Jump to content

Changelog April


Recommended Posts

Found a bug? Click here to file a bug report!

Got some development ideas? Click here!

Added:

  • Processor Attachment
    • New vehicle modification "Processor Attachment"
      • Can be added to any land vehicle to process the items in the vehicles inventory
      • When within 50m of the processor, scroll-wheel on truck to "Process X with device"
        • Will begin ONE BIG PROCESS ACTION, if you escape out of it you must start again.
        • Only processes one type of item at a time, I.E, Uncut Diamonds get processed at a different time than copper ore, each scroll option is a different process.
        • Unfortunately the truck is not as efficient with processing illegal items, a small percentage of items may be lost in the mechanism, even if you own the cartel.
      • Each Vehicle has a different processing speed, the larger the truck, that faster they process.
        • Offroad, Sport, SUV, Prowler, Qilin (Same as by hand)
        • Box Truck, Fuel Truck, Van Cargo, Van Passenger (Moderately faster)
        • Zamak Covered, Zamak Flatbed, Zamak Box (Cooking with steam here)
        • HMMT Fuel, HMMT Transport, HMMT Box (Oh baby here we go)
        • Tempest Transport, Tempest Fuel, Tempest Ammo, Tempest Device (FAST AS FUCK BOIII)
        • Any vehicles not mentioned here are as fast per item as by hand.
  • Vehicle Waterproofing
    • New handling upgrades for cars and helicopters
      • Make the hull of the vehicle waterproof (so it floats)
        • Waterproof upgrades includes the highest respective handling tier
        • While I would still not advise driving into the ocean, this upgrade will let your cars/helis bob along the surface.
          • AKA Helicopters won't explode if they hit the water.
  • Turf Activation
    • Turfs can now be activated for capture
      • Scroll wheel on the flag and "Activate Turf"
        • 1 Minute timer to activate capturability of the turf.
        • Turf will be capturable for 15 minutes or until someone captures it
        • Turfs will still pop randomly within the server restart
        • 15 Minute cooldown between captures
          • Doubled range around the flag where you can go while capturing
      • New Turf Buffs
        • Panagia : 10% increase for selling at Wongs in Athira.
        • Rodopoli: 10% increase for selling at Drug in Athira.
        • Zaros: 10% increase for selling at Jewelry Store in Kavala.
  • Prestige Rework
    • We are changing the way the prestige system currently works with weapons on our servers.  
      • You will no longer poof a weapon if you do not have the appropriate prestige tier
      • Weapons will be able to be purchased from rebel with appropriate tier, or crafted for significantly cheaper.
      • If you currently have Tier 1, you will automatically be given a Tier X token the next time you respawn, sell it at Ivan's Gas Mart to activate.
        • Else you can buy a Tier X token at Ivan's GasMart, sell it back to the NPC to activate the tier.
        • Tier X does not require a successful National HQ robbery
      • **NOTES ON PRESTIGE SUPPRESSORS
        • We are going to test out the implementation of suppressors on our servers.
          • These items will be treated as tier-locked items.
            • You will not be able to pick one up if you do not have the appropriate tier
            • *****If you have one currently in a house, and try to pick it up without a tier it will drop on the ground, and you won't be able to pick it back up****
            • Suppressors are not able to be stored in houses (even with respective tier)
          • We will continue to re-evaluate these measures as time goes on.
    • Tier X Rewards
      • CMR-76
      • Katiba GL
      • MX GL
      • TRG-21
      • MXM (BH and Rebel)
      • Zafir
      • RPG-42
      • Spar-16S (Only on Dom)
      • 9mm Suppressors
    • Tier 1 Weapons /Additions
      • 5.56 Suppressors
      • .45 Suppressors
    • Tier 2 Weapons/ Additions
      • 6.5 Suppressors
      • 5.7mm Suppressor
      • Type 115 .50 Cal Mag
      • Mar-10
    • Tier 3 Weapons / Additions
      • 6.5 LMG Suppressors
      • M320 LRR (Craftable only)
      • Cyrus
      • Four-Five
      • 5% Reduction in crafting materials requirements
      • 5% Reduction in crafting money requirements
    • Tier 4 Weapons / Additions
      • SPMG
      • Lynx (Craftable only)
  • Vehicle Additions
    • Minigun Boat for civs ->110,000 (Fishing with this bad-boy goes crazy)
    • Huron -> 120,000 [500 virtual storage] -> (Big Boi)
  • Prestige Crafting Recipes
    • Zafir [$100,000, 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • RPG-32 [$125,000. 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • CMR-76 [2 Uncut diamonds, 8 Opium]
    • MXM [2 Uncut diamonds, 8 Opium]
    • MAR-10 [$150,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • Cyrus [$275,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • SPMG [$300,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • Lynx [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • M320 LRR [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
  • Asylum Plus Perks
    • House taxes automatically paid on login to the server (on civ)
  • APD Stuffs
    • LT+ Stomper and Copter Drones (Can only be used within 7k of its driver
    • CPT+ Deminer drone (To be restricted via policy)
    • All illegal seizing prices increased 5%
    • SGT+ T2 .45 Suppressors (UC)
    • SGT+ T3 5.56 Suppressors (UC)
    • LT+ T2 5.7mm Suppressors (UC)
    • LT+ T3 6.5 Suppressors (UC)

NewNUHQ.jpgNewRig.jpg

New National HQ and Nikolai's Oil Rig maps courtesy of @Hubschrauber

Changed:

  • Wealth Tax
    •  Minimum amount in bank to incur a wealth tax $2,500,000 -> $5,000,000
  • Chop/Claim Values (Cop/Civ)
    • All vehicles have had their chop/claim prices adjusted - all vehicles now chop for 60% of their base value instead of random magical numbers. (55% of base for claiming)
    • Key examples
      • Cop Ifrit chop value $27,500 -> $36,000
      • Civ Ifrit chop value $70,000 -> $72,000
      • Cop Hunter $15,000 -> $18,000
  • Zaros turf perks
    • Claiming Vehicles Free -> 80% off
  • Vehicle Prices
    • Cop Ifrit $65,000 -> $60,000
  • Hardened Locks mod -
    •  These mods only slow down how long it takes someone to use a lockpick on your vehicle, it does not affect the chance they have at being successful. 
      • Basic locks +2s -> +3s
      • Medium locks +3.5s -> +5s
      • Advanced locks +5s -> +7.5s
  • Item Price Changes
    • Cocaine 600 -> 660
    • Crystal Meth 1800 -> 2070
    • Heroin 550 -> 625
    • Marijuana 420 -> 485
    • Medical Marijuana 375 -> 430
    • Cigarettes 1250 -> 1465 
    • Cigars 3550 -> 4155
    • Rubies 315 -> 370
    • Flawless Diamonds 1400 -> 1640
    • Rolled Iron 935 -> 1075
    • Rolled Silver 295 -> 450
    • Rolled Gold 450 -> 520
    • Rolled Copper 390 -> 390
    • Honeycomb 375 -> 450
    • Sweet Mead 640 -> 770
    • Aged Mead 1050 -> 1260
    • Processed Oil 210 -> 255
    • Rubber 950 -> 1130
    • Cft Rolex Watch 9284 -> 10865
    • Cft AP Watch 4040 -> 4730
    • Cft Diamond Ring 6020 -> 7045
    • Cft Cuban Bling 7090 -> 8295
    • Cocaine Bricks 1000 -> 1150
    • Dinner Table 527 -> 645
    • Wooden Chair 1100 -> 1320
    • Sofa 1490 -> 1790
    • Desk Chair 2555 -> 3065
    • Bed 3850 -> 4260
    • Dog Wool 1260 -> 1370
    • Wool 315 -> 350
    • Goat Wool 855 -> 940
  • Cartel Changes
    • Cartels will no-longer cycle away from the following caps
      • OG Arms
      • Church
      • Drug Tower
      • House Cap
      • East Castle
    • All cartel cooldowns except for Drug have been removed
      • Drug Cooldown -> 15 minutes
  • Gather and Process Speeds
    • Default gather and process speeds have been signifigantly reduced.
  • Nikolai's Compound Payout
    • 30 Gold bars, 10 Gold Nuggets, Crypto Console, 3 Elite Weapon Tokens  -> 60 Gold bars, 20 Gold Nuggets, 1 Crypto Console, 3 Elite Weapon Tokens
  • National HQ Payout
    • Around 35 APD Intelligence Units -> Around 70 APD Intelligence Units
  • Spawn List
    • Kavala is back on top for now, We'll see how this ones goes
  • **Panagia gives 20% buff for crafting not 25%

**DISCLAIMER**

We are adding a lot of new vehicles, weapons, and attachments to our servers in order to provide out player base with an evolving Asylum experience.  Any/all of these new additions may be tweaked/removed/buffed in the future.  If this is done we will of course offset any losses associated with such removals.

**END OF DISCLIAMER**

 

Reworked the Following: Prestiging

  • Changing the way that prestiging actually works on the back and front ends
    • After a successful Nikolai's/NUHQ robbery, 2 of each token will spawn on the ground inside the vault
    • With the token needed in your inventory, Decrypt the Drive at the laptop inside the vault
      • This will start a 15 seconds process to decrypt the vault
      • After completing this it will take your money, the token, and activate the tier rewards
      • You can only decrypt one token each event
        • You can drop them and give them to other people, but you cannot store them in a house or car.
  • We are doing this so there is additional functionality behind this system in the future.  This is being included in a hotfix to see how it goes before additonal implementation.

Fixed:

  • Medic inventories
  • Magazines not appearing
  • People buying admin event houses
  • A number of other bugs I can't remember anymore

DOMINATION:

  • SRT Weapon Additions
    • 750 Kills -> CMR-76
    • 900 Kills -> Spar-16S
    • 1100 Kills -> MK200
    • 1250 Kills -> LIM-85
    • 1750 Kills -> RPK-12
    • 2250 Kills ->Mar-10
    • 3000 Kills ->Zafir
    • 4250 Kills -> SPMG 
  • SRT Uncap Buffs
    • SRT uncap payouts and timers are now based on kill counts, here is the breakdown.
    • Payouts
      • Kills <= 250 ($20,000)
      • 250 Kills: $22,000
      • 500 Kills: $22,500
      • 750 Kills: $27,500
      • 1250 Kills: $35,000
      • 1750 Kills: $37,500
      • 2500 Kills: $40,000
      • 2750 Kills: $45,000
    • Uncap Times
      • Kills <= 250 (20 Seconds)
      • 250 Kills: 19 Seconds
      • 500 Kills: 17 Seconds
      • 750 Kills: 15 Seconds
      • 1250 Kills: 14 Seconds
      • 1750 Kills: 12 Seconds
      • 2500 Kills:11 Seconds
      • 3259 Kills: 10 Seconds
Kernikov, Alex., GravL and 21 others like this
Link to comment
  • Patato pinned this topic
  • Patato featured this topic
6 minutes ago, Batcan said:

@Patato do dom civs get spmg or no?

Any guns that are on S1 will also be on S2. Just not vice versa

26 minutes ago, Chris Peacock said:

This is fantastic work as always @Fitzim scared of suppressors because I think they don’t really fit the playstyle of asylum but I’d like to see how they work

Exactly, we're gonna test them out.  The hope is that we have done it in such a fashion where if we need to undo them we can do so with minimal impact.  Obviously the first few days will be heavier but as people play around with more stuff I hope we can find a balance

Bob Danaloo likes this
Link to comment
2 hours ago, Patato said:

Fuck it ill bite,
what are you upset about?

The turf and cartel cooldown timers.  I am assuming the idea behind the turfs was to give everyone a chance to cap for beneficial gain versus one zerg  gang controlling a turf all restart. From my understanding once it is capped its either 15 mins till someone new can contest or you can recontest it instantly? I feel it should be 30 minutes in between contesting's to make it actually viable for people to sell or get any real benefit from it. Like for example what if you cap pan then leave to make an orca or something and the moment you leave some new dude is literally on flag taking it to contest? You lose all current benefits of pan and now they are like mini cartels u constantly have to contest to do ANYTHING with.

As far as the cartels same issue I guess. I get the wanting unlimited non stop fights and im cool with that but even WITH a 15 min cooldown on drug by the time you capped it and flew to say meth lab or something to process literally anything without tax by the time you even fly there and pull mats, boom, cooldown over someone taking drug. I personally think it's the wrong direction. I think cartels if anything should have INCREASED cap cooldowns to like 45 mins - 60 mins and something new should be added in between as filler such as a cartel based stash house for guns/explosives/money or something to that effect. Something people can still fight over while waiting for caps to come off cooldown. By making caps just yolo contestable 24-7 theyre virtually impossible to hold and just for fighting now because you are bored with 0 real financial gain to be benefited from them.

Again I know unpopular opinion and most will disagree with me I'm just throwing in my 2 cents. I think everything else is more or less a big W especially the huron. Would love to see it bee craftable down the line though given how expensive it is.

Joe Sha likes this
Link to comment
26 minutes ago, Knight05 said:

The turf and cartel cooldown timers.  I am assuming the idea behind the turfs was to give everyone a chance to cap for beneficial gain versus one zerg  gang controlling a turf all restart. From my understanding once it is capped its either 15 mins till someone new can contest or you can recontest it instantly? I feel it should be 30 minutes in between contesting's to make it actually viable for people to sell or get any real benefit from it. Like for example what if you cap pan then leave to make an orca or something and the moment you leave some new dude is literally on flag taking it to contest? You lose all current benefits of pan and now they are like mini cartels u constantly have to contest to do ANYTHING with.

As far as the cartels same issue I guess. I get the wanting unlimited non stop fights and im cool with that but even WITH a 15 min cooldown on drug by the time you capped it and flew to say meth lab or something to process literally anything without tax by the time you even fly there and pull mats, boom, cooldown over someone taking drug. I personally think it's the wrong direction. I think cartels if anything should have INCREASED cap cooldowns to like 45 mins - 60 mins and something new should be added in between as filler such as a cartel based stash house for guns/explosives/money or something to that effect. Something people can still fight over while waiting for caps to come off cooldown. By making caps just yolo contestable 24-7 theyre virtually impossible to hold and just for fighting now because you are bored with 0 real financial gain to be benefited from them.

Again I know unpopular opinion and most will disagree with me I'm just throwing in my 2 cents. I think everything else is more or less a big W especially the huron. Would love to see it bee craftable down the line though given how expensive it is.

yeah the wording on this wasn't very clear, just for clarification it is a 15 minute cooldown.  Of course we will see if it should be lengthened after we see how it works

Link to comment
7 hours ago, Fitz said:

If you currently have Tier 1, you will automatically be given a Tier X token the next time you respawn, sell it at Ivan's Gas Mart to activate.

so people spent 3.25 mil for something thats now worth 1.2 so everyone that bought tier 1 lost 2 mil nice

Link to comment
7 minutes ago, 王 rando 王 said:

I'm assuming suppressors is going to be an issue here soon due to sniper elite players. When the hate does happen instead of outright removing them maybe make it so you can't use a suppressor and an ARCO/RCO/MRCO/ERCO at the same time.

It's a new toy as of right now so players will want to buy them and check it out. We will let it settle for a bit and see how things play out. There are no suppressors for 7.62 and higher so I don't think the "sniper elite" players will be much of a problem. 

Link to comment
3 minutes ago, DarkKnight said:

It's a new toy as of right now so players will want to buy them and check it out. We will let it settle for a bit and see how things play out. There are no suppressors for 7.62 and higher so I don't think the "sniper elite" players will be much of a problem. 

spar16 w/ 150rd mag, mk200 or lim suppressed is going to leave some people tilted. im just saying when that does happen try changing it to so it can’t be paired with actually scopes, only holo sights and shit.

Crossfade and Fitz like this
Link to comment
1 minute ago, 王 rando 王 said:

spar16 w/ 150rd mag, mk200 or lim suppressed is going to leave some people tilted. im just saying when that does happen try changing it to so it can’t be paired with actually scopes, only holo sights and shit.

True, but those guns won't be great for sniping. When using a suppressed weapon you are deciding to use a gun that's nowhere near as good as an MK. In my opinion that's where the balance kicks in. If you are suppressed you will not have the high damage and penetration the better guns will give. Adding a suppressor also makes your kit a lot more expensive. As I said before we will let this patch settle and see how it plays out. I'm hoping we won't need to make any changes. 

王 rando 王 likes this
Link to comment
11 minutes ago, DarkKnight said:

If you are suppressed you will not have the high damage and penetration the better guns will give.

Suppressors do increase muzzle velocity which does cause higher damage and penetration btw. Not by a significant amount but close enough that the lower calibers are more viable for ifrit ripping, for example.

Fried Rice likes this
Link to comment
1 hour ago, .Max said:

so people spent 3.25 mil for something thats now worth 1.2 so everyone that bought tier 1 lost 2 mil nice

No, you stilll have the same stuff, we just moved it around and gave you other stuff

Link to comment
53 minutes ago, Fitz said:

No, you stilll have the same stuff, we just moved it around and gave you other stuff

I get we still have the same stuff I'm just saying couldn't someone who wants to get Tier X go buy it now for less then half the price that we bought it for?

Link to comment
  • Witz changed the title to Changelog April

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...