FOnline: Ashes of Phoenix
General section => General Discussions => Topic started by: paragon on August 26, 2015, 02:16:11 PM
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map fixes: distillery, junk_paradise, nukacola_factory, others
EPINEPHRINE weight changed 0->300
MANUAL DEFIB sets critter HP to minus Random(0,30) [new], while Auto and EPINEPHRINE to minus Random(0,50) [old]
Defib charges are showed correctly client-side
Added charges and glue descriptions
Added door glue image
free_shoot don't break melee / throwing
Fixed unlimited last ammo in the gun bug, thanks tenova
Added PID_DOOR_DIRECTIONAL_CHARGE, PID_DOOR_JAMMER to traders
Deleted door holding - replaced with door jammer item
Fixed free_shoot if target is visually blocked
Hex-shooting while running will take 2 clicks to activate (first stops, sorry)
squad chat can be activated with Russian .й or .Й
faction chat can be activated with Russian .а or .А
settings.ini
talk_fast_activation=1 - activates new channel activation shortcuts: "/" - squad chat, "." - faction chat
talk_previous_channel=1 - you will talk previous channel, start message with "," to switch normal channel
talk_stop_on_enter=1 - closes console on enter (instead of on empty message)
+[Cirno's changelog]?
After updater is updated feel free to update.
Feel free to quote and update readability.
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Good thing door holding was nerfed (though no one really managed to get used to it).
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EPINEPHRINE weight changed 0->300
fuk u
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time to make stealthboy charges indicator and time left in sneak purchasable DLC
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give me purchasable enemies to play against
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join law, fight v-tec
or better make some friends and bring new team in.
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join law, fight v-tec
or better make some friends and bring new team in.
Wow. Save this for private chats. No need to air dirty laundry
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or better make some friends and bring new team in.
i got 2-3 friends that will join
...on next wipe
so in 2019
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or better make some friends and bring new team in.
i got 2-3 friends that will join
...on next wipe
so in 2019
Welcome to the church Brother Ramon.
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The faction and squad chats were fine till this crappy patch.
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The faction and squad chats were fine till this crappy patch.
you can use the old settings just fine, no? All the stuff paragon has added up until now has been optional
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you can use the old settings just fine, no? All the stuff paragon has added up until now has been optional
http://pastebin.com/KJ0EKqfY
I don't want to even run updater, not risking having all my settings changed
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this is the rightful punishment for all the scrubs who cannot into mic
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The faction and squad chats were fine till this crappy patch.
is works fine for me. maybe you of need read the instruct.
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is works fine for me. maybe you of need read the instruct.
(http://i.imgur.com/93fIikQ.png)
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https://www.youtube.com/watch?v=ygr5AHufBN4
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Door holding was a nice addition.
It should have been tweaked instead of removed.
It would have been interesting to have one character trying to hold the door and another trying to open it, both having regular rolls. The one who fail the roll would fail his attempt to open/hold.
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Door holding was a nice addition.
It should have been tweaked instead of removed.
It would have been interesting to have one character trying to hold the door and another trying to open it, both having regular rolls. The one who fail the roll would fail his attempt to open/hold.
+1
Suggestion: ST * 20 + Trap skill, maximum of 400. If the person trying to open the doors has smaller or equal value then he cannot open the door. Thus you would put good use to trap skill and buff melee characters at same time. After all door wars should be melee characters specialty to give them edge on ranged enemies that are superior in open fields, this would give melee characters more use in team fights or big scale battles.
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I suggest we turn outdoorsman into doorholding skill
door-to-door combat.
outDOORSman get it
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mafiapl >
I prefer having some rolls involved.
If you have a door character at each doors and no one in opposing team strong enough to open it, it would last forever. It could also last forever if a single guy with no strenght is locked inside one room by a stronger guy with trollish tendencies.
(Although it could be solved with a timer for hold duration and a timer of hexaustion before holding another one. The point is that it shouldn't be hold forever)
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lol, John
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mafiapl >
I prefer having some rolls involved.
If you have a door character at each doors and no one in opposing team strong enough to open it, it would last forever. It could also last forever if a single guy with no strenght is locked inside one room by a stronger guy with trollish tendencies.
(Although it could be solved with a timer for hold duration and a timer of hexaustion before holding another one. The point is that it shouldn't be hold forever)
I see it in the opposite way. Right now without door charges if you use glue, it's doors locked for 5 min.
Following my idea, you can: use door charges, win with greater St + trap skill, blow enemy back with grenades and other AoE attack at doors. So i say my idea gives more options than the current system.
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Yes, lets make things overly complicated. I like door glue because it made kurwier RQ yesterday after damage glued him inside building. Its got tactical application and allows for slapstick situations to occur. Perhaps 5 mins a bit much but thats a minor balancing thing. I am however wondering why we need 2 different door charges. Might as well save the c4 for sth boobytrap related.