2021 Launch of Season 5 and Changelog
Here we go for season 5. Download links below. Come to discord.
These changes are a non-exhaustive list of changes compared to last years season, not a full list of features.
Factions, and thus their merchants, now receive very little resources by themselves. Instead, misc items collected by players, and any other items sold to merchants, will be converted into merchant stocks. The value of misc item loot has been increased. Instead of automatically feeding the faction, ZC resources can be obtained by the player by purchasing access tokens to use on flags, spawning the available resources there. Use of tamed pack brahmins recommended.
If the stock depletes and there is a shortage, merchant stock disappears and their price increases, but players can make more money selling.
Wild brahmins can be tamed and sold to brahmin herder who converts them into pack brahmins with high carry weight.
Processing plants can be purchased and put into bases, including workbenches. Blueprints can be crafted at bases, but core facilities are cheaper and produce higher quality items.
It is now possible to mine ore, chop wood and obtain mutfruits and fibers from plants in certain core locations.
It is now possible to loot cars with melee weapons, causing the weapon to lose condition dependant on tier.
PCG Dungeons now features 5 distinct bandit factions with different loot and gear choices and stats, including drug use and leadership boosts. Loot is also dungeon-themed where applicable.
During raids, bandits now gather at their grid, come out one by one, pick a number of random patrol points and patrol around for a while before returning (rather than just spawning and hoping they'll aggro on something)
Maryland dungeon loot has been increased but is now locked behind a keycard with a quest.
The Patrol layout and patrol pool has been overhauled for every core map, resulting in a noticable difference in difficulty in the central zones, with outter zones being safer than before. The AI has been greatly improved, npcs now use drugs, may try to flee or heal allies and now use combat taunts.
The core life (static spawns) system has been extended with additional functionalities and types of spawns.
Container loot has been changed.
Zone control and PvP
ZC now has an underlying domination system, that tracks all fights throughout the day and calculates a score in order to try to dampen the effect of nightcapping/afk capping.
Additional pathways in HQs have been added for faction invasion.
For each drop in quality from Perfect, every weapon and armor now gains a negative perk (dmod) up to 7 dmods at garbage condition. The time it takes to deplete condition is now twice as long, but repairs cost twice as much, equating the change (less repairs, same cost).
Bunch of new quests and repeatable core assignments added, all throughout different safehouses and sewer rats base.
Central 5 sewers have been replaced with new maps, corresponding to the surface. The old 5 maps have been made accessible through the sewer rats base with very weak patrols to act as a safer zone.
Safehouse travel and outpost travel now enabled but at a cost.
Rerolls still free for now.
New weapons in the lower tiers, mostly filling gaps in the tectree.
Weapon and character balance 99% unchanged.
Also: The server is going to start at Tier 2 and will be progressed through crafting higher tier items from blueprints (now in your base as well). Lower Tiers progress faster than higher ones, last Tier is 8.
[Google Drive] https://drive.google.com/file/d/1Wgaq8UNo_CVfIPdzF10clNiXFMEUH0bc
[Alt Link] http://fonline-aop.net/cirnstuff/client_s5.zip