FOnline: Ashes of Phoenix

General section => Changelogs => Topic started by: Shangalar on September 06, 2014, 07:11:31 PM

Title: 07.09.2014 Changelog
Post by: Shangalar on September 06, 2014, 07:11:31 PM
Bugfixes
- Fixed horrible bug with players suddenly becoming Loners on characters having the same name than another char previously deleted with ~deleteself.
- The Workbench plague has been stopped and we'll remove those that remain.
- fix to bleed & poison so they properly kill you (taking care of the dead man walking trait).
- Fixed educated perk to work retroactively (down to lvl 3) like the description says.
- ZC message on/off toggle (press 'F9', default is on)
- fixed some exploit.
- fixed lawyer mine merchant.
- fixed crafting with ore.
- fixed description in lawyer recruiter dialogue.
- more dialog fixes.
- map fixes.

Tweaks:
- Exit grids can now be used while in combat mode.
- Changed Zone Control starting requirements to: at least 6 people, min lvl 5, no equipment needed.
- Assignments now have a 10 minutes cooldown before you can take another one.
- Spawn rate of patrols decreased in all Core maps except gates where it was slightly increased.
- Core patrol sizes generally reduced for human groups:
-> Human hostile groups have generally 2-5 members (those values are always randomized);
-> Human neutral groups generally have 4-6 members;
-> Faction patrols generally have 5-6 members.
- Core resources generation is more randomized: now the whole map doesn't respawn things all at once anymore. The respawn rate has been slightly improved.
- Crafting Tier 1 equipment can now improve your engineering skill, up to around 120% and then it stops increasing it. Crafting Tier 2 and Tier 3 improve your skill up to max (200).
- Dogs speed slightly reduced.
- Reduced merchant condition cut off from 60 to 20.
- Greatly increased the amount of caps spawned on merchants.
- Reduced restock time on merchants.

Additions:
- Changing room now moves all your items from your old room into your inventory. Be careful.
- You can now use .q or /q  to speak to your squad.
Title: Re: 07.09.2014 Changelog
Post by: Shangalar on September 06, 2014, 08:57:19 PM
seems we're not yet done with that workbench issue, damn! Still working on it.
Title: Re: 07.09.2014 Changelog
Post by: Shangalar on September 06, 2014, 09:48:09 PM
Quote
-Reduced merchant condition cut off from 60 to 20
-Greatly increased the amount of caps spawned on merchants
-Reduced restock time on merchants

I forgot those changes. We're currently fixing the guns that should but cannot be sold.
Title: Re: 07.09.2014 Changelog
Post by: MickDick on September 07, 2014, 02:35:41 AM
If I understand correctly, when you get a new room all items from that room are transfered to your inventory but you are still next to the manager.

I think it would be a good thing to spawn the player in the new room in this case.  How many people don't have at least 5-20x their own carryweight?

From there they can drop the heaviest things, then begin reorganizing.
Title: Re: 07.09.2014 Changelog
Post by: S.T.A.L.K.E.R on September 07, 2014, 10:58:21 AM
This exit grid thing is very annoying ....

People are near death and just go to another zone / wm and heal themselves.
Title: Re: 07.09.2014 Changelog
Post by: HawK-EyE on September 07, 2014, 12:25:31 PM
Can you explain us the reason behind the cooldown on random assignments ?
Title: Re: 07.09.2014 Changelog
Post by: AtomicWrangler on September 07, 2014, 01:27:34 PM
Remove that  assignments cd,pls...it is very annoying.
Title: Re: 07.09.2014 Changelog
Post by: Fayfay on September 07, 2014, 01:31:25 PM
+1.
Title: Re: 07.09.2014 Changelog
Post by: Seki on September 07, 2014, 03:51:55 PM
completely agree
Title: Re: 07.09.2014 Changelog
Post by: good guy on September 07, 2014, 04:30:45 PM
You know whats not annoying?  The fact that there  is no more lagg good job guys abnd thanks:)
Title: Re: 07.09.2014 Changelog
Post by: KAM on September 07, 2014, 04:36:22 PM
You know whats not annoying?  The fact that there  is no more lagg good job guys and thanks:)
This.
Title: Re: 07.09.2014 Changelog
Post by: Perteks on September 08, 2014, 06:30:47 AM
Better make cooldown in different way, 20min cooldown for type of mission instead of mission itself
Title: Re: 07.09.2014 Changelog
Post by: Myakot on September 08, 2014, 06:43:15 AM
Exiting through the grid while in combat is the worst change possible :(. If you want to fix it's pve side and not ruin pvp with it, make it that a person which exited through the grid while in combat would not be able to move.
Title: Re: 07.09.2014 Changelog
Post by: Fayfay on September 08, 2014, 07:01:05 AM
You mean, with something like -100AP when on the other side? Yeah, it's a good idea.
Title: Re: 07.09.2014 Changelog
Post by: Seki on September 08, 2014, 07:12:56 AM
what when npc would be on other side of grid then ?
Title: Re: 07.09.2014 Changelog
Post by: Myakot on September 08, 2014, 07:16:42 AM
what when npc would be on other side of grid then ?
Then there you will meet your punishment for fleeing from something, what's the problem?
Title: Re: 07.09.2014 Changelog
Post by: Fayfay on September 08, 2014, 07:17:31 AM
You die like a coward.

That's the point :p
Title: Re: 07.09.2014 Changelog
Post by: faopcurious on September 08, 2014, 02:12:16 PM
Make it so NPC's have a slower reaction time to people entering the zone maybe?