FOnline 3 is a multiplayer game based on the classic 1997 game Fallout. It offers an expansive and immersive post-apocalyptic world for players to explore and experience. The game features a highly developed character building and development system, allowing players to customize their characters to their liking. In FOnline 3, players can embark on a wide variety of quests and missions, both main and side, as they explore the ruins of the world and encounter the various factions and creatures that inhabit it. The game also features dungeons for players to delve into, offering challenges and rewards for those brave enough to venture forth. In addition to its PvE content, FOnline 3 also offers open world PvP, allowing players to engage in combat with each other. Whether playing as a team or solo, players must be prepared for the challenges and dangers that lurk around every corner.

Report RSS Season 5 Features

- New class: Regulator - Reworked reputation system - New starting location.

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Character build in Season V

EXP changes:
-Removed experience from crafting
-Penalty for getting exp for higher levels(0,1% less exp per level)
-Level Cap 1000
S.P.E.C.I.A.L:
special splited to 3 terms:
-Base - value on register/reroll
-Real - value with all permnament bonuses(perks, implants etc)
-Temporary - value of bonuses from non-permnament sources(drugs, armor perks etc)
Temporary Special wont work in:
-Perk Select
-Support Perk Select
-Armor decreasing tempo(luck)
-Implant Limit
-Skill Point Gain
-PvE Perks Gain
-Party Points
Other
-Int Scalling for maximum Skill now scalled with Real special not with Base
-Gifted changed bonus to special from 2 to 1
-Gifted change cap of special from 20 to 40
-Speech learning cap is on 500
-Engineering learning cap is 400
-Throwing - throwing knives, spears and grenades will scale damage with tier armor of owner, also will convert armor perks into weapon perks for grenade/knife/spear
-Changed name of terms:
Flat Damage to Lethal Damage
Damage Reduction to Damage Protection
-new class perk

Perks and sygnergies:


Medicine Doctor:
-Healer
-Medic
-Surgeon

Surgeon - +50 negative HP cap, recover +2 ap after use doctor or first aid

Quick Fingers:
-Earlier Sequence
-Cowboy
-Fast Attacks

Fast Attacks - -200 attack speed

Lethal Death:
-Living Anatomy
-Weapon Handling
-Gunner

Gunner - convert 10% of damage to lethal damage
Lethal Death - Lethal Damage deal 25% more damage on targets below half HP

Classes changes:

Soldier:
-Changed AG scalling to ST
-Changed scalled damage cap to 8 from 10 per ST
Killer:
-Capped Fury at 10
-Killer doesnt remove fury on attack
Cyborg:
-increased special implant limit to 15
-increased combat implant limit to 12
-tactical negative scalling changed to 10 AP Regen per 5 ch
Alien:
-disabled temporary
Bounty Hunter:
-Dealing 1% of max hp of target per bounty stack
Clone:
-tech hunter capped on 5 vs clone
Combat Master:
-Strike put auto-knockdown on target also
Deathclaw:
-immune for binoculars stealth calculation
Leader:
-Vitality flag: changed hp bonus to 2% from 3%, changed healing rate bonus to 10 from 15
Scout:
-Changed Knockout AP to 16 from 20 (QR: to 8 from 10)
Sniper:
-Changed weapon range bonus to 4 from 5
-Strike: Changed weapon range bonus to 4 from 5
-changed DR penetly to 10% from 6%

unkno342wn

Regulator

Class perk 25 level,
Gets 2 extra Traits, and change effect of his all traits:

Fast Metabolism Double Healing Rate, -15 seconds of Healing Rate CD, -50 Rad Resistance cap, -50 Poison Resistance from Endurance, drugs timers are 75% shorter
Bruiser Gives +4 to Strength and Endurance, +2 Melee Damage from every source, Can't Run, immune for KO
Small Frame +1 AP from every source, carry weight capped on 75.
One Hander +50% damage with one-handed weapons, +100% with pistols, -50% max chance to hit with two-handed weapons
Finesse Double Critical Chance, Increase chances to apply criticals effects by 66%, Lower your damage by 50%
Kamikaze double Damage multipiers, lose ALL DR
Heavy Handed +100 Heavy Handed Malus, knock target, only lowest tier of crits
Fast Shot halved Attack Speed Time, -2 AP Cost, Can't Aim, Can't Burst
Bloodymess Restore 100% AP after kill, Skill Caps set at 200%
Jinxed +5 Armor Class from every source, Can't use ranged weapons, your enemies and you have more critical failures
Good Natured Double HP till player kill, NPC kill gives 1 bounty 5 weakness, Kill a players takes HP bonus also -50% max HP
Chem Reliant Remove Drug Limit, drugs have better effects, Double addict effect, enable addictions
Cannibal +25% melee lifesteal cap, drugs have better effects, use special drugs, drugs timers are 4 min
Loner Doubled Exp, can't have followers, can't level up a gear
Gifted +2 to all special, doesn't gain exp,
Bonehead -1 critical table tier for opponent, int set to 1
For each Charisma, gets 10% accuracy bonus
5% to make knockdown in PvE
10-40 base critical roll

unkno534534wn

Reputation and world changes

There will 2 main reputation: Wastelander and Raider, 5 faction reputation: Enclave, Brotherhood of Steel, NCR, Vault City and Master Army Reputation, and 4 New Reno families reputation. Each reputation will have own effects of positive or negative, you may want have negative reputation for some effects.

Wasteland reputation


Gains on:
-Take part in GM events: PvP, PvE, Turnbased
-Killing players with high Raider Reputation
-Finishing contracts quests
Lose on:
-Killing players without Raider Reputation out of active control area(TC,BC,ZC,Events)
-Stealing
-Killing neutral NPC in public locations
Effects of positive reputation
-(900+) Access to neutral caps traders(cathedral, Adytum train station, infinity mines, Junkyard, New Reno Stables)
-(300+) higher payment in caravans and contracts
-(300+) 10% barter for item prices
-(1500+) Green symbols near nickname
-(300+) Encounter by raiders groups
-(300+) Cannibal drugs doesn't drop by your kills
-(900+) 1 less damage per bullet
Effects of negative reputation
-(300-) Faster gain Raider Reputation
-(900-)10 more HP
-(300-)10% for robbery calculation
-(300-)Traders doesn't trade with you
-(900-)1 less perception
-(300-)10% less exp gain

Raider reputation

Gains on:
-Killing players with high Wasteland reputation
-Stealing
-Selling slaves
Lose on:
-Killing players without Wasteland Reputation out of active control area(TC,BC,ZC,Events)
-Finishing contracts quests
-Crafting
Effects of positive reputation
-(300+)Access to raiders outposts
-(900+)5% party points
-(300+)higher slaves prices for sell
-(1500+)red symbols near nickname
-(300+)Encounter by bounty hunters groups
-(900+)random encounters are always public on World map
-(300+)hostile guards in neutral towns
Effects of negative reputation
-(300-)Faster gain Wasteland Reputation
-(900-)1 more AP
-(300-)10% for outdoorsman skill calculation
-(300-)High Raider Reputation Players deal 10% more damage to you
-(900-)1 less Endurance
-(900-)20% less world map speed

NCR, VC, BoS, Enclave, Master Army


Gains on:
-Take part in War events where faction fight
-Complete faction missions(just for members)
-Donating faction with currency
Lose on:
-Killing players from factions out of active control area(TC,BC,ZC,Events)
-Openning factions case when you are not in faction
-Bad behavior(only for members)
-Joining other faction(lore)
Effects of positive reputation
-Access to faction premium traders and bankers
-Getting paidouts(just for members)
-faction keys and cases for sell
-less starting caps on reno wars
-longer base control timers
-less chance to find faction patrol
Effects of negative reputation
-faster other faction reputation gain
-5% more damage on war events against that faction
-10% more exp on other faction armors craft
-faction players can kill you without losing any reputation
-faction players see skull near your nickname
-faction traders doesnt trade with you
-lose 1(NCR[ST], VC[CH], BoS[INT], Enclave[LK], Master Army[AG])

Contracts:


-Quest with global cooldown - only 1 person can take it in 1 time
-Simple Quest to kill all mobs in location, reward in wasteland reputation+/Raider reputation-
-Mostly on already earlier made maps like bases
-10 tiers of contract main lockers with chances for rare loot, rest lockers have similar loot to town one
-NPCs lootable like in dungeons
-24h cooldown for single char

Traders:


-Changed base amount of currency to 500-1500 in guarded towns
-Changed base amount of currency to 1000-2500 in unguarded towns
-Added Factions traders(1 in 25 locations) which have higher chance to drop rare items, sell more items and have 2500-15000 currency(to trade with them you need faction's reputation)
-Added Neutral caps traders which have 50000-100000 caps no items
-Added raider outpost traders with normal trader items just instead currency have 5000-25000 caps

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World:


-Small changes in many maps
-Added dungeon maps to Rockside(12 big maps each with NPCs)
-Added player rooms to Rockside
-Added Tier 1 weapons trader to Rockside
-Added Wood chopping and Shit cleaning jobs to Rockside
-Added driver licence quest in Rockside
-Added 3 class perk trainers to Rockside
-You can't leave Rockside before level 5
-Boosted exp from ALL quests in game
-Changed global loot drop
-Boosted slaves prices for sell
-Map to Base now build a building site and require resources to build base
-Added to base manager ability to link base to faction
-Added to base manager ability to build workbenches
-Added to base manager ability to build containers

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