2022 Season 6 Launch and changelog
Hey Hey People
Season 6 is here. Server goes up 6pm CEST. Here's there client link. Old clients not recommended or support.
- Most core Patrols are now single NPCs (except animals, muties and ghouls)
- Neutral patrols replaced by hostile ones
- Static mobs added in various places
- (Animal-) critters rebalanced, made easier
- Dungeon thugs are now less numerous in each dungeon
- Added more Material Crafting Stations around the Core.
- Reworked Economy, Prices at all workbenches are the same, Material processing more straight forward, more on that below
- Changed container resource spawns
- Reworked NPC Behavious inside Core as well as inside Dungeons. Players should see less unnecesarry fatal deaths in the Core. (remember to call for sugarman 3 times if stuck)
- Added small quests to neutral core NPCs
- Added an abandonded Mine with gecko spawns into the deep sewers (tutorial sewers, disconnected from the core, accessible through a manhole on the left side of the rats base
- Distillery Underground is now occupied by toxic geckos and Sharpwit Offices by aliens.
- Cyclical dungeons brought back for Junk Outpost Cave and San Tan Cave
- For those who missed it late last season, there are now various soloable dungeon locations throughout the core.
The Tec system:
- Tech points are gained by using science on processed materials. Processed materials are any crafting materials that are themselves crafted, like Gunpowder or iron, but not pelts, fibers or junk. Tech points are also gained from using relics found in the core (encrypted holodisk, chemistry journals, maps).
- Tech points are like a crafting resource that is stored on the character, they can not be traded.
- Tier 1 costs no tech. Tiers 2 to 5 cost 20% to 100% tech of base price. Tier 6 and up cost exponentially more tech points.
- The Server starts on tier 2 and ends on tier 5. This dictates mostly just merchant bags, meaning HQ merchant sells tier 5, with ZC Merchant selling tier 6 against reputation cost.
- Each tier requires an additional 20 engineering skill. Skill is raised by crafting the highest possible weapons.
- Armors, ammo and other craftable supplies require skill but have just nominal tech costs and do not contribute to global tec or personal skill level.
- All weapons, including tier 10, are unlocked from the start and only gated by skill and their respective costs.
- For reference: 1 cap in material value corresponds to 10 tech points.
- every 100 tech worth of items scienced, a "scrap" item is spawned for the purposes of selling it, it has no other use.
- Crafting higher tier items causes exhaustion which reduces over time and when you gain experience. When you are over 100% exhaustion, tech point costs for crafts are doubled for every multiple of 100%
The crafting system:
- There are 2 trees of basic resources: Iron, Steel and High Grade Steel for eras 1 through 3, as well as Fibers, Polymers and Kevlar for armor crafting. At any workbench, they can be processed into the next era acquivalent at a 10:1 ratio, meaning 10 Iron can be turned into Steel and 10 Polymers are turned into Kevlar. If done at a processing facility, this changes to a 5:1 ration.
- There are also optional Materials who act as catalysts, they increase the effeciency of the conversion. Adding Coal allows 10 Iron to be turned into a total of 8 Steel, and adding Mineral Powder when processing pelts doubles the amount of Leather thats gained.
- The economy assumes a 5:1 at a normal processing plant without the catalyst when it comes to calculating item prices. Example: Iron is 5 caps, Steel is 25caps, High grade steel is 125 caps. There is no value or tech point value gained when turning Iron into Steel, if the 5:1 conversion is used.
- This means there is a rough 3-5fold increase in item values between the eras.
- When it comes to sciencing, only era 1 materials (iron, wood, fiber, leather and gunpowder) can be recovered from items. An item that consist of 8 High Grade Steel and 4 Wood for example, will be treated as consisting of 8 Iron and 4 Wood for the purposes of sciencing
- Removed free Rerolls (1 free at register) in favor of Build Slots. Performing a reroll resets the active slot to level 1. Slots can freely be switched in HQs. Number of slots is determined by Lifetime total XP, taking all XP together that have ever been earned. Every 20 levels of lifetime xp unlocks a new slot, according to standard XP formula (20, 40, 60 etc). Noncombat skills are unaffected by rerolling and switching. There is an XP boost for new slots.
- Added a lot of Outdoorsman Stuff like planting, farming, looting and overall ways to level it up. All critters have a difficulty rating, determining failure chance, bonus loot and skill up chance. Harvesting, woodchopping and mining affected by outdoorsman skill.
- Carry Weight changes. (Armors carry themselves when worn and add a Strong Back perk (25 CW). New backpack Util slot items. Strength impact on CW halved. +1 CW per level past 24, up to 100.
- Leadership Boosts can be activated without first injecting Implant - but at 50% Efficiency. Injecting Implant will bring it back to 100% Efficiency.
- New Perk: Restless. Gain 5 AP/s when in negative AP.
- Some guns changed in playstyle: Gardner gun, M60, BAR
- Sand robes got a slight armor increase
- New Rat Jacket (era1) to help against melee critters
- Added Low-Tier Sneak Variant of Stealthboy. (Degradable, One-Use, worse in performance)
- Selling trash loot items now properly feed the faction economy
- Prices of merchants have generally been increased against their base material cost
- Sewer rats now offer platoon bases for 15k caps
- Changed layout of zone control resources
- Base faction production is higher
- (WIP) Sewer Rats aka factionless players can sign up as a mercenary, temporarily joining this faction for purposes of zone control. There is a 24h timeout on switching. Rats should get proper (legendary-) score and everything, but expect some issues especially with payouts, since rats were not designed to have any.
- Faction invasion on rats will be enabled in the very near future, probably starting next week. Can't have shit in Phoenix.
- Extensive Sound Overhaul
- (WIP) Russian Translation Expanded, it will get regular updates in the next days.
Changes in Sneak Value happen gradually now in both directions.
Sneaking now revolves a lot around walls. Walls give you a huge bonus to your Sneak-Value but the further away you are, the easier you will be to spot. Being out in the open gives you a hard hit to your Sneak Value.
This incentivises sneak to be countered with open areas, as well as well-placed bursts or AoE Damage close to walls. Because changes happen gradually, you are still given the chance to skip by a small open pathway, as long as you are quick. Especially new Warmode will help you with that.
The Ghost perk increases the regain of your Sneak Value by +1Hex/sec. It will NOT slow the decay if you start moving away from a wall or start running.
There is a low-era Stealth-Boy variant called Camo-Netting. This item is non-rechargeable and breaks apart after 1 hour of use. It is worse in performance then the Stealthboy and has no warmode, but is available at Era 1.
When desneaking, you will suffer an "Exposed" Status Effect for 10 seconds. It will not stop you from going back into Sneak (There is still a reduced Sneak Cooldown for that). But it will decrease the amount of Sneak-Value you regain by 1Hex/sec, as well as cutting your Critical Resistance in half. Desneaking also causes a sound-effect to be heard by nearby combatants.
Warmode Cooldown is now 30 Seconds. And putting a Stealthboy into Warmode drains its charges 10 times faster. (This means Recon in Warmode, and Infiltrator always because Warmode is default behaviour for that). Warmode now increases Sneak Value regain by +1Hex/sec and decreases Sneak Value loss by 1Hex/sec.
In next 1-2 days open Cover that was giving Ghost bonus 2 years ago. (Fences, Tables, etc.) will give you 50% of the wall-bonus a solid wall gives you.
https://fonline-aop.net/cirnstuff/client_s6.zip client link again just in case