We are gonna launch Season 9 on the evening of Saturday, 4/18/2026.
Download Client:
https://fonline-aop.net/cirnstuff/client_s9.zipMirror:
https://drive.google.com/file/d/1MAT2DN63A-__ds4HGQEX-effKk_YBG-vhttps://zmeja.com/foaop/client_s9.zipMajor changes include:
Getting rid of tech prog and replacing it with a season 1 style system
Adding Lockpicking and Scavenging skills with related mechanics
Revamping large parts of the core
Adding tutorial-esque safezones between the HQ and the core
Adding extensive base decoration mechanics
Most Tier 8-9 guns are unchanged. A lot of Tier 5-7 guns have been buffed and brought up to a similar powerlevel. Some Lower Tier guns have been removed from the game.
Most guns are exclusively sold by new trading factions, for reputation. Each such factions reputation is raised by trading with them. Each faction has their own weaponpool that needs to be unlocked in multiple stages by paying with reputation. The factions are as follows:
Gunrunners: Vanilla weapons, sold as blueprints
Crimson Caravan: American issues military weapons
Van Graffs: Vanilla energy weapons
Boreal Church: Non-vanilla energy weapons
Steel Tigers: American Vietnam-Flavored weapons
Arizona Rangers: American civilian and law enforcement weapons
Hounds: WW2 German and Soviet weapons
Sidorovic: Modern Russian weapons
Syndicate: Modern international weapons
Gigs Company: Modern German weapons
Sewer Rats: WW2 Finnish weapons :spurdo_fdf:
The Main factions will also sell a selection of those weapons based on Zone ownership.
These weapons are not craftable by default. Some are sold as unique blueprints, with extensive recipes. Others are found on random blueprints in the core, allowing craft multiple times. Some weapons can be unlocked as a craft for tech points, and some are commonly found on certain NPCs.
The general theme is that any particular weapon takes a bit of effort to unlock, but once that's been done, it can be continiously bought or crafted with relatively little effort.
Condition, Quality, Repair and Weapon mods:
Weapon mods as well as D-mods have been (temporarily) removed from the game. This is due to planned changes we couldn't quite get in this time. However changes have been made in preparation for their re-introduction. This leads to the following behavior:
On Normal quality, weapon have the same Jamrate and Deterioration as they previously had on Perfect. There is no real added pvp value from bringing a Perfect over a Normal weapon.
What does change however is the price. While Normal weapons are using their base cost similar to last season, upgrading a weapon past Normal drastically increases their Price (for both buying and selling).
While the repair/maintenance system of keeping the condition at 100% is the same as before, upgrading the quality level is now similar to Fallout New Vegas, by sacrificing another weapon of the exact same type. The chance of success is based on the Quality and the price of the weapon, meaning that by constantly upgrading a weapon with others of lesser quality you find in the core, you roughly maintain the total value while of course saving on weight.
As an example, if a Normal weapon is worth 100 caps and a Better one is worth 150 caps, then trying to upgrade it with a Very Bad weapon worth 25caps has a 50% chance of failure. In order to upgrade you need to next to a workbench and have the item already at 100%.