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SEASON 1 ENDED. PREPARING FOR SEASON 2.
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Messages - Ravenis

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1
Questions / Re: Is the server dead?
« on: January 17, 2018, 06:26:47 AM »
Project is not dead, Season 1 just ended.

Now we are making new stuff for season 2.

There is test server up most of the time at server2.hadelmia.com

2
Questions / Re: Speculation
« on: July 03, 2017, 01:44:32 AM »
Currently speculation is effecting to chance to find crafting resources like iron ore and minerals from mountain encounter maps and caves (this includes maps you are entering manually without running around waiting for encounter to happen).

Also its increasing chance to find better loot from crates in actual encounters and random loot in caves.

This crate can appear to any enemy encounter map.

We are planning to make much more use for this skill in near future.
Now it is like "extra" luck. But there is lot of things we can add for this skill. We thought it could be called probability calculation, but ended up to call it speculation.

Currently it does NOT effect to any combat calculations.

Probably it will effect crafting related things too later, like slight increase to change to get better bonuses when crafting weapon or armor.

3
About / WIPE INCOMING AND START OF SEASON 1 IN FIRST JULY 2017!
« on: June 25, 2017, 06:56:07 PM »
Forever will be hard and true wasteland. If you like challenge and not to get bored after a week by having best gear in the game, this is place for you.

Full changelog coming soon.

4
About / Re: Changelog
« on: April 21, 2017, 03:44:20 PM »
Latest:
-Combat Gear update: Many of the new weapons have been tweaked
-Barret changed to Scoped, many weapons gained perks
-New ammos: .44 AP, .50 Cal DU, 9mm AP, 9mm JHP, 7.62mm AP
-Forcefiled disrupting fixed
-Added Desert Eagle .50 cal

5
About / Re: Changelog
« on: April 14, 2017, 06:25:59 AM »
Tear Gas Grenades are now also craftable.

6
About / Re: Upcoming features & update post
« on: April 09, 2017, 08:11:41 AM »
Video about prototype Molotov Cocktail and Flamethrower area effects.


7
About / Re: Changelog
« on: April 06, 2017, 03:45:53 PM »
Rondo in NCR now teach Amorer Prof 3.
Some chnages to Fire Gecko Armor.

8
About / Re: Changelog
« on: April 02, 2017, 02:38:21 PM »
        Changed TC rewards to much better.


9
Ideas / New skill to replace Reserved "skill"
« on: March 31, 2017, 10:30:40 PM »
There is now 1 unused skill named Reserved and i was thinking to replace it with something useful.

Any suggestions?

10
About / Re: Changelog
« on: March 28, 2017, 06:25:47 PM »
-Doctor Fung in San Francisco now sell neural interfaces and doctor skill boost to 60.
-Added craftable High Quality Fiber and Fire Gecko Armor (Thanks to Stalker for armor graphics)
-Several bug fixes.

11
Bugs / Re: Items from yesterday gone.
« on: March 25, 2017, 04:59:47 PM »
For some reason autosave and manual save didn't work yesterday, it didnt give any errors either.

12
About / Re: Changelog
« on: March 24, 2017, 05:04:53 PM »
SLOT 1 Defensive implants:

Nemean Armor Implant [Effects: Normal, Fire, Laser and Plasma Damage Threshold  + 6] It is designed to provide increased damage tolerance by bolstering the user's skin cells with iron.

Sub-Dermal Armor Implant [Effects: Normal, Explode, Laser and Plasma resistances + 10%] Designed to improve the resistance to physical trauma, concussive damage and  to improve the resistance to energy attacks.

Environmental Implant [Effects:  +40% Radiation, +50% Poison resistances and +5% Normal and Fire Damage resistances] Designed to make you last in most harsh environments.

Survivalist Implant [Effects: +50% Sneak skill, +60% Outdoorsman skill and  +40% Radiation resistance] Ultimate wasteland survival implant.


SLOT 2 Medical implants:

Chem Enhancer Implant [Effects: Drugs last twice as long and stimpak heal an additional +20 HP, super stimpak +40 HP and ultra stimpak +70 HP] Drugs are not bad.

Health Implant: [Effects: +10%% Healing rate and +50 HP] Your brain stimulate your white blood cells and improve their effect.


SLOT 3 Support implants:

Stability Enhancer Implant [Effects: +30% to Big Guns, Small Guns, and Energy Weapons and +4 FoV] Designed to predict weapon recoil, and adjust your hand movement to it.

Optics Implant [Effects: +5 Critical Chance, +4 Sequence and +3 FoV] Your eyes are replaced with artificial ones, and they are better in every way than natural eyes.

Hyper Reflex Implant [Effects:  +20 AC, +1 AP and +2 Sequence] Generate amphetamine like chemical into your bloodstream.


SLOT 4 Attribute implants:

Hypertrophy Accelerator Implant [Effect: Strength + 1] Designed to enhance the muscle mass of the person it's installed in by acting as an automatic version of steroids, forcing the body to make a large amount of muscle mass.

Optics Enhancer Implant [Effect: Perception + 1] Designed to improve eyesight of the person it's installed in by acting as a pair of sight enhancing glasses, sharpening the view of the user of the implant.

Nociception Regulator Implant [Effect: Endurance + 1] Designed to improve sensory receptors in the body that detect potentially damaging stimuli (such as excess pressure or heat) and send the nerve signals to the brain and spinal cord.

Empathy Synthesizer Implant [Effect: Charisma + 1] Designed to compute possible reactions of other human beings and suggesting actions to it's user.

Logic Co-processor Implant [Effect: Intelligence + 1] Designed to improve logical thinking of the person it's installed in by calculating possible outcome, thus helping in solving problems and making the best decision.

Reflex Booster Implant [Effect: Agility + 1] Designed to boost the reflex action of the recipient by conducting the electric current in the nervous system and sending it to the area where it needs to go to.

Probability Calculator Implant [Effect: Luck + 1] Designed to aid the person it's installed in by quickly calculating the chances of every single possible thing that can happen, allowing the user to make the best choice in any situation.

13
Ideas / Re: Implants Rework
« on: March 23, 2017, 01:03:47 PM »
Please post your implant ideas here.

14
Ideas / Re: Implants Rework
« on: March 23, 2017, 06:25:01 AM »
There is now 4 slots, Medical, Defensive, Attribute and Support.


I was thinking maybe 5th slot for skill boosters, i can make different level implants for it, like 5%, 10%, 15% and so on.

And if we want to go EvE Online style, there could be shitloads of different kind of implants for all slots.

That would give players much more options for character builds.

15
Ideas / Re: Implants Rework
« on: March 22, 2017, 11:51:37 AM »
Added slot 1 defensive implants.

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