FOnline: Ashes of Phoenix

General section => Changelogs => Topic started by: cirn0 on November 06, 2014, 01:09:41 AM

Title: 6.11.2014 Changelog
Post by: cirn0 on November 06, 2014, 01:09:41 AM
Bugs:
-Fixed a bug where Molotov/incendiary fire sometimes doesn't burn people.
-You can finally inject others with stims via putting stims into your hand slot and clicking the inject button and then the target. This changed for SuperStim, Bandaged and Tourniquets as well. ( Will make it so you press A to activate sometime later, I promise! )
-Fixed a sight glitch involving doors in Polymer Lab.

Tweaks:
-Doubled ZC rewards ( Until we completely revamp ZC system, more info on this later )
-Poison now reduced to -27 healing rate but healing rate bonus from food & leadership is no longer in effect when poisoned.
-Unpowered Power Armor unable to get movement speed boosts.
-Diminished returns of CHA on receiving leadership buffs (50% less effective at 10CHA : 20DR => 15DR)

Additions:
-First aid [5] and Doctor [6] hot-key now highlight all players with contour. They can be targeted through view obstructing obstacles with ease now. You can probably use it to defib people dead behind walls/objects as well where they would originally be blocked. ( Tomorrow I will add a hotkey to display all corpses so you can loot bodies behind walls as well ) ALSO does this if you have medkit/doctor/defib in util slots and press your utility key.

-Mustard Gas grenade added and available in vendors

-Holdout [W.I.P]   
This is a new location on the WM currently up for testing.
It is a wave based event location that is part of the tier-3 item progression.
Its susceptible to PvP.
First one currently located at 750 750 on the map.
Meant for teams of 6, 12 and 18.
Enter at high risk!

Run Updater!

Port for game-server is still 4001. Thanks for all your loyalty!


Whats Next:
- 2nd,3rd and 4th floor of the Phoenix Hospital, a mini persistent dungeon part of the tier 3 progression!
Title: Re: 6.11.2014 Changelog
Post by: MARXMAN on November 06, 2014, 01:43:22 AM
Hell Yes! gonna have to hop on regardless if anyone else is.

The FA/DOC/UI additions were much needed
Title: Re: 6.11.2014 Changelog
Post by: Myakot on November 06, 2014, 01:58:44 AM
Cirn0 rocks our casbah.
Title: Re: 6.11.2014 Changelog
Post by: paragon on November 06, 2014, 02:15:29 AM
First aid [5] and Doctor [6] hot-key now highlight all players with contour... only while they stand still xD but it's good enough.

Where is colorizing patch? ):
Title: Re: 6.11.2014 Changelog
Post by: 3.14 on November 06, 2014, 07:00:41 AM
The Mustard Gas grenade looks interesting. At first (after a small delay) it creates a small, one hex green cloud and over time the cloud spreads to some 4-5(3-4?)hexes and stays there for a few seconds. The only effect I noticed is poison and that's a bit disappointing for a toy that cost almost 900caps, can't be used from the utility slot and uses most of your AP pool. I was expecting something like the Baldur's Gate  stinking cloud spell (knockout, blindness, disorientation).

In ZC it could be used to apply a debuff on a large number of enemies or more likely to force them to move to a different position (for a minute or so). 

For me it's too expensive ;)
Title: Re: 6.11.2014 Changelog
Post by: Myakot on November 06, 2014, 07:21:58 AM
The question is, for how long does it stay, and does it decrease PE or vision? (and if it deals more damage overtime, don't forget that poison was buffed)
Title: Re: 6.11.2014 Changelog
Post by: Stem Sunders on November 06, 2014, 07:31:07 AM
Praise be to Cirn0 god.

Cant wait to try out this area with possible pvp, sounds like fun!

Now lets see if there are 5 others to play with hah.

(Edit) Am I supposed to be able to get inside the new location alone? Because I can, Looks awesome but I cant get 6 steps inside before my ass get chewed up, someone come with me? its dangerous to go alone and the past three times I logged in now one is around :(
Really wanna try the new dungeon.

(Edit) I went to buy a mustard gas grenade with 500 caps expecting to maybe get one or two....
They're 875 caps each?!? Think Ill pass for now  :P
Title: Re: 6.11.2014 Changelog
Post by: Shura on November 06, 2014, 08:01:25 AM
Gaz Mustard :

Maybe add a disoriented effect when you are in the cloud.

Also, is the amount of Poison Point inflicted linked to throwing value ?
Title: Re: 6.11.2014 Changelog
Post by: John Porno on November 06, 2014, 08:17:25 AM
Also, is the amount of Poison Point inflicted linked to throwing value ?
I would bet that cirn0 implemented that, yes.
Title: Re: 6.11.2014 Changelog
Post by: Smalltime on November 06, 2014, 10:09:59 AM
In ZC it could be used to apply a debuff on a large number of enemies or more likely to force them to move to a different position (for a minute or so). 
With max throwing it lasts quite a while, but let me lay out exactly what happens when you get poisoned.
You lose massive critical resistance. The health regen from your food is enirely negated. You essentially end up with negative healing rate, with just a bit of poison. The longer stay in, the longer your crit resist and health regen are screwed.

It's actually a pretty big deal.
Title: Re: 6.11.2014 Changelog
Post by: Stem Sunders on November 06, 2014, 10:11:22 AM
In ZC it could be used to apply a debuff on a large number of enemies or more likely to force them to move to a different position (for a minute or so). 
With max throwing it lasts quite a while, but let me lay out exactly what happens when you get poisoned.
You lose massive critical resistance. The health regen from your food is enirely negated. You essentially end up with negative healing rate, with just a bit of poison. The longer stay in, the longer your crit resist and health regen are screwed.

It's actually a pretty big deal.
Looks like antidotes are now part of my permanent kit, poison never really bothered me before.
Title: Re: 6.11.2014 Changelog
Post by: paragon on November 06, 2014, 10:12:53 AM
[23:31:31] <cirn0> i refuse
[23:31:33] <cirn0> to fix squads
Title: Re: 6.11.2014 Changelog
Post by: 3.14 on November 06, 2014, 10:21:13 AM
So how does poison now work exactly? With numbers, resistance, tick time and all please.
Title: Re: 6.11.2014 Changelog
Post by: Shura on November 06, 2014, 10:56:17 AM
According to wiki :

-Healing rate -27 and cancel buff from food and leadership bonus (change with the new update)
-Crit res -20%
-Bleed res -20%
Title: Re: 6.11.2014 Changelog
Post by: PorkchopExpress on November 06, 2014, 10:58:32 AM
Cancel buff from leadership bonus? o.O
Title: Re: 6.11.2014 Changelog
Post by: cirn0 on November 06, 2014, 11:07:17 AM
Just the healing rate, but for some reason I really like the idea of a leadership counter...
Title: Re: 6.11.2014 Changelog
Post by: Shura on November 06, 2014, 11:09:20 AM
So... Half leadership bonus when poisonned !
Title: Re: 6.11.2014 Changelog
Post by: PorkchopExpress on November 06, 2014, 11:11:50 AM
Just the healing rate, but for some reason I really like the idea of a leadership counter...

Depends on the duration of the effect....
Title: Re: 6.11.2014 Changelog
Post by: paragon on November 06, 2014, 12:17:08 PM
Noooooo, not leadership! Weep, weep.
Alright, if it's needed, how about not poison? At least EMP grenade or something... with smaller effect zone.
Title: Re: 6.11.2014 Changelog
Post by: S.T.A.L.K.E.R on November 06, 2014, 07:15:13 PM
-You can finally inject others with stims via putting stims into your hand slot and clicking the inject button and then the target. This changed for SuperStim, Bandaged and Tourniquets as well. ( Will make it so you press A to activate sometime later, I promise! )
Finally I can make people stop bleeding out on me :D

http://fonline-aop.net/wiki/index.php?title=Mustard-Gas_Grenade
Title: Re: 6.11.2014 Changelog
Post by: SnowCrash on November 07, 2014, 09:47:41 AM
According to wiki :

-Healing rate -27 and cancel buff from food and leadership bonus (change with the new update)
-Crit res -20%
-Bleed res -20%

Anyone knows how the poison resistance works? its only used to reduce the ammount of poison gained?
Also, how much damage does poison? i mean, what its the formula for the poison damage, and if its related to the amount of poison or poison resistance
Title: Re: 6.11.2014 Changelog
Post by: Shura on November 07, 2014, 09:59:32 AM
I think the poison resistance reduce the number of poison point received (Example : you received 100 poison points, you have 20% resist poison so you only gain 80 poison points).
The poison don't directy damage, it reduce your healing rate, making it negative so you lose HP over time.
Title: Re: 6.11.2014 Changelog
Post by: Myakot on November 07, 2014, 10:39:49 AM
I think the poison resistance reduce the number of poison point received (Example : you received 100 poison points, you have 20% resist poison so you only gain 80 poison points).
The poison don't directy damage, it reduce your healing rate, making it negative so you lose HP over time.
So like it'd be more of a DT then DR?
Title: Re: 6.11.2014 Changelog
Post by: Shura on November 07, 2014, 11:22:16 AM
My example can be confusing. It works more like dr, percentage calc. On 200 you would received 160 with 20% resist

Maybe a dev can confirm. I m not totally sure its the way it work, just logical assumption
Title: Re: 6.11.2014 Changelog
Post by: cirn0 on November 07, 2014, 12:05:45 PM
Shura is correct.

Poison resistance acts as DR for poison.
Poison is just straight up reduction of healing rate by 27.
Poison count is lowered by 1 per healing rate tick.
Poison amount does not affect damage or anything.
Title: Re: 6.11.2014 Changelog
Post by: paragon on November 07, 2014, 03:25:57 PM
There's "PvE" post 24 level perk for poison.
Title: Re: 6.11.2014 Changelog
Post by: mAdman on November 09, 2014, 05:03:45 AM
Hehe paragon, there's also the healing rate buff through eating, which could definitely be considered pvp related too. But then again repairing items cheaper and easier and getting more components even has a slight effect on ones pvp capabilities, so I guess there is degrees of influence.

But if poison gets introduced to pvp quite heavily, then Snake Eater should probably be reconsidered as pre 24 perk, not that I can see anyone taking it (unless it was buffed).