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About / FOnline:Forever Devblog issue #2
« Last post by Urukhai on April 15, 2018, 06:13:53 PM »
Hello and welcome to FOnline:Forever Devblog

It's purpose? Keep you updated on the stuff we are currently working on and what we are planning to do.
We know that it is always annoying to wait for changes to come, especially when you have no idea when the server wipes and what we are doing.

Last week, a few of you have discovered our first Devblog. It was read 109 times until that day (04.15.2018 at 9:45 AM), which is really awesome,
especially if you consider the fact that I read it 108 times myself and one time Ravenis, I would like to thank you all for your participation and your interest in our project :D 

We have been working this week as usual - Hard. And of course we have done some significant changes in the project and now, spent our time fixing and balancing them.

This week, we were focused on:

The Den

Actually I have no idea why I have chosen this town, but we have been spending our time working on this city with Vice Dice.

The changes concern mainly quests and jobs. Oh... and closing this fucking fence around slaves camp behind Metzger's.

What will we have now ?

A new npc is standing somewhere in the North-Eastern part of the Den and will give you a unique quest. We tried to do this one in a traditional Fallout style:
- Different dialog options and quest outcomes by using your developped skills: such as repair/science etc. Yet the "sh00t sh00t sh00t" option still remains possible.
- Some cool AI changes which will make critters react differently to your behaviour. For once in a blue moon you have to think before spam clicking.
- People who tagged you, will be also  able to finish your quest if: you have a bad connection, you ragequitted (and have previously warned everyone on forum), your momma brought you a glas of warm milk and told you that it is time to go to bed etc.

Tyler, comes back.
This is no longer a regular guard anymore. We are currently working on a chain quest with him, and of course, we do propose different options.

Smitty has a job for you.
Smitty will have a regular job for you. I have no idea what will be the cooldown yet, but we already know what you will do.

Upcoming quest:

Lara's chain quest which should bring some rivalery with Tyler. So choose wisely your side.

Mom from Mom's Dinner will need your help as well.

And look around hookers! Some of them have something special for you. Don't worry, this is not a thai trap...


We finally separated weapons and armors in different TIERS and will proceed to balance it. One thing is for sure, everything will be useful.

Tier 0 Is the first must-have that you can craft without any profession. No recipe nor advanced workbenches are required. Just gather some junk and go for the conquest.
Tier 1 requires the first professions which introduce new weapons. Those are better than in tier 0 but this tier has also weapons which can be crafted from tier 0 items and propose different solutions to the player.
Tier 2 requires the second professions which proposed a variety of weapons and enlarges the possibilities. A bit deeper crafting requirement but still not pain in ass.
Tier 3 requires third profession (yes, I thought that adding a third level profession with this amount of items would be nice). You will need hq ressources and advanced workbenches which are in the cities.
Tier 4 aka top weapons and armors, require rare components, rare recipes and unique workbenchs which can be found in New Reno, Ares and some other places (I will work on it). These weapons and armors cannot be found already crafted for the sake of balance. No more LUCKY STRIKES - you get t4 only if you craft it or if you buy it from someone.
Tier 5 very rare items. They have no recipes, no components and are uncraftable. These can be found in T5 dungeons.

Collection Items: Those are uncraftable, but still can be farmed from different NPC factions or locations. They might be slightly better than t3 or just add another playstyle.

The crafting system will be proprtionnaly difficult but still enjoyable :)


As planned:

Glow, Warehouse and Vault 15.

These locations will have mainly skill books, mid rare recipes and rare components to gather. You will be able to do them "solo/rambo" yet it is still advised to go there with some friends, just in case if you meet another "gg-ez-rambo-dude".
As we already implemented books for every skill (Reserved skill remains still useless, so it has obviously no books yet.) you will find in those dungeons less common skill books which will of course have more value than the others.

New Reno.
A place where you will find some statted weapons, recipes and the only Advanced Energy Workbench (for the moment).

This place has born anew. The times when you could do it solo because you were bored or just wanted to show on youtube how cool your build is, are over. Level 4 has been slightly extended and has a new door. Open it and discover it's mysteries.  ;D


The interface can be adapted now to different resolutions and we started doing some crazy stuff with shaders. We try to adapt it to adpat those effects to different situation.
For example: Drug side effects.

If you take them, they will give not only bonuses but they also numb your brain and the side effects will change your perception of this world. Think twice before you drug yourself, junkie!

Stay tuned guys!

About / Re: FOnline:Forever Devblog issue #1
« Last post by Ravenis on April 10, 2018, 08:03:05 AM »
Sneak Peak to some other features, with screens

Territory control

Random generated dungeon AKA Junk Court

Timed Events, like these

Some events will appear in world map (random places)

Scorpions lair, and yes, you can enter the actual lair too

Also, Wiki page about Character and Weapon perks
About / FOnline:Forever Devblog issue #1
« Last post by Urukhai on April 09, 2018, 01:28:55 PM »
Hello and welcome to the FOnline:Forever Devblog.

It's purpose? Keep you updated on the stuff we are currently working on and what we are planning to do.
We know that it is always annoying to wait for changes to come, especially when you have no idea when the server wipes and what we are doing.

This is why we decided to keep in touch with you, but on the other hand, we would like to avoid spoils of EVERYTHING we do and keep some surprises for you to discover.

I - The character.

The character...

The creation of a new character is one of the most important parts of the game no matter on which FOnline server you play (or any original Fallout). Whenever you start a new adventure you instantly ask yourself these never ending questions:

- What S.P.E.C.I.A.L should I chose ?
- What trait should I pick ? What skill should I tag ?
- Which perks are "musthave" ?

The last question makes us losing our mind since we never stop arguing about builds.   :D

"One day, a bluesuit will come
He will be a level one, completely new to the game
He shall spawn near the NCR
With the perfect powerbuild nobody has ever seen "

                   From the prophecy of Nice Boat, BBS

We don't know what will be the unique powerbuild but we did the tools for you to make one.  ;)

As usual, some things were improved, others nerfed or even removed.

The maximum level cap is 24. You won't get more perks, nor more skill points. Just level 24 is the maximum.
We look forward to find some answers after taking some healing powder (which is based of Xander roots). I guess... we are... close...
*zZz zZz*...


This one remains pretty the same except for some changes in Strenght and Agility.We changed the Strength's modifiers in carry weight.


1 strength = 22kg
10 Strength = 126kg

We look forward to test it later on. But it will make less people angry about the fact that someone is looting while the battle still goes on :D.


Agility, or more precisely the amount of Action Points, has a new interesting feature: speed modifier.
The more action points you have - the faster you move!

Thus, someone who has 15 AP will run faster than someone who has 10. But this formula is not linear and you cannot stack an incredible amount of speed.

The possible maximum can be reached with perks, drugs and traits and will increase your movement speed by 65%.

"Run Forrest! Run!"


The traits needed an important rework and we invested our time in it. Even if the players are used to such Traits as "Bonehead" and Fastshot/Small Frame, we broke the rules and added some challenging options.

Mutant replaces Small Frame.

The Mutant trait allows you to play as... a ghoul! Hell no...
We know that FOnline2 popularized this trait and thus created a whole new play style and we thank them for this.

Playing in Turn Based or clearing the dungeons or what so ever, the Mutant trait will give you additional +100 max HP, additional 5%DR, +7 Melee Damage and +80 kg carry weight.
You only can use heavy energy weapons and big guns and wear either no armor (only if you are a badass), or leather jackets or metal armors and tesla armors.
But our mutant trait IS affected by speed modifiers and yes - you will move faster!

Sniper replaces Loner

A whole new trait which is very useful for those who play with 1 PE and 1% crit chance!

The sniper gives you additional +5% crit chance and +5 crit roll but requires 1 more AP cost either for bursting or and single shots. A kind of reverted fast shot which makes your hits even stronger and your ennemies run away faster.

Kamikaze repalces... Kamikaze ?

Actually we kept the same trait name but modified completely it's meaning. Now, when you tag Kamikaze, your movement speed increases by 15% and the overall chance of being hit
is reduced to maximum 85% (80% for minigun bursts)
. The only drawback is that you will really feel the pain as the damage that you receive will be increased by 20%.

One hander!

All within your hand! But don't worry, it only concerns your in game skills and not the thing I know you were thinking of! (hue hue hue)
This trait increases your chance to hit with one handed weapons by 30% and increases the damage by 10%! But using two handed weapons will make you useless as your to hit chance will decrease by -80%.

Skilled buffed!

This trait remained for long time a bad option for pvp and became even useless with high level cap (or even no level cap). But don't worry we bring it back even stronger.
Now you get +6 skill points per level AND +10% additional experience whenever you get experience!
As for the drawbacks, it is still 1 perk every 4 levels. Get rekt !

Fast Metabolism

There are people who recover slowly from wounds, people who recover faster from wounds and there are people who picked Fast Metabolism. Their healing rate is increased and they heal a certain percentage of hit points every 10 seconds when they are out of combat! But the maximal HP amount cannot get over 230.

These are the changes we have done so far within the traits list and we think that it will open more opportunities for all players! If anyone is interested to test it, don't hesitate to send me a PM !


Oh... my favorite part!
We did quite a lot of changes. But describing it all would me make me write a huge changelog and guess what, I am too lazy for this...

Okay, okay... I can spoil some things tho!

Works the same way as on the good old 2238 = gives +4 HP every level and can be picked twice on level 12 and level 15. 

And Stay Back!
A new perk which is dedicated for those who love shotguns! It halves your target 's DT and gives you the ability (actually only 20% chance) to knockback even the toughest Stonewall-full-tank-die-hard!

Up and Close
Well this is a perk which is dedicated for all onehexers. Whenever you onehex your target, you deal additional +15% damage.

YES. You can onehex on our server! But you require a perk for this! Simply because there are people who have lags, are too slow or simply don't like onehexing. But there are also those who love shredding people into little pieces when they shove their miniguns up the asses of their victims. We leave you the choice, and of course we wanted to find our own balance and go away from the system of two fellow servers where onehexing is either inexistent or forces you constantly to run after your target in order to kill it (or not).

There are many more old perks (Gain SPECIAL/Toughness/More Critical...) modified and some more new added. But as I said above... We don't wanna spoil it all. :p


Besides the fact that we changed the character building in many ways we also did some new improvements into the world.

- Klamath, The Hub and Gecko have now a REKTangular shape, thus you will be able to scroll normall through the entire map.
And no, you will no longer hide in the broken corner next to the Reactor Number 5 in Gecko.  :-\

- Added new private t1 and t2 dungeons which can be obtained from an NPC in NCR. These dungeons will allow you to gather a lot of regular stuff for your crafting and all day using as well as preparing for some tougher dungeons.
Vault 15, Warehouse and The Glow will be readapated and rebalanced for a better fitting lore.

- New dungeon has been added in the sewers of New Reno.
Those who remember the secret transaction guarding in Fallout 2 between Salvatore and Enclave, might be pleased to hear that we went a little bit deeper into this story and developed a whole new place and a lore.


Encalve kept working with Salvatore and decided to build a laboratory somewhere in the sewers and started an energy weapons production. In exchange Salvatore provided drugs which were tested on the human species by the enclave scientists.
The only problem was the energy supply. There was not enough power generated which led to some internal security disfunctions and opened the door to the secret vault. Salvatore placed some guards inside but with a skilled and well organized team, his thugs won't be difficult to get rid off.
The further you go into the dungeon, the stronger will be your foes as the rooms becomes smaller and the Enclave guards are very well equipped. If you manage to survive until the end and defeated Salvatore Thugs, Enclave guards and backstabbing teams, you will most probably discover the production room in which you will be able to find high Statted energy weapons (advanced or unique), a small chance of some very good energy weapons drop and a unique Energy Weapon Workbench which allows you to craft your own T4 energy weapons if you bring the right components and find the recipe.

But it doesn't matter how good you are at onehexing or how unique your build is since the explosion of the generator will lead you to the replication point instantly (AND YES, WE HAVE LOOT DROP!!!). Beware!

So what do you need to know ?   :o

- Dungeon in New Reno sewers with a door that opens on 9PM server time and closes at 11PM server time every day
- A lot of ennemies to kill and a lot of boxes with gear to loot
- A workbench for T4 EW crafting
- Chance of a T4 recipe drop
- Chance for some very strong statted T3 drops.

You can also check TKs-Mantis's video about our dungeon. Even if it had bugs it allowed us to fix all the issues we encountered and of course improve the content of the loot boxes!
Mantis, if you read this, THANK YOU !!!

Here is the link to his video:

Some more dungoens will be done. Can't say now what are we working on, but we are preparing something cool and it is already HUGE and awesome ;)


We are thinking of reworking crafting and reducing the amount of items that we already have in the game as it is very hard to manage it all and find a proper balance.

As for now we decided to remove the possibility to craft statted weapons and armors because of the following reasons:
- it makes you grind for statted weapons and armors and forces you to craft stuff that you won't really need in the end (at least in these huge amounts) just because you wanted ONLY +AP ARMOR !!111
- it kills the balance between all items.
- it simply has no sense to make so much random. After having crafted over 1000 miniguns, you did some uniques with +20 min max damage and -AP burst but you still didn't manage to learn how to do only this type of bonuses. Seriously ?


We kept statted items in the game and therefore decided to improve the crafting in another way.
You won't craft statted stuff but you will FIND it in the game. It will be some kind of Tier 3.5 items. And don't worry about an improved laser pistol or an advanced 10mm pistol.
These weapons will be used as CRAFTING MATERIALS for a higher level weapons. Thus if you get an improved laser pistol you can overcraft it into an improved laser rifle which will preserve the stats of the weapons you found!


- We added a new sound system which dramatically improves your hearing experience and gives you eargasms when using gatling lasers!
- Added additional visual effects like gatling's multiple laser rays (which can even change their direction if you miss your target), gauss rifle rail shot ray, smoke grenade which now covers you from ennemy shots, flash greandes which makes your targets cry like babies (temporary blind) and forces them to walk.
- Added some little features like CTRL+Click in inventory in order to equip a weapon/armor/helmet.

All these things were done within the past 4 weeks. We also added a couple of quests with some new maps and some very well written dialogs ("Yes", "No", "Maybe", "Sarcasm" included).
We are working  pretty hard and expect you to test it whenever we set the testing server up. We will try to make a weekly Dev Blog post (if we are not too lazy) and keep you in touch.

Stay tuned guys!  ;)

About / Season 2 approaching
« Last post by Stribe on March 19, 2018, 12:00:14 AM »
Here is some preview of upcoming features for the season 2 of Fonline Forever.

Playable mutant race, working as a new trait to pick and many more new traits and perks, which we will reveal later on.

We are also implementing a new extended sound system, sounds overhaul, better sounds and sound positioning and of course new sound effects.

Weapon perks are also getting an overhaul, much more to be expected, such as having cleave on a Super Sledge.

The players can also find them self-using sharp objects with bleeding effect on them.

Some of the ammunition is also re-tweaked to fit the gameplay changes.

Multi perk system for weapons and armors, now each weapon and armor item types can have up to 5 perks that could work and combine at the same time.

Capturing and controlling areas near towns is a new feature, which were the players can take controls the zones and increase the production in towns. Zones grants a TC income for your owned towns, each zone terrain type has its own possible income items.

We are also currently looking for active testers to test out the new features and mechanics so we can balance things out before we launch the actual season 2. So anyone interested being a tester just send a private message through forums or the discord.

and much more new features are to be expected.. we don't want to reveal everything yet.

- Fonline Forever Team
About / Quick update
« Last post by Stribe on March 09, 2018, 06:12:27 PM »
Fonline Forever team is looking for anyone who is interested working on the development of our server.

Best way to contact us is in our discord server or directly with private messaging one of the developers.

As we have declared from the very beginning our team is very open to new suggestions and improvements in our game so anybody just feel free to leave comments for further improvements of the fonline forever.

Just wanted to get let you guys know that we are still alive and developing the game.

- Fonline Forever team
Questions / Re: Is the server dead?
« Last post by Ravenis 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
Questions / Is the server dead?
« Last post by Ser BlackVeil on January 17, 2018, 01:49:45 AM »
R.I.P was looking to be an entertaining experience
About / Re: Changelog
« Last post by Stribe on January 15, 2018, 08:28:27 PM »
Latest changelog

Changed first aid timeout formula - 30 - SKILL/13 --> 15 seconds with 200 skill/ 7 seconds with medic perk.

Added bandage modifier for healing, added chance to remove KO with DOC/2% + Medic Perk*50%, tweaked DOC cooldowns --> 20% of max CD for each limb heal roll, 20% for KO removing, 1% for each 1% bandage level removed.
Bandage is being applied when healing occurs and decays over time --> 3 seconds = 1% bandage point
Bandage decreases healing amount by its % level, 75% bandaged - 25% of heal roll will apply etc, bandage applies in heal/maxHP as % value. Bandage can be bypassed by Blessed Are The Weak by 50% of its current value, allowing to heal individuals with 100% and higher bandage levels.
Medic perk halving the DOC and FA cooldowns, and also adding 50% chance to remove KO from a target with doctor skill.

Added global world events, currently 4 types and those are public
First one is Relatively easy cave location with black scorpions on it and some loot above NCR.
Second one is a Broken Hills caravan being ambushed by unknown mercenary group somewhere around Broken Hills - New Reno route, the hardest event currently, with money and craft materials can be found  in the caravan boxes(130 lockpick skill)
Third one is gangs trying to trade some goods on Golgotha, around New Reno, mostly Small guns mobs, quite challenging even using combat drugs, loot is money and some drugs(130 lockpick skill required)
The last one is Raiders attacking random Northern City, a bit harder than the scorpions lair.

Added random loot spawning in Cities Locations inside various containers. Currently Lockers, Footlockers, Ice chests and Wooden chests are spawning loot.
Added Fire/Plasma burning damage and Bleeding damage. Plasma burning is applied by any plasma based weaponry at 100% ratio, burning for 1/4 of current burn level, decreased by plasma resistance.
 Fire burning is applied at % ratio taken from the ammo, burning for 1/5 of current burn level, decreased by fire resistance.
 Bleed is applied at % ratio taken from the ammo, bleeding by 1/4 of current bleed level as pure damage.
 Those damaging effects have floating damage values above critters with their own colours (Red for bleed, orange for fire, green for plasma). Each tick time is 2 seconds for all of these.

 Ammo modifiers added
 Bleed : 44.JHP as 35%, 10MM JHP as 50%, Frag Grenades as 30% , Explosive Rockets as 50%, 12.GA Flechette Shells as 40%
 Fire  : Flamethrower Fuel mk1 as 20%, Flamethrower Fuel mk2 as 30%, 12.GA Fire Breath Shells as 45%

Added geiger counter cracking when a player is exposed to radiation.
Added irradiation from uranium ore and refined uranium ore if you hold it inside your inventory, the more ore you carry the harder the radiation ticks.
Added silver/golden gecko pelts selling to Balthas in Modoc via dialog(25 and 35 caps each), added uranium ore selling for 130 caps each at Zaius in BH.

Doctor now heals bleeding, formula is random (1,Skill), bypassing cooldowns for this one.
Doctor now heals bandage differently, formula is random (1,skill/2), 1% of doc cooldown for each bandage healed.
Bandage healing now gives XP, 1 exp for each point.
Ko removing with doctor now grants 50 xp.

Added traps-science-repair inventory shotcuts, click with arrow mouse and hold numeric buttons on keyboard, 4 for traps, 7 for science and 8 for repair

Thrown grenades are now have their explosion delay modified by strength + Heave ho perk(aka fly time) (200ms per hex distance - (ST+HEAVE_HOx2)x10)

Craft table now should support every recipe as dismantle base except ammo and misc(drugs, containers keys etc)
Dismantle formula boosted
The old formula is - 10% of getting a resource from craft recipe, 20% with dismantler.
The new formula is - Science*0.2% *(1 + Dismantler perk) up to 60% of getting an item using craft table recipe with 150 science and dismantler.
Dungeons items spawning shouldn't stack anymore.
City treasures spawning in containers now spawn randomly deteriorated items.
Starting weapon is defined by tagged weapon skill.
Mobs can now drop better quality weapons and armors with random properties, currently (1-100 + killer Speculation skill/10 >= 90)
Ammo reverse-crafting (modifiers Science skill and Dismantler perk)
General / Re: cool and funny screens mkII
« Last post by Ramthun on January 07, 2018, 03:39:14 PM »
That NPC said it all: "Move along now. There's nothing to see here."
Introductions / Taking a look
« Last post by Ultred on September 02, 2017, 11:09:10 PM »
I think at this point I'm a Vet of Fonline. Just needed a new challenge. Looks interesting.
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