FOnline Forever Forums

height= height=

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 - AnarchCassius

Pages: [1] 2 3 ... 6
Questions / Re: Blueprint fix?
« on: August 17, 2017, 07:18:45 AM »
The remainder of Tier 1 and Tier 2 are in, and Tier 3 is available in theory (full distribution of t3 resources is still in progress). Many weapons have had crafting stats adjusted.

About / Re: Changelog
« on: August 17, 2017, 04:08:40 AM »
Looks like there's a bit of catching up to do here:

Str Melee damage bonus doubled
Quick Pockets no longer makes Rapid Reload useless.
Bounty Manager added in NCR.
There is now chance to get Wooden Crate spawn in encounters, what can contain wide range of items and gear. Item Collecting skill will increase chance to get better items.
Item Collecting skill name is now Speculation, it will cover all luck based stuff currently in a game and what will be added later. (you need to update the client and clear cache again to see it properly)
Fixed bug with many non-attack damage sources.
Fast Reload works as intended.
Quick Pockets reduces AP cost for non-reload inventory use actions.
Removed armor piercing from basic (red) 12 gauge ammo.
Added Boomerang, Chakram, Dart, Shuriken, Deco-Filament, and Lacerator.
Melee weapons only do more base damage on a thrust if they have Penetrate.
All thrown spears do the same damage as when used in melee.
Overdose system added:
    10 overdose points are healed every time HP regen occurs.
    At 500 overdose and higher there is a chance of becoming Overdosed when using chems.
    Overdosed characters take damage over time; Overdosed can be healed with Doctor but this does not reduce overdose points.
    At 1000 overdose and higher there is a chance of becoming knocked out when using chems.
    At 1500 overdose and higher there is a chance of dying when using chems.
    Chem Resistant halves overdose points from addictive chems.
   Most Recent Changes only: M60 damage lowered and no longer has Penetrate
Iron Pipe damage lowered
Normal 12 gauge ammo no longer claims to be armor piercing
.44 Magnum JHP restored to Fallout 2 stats to make it similair to other JHP ammo
7.62mm AP damage adjustment reduced to 3/4
Overdose from addictive chems reduced to 25 + 3 x addiction chance.
Skilled adds 6 SP/level
Old effects of Good Natured removed
Maximum books per character reduced to 40
Encounter loot adjusted, items with durability found on the ground will be noticably damaged
Level cap is 40, SP and HP gains reduced by 50% after level 30.
Strong Back, Snakeater, Rad Resistance, Pickpocket, Pack Rat, Light Step, Magnetic Personality, Master Thief, Educated, and Demolition Expert have been changed to level perks.
Move Addiction parameter ids so we can add new Addictions and Perks without messing up the list count.
Removed Even Tougher; added Cyborg.
Removed Dodger+, Healer+, Heave Ho!!, HtH Evade+, and Even More Criticals.
Miner for Life: You have spent your life in mines. You are strong, but you seem to be always little behind the others. You get a 15% bonus to Close Combat and Speculation, +10 to melee damage and increased carry weight, but have a -2 penalty to Agility and attacks cost 1 more AP.
AP reduction property for weapons enabled; bigger max range boost availible
Increased sight range
Market fixes.
Market items will expire in one week, and you can collect them from marketeer after that.
Lowered ammo crafting requirements.
Fixed implants and hopefully other perk, profession related bugs.
Added craftable Modified 9mm Lewis Gun (Uses Big Gun skill).
Drugs now have individual overdose levels making it much harder to OD on Nuka Cola and Radaway example.
Fixer greatly reduces overdose points, though the full effect takes some time.
Converted Level perks no longer availible as support perks and will be removed from characters over the Perks for their level.
Max AP bonus no longer availible on weapons
Max range boost no longer availible on melee weapons
Armor piercing ammunition displays its piercing ability
Action point cost reduction displays on quality weapons now
Fixed issue with stats on very high level NPCs
All knives can cut fibres and brahmin meat
Using items to collect resources will cause deterioration
NPCs no longer try to offer blueprints
Text fixed on Lifegiver, Skilled and Good Natured
Intoxication level now displays as a tab to track potential for overdose
Fixed bug with chance to gain addiction and amount of intoxication gained when refreshing chems
Chems can now be refreshed after comedown penalties begin
Fixed bug with duplication of crafting stations
Fixed issue with Converted Level being removed from characters over the Perks for their level.
M60 damage reduced
Grenade launcher ammo capacity reduced to 1
9mm Lewis Gun range increased
Tweaked some weights and costs
Fixed PID conflic error with 9mm JHP
Lewis MKII, Bren gun, M249 SAW, Milkor MGL and .303 ammo added
Crafting tables greatly reworked and expanded
Armor values rebalanced and helmets brought in line with body armor
Base Armor Class when not moving is equal to Agility x1

Bugs / Re: No Blueprint
« on: July 18, 2017, 01:44:30 AM »
The first one should be fixed very soon. PM me here or on Discord to sort out your character.

The 2nd is more a typo than bug. Lifegiver goes 20, 30, 40 here, not 40, 30, 20. I can fix the text soon as well.

Questions / Re: Download the client
« on: July 13, 2017, 11:27:46 PM »
We are working on getting more mirrors up.

For now this link should work:

Ideas / Re: New skill to replace Reserved "skill"
« on: July 13, 2017, 11:03:18 PM »
I feel like Repair and Science, plus a few others, mostly cover Crafting in Fallout terms. It's just called "Repair" cause there is so much half broken junk laying around.

Speculation was meant to cover scavenging, business, gambling, and estimation. It's meant to be a general opportunist skill since none of the above really merited a full skill. If you can think of a better name please suggest it. It just seems a little weird for Gambling to affect Scavenging or vice versa so I abused a thesaurus.

I am actually warming to the idea of an Athletics skill that might boost movement AP passively, but giving it enough other uses is a pain with the current graphics.

Yeah I think at least two things are happening here. NPCs were never very good at picking equipment and the new level rules are throwing off some values leading them to even weirder choices. And the FOV change might be affecting them somehow.

Bugs / Re: Companion/Wastelander skills
« on: July 10, 2017, 10:18:17 PM »
Yeah, the followers and other NPCs are being converted to proper SPECIAL rules. I didn't have enough time to finish the system before wipe and there was a danger of followers being recruited with the old absurd skill levels.

I am going to try and get a fix out tonight or tomorrow. Any existing followers should retroactively take their level up gains at that point. The NPC stats should also be more consistent and reasonable (but that involves checking a lot of protos, one reason this is taking a bit).

Questions / Re: Speculation
« on: July 10, 2017, 10:15:20 PM »
Currently the skill probably needs some revision to work more consistently. That said it's a good choice for a PvE treasure hunter and still caps at 150% for now.

Questions / Re: Strong Back perk
« on: July 10, 2017, 10:09:03 PM »
Well crap I was afraid it might not be a foolproof fix. Can I see a ss of your char screen so I know what the details are?

Questions / Re: Strong Back perk
« on: July 08, 2017, 09:27:21 PM »
Strong Back, Snakeater, Rad Resistance, Pickpocket, Pack Rat, Light Step, Magnetic Personality, Master Thief, Educated, and Demolition Expert have been changed back to level perks.

They were briefly available at the start of the season due to a bug but now should be removed from even those who got them earlier if taken as support perks.

You can take them as level perks now. Francis and the four other NPCs who no longer have any support perks to give out as a result will be getting new content at a later point.

Bugs / Re: Encounter crate locations can be inaccessible
« on: July 08, 2017, 02:44:41 AM »

Bugs / Re: Son of Bob quest
« on: July 08, 2017, 02:43:13 AM »
I think quest was bugged anyway. Content will be cleaned and replaced with something more unique to the server I think.


Watched a hilarious encounter where to raider bands met and one immediately split into two and ran for it. The courageous ones went after one group, and then the other half of the cowards went back to center. When the brave ones killed their comrades and came back they fled for map edge again.

I will look into this.

Bugs / Re: Shotgun perk not showing up
« on: July 08, 2017, 02:40:54 AM »
Both, it's an unfinished Perk that wasn't suppose to be showing up yet.

Questions / Re: Books
« on: July 08, 2017, 02:40:20 AM »
Lockpick books exist, you can find them in encounter lockers and they should be purchasable at one of the bookstores.

Pages: [1] 2 3 ... 6