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Messages - cirn0

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61
Resolved bugs / Re: [ITEM] Solar Scorcher Never Misses
« on: May 18, 2016, 06:41:41 PM »
Both fixed in next update.

62
Changelogs / 05-15-2016 Changelog
« on: May 15, 2016, 04:45:27 AM »
Run the updater

Sneak perks re-enabled on sneak boy.
-3 Minimum detection range  ( 100)
+20 for standing still  ( 125 )
+20 within 1 hex of wall. ( 150 )
       within 4 hex of wall. ( 175 )
-3 Minimum detection range  ( 200 )

Sneak efficiency dropped by 25% per Big Weapon equipped, 15% per Two Handed Rifle
Sneak drops to 0 whenever inventory management
Wartime sneak mode removed
Weight Malus / Battery Drain removed from sneak

Scope now gives ER, 1 level of accurate perk per Scope Level
Change possible scope mounting on certain weapons

Reverted (buffed) mk1 and mk2 armors back to last season stats. mk3 unchanged

Fixed issue with Free Shooting after RTS commands
Various map fixes

SVD:
- Increase max range from 50 to 80 for SVD.
- Increase single shot AP cost for SVD from 20 to 25 AP.
- Increase damage of SVD from 34-40 to 44-52 (30% increase)
- Change 1xMore criticals on SVD to 1xQuick Scope
- Can mount 2x and 4x scopes

SVU:
- Increase single shot AP cost for SVU from 20 to 23 AP.
- Increase damage of SVU from 34-39 to 39-46 (15% increase)
- change 2 x More criticals on SVU to 2 x Quick Scope
- Add a second mode "Burst".
- Add 1 x Suppression trait.
- Can mount 2x and 4x scopes

Particle Accelerator:
- New sound for Particle Accelerator Charge
- Chargetime increased to 3000ms
- Now deals mostly bleed damage

Incinerator:
- rate of fire of the standard 1200ms (full animation cycle)
- fuel consumption for single increased 1 => 3

L96a1:
- added accuracy bonus of 10%
- lowered AP cost from 60->50
- replaced hit the gaps trait with deep wounds


Needler:
- decreased magazine size from 10->8
- decreased range from 45->25
- added single reload trait at 8ap per needle
- added Field Inhibitor trait, resuling in only 33% damage when shooting at less than 33% of maxrange
- replaced better crit perk with deep wounds
- decreased needler ammo bleeds to compensate

Spas:
  1) Incrasing AP cost from 15 to 18;
  2) Decreasing damage from 70-90 to 60-80;

Combat Shotgun:
  1) Decreasing single shot firerate from 400ms to 600ms
  2) Decreasing burst mode firerate from 600ms to 800ms

Pancor:
  1) Increasing damage from 90-100 to 95-105
  2) Increasing single shot AP cost from 30 to 32
  3) Increasing burst mode AP cost from 65 to 70
  4) Decreasing single shot firerate from 400ms to 700ms
  5) Decreasing burst mode firerate from 600ms to 1000ms

Remingtin m870:
  1) Increasing damage from 45-50 to 76-90

Shotgun Slugs:
- normal damage 80%->100%
- bleed 60% -> 30%

Flechettes;
- -33DR -> -20DR
- -40DT -> -60DT

Stoner 63:
- increased spread 7->9
- increased range 45->50
- changed caliber to 5,56mm nato

SG552
- Increased AP cost 25->30
- Replaced one BRoF with BRD
- changed caliber to 5,56mm nato

UKM-2000p:
- decreased full-auto burstsize 12->9 and ap cost 37->25
- decreased reload ap 150->100
- replaced accurate perk with faster reload

M18 RR
- Increased damage from 100-150 to 150-175
- Added projectile

Hotfix
- fixed shotgun slugs
- fixed SVU-a sound by adding a new one (run updater)
- added new sounds for l96a1 and ax338
- removed spawning of .500SW, all ingame items are converted to .50AE
- fixed deagle description
- added more food to traders

run updater

Ask GM to reroll legendaries that were nerfed

63
Changelogs / 05-12-2016 Changelog
« on: May 12, 2016, 02:58:41 AM »
Run the updater

temp command ~zc to toggle if you want to start ZC automatically or not
Just start of some changes to help save many lives of lone scavengers in the core from sneak menace.

Scopes now increases effective range for aimed shots, higher magnification results in better results

Removed the armor requirements from the mk2 and mk3 armor crafts ( man this is confusingly worded )
Replication time increased to 2 minutes
12g Slug increased bleed from 20% -> 60%
Sonic Cannon - Decreased range by 10, damage by 25% and AoE by 2
Raised price of fibers
Nerfed Weather Volume 50%
World Map Group size limit removed

Fixed Incinerator Burst
Fixed Scorpion Silenced Burst amount 1 => 10
Fixed WM entrances for Church and Hound
Workbenches spawning workbenches fixed
Alt+G Loot All fixed ( no longer possible to do outside of room )
Bleed & Burn kill fixes for HOF and Karma related thing
Fixed resigning from a faction that would result in staying negative rep and not seeing HQ with Hounds and Church.

64
Changelogs / Re: 05-10-2016 Changelog
« on: May 10, 2016, 04:24:44 AM »
That's definitely a mistake on my part. Should be fine now after 2 consecutive reboots.

65
Game Tips & Guides / Critical Table [ 05-10-2016 ]
« on: May 10, 2016, 04:14:53 AM »
// define DAMAGE_NORMAL     
/*Head*/
         20,   HF_BYPASS_ARMOR | HF_KNOCKDOWN,   6500,
         25,   HF_BYPASS_ARMOR | HF_KNOCKDOWN,   6538,
         30,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6541,
         35,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6529,
         40,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6503,
         50, HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6504,

/*LArm*/   
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,      

/*RArm*/   
         20,   HF_DROPPED_WEAPON , 6510,      
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,      
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,   
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   

/*Torso*/   
         5,      0x00000000,   6512,
         10,   0x00000000,   6512,
         15,   0x00000000, 6508,
         20,   HF_KNOCKDOWN,   6503,
         25,   HF_WINDED | HF_KNOCKDOWN ,   6503,   
         30,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,

/*RLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6517,

/*LLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6517,

/*Eyes*/   
         20,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,
         25,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,   
         30,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6501,   
         35,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6520,   
         40,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6521,   
         50,   HF_BLINDED | HF_KNOCKOUT  | HF_BYPASS_ARMOR,   6522,   

/*Groin*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         30,   HF_KNOCKDOWN | HF_WINDED,   6524,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         40,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         50,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6526,   

/*Uncalled*/
         20,   0x00000000,   6512,
         25,   0x00000000,   6512,
         30,   0x00000000, 6508,
         35,   HF_WINDED | HF_KNOCKDOWN,   6503,
         40,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,   
         50,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,
   },

   {
// define DAMAGE_LASER     
/*Head*/
         20,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6500,
         25,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6538,
         30,   HF_DISORIENTED | HF_BYPASS_ARMOR , 6541,
         35,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6529,
         40,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6503,
         50,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6504,

/*LArm*/   
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,      

/*RArm*/   
         20,   HF_DROPPED_WEAPON , 6510,      
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,      
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,   
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   

/*Torso*/   
         5,      0x00000000,   6512,
         10,   0x00000000,   6512,
         15,   0x00000000, 6508,
         20,   HF_BYPASS_ARMOR,   6503,
         25,   HF_BYPASS_ARMOR,   6503,   
         30,   HF_BYPASS_ARMOR,   6503,

/*RLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6517,

/*LLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6517,

/*Eyes*/   
         20,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,
         25,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,   
         30,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6501,   
         35,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6520,   
         40,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6521,   
         50,   HF_BLINDED | HF_KNOCKOUT  | HF_BYPASS_ARMOR,   6522,   

/*Groin*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         30,   HF_KNOCKDOWN | HF_WINDED,   6524,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         40,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         50,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6526,   

/*Uncalled*/
            20,   0x00000000,   6512,   
            25,   0x00000000,   6512,   
            30,   0x00000000,   6508,   
            35,   0x00000000,   6503,   
            40,   0x00000000,   6503,   
            50,   0x00000000,   6503   
   },

   {
// define DAMAGE_FIRE     
/*Head*/
         20,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6500,
         25,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6538,
         30,   HF_DISORIENTED | HF_BYPASS_ARMOR , 6541,
         35,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6529,
         40,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6503,
         50,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6504,

/*LArm*/   
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,      

/*RArm*/   
         20,   HF_DROPPED_WEAPON , 6510,      
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,      
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,   
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   

/*Torso*/   
         20,   0x00000000,   6512,
         25,   0x00000000,   6512,
         30,   0x00000000, 6508,
         35,   HF_WINDED | HF_KNOCKDOWN,   6503,
         40,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,   
         50,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,

/*RLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6517,

/*LLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6517,

/*Eyes*/   
         20,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,
         25,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,   
         30,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6501,   
         35,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6520,   
         40,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6521,   
         50,   HF_BLINDED | HF_KNOCKOUT  | HF_BYPASS_ARMOR,   6522,   

/*Groin*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         30,   HF_KNOCKDOWN | HF_WINDED,   6524,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         40,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         50,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6526,   

/*Uncalled*/
            20,   0x00000000,   6512,   
            25,   0x00000000,   6512,   
            30,   0x00000000,   6508,   
            35,   0x00000000,   6503,   
            40,   0x00000000,   6503,   
            50,   0x00000000,   6503   
   },

   {
// define DAMAGE_PLASMA     
/*Head*/
         20,   HF_BYPASS_ARMOR ,   6500,
         25,   HF_BYPASS_ARMOR ,   6538,
         30,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKDOWN, 6541,
         35,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKDOWN,   6529,
         40,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6503,
         50,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6504,

/*LArm*/   
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,      

/*RArm*/   
         20,   HF_DROPPED_WEAPON , 6510,      
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,      
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,   
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   

/*Torso*/   
         20,   0x00000000,   6512,
         25,   0x00000000,   6512,
         30,   0x00000000, 6508,
         35,   0x00000000,   6503,
         40,   0x00000000,   6503,   
         50,   0x00000000,   6503,

/*RLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6517,

/*LLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6517,

/*Eyes*/   
         20,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,
         25,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,   
         30,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6501,   
         35,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6520,   
         40,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6521,   
         50,   HF_BLINDED | HF_KNOCKOUT  | HF_BYPASS_ARMOR,   6522,   

/*Groin*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         30,   HF_KNOCKDOWN | HF_WINDED,   6524,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         40,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         50,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6526,   

/*Uncalled*/
            20,   0x00000000,   6512,   
            25,   0x00000000,   6512,   
            30,   0x00000000,   6508,   
            35,   0x00000000,   6503,   
            40,   0x00000000,   6503,   
            50,   0x00000000,   6503
   },

   {
// define DAMAGE_ELECTR     
/*Head*/
         20,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6500,
         25,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6538,
         30,   HF_DISORIENTED | HF_BYPASS_ARMOR  | HF_AP_DRAIN, 6541,
         35,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_AP_DRAIN ,   6529,
         40,   HF_DISORIENTED | HF_BYPASS_ARMOR  | HF_AP_DRAIN,   6503,
         50,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_AP_DRAIN ,   6504,

/*LArm*/   
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,      

/*RArm*/   
         20,   HF_DROPPED_WEAPON , 6510,      
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,      
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,   
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   

/*Torso*/   
         10,   0x00000000,   6512,
         15,   0x00000000,   6512,
         20,   0x00000000, 6508,
         25,   HF_WINDED | HF_AP_DRAIN,    6503,
         30,   HF_WINDED | HF_BYPASS_ARMOR | HF_AP_DRAIN,   6503,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_AP_DRAIN,   6503,

/*RLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6517,

/*LLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6517,

/*Eyes*/   
         20,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,
         25,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,   
         30,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6501,   
         35,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6520,   
         40,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6521,   
         50,   HF_BLINDED | HF_KNOCKOUT  | HF_BYPASS_ARMOR,   6522,   

/*Groin*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         30,   HF_KNOCKDOWN | HF_WINDED,   6524,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         40,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         50,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6526,   

/*Uncalled*/
            20,   0x00000000,   6512,   
            25,   0x00000000,   6512,   
            30,   0x00000000,   6508,   
            35,   0x00000000,   6503,   
            40,   0x00000000,   6503,   
            50,   0x00000000,   6503
   },
   {
// define DAMAGE_EXPLODE     
/*Head*/
         20,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6500,
         25,   HF_BYPASS_ARMOR | HF_DISORIENTED,   6538,
         30,   HF_DISORIENTED | HF_BYPASS_ARMOR , 6541,
         35,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6529,
         40,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6503,
         50,   HF_DISORIENTED | HF_BYPASS_ARMOR | HF_BLINDED,   6504,

/*LArm*/   
         20,   HF_DROPPED_WEAPON , 6510,
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6509,
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_LEFT_ARM, 6508,
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_LEFT_ARM,   6510,      

/*RArm*/   
         20,   HF_DROPPED_WEAPON , 6510,      
         25,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6509,      
         30,   HF_DROPPED_WEAPON | HF_CRIPPLED_RIGHT_ARM, 6508,   
         35,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6501,   
         40,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   
         50,   HF_DROPPED_WEAPON | HF_BYPASS_ARMOR | HF_CRIPPLED_RIGHT_ARM, 6511,   

/*Torso*/   
         20,   0x00000000,   6512,
         25,   0x00000000,   6512,
         30,   0x00000000, 6508,
         35,   HF_WINDED | HF_KNOCKDOWN,   6503,
         40,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,   
         50,   HF_WINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6503,

/*RLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_RIGHT_LEG,   6517,

/*LLeg*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6512,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6514,
         30,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6514,
         35,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         40,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6516,
         50,   HF_KNOCKDOWN | HF_WINDED | HF_CRIPPLED_LEFT_LEG,   6517,

/*Eyes*/   
         20,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,
         25,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6518,   
         30,   HF_DISORIENTED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6501,   
         35,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6520,   
         40,   HF_BLINDED | HF_KNOCKDOWN | HF_BYPASS_ARMOR,   6521,   
         50,   HF_BLINDED | HF_KNOCKOUT  | HF_BYPASS_ARMOR,   6522,   

/*Groin*/   
         20,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         25,   HF_KNOCKDOWN | HF_WINDED,   6523,   
         30,   HF_KNOCKDOWN | HF_WINDED,   6524,   
         35,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         40,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6524,   
         50,   HF_WINDED | HF_BYPASS_ARMOR | HF_KNOCKOUT,   6526,   

/*Uncalled*/
            20,   0x00000000,   6512,   
            25,   0x00000000,   6512,   
            30,   0x00000000,   6508,   
            35,   0x00000000,   6503,   
            40,   0x00000000,   6503,   
            50,   0x00000000,   6503   
   

66
Changelogs / 05-10-2016 Changelog
« on: May 10, 2016, 03:28:08 AM »
Run Updater

Map fixes [ Adams, Green Acre, Hospital 2, Oldtown, Church Courtyard ]
Lowered value of misc loot items
Added more caps back to courtyard merchants
Fixed SOFLAM infinite duration to 2 second effect duration
Particle Accelerator can no longer be aimed.
Automag III now strength req of 5
Lowered Deagle max dmg by 10
Buffed Repair stuff, now global tech compliant
Gifted Character creation no longer allowed to create characters with 11 SPECIAL
Updated armor recipes

Did some testing for the sneak change and it seemed to make sneak even more OP so I have to delay that by a day or two to figure shit out.

67
Suggestions / Re: craft stff
« on: May 09, 2016, 01:04:47 AM »
Ya can't craft weapons of the current tech level or higher without the prototype gambling.

68
Next day, so I'll do another post.


This is 100% aop,

Eva about to get the big minigun play of the game slapped by Doon and then totally bullshitted by Hellmai
Fire fucking everywhere
NPCs ruining PVP
Sneaker vs Sneaker
Solo ripper rushes

69
Technical Center / Re: MG fire crashes client
« on: May 07, 2016, 01:50:52 PM »
Seems you are not loading the sound files,
check your data/sound/fmod folder, are there files there?
Is the data/sound/fmod/soundlist.ini empty?
Do you have an antivirus running? Ive gotten report it blocks the FMOD.dll which is the new sound engine I glued on and is required.
Run the updater as well.

70
Technical Center / Re: Reroll Menu incapable of completing
« on: May 06, 2016, 02:30:57 PM »
Ah updater problems. I'll setup a mirror for updater to run somewhere else. You're not the first and i'm gonna guess you're not the last either.

The FOnline SDK updater has some bugs and I've been looking for a easy solution to send patches, if anyone got suggestions let me know.

71
General Discussions / Re: What is the role of sneaker?
« on: May 06, 2016, 02:12:20 PM »
I like the idea of having sneakers as scouts in ZC, they have a solid role and usage there, but I never liked pure invisibility as a mechanical representation of stealth in any game.

I liked how Starcraft, the later Fallouts, and Planetside 2 have this sort of perceived warped area representation of cloaking. But since we're dealing with the graphics we have, instead of just completely removing a character's sprite from someone else's view, we could use different percentages of opacity on the sneaker's sprite. For example 5~10% opacity at full sneak advantage, 15~30% opacity at half sneak advantage...etc or what ever percentage works. That way it takes away some mechanical skill and replaces it with actual observational skill of both players.

You're asking for a lot and I think I might be willing to deliver

72
General Discussions / Re: Jobs/missions and PvE?
« on: May 06, 2016, 01:42:48 AM »
I have personal plans and its a secret

73
News & Announcements / Re: The Impending Wipe
« on: May 05, 2016, 03:36:39 AM »
well to be fair, no sane person would willing dev fonline.

74
Changelogs / 05-05-2016 Changelog
« on: May 05, 2016, 03:31:28 AM »
Added ammo boxes back into vendor to curb poverty
Ammo variety added to the vendor
obsolete ammo added to the courtyard merchants ( the guy that sells robes )
Fixed Laser Rifle Ext ( removed nature peace )
Silence PP-Bizon and Scoripon fixed ( added silent attack trait )
One more Suppression Trait added to machineguns with lower burst sizes
Reworked the SAW to be less effective against obsoleted armors
Made Deagle .50 less potent
Added larger stock of Tier 9 armor and well as made Tier 9 armor craft-able
Lowered weight of Salvaged Power Armor from 130 to 80
12g slugs damage reduced to 80%
Fixed repair kits
Ammo boxes open as a whole stack now
First aid and doctor skill now penetrate scenery and walls, no more stimming tables.

Also, your replication windows will no longer be disappearing as they were before. If you still don't have one, let someone know.

75
Changelogs / 05-04-2016 Patchnotes
« on: May 04, 2016, 02:53:58 AM »
CIRN0 H8 WRITING PATCH NOTES

Fixed Minimap
Fixed Merchant prices
Added more previous season fan favourite weapons back into circulation!
Heart Vendor loot variety increased per zone captured!
Changed 12g slugs bleed mod from 120 => 0
Lowered SAW damage by 1, and range by 5
Adjusted item costs ( wip, feedback wanted )
Obsolete ammo added to junk merchant
Repairing now no longer opens weapon modification screen if the item cannot attach weapon mods.
Added some missing text descriptions
Adjusted item names of combat armor to fit in

Tier 9 can mostly be obtained:
-Heart Merchant * Zones Captured
-Prototype Crafting
-Dungeon???
-Funbox??

76
Anything below the current Tier ( 9 atm ) is reduced in price because it supposed to be less effective and mass produced / used.

It caps out at a 50% reduction.

And following manufacturing trends, it takes less materials to produce the same things now than it does a decade ago because of manufacturing efficiency and technological breakthrough. Lorewise, you would require more material to build something you're unfamiliar with because you wouldn't have learned the most optimum process to make it. Prototypes cost more money per unit than mass produced products!

77
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!

78
Technical Center / Re: Cannot enter locations from World map
« on: May 02, 2016, 09:23:34 PM »
http://fonline-aop.net/nigerianprince/wm.zip

Extract that into your game folder

79
Technical Center / Re: Cannot enter locations from World map
« on: May 02, 2016, 07:02:34 PM »
Run the updater, If it says up to date, post back here so I can make a carepackage.

80
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..

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