Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - The Master

Pages: [1]
1
Changelogs / Current game status (05.09.2014)
« on: March 23, 2013, 09:44:09 AM »
Ashes of Phoenix current status:

  • Server is currently open.
  • Game is in version 1.0.
    We're currently fixing bugs and improving stability.

2
Changelogs / [ALPHA] 11.03.2013 Changelog
« on: March 12, 2013, 08:24:25 AM »
Bugfixes

- Fixed Electric resistance.

Changes:

- KO formula reworked.
- Nerfed crit table.
- Changed BCC and ACC formulas (general buff to crit chance).
- Random encounters: different maps available depending on terrain.
- Changed some perks and the formula for skill points after lvl 24.
- Several weapon changes.

Additions:

- NPC's in HQ have now a proper AI. They defend each other, kill faction enemies, protect faction members and loot corpses.

3
Changelogs / [ALPHA] 07.03.2013 Changelog
« on: March 07, 2013, 01:29:49 PM »
Bugfixes

- Fixed mine bug, so should be possible to mine again.
- Fixed so that weapon drops causes the dropped weapon to actually spawn on the ground.
- Critter speeds fixes (Farmers).
- Fixed bug in base invitation script that allowed you to invite players with rep < 30k.
- Fixed shotgun burst sound for single shot.
- Bleed not applied if target is invulnerable.
- Fixed doctor message (ticket 20 on the bugtracker).
- Fixed (maybe) the exile bugs... Was never able to reproduce them, but made some changes to how it works that might fix it.
- Fixed grenades so that they stack but you have to re-equip them to throw the next one. Same for weapon drops with stackable weapons.
- Targets will now remember the last critter that caused bleed to them. If a critter dies from bleed, the remembered attacker will receive XP/rep/fame.
- Fixed world map fog for the core.
- Fixed some perks so that you can't take them twice.
- Fixed issues with sounds for M240, M60, PKS, UKM and G11.
- Fixed divide by zero exception with FA and bandaged timer.
- Fixed 10mm AP.
- Changed rocket launcher (walk only, weight increased, minimum damage revised).


Changes:

- Respawn place changed so that you now respawn in your base, if you have one, otherwise your room, otherwise in the courtyard, otherwise on worldmap (if you have no faction).
- Changed melee damage from 5 to 2 per strength.
- Changed amount of negative hp required to kill NPCs (5% of max life + 10hp).
- Disabled crit misses completely until we implement our new plans for them.
- Made it so that you can't tag useless skills (except unarmed and throwing) on character creation.
- Can't increase useless skills (except unarmed and throwing) with skillpoints (SP refunded when you close the window).
- Removed "armor" from awareness for NPCs.
- Pip-boy "Statistics" button renamed.
- ZC modified so that you only need one (eligible) player to keep ZC timer running for your team.
- Reduced the timer to get kicked from faction to 60 minutes (from 24 hours).


Additions:

- Town/World entrances & previews on every location.
- Added respawn timer in top right corner.
- Added reputation loss that depends on amount of damage dealt.
- Allowed wakizashi blade to be used to harvest fibers.


4
Changelogs / [ALPHA] 04.03.2013 Changelog#2
« on: March 04, 2013, 09:56:05 AM »
Bugfixes
- Junk, flints and Xander roots appearing on the same hex.
- NPC bugfixes.
- Map fixes.
- Minor fixes.

Changes:
- Increased caps stocks of all merchants.

5
Changelogs / [ALPHA] 04.03.2013 Changelog
« on: March 04, 2013, 01:35:03 AM »
Bugfixes
- Science bug involving infinite resources.
- Crafting issues.
- Holodisk-related dialogue issues.
- Trapper dialogue for selling pelts.
- Some critter speed fixes.
- Maps blockers fixes.
- Dialogues and descriptions fixes.
- Many other minor fixes.

Changes:
- Humanoid critters revised (HPs, Crit Chance, Skills).
- Increased reload AP of all mg's except LSW.
- Increased M60 ap cost.
- Modified 5,45x39mm ammo to pronounce differences in the two ammo types (blue nerfed, red buffed).
- Moved M240 and Rocket Launcher to tier 3 (no immediate effect).
- Random spawn patrols and routes slightly reworked, random spawn rates reworked.
- Player spawn positions on Random encounters revised.
- Random Encounters contain a bit more resources now.
- Armor weights and prices revised.
- Trading disabled with many NPCs of the game.
- Junk spawn rate reduced in most containers.

Additions:

- New merchants in Headquarters: Todd, Arnold, Mary and Dr. Lewis for the Lawyers; Georgio, Mayhem, Tony Roberto, Father Pablo and Dr. Alissa for the Family. Dr. Alissa and Dr. Lewis require 30000 reputation to talk to the character.
- Flints and Xander roots can now be found in dust piles.

6
Changelogs / [ALPHA] 02.03.2013 Changelog
« on: March 01, 2013, 11:20:25 PM »
Bugfixes

- Dialogs errors fixes.

Changes:

- Several weapons changes.

Additions:

- You can now get holodisks from your faction mechanic (the guy who offers tools and explains how crafting works). Those holodisks contain all the crafting recipes.

7
Changelogs / [ALPHA] 28.02.2013 Changelog
« on: February 28, 2013, 05:07:04 PM »
Bugfixes

- Server crashes fixed. Server is stable now and should remain so for the rest of the Alpha test.
- Bug fixes related to random spawns. The list is too long to be enumerated. In overall, patrols have been greatly improved, and most of their bugs should now be fixed.
- Fixed reputation showing up properly in the concierge dialogue.
- Critter speeds and animations fixes.
- Team fixes for NPC's. Lawyers and Family NPC's affect reputation drops and increases accordingly.
- Minor map and descriptions fixes.

Changes:

- Random spawns rates modified. Stronger creatures spawn less often both in the Core and in Random Encounters.
- Humans spawn less often in the Core and in Random Encounters.
- All creatures have been rebalanced. Most have been nerfed to more appropriate profiles. We'll see if more changes are required in the future.
- All critters contour colors (while aiming) are now based on their relations towards you. Enemies are in red, neutral in yellow, allies in green.
- Awareness now shows critters names. The color of the name depends on the reputation as for the contours.
- Various weapon rebalances and fixes.
- Caps values of crafting components reduced.
- Reduced Core resources spawn rates.
- You now need 30000 reputation to invite someone to a squad base.
- The physical status of any critter doesn't show automatically while moving the pointer over it anymore.

Additions:

- Worldmap location descriptions.
- Two new patrols, Farmers and Bandits.
- Science can now be used to dismantle stuff. The scavenged amount depends on the tier and weight of the item.
- Crafting of support CA and faction CA implemented.

Misc.

- Created and implemented the Poker Table of DEATH.

Additional notes

- If you see your status (Crippled, etc.) buttons on the middle of your screen, relaunch one time the game.

8
Changelogs / [ALPHA] 25.02.2013 Changelog
« on: February 25, 2013, 05:51:41 PM »
We've been so busy trolling people in game fixing bugs and trying to figure out the cause of the frequent crashes, that we haven't really published any proper changelogs of all the updates and hotfixes we've made.

Here's a list of changes applied since the last changelog, in (roughly) the reversed order in which they were applied (most recent first).

-Awareness dialogue quest for lawyers
-Balanced random item spawns
-Made Library Park a ZC map (need 3 people at level 8 and with tier 2 gear)
-Added poker table of DEATH and fixed descriptions
-Buffed random spawns frequencies and made the different core maps have different frequencies,
-Fixed problem with respawning if you died on world map.
-Fixed creature speed of many critters, which should solve some of the graphical issues
-Fixed lag issue with shovel and other items
-Fixed crash when being expelled from faction
-Fixed issue with squad bases, they should work now
-NPC Team Pids & Replication time fixes
-Humanoid critters team id fixes
-Created The Godfather / The Right Hand / Jim, Jack and Jo characters
-Several item descriptions fixes
-Animals general revisions
-No forced encounters between the HQ's and the Core
-Dialogue fixes
-Added awareness quest
-Solved problems with the mines (not being able to mine rocks)
-fixed infite caps exploit with selling ammo to trader, fixed map and crafting issues, increased value of armors
-Fixed exit grids so you can't leave map while you have combat timer
-Fixed spawn locations on the core maps so you can't spawn outside the map when leaving at the top or bottom of the exit grid
-Fixed a faulty spawn location in lawyer private room nr 6.
-Fixed the misconfigured plant items so that you can harvest fibers from them
-Added description to pickaxe
-Fixed problem with the random spawns feature that caused the mobs to stand still at the starting point.
-Fixed so you can use more types of knives on plants to get fibers
-Fixed some broken dialogue links
-Fixed critical bug with random spawns feature
-Improved greatly the random encounter spawns

9
Changelogs / [ALPHA] 23.02.2013 hotfix #2
« on: February 23, 2013, 09:18:56 AM »
Bugfixes
-Fixed errors with resource spawn and random spawns on some random encounter maps
-Fixed the axe item so it can be used to cut down wood
-Made sledgehammer, pickaxe and axe unusable as weapons (this also causes animations to not show, we'll fix that later)
-Changed value of axe, pickaxe and shovel to 0
-Changed "space" of bottle caps to 0, so that you can trade properly with the merchant
-Disabled explosive crafting, as they are not properly implemented yet
-Fixed bug with Zone Control where you could start timer several times in a row by having several dialogue windows open at the same time.
-Reduced cooldown to restart ZC to 30 seconds.


Changes:
-Changed sledgehammer into pickaxe
-Removed fire geckos (due to bugged animations) and replaced them with brahmins
-Increased spawn rate for random spawns in the core

Additions:
-Added a critter next to the workbench who will tell you the crafting requirements for all items.

10
Changelogs / [ALPHA] 23.02.2013 hotfix #1
« on: February 22, 2013, 09:23:29 PM »
Bugfixes
Mechanics:
-Properly enabled random spawn feature of mobs in random encounters.
-Changed robot spawn to mantis spawn.

Dialogues:
- Crafting dialogue can be accessed from workbenches in the Structure (the first level after the Courtyard area)
- Mechanic npc next to the workbenches works properly
- Tony DeCato dialogue on family courtyard properly working
- Ammo seller dialogues fixed. They can be found in the structure and work through dialogue, much like the crafting system.

Changes:
- Group size of random spawn patrols decreased
- Temporarily removed random spawn critters from the mine maps until bug is solved
- Added a temporary caps value to crafting components

Additions:
-Added a temporary merchant to each faction courtyard that will trade everything for caps, especially crafting components.

Misc.
- Fixed visual issues on two core maps

11
General Discussions / Armor List
« on: February 22, 2013, 02:06:25 PM »
Leather Jacket

AC
Norm          40/5
Las             35/3
Fire            20/5
Plas            20/3
Elec            50/5
Expl            40/3
Weight:
Cost:
Traits:
Paper Wall (quick recovery, more easily knocked out/down)
Quick Pockets+ (equpping item -10, faster reload, increased FA/Doc)
Restless+ (+10ap after a kill, more prone to supression)
Light+ (Sneak Bonus)
Rugged (increased deterioration speed, less costly to repair)

Combat Leather Jacket

AC
Norm          45/7
Las             40/3
Fire             40/7
Plas             20/4
Elec             50/5
Expl             40/4
Weight:
Cost:
Traits:
Paper Wall (quick recovery, more easily knocked out/down)
Quick Pockets+ (equpping item -10, faster reload, increased FA/Doc)
Restless+ (+10ap after a kill, more prone to supression)
Light+ (Sneak Bonus)
Rugged (increased deterioration speed, less costly to repair)

Leather Armor

AC
Norm          45/8
Las             40/3
Fire             20/5
Plas             20/4
Elec             50/5
Expl             40/4
Weight:
Cost:
Traits:
Paper Wall (quick recovery, more easily knocked out/down)
Quick Pockets (equpping item -5, faster reload, increased FA/Doc)
Restless (+5ap after a kill, more prone to supression)
Light (Sneak Bonus)

Leather Armor MK2

AC
Norm          45/10
Las             40/4
Fire             30/6
Plas             20/5
Elec             60/6
Expl             45/5
Weight:
Cost:
Traits:
Paper Wall (quick recovery, more easily knocked out/down)
Quick Pockets (equpping item -5, faster reload, increased FA/Doc)
Restless (+5ap after a kill, more prone to supression)
Light (Sneak Bonus)

Metal Armor

AC
Norm          50/11
Las             70/8
Fire             10/8
Plas             35/8
Elec             10/2
Expl             45/8
Weight:
Cost:
Traits:
Bulky (longer KD/KO, sneak malus)
Ammo Belt (slightly faster reload)
Stonewall (less KD/KO)
Metallic (bonus laser DT, weak against ELEC)
Rugged (increased deterioration speed, less costly to repair)

Metal Armor MK2

AC
Norm          50/12
Las             75/10
Fire             15/8
Plas             40/8
Elec             20/4
Expl             50/8
Weight:
Cost:
Traits:
Bulky (longer KD/KO, sneak malus)
Ammo Belt (slightly faster reload)
Stonewall (less KD/KO)
Metallic (bonus laser DT, weak against ELEC)
Rugged (increased deterioration speed, less costly to repair)

Tesla Armor

AC
Norm          40/10
Las             80/15
Fire             10/8
Plas             70/12
Elec             70/12
Expl             40/8
Weight:
Cost:
Traits:
Bulky (longer KD/KO, sneak malus)
Ammo Belt (slightly faster reload)
Stonewall (less KD/KO)
Electrified (bonus EW and elec resistance, high maintenance cost)


Combat Armor

AC
Norm          55/13
Las             60/8
Fire             45/8
Plas             40/8
Elec             70/6
Expl             50/10
Weight:
Cost:
Traits:
Bulky (longer KD/KO, sneak malus)
Stonewall (less KD/KO)
Confident (less suppression)
Hi-tec (low deterioration speed, high maintenance cost)
Plated Gloves (Malus to fa/doc/reload speed)

Combat Armor Mk2

AC
Norm          55/14
Las             65/9
Fire             50/9
Plas             40/9
Elec             75/8
Expl             55/15
Weight:
Cost:
Traits:
Bulky (longer KD/KO, sneak malus)
Stonewall (less KD/KO)
Confident (less suppression)
Hi-tec (low deterioration speed, high maintenance cost)
Plated Gloves (Malus to fa/doc/reload speed)

T-51b Power Armor

AC
Norm          55/16
Las             65/12
Fire             60/12
Plas             30/12
Elec             60/10
Expl             60/20
Weight:
Cost:
Traits:
Tin Can (longer KD/KO+, sneak malus+, -1 PE)
Stonewall (less KD/KO)
Confident (less suppression)
Powered (low deterioration speed, high maintenance cost, ST Bonus)
Plated Gloves (Malus to fa/doc/reload speed)


Hardened Power Armor

AC
Norm          60/18
Las             80/15
Fire             60/13
Plas             35/14
Elec             60/12
Expl             65/20
Weight:
Cost:
Traits:
Tin Can (longer KD/KO+, sneak malus+, -1 PE)
Stonewall (less KD/KO)
Confident (less suppression)
Powered (low deterioration speed, high maintenance cost, ST Bonus)
Plated Gloves (Malus to fa/doc/reload speed)

Armor missing in this last are tier 3 leather jacket (combat leather Coat), tier 3 Leather Armor (Fire leather Armor) and tier 3 Combat armor (Combat Armor Mk III). Each of these 3rd generation armor is usually superior to earlier generations but is equal to other armors of its generation in terms of value and effectiveness.

12
General Discussions / Character Basics
« on: February 22, 2013, 01:51:34 PM »
    Strength

    Raw physical strength. A high Strength is good for physical characters.
    • Base HP (50%)
    • Healing Rate (25%)
    • Str requirement for all weapons
    • Bleed resistance (20%)
    • Weapon drop resistance
    • Knockout resistance
    • Carry Weight
    • Melee damage
    Perception

    The ability to see, hear, taste and notice unusual things. A high perception is important for a sharpshooter.
    • Sight range
    • Hit chance penalty if Perception < 5 (only when shooting above weapon effective range)
    • Hit chance modifier for aimed shots
    • Eye cripple resistance
    • Disorient resistance
    Endurance

    Stamina and physical toughness. A character with a high endurance will survive where others may not.
    • Base HP (50%)
    • HP per level (100%)
    • Healing Rate (50%)
    • Knockout duration
    • Arm/leg cripple resistance
    • Bleed resistance (20%)
    Charisma

    A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.

    Not yet implemented

    [/list]Intelligence

    Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.
    • Skill points per level
    • Base Crit Chance (33%)
    Agility

    Coordination and the ability to move well. A high Agility is important for any active character.
    • Action Point regeneration
    • Healing Rate (25%)
    • Bleed resistance (10%)
    Luck

    Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.
    • Base Crit Chance (67%)
    • Crit chance bonus from aimed shots
    • Crit strength (offensive)
    • Critical resistance (chance to avoid a crit)
    • Armor bypass strength (defensive)
    • Bleed resistance (50%)

    Generally, most formulas for the the effects of Specials tats work in a way that the effect is very big between 1 and 2 and the effectiveness decreases for each additional point. The result is that a well balanced build will be more effective than a build that dumped some and maxed other stats.

    Skills:
    When making your character it is important to first get rid of the 2238 dogma of specialization = effectiveness. Refer to the blog for a general overview of how the skill system works.

    In AoP, it is encouraged to carry more than a single weapon. In fact, every player should carry at least 2 different guns in his two slots at all times.

    The guns, which will be explained in greater detail in a separate thread, are all quite distinctive with a lot of options and possible combinations. to make a great build. You Build is not defined by your Special but by your gear.

    The only implemented skills are
    Primary:
    Small Guns
    Big Guns
    Energy weapons
    Melee weapons (unarmed)*

    Secondary:
    First aid
    Doctor

    *For melee weapons, tag the skill unarmed which should be the 5th skill in the list. It incorporates all melee and unarmed weapons while the actual "unarmed" is not in effect yet.

    What you gain from raising a askill is 1). additional maximum range and 2). weapon perks. Since everyone will have a very good range with every weapon, noone is limited to a single weapon skill, let alone a single type of weapon. Dont pick your primary gun skill because you think it's going to be the strongest or because it was the strongest on other servers, but because you think you might enjoy playing with those guns.

    Since everyone who can read this thread has had his share of fonline pvp, we trust everyone not to dump LK, AG or EN to 1. We're not joking if we say that 5 5 5 5 5 5 5 is a viable build. Also, it doesnt matter if your stats are odd or even.

    Pages: [1]


    SMF 2.0.2 | SMF © 2011, Simple Machines
    Simple Audio Video Embedder - Theme by Crip