Author Topic: 08.10.2014 Changelog  (Read 4292 times)

cirn0

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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.
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mAdman

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Re: 08.10.2014 Changelog
« Reply #1 on: October 08, 2014, 05:01:34 AM »

So mobs will always give a specific amount of XP now?

Or did you mean removed so we no longer receive it?
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anonymousplayer

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Re: 08.10.2014 Changelog
« Reply #2 on: October 08, 2014, 05:08:12 AM »

it means assignments are no longer the only way to get any good exp, as deathclaws finally no longer give 1exp if you've already killed a few
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mAdman

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Re: 08.10.2014 Changelog
« Reply #3 on: October 08, 2014, 05:10:32 AM »

Yep ok that is what I thought, cool.

Though I think it could stand to stay on say, dogs, molerats, scorps, ants and all the other low leveled critters that are farmed for craft mats too.
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dillinger

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Re: 08.10.2014 Changelog
« Reply #4 on: October 08, 2014, 08:02:34 AM »

mobs spawn decrease? :(
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RazorRamon

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Re: 08.10.2014 Changelog
« Reply #5 on: October 08, 2014, 08:40:07 AM »

affordable smoke and fire grenades

let the BBQ party begin
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paragon

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Re: 08.10.2014 Changelog
« Reply #6 on: October 08, 2014, 10:24:18 AM »

Hm, what is \data\art\cirn_stuff\taunt1 supposed for...
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3.14

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Re: 08.10.2014 Changelog
« Reply #7 on: October 08, 2014, 12:36:41 PM »

So now you can buy 10  grenades with 55 range for 100(?)caps in all flavors, all the time, or 1 grenade with 30 range for ~250caps from time to time
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Hans Landa

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Re: 08.10.2014 Changelog
« Reply #8 on: October 08, 2014, 12:48:15 PM »

Comparing to a smoke thrown with 150% skill, the 40mm smoke has 1-2 less seconds duration and -1 radius, it costs 5 times cheaper than the thrown version.
Do we ever need throwing skill? Why bother buying 250c nades when I can buy 5 40mm for the same price and get 4x duration? Nerf them, less radius, less duration (5-8 seconds total duration)
The incendiary are ok.
« Last Edit: October 08, 2014, 12:51:22 PM by Hans Landa »
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cirn0

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Re: 08.10.2014 Changelog
« Reply #9 on: October 08, 2014, 12:52:01 PM »

Well the difference between the smoke nade and the 40mm:
- a single 40mm smoke is 50 caps
- requires you to have a 40mm launcher
- the smoke duration is shorter and covers a smaller area.

So it implies a couple of things :
- No quick throw from util slot
- Difference of about 40 more AP to fire from launcher
- Nade launcher has more range
- Hand smokes last longer and is larger

Really comes down to if you want to bring a nade pistol as an off hand or manually load a smoke into your MLGs and fire, then reload back to your HE / Incendiary 40mms.

I'm not saying the price is exactly right for the smoke nade but its definitely not a no brainer here.
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Hans Landa

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Re: 08.10.2014 Changelog
« Reply #10 on: October 08, 2014, 01:11:10 PM »

100caps per is a more balanced price IMO
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Savager

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Re: 08.10.2014 Changelog
« Reply #11 on: October 08, 2014, 01:40:29 PM »

Its good to see new changelogs! Good work with the fixes and the new stuff. I think that the price of 100 caps its a little bit better also. What about plasma rifles? No one uses them because it has a lot less range than laser, and the damage difference is not significant to lose so much range. I think a 10 damage buff will help them to see more use.
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MuchaChota

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Re: 08.10.2014 Changelog
« Reply #12 on: October 08, 2014, 08:13:40 PM »

Its good to see new changelogs! Good work with the fixes and the new stuff. I think that the price of 100 caps its a little bit better also. What about plasma rifles? No one uses them because it has a lot less range than laser, and the damage difference is not significant to lose so much range. I think a 10 damage buff will help them to see more use.

Plasma rifle is shit right now. I'd put one better criticals as traits and change the more criticals perk it gets at 225/250 for another better criticals to make it somewhat useful
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paragon

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Re: 08.10.2014 Changelog
« Reply #13 on: October 10, 2014, 04:20:15 AM »

> Diminishing EXP from mobs removed.

Doesn't seem so.
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Captain Chilly

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Re: 08.10.2014 Changelog
« Reply #14 on: October 11, 2014, 04:43:25 AM »

XP is still fucked up, i'm getting like 3 XP per Ghoul i kill

cirn0

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Re: 08.10.2014 Changelog
« Reply #15 on: October 11, 2014, 01:10:00 PM »

The exp system works as follows:

EXP GAINED = Damaged Dealt / Target Max Life * Kill EXP of target
Kill EXP of target is then subtracted by your EXP GAINED.

Because some critters have insane health regen values it feels as if the exp gained is lowered as the battle progresses but in fact you've already taken all the experience from the critter you were attacking.

So to bring this into prospective, in original FOnline exp gain system, you would have only gained the experience after you have killed the mob but now you gain experience per hit. In the end the total experience gained is the same.

This allows for players who are grouped to be less worried about who gets the last hits so everyone shares experience easier. 


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mAdman

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Re: 08.10.2014 Changelog
« Reply #16 on: October 11, 2014, 01:14:34 PM »

Yes, and it seems to be functioning fine cirn0, thanks for that tweak by the way. Killing mobs in the core has some value now.
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MasacruAlex

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Re: 08.10.2014 Changelog
« Reply #17 on: October 11, 2014, 04:47:59 PM »

Great patch. Glad you fixed the fire at last :D was weird getting killed by weird boxes with ?? on them.
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