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Messages - Shangalar

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461
Resolved bugs / Re: [Exploit (maybe?)] Sharpened Poles
« on: February 13, 2014, 10:16:18 AM »
Fixed.

462
Resolved bugs / Re: Patrols in captured zones
« on: February 13, 2014, 07:12:01 AM »
This exists already, but probably buggy right now.

EDIT: moved to bugs as i could not see any guard spawning on RobCo. This might be linked to some ZC bug that has been fixed, we'd need to see another zone taken I guess.

463
Changelogs / [BETA] 13.02.2014 Changelog
« on: February 13, 2014, 12:47:06 AM »
Bugfixes:

- Removed tutorial bugging cinematic. That should hopefully fix the client crash.
- Fixed rare contour color bug.
- Random Assignment Briefing fix.
- Some small fixes to NPC's. Should hopefully prevent blocked NPC's.

Tweaks:

- Only tier 2 and 3 crafts have a chance to increase science/engineering.
- Quartered Weapon deterioration.
- Deathclaws speeds decreased.
- Grey Deathclaws pack sizes diminished.

Additions:

- You can now buy containers in your faction HQ's. You can drop / rotate (using engineering) / remove them to inventory (using science), into your bases and rooms. They need to be empty to be rotated/removed to inventory. Not all containers can be rotated.

464
Changelogs / [BETA] 12.02.2014 Changelog
« on: February 12, 2014, 07:17:40 PM »
Bugfixes

- Crowbar, club, pipe rifle and zip gun are now craftable/sciencable.
- Spears are hopefully finally fixed.
- Fixed blueprint dialogue text.
- Sharpened pole value set to 0.
- Fixed healing rate / lizard limbs.
- All Mobs now give exp - properly this time.
- Dialogue fixes.
- Map fixes.
- Fixed so that you cap a zone if timer runs out, even though nobody attacked you.
- Removed AC penalty from unaimed single shots.
- Some critical bug fix.

Tweaks:

- Merged 7,62x54R/7N14 as well as .223 remington/5,56x45mm into one "caliber", meaning that 223 pistol can use 5,56 and dragunov can use normal 7,62x54R ammo of the PKS. One ammo type each is made for sniping, with higher price and AC modifier, but else no stat changes.
- Halved gun jam/explosion chance.
- Doubled spawn chance of high tier crafting components.
- Mobs item conditions have been reworked and in general, slightly improved. There is now also a little chance to drop guns in good condition.

465
General Discussions / Re: Questions ?
« on: February 12, 2014, 05:06:43 PM »
it doesn't work yet. Otherwise, we would have mentioned it in changelog.

466
Suggestions / Re: making crafting more user friendly
« on: February 12, 2014, 11:52:01 AM »
All known recipes are now visible in the fixboy by default. If you interact with a workbench or a chemical table, you'll only see the recipes that have them are requirements.

467
Bug reports / Re: Bug Reports
« on: February 12, 2014, 07:29:15 AM »
fixed. New rooms won't suffer from that bug anymore.

468
Changelogs / Re: [BETA] 11.02.2014 Changelog
« on: February 11, 2014, 10:43:58 PM »
Changelog updated.

EDIT: run updater to obtain the new marker graphic file.

469
Suggestions / Re: Spawn at core , Balancing issues
« on: February 11, 2014, 10:31:19 PM »
Don't worry, that's always interesting to discuss. We certainly made mistakes, and most mechanics will require balance and tweaks, but I think you can put a little bit of faith in us nevertheless ;)

470
Suggestions / Re: Spawn at core , Balancing issues
« on: February 11, 2014, 07:28:10 PM »
Quote
I dont know like others . But i have feeling like only chance to get something from core is w8 for server restart . Theres already +-20 ppl and its rly complicate to even find full locker . I cant image what happen with 100+ . I think lockers should respawn 3x - 4x each hour . So everybody will have chance to get some and also it will bring more pvp to core when it will be full of stuff .

Lockers respawn resources, we just have to tweak frequency.

Quote
Another thing is obtainable ammo . Most bullets are icredibly rare and most of them u can only buy for crazy prizes . So prize should be lowered or we should get some base Supplier [ For example Fame based ] which can provide some ammo if u succesfully take Flag or Kill enemy etc . In other case its just mean Rich can afford Strong weapons , New players have almost no chance  .

You didn't yet see all the ways to get caps, but of course we have efforts to do on that aspect.

Quote
Now armors .. At prealpha i remember that each armor had some priority and noone could say this armor is best . They had high resists and they negative and possitive effects .. Now for example difference between Metal armor 5/25 and CA mk2 15/55 is crazy - Another thing which force ppl to fight just with min max gear , Again small chance for new players .

Armors go by "mark" levels.

LA = MA = CA = LJ
LA MKII = MA MKII = CAMKII = CLJ
FLA = TA = CAMKIII = CLC

Tweaks are probably necessary though.

471
Resolved bugs / Re: [CHAR] Lizard Limbs Perk
« on: February 11, 2014, 06:00:27 PM »
Yep, that bug is known and will be fixed soon. Thanks for the report!

472
Changelogs / [BETA] 11.02.2014 Changelog
« on: February 11, 2014, 05:09:27 PM »
Bugfixes

- Fixed Retrieval missions, they now work.
- Countless dialogue fixes and spell checks.
- Countless map fixes.
- Various fixes to the tutorial.
- Humanoid creatures now give experience properly.
- Zone control should now be fixed. Participating in zone control grants reputation, caps and experience based on your score. You gain score and the resulting "Fame" by killing (or wounding/crippling) enemies and healing friends. Caps are automatically sent to your room.
- Added 'use' texts to knife and removed 'use' from sledge.
- Fixed leather armor fixboy 'error' bug.
- Fixed heavy handed/bruiser/char creation bug.
- A bunch of other critical bugs have been fixed.
- Supersledge now works as intended.
- fixed spear weaponmodes
- Fixed machete recipe
- Fixed aimscreen bug (hopefully)
- Fixed the science bug preventing from dismantling some items.
- Cars are properly lootable on all core maps now. They have a very small chance of spawning oil, too.

Tweaks:

- Removed charisma limit for group world map travel.
- Guard Arrest temporarily removed, PvP disabled for now in HQ's
- Mines locations temporarily removed from WM.
- You now need 8000+ reputation to enter the structure of your HQ. You still get 10k rep when joining. If you get 2000 rep with another faction, you'll see their HQ on wm.
- Spore plants now use plant spikes and can drop fibers.
- Increased the chance for polymer to spawn. Polymers spawn... in the polymer lab. ;)
- Fixed so that Tier1 crafts appear always except when using science table
- Improved spawn rate of items in the Core.

Additions:

- Basic random assignment briefings.
- Added holodisk screen to the pipboy.
- Added marker to the automaps: right click on the map to add, click again to remove it. (marker doesn't do anything, it's just to remember a spot in the core.)
- Chemical tables have been added in all HQ's. They're used to craft drugs and explosives.

473
Suggestions / Re: making crafting more user friendly
« on: February 11, 2014, 03:55:46 PM »
All the craftable items should appear in your fixboy even if you're not at the workbench. This isn't the case currently and will be fixed. For super fast lazy crafting, you'll just need to buy a base, which is equipped with a workbench.

474
Bug reports / Re: Bug Reports
« on: February 11, 2014, 03:00:21 PM »
Mantis was closed, it wasn't practical enough.

475
Bug reports / Re: Bug Reports
« on: February 11, 2014, 01:10:21 PM »
Use FOnlineGL.exe to launch the game, that crash shouldn't happen then. We'll fix the exe later.

476
Bug reports / Re: Bug Reports
« on: February 11, 2014, 01:03:37 PM »
We've added a bug report section. Please post your bugs there from now on. No need to recreate threads for those described here.

477
Bug reports / Bug forum rules
« on: February 11, 2014, 01:02:11 PM »
Hello fellow Wastelanders, thanks for taking some time to report bugs you spot while traveling in Arizona. We'll do our best to solve them as soon as possible.

Bug report procedure:
  • Please have a look at other recent threads before posting anything, in case it was already reported.
  • Open one thread per bug.
  • Add the according tag in front of your thread title:
    - [CHAR] for character bugs.
    - [ITEM] for item or crafting bugs.
    - [MECH] for mechanic bugs.
    - [MAP] for map bugs.
    - [DLG] for dialogue bugs.
    - [AI] for mob bugs.
    - [MISC] for bugs that don't fit in any other category.
  • Describe bugs as precisely as required for us to fix them. Add screenshots if possible, even videos if you're able to and can't describe it easily with words.
  • Please don't keep bug exploits for yourself. It doesn't help your game at all. Rather report it to me via PM. We'll reward people reporting such abuses.

If you can't find some bug thread anymore, probably that's because it has been solved. Check the Resolved bugs section for it.

478
General Discussions / Re: Questions ?
« on: February 11, 2014, 11:33:20 AM »
Quest screen will be implemented soon in the pipboy.

479
General Discussions / Re: first impressions playing AoP
« on: February 11, 2014, 09:01:26 AM »
Thanks dude for your report! We would too read more about your opinions guys, even though this a first test with a reduced amount of players on a game that is of course mostly about pvp and interactions in general.

Surely we just got started, game is still incomplete and buggy, but I guess the general feeling at least should be there.

480
General Discussions / Re: Questions ?
« on: February 11, 2014, 08:58:00 AM »
Hopefully within a few days. We'll probably need players' help to fill a part of the info.

To be honest, I don't think the game's general setup is really difficult to understand, even after a few hours if you take some time to read the few necessary dialogues.

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