Author Topic: 16-03-2015 Changelog  (Read 9908 times)

Lidae

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 644
  • Wasteland scientist
    • View Profile
16-03-2015 Changelog
« on: March 15, 2015, 10:28:06 PM »

Fixes:
-FTLs can now demote themselves
-Pressing "B" (weapon swap) without Street Samurai will stop the char immediately
-Tied the loot respawn in the final room on polymer lab to the npcs in that room. (Loot respawns only when the mobs die)
-Fixed some drug messages
-Fixed some very minor worldmap fog issues.
-Fixed several bugs relating to loot respawn in robco/polymer
-map fixes and updated nukacolamachine graphics
-Adjusted respawn time of polymer NPCs

Changes:
-Capped Run speed to 10 hex/second.
-More grenade stock in the merchants.
-Removed ability to throw nades when under RAGE COLA.
-Increased polymer difficulty slightly (and loot)
-Buffed Scoring for medical actions
-Score for defib
-Score for usage of medical items
-Score for healing bleed
-Buffed AP Drain , Now also disables target's AP regen+ for 1.5 seconds per application. Stacking.
-Changed projectiles missing behavior
-FTLs can now use RTS-mode (not just leader of a squad).
-Using an opened container now displays its contents instead of closing it.
-Using steal on a container now closes them
-Lowered cost of sPA from 20 PA frags to 5, comes in normal quality. ( Manually Built PA is still perfect )
-Repairing PA now has chance equal to the parts required to repair to lose quality
-Merchants now sell items with Outstanding quality instead of Perfect
-Mustard Gas now inflicts 15 bleed ontop of the poison

Additions:
-Repair kit added, put the item you want to repair on the ground and use the kit on it ( Like you're defibbing your item ).
-Added map name in the squad list for most maps, including sewers, HQ and upper levels of the core.



Changes/Additions to RobCo level 2:
Now the hard robots are not present by default, and the good loot is moved to the armory (which replaces the toilets on the previous map). To get to the armory, you have to use the terminal next to the armory door. To be able to log in, however, you have to first obtain a keycard from elsewhere in the level (hint: check the office). With the keycard you can log in, which will then trigger a security alert, which in turn closes the doors into the top right part of the map (cutting in half anyone unfortunate enough to stand in the doorway!). Oh, and it also spawns extremely deadly turrets and robots.

After the security lockdown, nobody can leave or enter the locked down area (which includes the armory). Anyone trapped inside have approximately 20 minutes to kill the robots, or die trying. If the time is up, all players inside the area will die. If all players inside are killed, all loot on the map will be teleported into the armory, the robots and turrets are removed and the lockdown is lifted (the armory remains locked).

If the players manage to kill all the turrets and robots, the armory will unlock for 20 minutes and the lockdown is lifted. After 20 minutes, the armory door slams shut, instantly killing anyone with the brilliant idea to force it to remain open by standing there. Anyone trapped inside the armory will be stuck until it opens the next time (keep in mind it is a no logoff zone).

Also, the loot amount is greatly increased.
« Last Edit: March 16, 2015, 01:56:36 AM by cirn0 »
Logged

S.T.A.L.K.E.R

  • Guest
Re: 16-03-2015 Changelog
« Reply #1 on: March 15, 2015, 10:54:11 PM »

Changes:
-More grenade stock in the merchants.
-Buffed Scoring for medical actions
-Score for defib
-Score for usage of medical items
-Score for healing bleed
Logged

Myakot

  • Global Moderator
  • Wasteland Figure
  • *********
  • Offline Offline
  • Posts: 1368
  • Eng\Rus Mod
    • View Profile
Re: 16-03-2015 Changelog
« Reply #2 on: March 16, 2015, 01:11:27 AM »

This is brilliant. The RobCo you've created sounds so good.
You should also make use of radios for this one. ( like create a stupid little diary of an engineer somewhere in the office, which would mention emergency frequency. Where the messages like: "Somebody breached the Armoury, you'd better send some bodybags" will appear.
Logged
I think it's time we blow this scene, get everybody and the stuff together...
Okay, 3, 2, 1, let's jam!

Vector

  • Wastelander
  • **
  • Offline Offline
  • Posts: 65
    • View Profile
Re: 16-03-2015 Changelog
« Reply #3 on: March 16, 2015, 01:43:00 AM »

-Using steal on a container now closes them

no, no, why???

oh, now they arent closing if u use them by the clicks, wow.
« Last Edit: March 16, 2015, 01:58:03 AM by Vector »
Logged

Tuc-Tuc
200+20+20+20

Scientist

  • Guest
Re: 16-03-2015 Changelog
« Reply #4 on: March 16, 2015, 07:39:35 AM »

Agree with Vector, it's completely bad idea to remove simple click to close container... Why did you changed it...!?
Logged

John Porno

  • No Name Yet Team
  • Wasteland Figure
  • *********
  • Offline Offline
  • Posts: 1392
  • run updater
    • View Profile
Re: 16-03-2015 Changelog
« Reply #5 on: March 16, 2015, 08:02:28 AM »

First off, you were supposed to be able to close containers with steal, I dont know if cirn forgot to put that in or not.

Anyway, usually you could open and close containers with leftclick and also access already open containers with steal skill. However, especially the new players who might never have played fallout wouldnt know about that and just click on a container that somebody else is already looking at, closing it for him.
Logged
"if i was a dev i would just stop server, and nobody hurt"

lvhoang

  • Wastelander
  • **
  • Offline Offline
  • Posts: 208
    • View Profile
Re: 16-03-2015 Changelog
« Reply #6 on: March 16, 2015, 11:43:43 AM »

"Additions:
-Repair kit added, put the item you want to repair on the ground and use the kit on it ( Like you're defibbing your item )."

hey, pretty cool stuff!!
I havent been able to find it on merchants, where can I try one? :P
Logged

naossano

  • Alpha Explorer
  • Outdoorsman Veteran
  • ****
  • Offline Offline
  • Posts: 836
    • View Profile
    • Fallout Génération
Re: 16-03-2015 Changelog
« Reply #7 on: March 16, 2015, 12:15:42 PM »

There is a lot of nice things to see on that changelog.
I wish the defib/heal/etc score were earlier...
Logged
You speak french and love Fallout, Wasteland and post-apocalyptic culture ? Join us now.
http://fallout-generation.com

Anza

  • Experienced Survivor
  • ***
  • Offline Offline
  • Posts: 265
    • View Profile
Re: 16-03-2015 Changelog
« Reply #8 on: March 19, 2015, 07:32:34 AM »

RTS mode on squad-leaders / FTL is an awesome feature !! Really really nice, it will take some time to get used to it and take full advantage of it but this is a big asset for AoP imo  :)
Logged

Lidae

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 644
  • Wasteland scientist
    • View Profile
Re: 16-03-2015 Changelog
« Reply #9 on: March 19, 2015, 09:01:20 AM »

RTS mode on squad-leaders / FTL is an awesome feature !! Really really nice, it will take some time to get used to it and take full advantage of it but this is a big asset for AoP imo  :)
I'm glad you like that. It's always been my conviction that fonline is a very strategic game, but unfortunately even basic strategies often requires huge amounts of coordination. Hopefully this will help a little bit with that.

As usual, any suggestions on how to improve on this is welcome.
Logged

Caboose

  • Experienced Survivor
  • ***
  • Offline Offline
  • Posts: 382
  • Shots Fired
    • View Profile
Re: 16-03-2015 Changelog
« Reply #10 on: March 19, 2015, 09:08:54 AM »

RTS mode on squad-leaders / FTL is an awesome feature !! Really really nice, it will take some time to get used to it and take full advantage of it but this is a big asset for AoP imo  :)

Couldn't agree more. Barely used it and it's already been very nice.
Logged
Science without Religion is Lame, Religion without Science is Blind.

BG Sexpert

  • Wastelander
  • **
  • Offline Offline
  • Posts: 191
    • View Profile
Re: 16-03-2015 Changelog
« Reply #11 on: March 21, 2015, 11:09:17 AM »

First off, you were supposed to be able to close containers with steal, I dont know if cirn forgot to put that in or not.

Anyway, usually you could open and close containers with leftclick and also access already open containers with steal skill. However, especially the new players who might never have played fallout wouldnt know about that and just click on a container that somebody else is already looking at, closing it for him.

So it stays open, and only closes from steal? Is there a way for multiple people to access the same container at the same time? Stealing from an open container was how we did this before.
« Last Edit: March 21, 2015, 12:12:33 PM by BG Sexpert »
Logged

Lidae

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 644
  • Wasteland scientist
    • View Profile
Re: 16-03-2015 Changelog
« Reply #12 on: March 21, 2015, 02:23:24 PM »

Quote
So it stays open, and only closes from steal? Is there a way for multiple people to access the same container at the same time? Stealing from an open container was how we did this before.
Just use the container normally to access it.
Logged
 



SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip