just simply determine player payout but in future will be extended for other features such as buying faction wide facilities or upgrades.

Of course this should be a lot more meaningful when the economy is fixed.

64
Developer Corner / Submachine Gun
« on: October 09, 2014, 05:30:45 PM »
So in order to differentiate the SMG from all other weapons, I've was thinking of making the SMG sub-type the "gamble" gun.

It will have a huge variance in it's potential damage making it unreliable. The further the target the larger the variance in damage. This might actually in-fact promote the hit and run style its designed to do as you're fishing for the big hits, if you don't score a big hit, you run to cover.

So, yes RNG in my competitive gaming, for the sake of fun and balance.

65
Lets start off by quoting myself from some earlier post I made in suggestions:

Quote
The deterioration mechanics are in for some changes.

Currently it just goes from 100% -> Broken, Stats changing every 25%.

For starters:
In future, hope to have items with another value called Quality,
In the scale of 0 = Mint , 10 = Garbage
Crafted items will be within the 0~4 quality range.
Store bought items be between 2~5 quality range
Found items between 0 ~ 10+.

Item deterioration speed will be multiplied by quality.
Each repair will have a chance of increasing quality by 1.

Hopefully increasing the value of armours and weapons that are crafted as well as increase the turnover rate of items in the economy.

Now, this next part is completely inane and up for discussion:

I want to add in the ability for players to mod their weapons / armor, so in conjunction to the quality from the above quote, crafted items will have 0 to 5 OPEN SLOTS for MODS .

What are mods?

MODS will simply be new items that can be inserted into weapons / armors to insert a new perk.
EXAMPLE - BROF MOD inserted into your weapon that has 1 SLOT OPEN => weapon with BROF and 0 SLOTS.

I am debating to allow for duplication of the same mod which will result in obvious imbalanced weapons but possibly FUN? And of course massive rage when you lose it to getting one shot by a sneak melee.

Tell me what you think!


66
Changelogs / 08.10.2014 Changelog
« on: October 08, 2014, 02:44:15 AM »
Bugfixes:
-Removed mining exploit

Tweak:
-Added 40mm Incendiary and Smoke to ammo merchant
-Added Boxes of 7.62x39MM to ammo merchant
-Fire now credits ZC score
-Plasma Cannon 5th perk now Greater AOE (+1 Radius)
-SAW 5th perk now Rapid Fire (20% more bullets per burst)
-Changed Fire sprite (Run Updater)
-Diminishing EXP from mobs removed.

67
Changelogs / 07.10.2014 Changelog
« on: October 07, 2014, 12:06:00 AM »
Bugfixes:
-Sight vision bug with leadership fixed
-Stealthboy activation without consumption of energy bug
-Fixed a bug with ctrl + firing skipping aimtime
-Fixed a hex bursting when clicking target would burst above the target (where your mouse was at)
-Defibs now properly revive targets at negative HP. (before always revived at 1 hp)

Tweak:
-Optimized the fuck out of smokes! [No more server lag I hope]
-Stealthboy energy cost is now kg/5 starting from 10kg.

68
Changelogs / 03.10.2014 Changelog
« on: October 03, 2014, 11:14:21 PM »
2 rerolls credited to all players

Bugfixes:
- Fixed an issue with reputation when you leave your faction
- NPCS now less likely to doctor themselves infinitely
- Negative leadership buff fix
- Fixed dropping containers in the Core

Tweak:
-Sneaking with big guns will result in a malus of 25% total sneak skill
-Running while sneaking with a big gun is an additional 25%
-Sneaking with rifles will result in a malus of 15% total sneak skill
-Running while sneaking with a rifles is an additional 15%
-Stealth energy cell cost now factors carry weight.
-Going into stealth takes 200 energy units.

-Smoke now blocks LOS with 2 hexes of smoke (3 before)
-Smoke grenade buffed in duration to base of 18 seconds up to 24 (max throwing)
-All Assault Rifles have burst damage increased by 5 damage and range is single - 5 hexes
-DSR damage reduced by 20, increase bleed by 50.
-AS50 damage change to 75-75, increase bleed by 50.
-Increase SAW fire-rate by 50%, bullets fired upped from 15 to 18.
-LSW burst damage increased by 3 and range increased by 3.
-Defibs now resurrect target with less health
-Molotov and Incendiary nade damage now uses the min and max dmg
-Remove bleed limit of 300, raised max bleed damage per second (30 -> 60).

Features:
-Added command ~ignore "text" which will block all messages from faction chat if message contains they keyword
-~unignore "text" will revert that. This does not save over sessions.
-Untag button now ban's target from retagging. This does not save over sessions.
-Fireteam leader can now manage the squad
-Projectiles now scale according to zoom %


69
Developer Corner / Assault Rifles
« on: October 01, 2014, 12:01:06 PM »
Its shit right?

70
Changelogs / 30.09.2014 Changelog
« on: September 30, 2014, 12:04:30 AM »
Bugfixes:
-Plasma cannon exploit
-Fix to legendary weapons
-dropsquad works now for real.
-fixed hex fire not de-sneaking targets.
-fixed first shot on sneaker not inheriting the armor bypass penalty.
-fixed extreme negative reputation overflowing into positive
-fixed an error in learning blueprint G3A3 when you actually learned AK-102 Ext
-fix some leadership bugs
-Volume of crafting materials set to 0
-Opening doors now quicker refreshes visions of critters
-Plasma Cannon art added to updater

71
Game Tips & Guides / Zone Map Bonus
« on: September 26, 2014, 06:39:19 PM »
Just some info for you guys as this wasn't available anywhere.

ZoneMerchant Stock
Junk ParadiseCrafting Materials (Common)
DistilleryCrafting Materials (Pipes) & Alcohol
Gun RunnerCrafting Materials (Scopes)  & Small Guns
Police FortressCrafting Materials (Scopes)  & Small Guns
Nukacola factoryCrafting Materials (Scopes)  & Crafting Materials (Common)
Robco enterprisesCrafting Materials (EW) & Big Guns & Energy Weapons
Library ParkCrafting Materials (Drugs) & Melee
Power plantCrafting Materials (EW) & Energy Weapons
WhorehouseDrugs & Small Guns
Biological LabCrafting Materials (Explosives) & Explosives
Water PlantCrafting Materials (Pipes)
Polymer LabCrafting Materials (Armor) & Armor

Bonus Mechant Supply for owning all 3 zones a faction's gate.
Bonus Mechant Supply for owning more than 6 zones.

72
Developer Corner / Sneak
« on: September 26, 2014, 05:13:55 PM »
Sneak seems to be the meta and hot topic, especially with rerolls coming in, i'm seeing over 70% of ZC players sneaked for V-tec even.

I understand there is no penalty for weight or weapons.

I don't think its intended for sneak to be in this state, I personally don't like the whole invisibility system especially when we have made huge maps such as these. Hide and seek isn't the idea for large scale combat.

This is change aimed mostly for balancing sneak BG and Snipers.

For immediate changes :
- (~25%) reduction to total vision instead of flat 3 PE.
-Running with BG, 2-handed rifles will result in large sneak malus (~ 30%, 50% )
-Malus in sneak for just holding a 2-handed weapon (~ 30%, 50%)

Opinions and feedback are very welcome to help balance sneak.

73
Changelogs / 26.09.2014 Forced Rerolls
« on: September 26, 2014, 12:06:14 AM »
Servers will be patched and when you log back in you will be given a warning in your chat.

All bugged characters will have SPECIAL set to 1. You must use the ~reroll.

ALL PLAYERS RECEIVE THIS FEATURE TO REROLL EVEN IF YOU ARE NOT BUGGED! YOU WILL HAVE 5 REROLLS IN CASE YOU MESS UP!

HOW TO REROLL

SPECIAL POINTS
To reroll open chat box and type ~reroll and your special points in order.
You have a total of 40 points to spend.

Example:
  • ~reroll 6 6 6 6 6 5 5
  • ~reroll confirm
Do not calculate your traits in the reroll.

Example:
If you are GIFTED and BRUISER
~reroll 6 6 6 6 6 5 5
You will end up with these specials
9 7 7 7 7 6 6

Example:
If you are FOUR EYED and want 10 PE
~reroll 1 11 8 9 1 5 5
You will end up with:
1 10 8 9 1 5 5

PERK POINTS
You will get the correct amount of perks, just simply select them.

CLOSE AND REOPEN THE CHARACTER SCREEN AFTER EACH PERK SELECTION.

SKILL POINTS
You will get your PERKS and SKILL points refunded and you will be TEMPORARILY dropped to LEVEL 24 if you are ABOVE 24.

Put your skill points in now.

Any experience gained will revert you to your original level if you are above 24 and you will gain the rest of your skillpoints and perks.

Thank you for your patience!


 

74
Changelogs / 25.09.2014 Changelog
« on: September 25, 2014, 02:00:39 AM »
Bugfixes:
- ~dropsquad should now works (3rd times the charm)
- Squad fixes, no more ghost squadmate
- Hopefully fixed losing leadership buff problem giving negative stats
- Fixed wall hack bug, affected chars should now be restored to normal.
- Fixed bug where bursting one person with sneak debuff would cause armor bypass on everybody who got hit in that burst.
- Fixed so that item perks show properly (finally) with Medicinae Doctor
- Fixed so you can't enter HQ of other factions (except the courtyard)
- Fixed so you can't tp to your own room from another faction
- Fixed AC bug when creating a new character
- Fixed Normal DT leak from (dr/b)ugged characters.
- Fixed obscure hex throwing bug where if you had a weapon on reload mode and used utility throw it would have 0 chance to hit.
- RandomAssignment mob in-fighting hopefully fixed.
- item description fixes
- dialog fixes
- Building manager room change cost fix

Tweaks:
- Persuasion factor removed from Zone control payout reward. (payout increased)
- Friendly fire in platoon base no longer results in rep loss
- Corelife spawns no longer spawn infinite children
- Less nodding npcs
- Can no longer be defibed by faction who killed you
- Secondary skill cap reinstated. Can only raise them to your lowest secondary tagged skill.
- dungeons are now no log out

Additions:
- Added Plasma Cannon to the game

75
Developer Corner / Armor Class mechanic
« on: September 24, 2014, 03:09:16 AM »
Hello! The AC mechanics has been live for a bit of a time, would appreciate some feedback and discussion on it!

Armor Class is a % chance of reducing aimed shots into non-aimed shots. The effect is signified by an "Evaded" readout.

76
Changelogs / 19.09.2014 Changelog
« on: September 19, 2014, 01:09:38 AM »
Small patch tonight.

Tweaks:
All Squad members can see one another now.
Medicinae Doctor perk now allows you to use manual defibs (if you have FA >= 150).
You should now see item perks you unlock with Medicinae Doctor perk properly.
Added Dodger perk back in (25 AC while running).
Changed cooldown for dungeons from 1 minute to 6 minutes.

Bugfixes:
Fixed (hopefully) so that you can't enter two groups into the dungeon boss room at once.

Changed level requirement for perks (you can pick normal perks up to and including lvl 26, new perks starts at 27).
This is for players who kept their unused perk from level 24 whom leveled to 25 and couldn't pick combat perks anymore

Fixed eye shots available from all direction bug.

"Server performance tuning."

77
Challenges & Accomplishments / Weekend PvP! Find yourself!
« on: September 18, 2014, 01:23:46 AM »
Raw 720p videos of PvP taken from GM perspective!

4 videos on youtube


and

10+ on my hitbox!
http://www.hitbox.tv/cirn0


78
Changelogs / 18.09.2014 Changelog
« on: September 17, 2014, 07:39:26 PM »
ATTENTION!
To fix many issues related to drug items, leadership boosts and such other game breaking bugs, a SPECIAL/Skill points reroll is required from every character.

REROLL CAN BE PERFORMED SAFELY.
- If you rerolled during the first 30 minutes of the patch (if you rerolled before 9:30 EST [ 1:30 AM GMT ]) and lost PvE skills, cirn0 will personally fix your problem. Just find me on irc or ingame using the ~help command.
- For all those that rerolled after the second patch 9:30 EST till 12 PM, the only thing that I forgot then is Lifegiver and Deadman walker + Level 24 + characters. This can be fixed by simply rerolling again without the assistance of any GM.


The command to use is the following:

~reroll S P E C I A L   
(example ~reroll 6 8 6 4 6 5 5)
then confirm your choice typing ~reroll confirm

- You can spend 40 points through your stats as usual. ALL TRAITS AND GAIN-SPECIAL PERKS WILL BE ADDED AUTOMATICALLY, so don't account them in your total.
- If your character lvl is >24, your level will drop to 24 after rerolling to allow you to invest all your skill points. As soon as you hit anything for experience you will immediately get back to the level you were before as well as get your post 24 skill points.
- Reroll is usable once and only once for every character, and you have one more reroll if you messed up your profile by accident. There will be a grace period of five days to reroll your stats if your char has been bugged, you will be dropped to 1 on all SPECIAL until you reroll afterwards. We advise you to just choose the same build as you had when you created your character, but you do as you like. Choose carefully!

THIS REROLL DOES NOT LET YOU CHANGE PERKS OR TRAITS OR TAGS


Bugfixes:
- Fixed Drug related issues and effects are now lost properly on death.
- Fixed descriptions for the drug effects.
- Fixed some stuff with carry weight.
- Wakizashi and combat knives thrust mode really works now.
- Fixed a bug with the minigun Avenger.
- ~dropsquad command should work now.
- Fixed hex_firing a two handed weapon with broken limbs bug.
- Fixed Food issue.
- Fixed Random Assignment mobs respawning.
- Fixed some barter related issues.
- Merchant fix for rounding down on item value for the mine and junk merchants.
- Dungeon Mob EXP fixed , EXP was not refreshed on respawning before.
- dialog fixes.
- multiple map fixes.
- item fixes.

Tweaks:
- Lowered Alarm sensitivity in Assassination missions.
- Increased max charge of stealth boy to 30 minutes, up from 20.
- Added info about lvl and gear req when you are denied entry to zone that is being captured.
- ZC payout (reputation and caps) has been boosted quite a bit.
- All northern grids hiding spots blocked on Core maps.
- All patrol routes revised to try to prevent spawn kill when traveling in the Core. The efficiency of that first fix varies from map to map but all in all, it should happen less often.
- All random spawn pools revised: Human and stronger mobs presence in the Core has been reduced. Animal spawn has been increased. There are now more predictable animal types in each Core map.
(For your information, out of Phoenix Fire geckos and brahmins show up mostly in desert random encounters, Deathclaws and golden/silver geckos in mountains, and humans in city maps.)
- Mobs will spawn more frequently on Maryland Avenue, Sun City Grande, Paradise Valley and Warmart, less on Adams School, Vault-Tec Enterprises, Eastern Square and Central City Village.
- Faction guards now spawn from time to time on Adams School, Vault-Tec Enterprises, Eastern Square and Central City Village.
- Faction guards spawn more often on gate maps.
- Strong mobs (Hellfire Geckos, Aliens Matriarchs, Ancient Floaters, Primary Centaurs, Patriarchs & Matriarchs & Grey Deathclaws) have received a boost to their hps, armors, speed and exp. All of them run as fast or faster than humans.
- Mutants received speed, armor and hp boosts as well. Ghouls received hp boosts.
- All the animals have been rebalanced and the experience gains have generally increased.
- Many animals have received slight speed boosts. In general, stronger variants are faster than weaker ones.
- New mutant equipment for all muties.
- New ghoul equipment for all ghouls.
- Children equipment for all children (rocks are going to fly once more!).
- Phoenix Archives dungeon has received a few modifications and fixes:
-> in general, animals are less numerous but more powerful. Albino molerats especially should be seriously focused.
-> Bosses (Blindfang, Tom Ankhs, Harshskin) have received boosts to their stats.
-> Harshskin bossroom has received some modifications, and many molerats have been removed.
-> ghouls have received a boost to their hps.

Additions:
- The Armor Class has been re-implemented (WIP):
-> Armor Class is a % chance of reducing aimed shots into non-aimed shots. The effect is signified by an "Evaded" readout.
-> Armor Class while standing still is your luck attribute.
-> While moving, your Armor Class equals to 10 + 2 * Agility + Dodger Perk (if you have it).
-> Perception reduces target's Armor Class roll by 2 * perception.

- Right clicking now closes the context menu.
- New creatures will spawn in Phoenix buildings: Deathclaws and molerats.
- new platoon names have been added.
- Added puffer and armed puffer graphics.
- Added new rubber doll and destroyed rubber doll ground icons (the most important).

Interface improvements:
- enhanced main UI halos with better blur, enhanced font for ammo and HP, bleed and rad icons are now moved on the right.
- F1 help screen updated.
- new icons for leader/follower when tagging someone in-game.
- new main UI needles.
- new buttons.
- Fixed a bug in the dialog box.
- Fixed a bug with multiple bodies on inventory.
- Quit button polished.
- a lot of polishing and images optimization.

RUN THE UPDATER TO GET THE NEW FILES.

79
Developer Corner / Would you want damage screen effect?
« on: September 09, 2014, 02:51:55 PM »
I feel like when you are getting shot it isn't very noticeable, especially in big mob PvP. Would you guys want some sort of screen effect to show that YOU are being hit / knockdowned / low health / suppressed / ect.

And of course if I make this there will be an option that can turn the feature on or off.


80
Technical Center / [SOLVED]Missing Cursor!
« on: September 05, 2014, 07:21:26 PM »
Reports of missing cursors when playing the game. The problem is because you're using the .DAT files from Fallout 1 instead of Fallout 2.

Replace them using Fallout 2 DAT files!

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