Difference between revisions of "Group Mechanics 12 (Source)"

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<div class="article"><TABLE cellSpacing=10 cellPadding=0 width=525 border=0> <TBODY> <TR> <TD width="520" valign="top"> <P align=center><b><IMG src="http://starwarsgalaxies.station.sony.com/images/features/headers/update_history.jpg" hspace="5" border=0 align=middle></b></P> <p align="center"><em><strong><font size="5">Star Wars</font></strong></em><font size="5"><strong> Galaxies<br> </strong></font><font size="4"><strong>Publish Archive 2003</strong></font></p> <HR> <p><strong><font size="5">June 2003</font></strong></p> <p><strong>June 29, 2003 </strong></p> <p><strong>AI </strong></p> <ul> <li>Fixed instances of stuck AI </li> <li>Fix for /aim exploit that kept AI from aggroing on the attacker </li> </ul> <p><strong>Cloning </strong></p> <ul> <li>Fix cloning sometimes teleporting player to the facility's location instead of inside it </li> </ul> <p><strong>Crafting </strong></p> <ul> <li>Fix for crafting failure and success messages </li> <li>Weapon Experimentation: should be functional as intended now </li> </ul> <p><strong>Creatures </strong></p> <ul> <li>Baby creatures will no longer give xp (for killing them, that is) </li> </ul> <p><strong>Faction </strong></p> <ul> <li>Fixed exploit where you can gain much too much faction points from missions. </li> </ul> <p><strong>Grief </strong></p> <ul> <li>added /eject, a command that can be used if you are locked on someone's balcony </li> </ul> <p><strong>Groups </strong></p> <ul> <li>fixed group xp bonus being too high </li> <li>prevented groups of more than 20 </li> </ul> <p><strong>Login </strong></p> <ul> <li>Fixed an issue where sometimes a player's name would not be correct in the character selection UI </li> </ul> <p><strong>Missions </strong></p> <ul> <li>fix for disappearing mission objectives </li> <li>fix for players running out of available missions (you go to take a mission, and there are none available) </li> <li>fixed missions sometimes appearing in water </li> </ul> <p><strong>Name Validation </strong></p> <ul> <li>improvements to catch more obscene names, and not prohibit valid names. </li> </ul> <p><strong>Special Edition Goggles </strong></p> <ul> <li>fixed a rare race/gender/customization combination that prevented goggles from working </li> </ul> <p><strong>Tutorial </strong></p> <ul> <li>fixed issue where players would sometimes not get starting equipment </li> </ul> <p><strong>UI </strong></p> <ul> <li>Fixed UI settings not saving sometimes. </li> </ul> <p><strong>Vendors </strong></p> <ul> <li>make refused vendor items not disappear </li> </ul> <HR> <p><strong><font size="5">July 2003</font></strong></p> <p><strong>July 2, 2003 </strong></p> <ul> <li>Mobs should be dying correctly and creature handlers should get xp. </li> <li>NPCs should not be spawning inside walls/buildings. </li> <li>Jabba's theme park problem resolved. </li> <li>Fix for players that are stuck in the &quot;login&quot; state. </li> <li>Should no longer be able to place personal harvesters atop one another. </li> </ul> <HR> <p><strong>July 7, 2003 </strong></p> <ul> <li>The Xp problem gating doctors and combat medics from advancing has been resolved. </li> <li>Merchants should now accrue XP faster. </li> <li>You should now be able to stand up when in the water </li> <li>The range for /corpse has been increased. </li> <li>Lots of fixes for the Imperial theme park. </li> <li>Improved AI in dungeons. </li> <li>Faction pets will now destroy themselves (and the pet control device) when they die </li> <li>Faction pets now take 60 seconds to store </li> <li>Faction pets can no longer be stored if they are in combat or if their master is in combat </li> <li>We have made some fixes that should help the &quot;disappearing house&quot; problem. </li> </ul> <HR> <p><strong>July 8, 2003 </strong></p> <ul> <li>If a creature breaks your /maskscent, you cannot remaskscent for 60 seconds. </li> <li>Fix for looting corpses across server boundaries (when verified, we will be removing free newbie deaths) </li> <li>Fixed AI pathfinding in interiors </li> <li>Client optimizations and stability improvements </li> <li>Chance for a critical sampling event has been increased 3% </li> <li>New critical sampling events have been added </li> <li>Sampling is now slower </li> <li>The cost to sample is higher </li> <li>Maintenance and power are required for harvesters to run </li> </ul> <HR> <p><strong>July 10, 2003 </strong></p> <ul> <li>Fixed an exploit that allowed players to obtain very powerful rifles. </li> <li>All rifles obtained through this exploit have been deleted. </li> <li>Fixed an exploit that allowed players to continue to access harvesters of a player that was deleted. </li> <li>All structures owned by a player will be deleted when the character is deleted (including existing structures that no longer have valid owners). </li> </ul> <HR> <p><strong>July 15, 2003 </strong></p> <ul> <li>Fixed an exploit where you can get too many pets active at once. </li> <li>Problems still reported with lost corpses, so temporarily we have made all items auto-insured. </li> </ul> <HR> <p><strong>July 16, 2003 </strong></p> <ul> <li>Fixed problem where the player can't move if they only play in first-person. </li> <li>Reduced stuttering in cities (you'll get better performance with more RAM). </li> <li>Fixed UI rendering objects with the lowest level of detail. </li> <li>Fixed sound volumes being reset to zero. </li> <li>Fixed another potential case of the ghosting issue. </li> <li>Added support for /report, so players may more easily report harrassment. </li> <li>Fixed an exploit where your droid could carry missions for you. </li> <li>Network optimizations. </li> </ul> <HR> <p><strong>July 18, 2003 </strong></p> <ul> <li>Adjusted resource pools on Lowca and Radiant to be more reasonable. </li> <li>Improved server stability. </li> </ul> <HR> <p><strong>July 22, 2003 </strong></p> <ul> <li>Fixed a client crash if you log into an interior which is then deleted on your client. </li> <li>Fixed an issue where your character would log into an interior at the wrong spot. </li> <li>Added character name to delete character confirmation dialog box to prevent deletion of the wrong character. </li> <li>Fixed a problem with the camera zooming in to the neck when customizing the face. </li> <li>Improved server stability. </li> <li>Continued client optimizations. (reducing stuttering in cities) &nbsp; </li> </ul> <HR> <p><strong>July 24, 2003 </strong></p> <p>Downtime will be 1 hour longer than usual this morning, servers will come back up at 9am PST. </p> <p><strong>Client Version 55436.0 </strong></p> <ul> <li>Improved server stability </li> <li>Improved server performance (some players on Tatooine at prime time may have noticed some areas were getting laggy, this should help address that). </li> <li>Added &quot;practice&quot; for crafting - when you practice, you'll use all the resources naturally, but you won't actually make the item - you'll also get a 5% xp bonus. This is to help address those people who want the xp from practicing crafting, but don't want (or don't think they can) to sell the items they are making. </li> <li>Storing a pet will no longer heal it. </li> <li>Storing an incapacitated pet will no longer kill it. </li> <li>Pets that were previously 'dead' when called, will be alive again. </li> <li>Any remaining Bio-engineered pets with crazy stats will delete themselves from the world. </li> <li>Fixed a crash associated with manufacturing from multiple resource containers at once. </li> <li>Melons provided to newbies have been reduced from 3 to 1 </li> </ul> <HR> <p><strong>July 25, 2003 </strong></p> <ul> <li>Fixed an exploit with taming creatures. </li> <li>Corrected the XP bonus for practicing from a 25% bonus to a 5% bonus. </li> <li>Fixed a bug that had removed natural armor on bio-engineered creatures. </li> <li>Fixed a problem where we would 'recommend' an incorrect server during creation </li> <li>Fixed a potential case where a client would 'ghost'. </li> <li>Resolved exploit where image designers could make very large or very small players. </li> <li>Fixed a problem where the client would drop connection after selecting 'operate machinery' on a harvester. </li> </ul> <HR> <p><strong>July 30, 2003 </strong></p> <p><strong>Client Version 55993.0 </strong></p> <p><strong><em>NOTE: We have disabled insurance costs. Thanks for your patience with us here. </em></strong></p> <ul> <li>Now limit user to having 3 open customer service tickets at one time, this should allow us to assist a great range of customers at a higher pace. Feel free to submit more tickets as your top issues get resolved. </li> <li>Fixed movement rate of 'cat' type creatures like the Jax. Poor guy was running too slowly and being picked off like dogs. </li> <li>Fixed bug where house terminals would not always show up. </li> <li>Droid Modules now work again. </li> <li>Endor, Yavin 4 and Dathomir are no build zones for everything except installations and camps. As designed, you will not be able to place houses on these planets. If you have a house, we recommend you pack it up and move before the Empire becomes aware of it. </li> <li>Fixed bug where characters would warp to coordinate 0,0. </li> <li>Resolved Changed /painicShot such that it can?t be executed over and over with little cost. </li> <li>Relaxed limits on creating characters during heavy server load. </li> </ul> <HR> <p><strong><font size="5">August 2003 </font></strong></p> <p><strong>August 1, 2003<br> </strong><strong>Client Version 56199.0 </strong></p> <ul> <li>Fixed a problem where the player's inventory was not displaying volume correctly. </li> <li>Added a system message when a mission waypoint moves and an explanation why it moves </li> <li>Fixed a problem which would cause people who had logged out to appear linkdead and still in the game for hours </li> <li>Fixed a bug where you could kill someone else's vendor </li> <li>Improved server stability </li> <li>Improved server performance </li> <li>Worn equipped items will no longer shows all their contents as being equipped </li> <li>Fixed a problem where an inventory window would always come up tiny. </li> <li>Fixed a problem where you would trade with another player, then that other player would immediately delete their character, and you would lose the items you had traded for. </li> </ul> <HR> <p><strong>August 5, 2003 </strong><strong><br> <strong>Client Version 56456.0 </strong></strong></p> <ul> <li>We have reduced the number of tickets customers can submit from 3 to 1. When a CSR takes a ticket to assist a customer, all of that customers concerns are resolved, not just the one on the ticket. If you have another issue come up when you have an outstanding ticket, add that information to your existing ticket. The CSR will help solve all outstanding issues when they talk to you. </li> <li>Fixed the missing elevator button/guild management terminal/house management terminals. Really this time! </li> <li>Fixed an exploit where a harvester could be turned off or on by someone who wasn't its owner. <br> Fixed an exploit where you could sometimes attack a lair and not be attacked in return. </li> </ul> <HR> <p><strong>August 8, 2003 </strong></p> <ul> <li>Improved server performance </li> <li>Fixed an exploit with a terminal from a quest with Jabba's Palace, where you could destroy structures. </li> <li>Fixed a problem where people would be unable to log in if they logged out of a house that had a turnstile that was on a server boundary </li> <li>Added a verification and notification message when you destroy a vendor, or pack up a house or PA Hall. </li> </ul> <HR> <p><strong>August 12, 2003 </strong></p> <p><strong>PROFESSIONS </strong></p> <p><strong>Armorsmith </strong></p> <ul> <li>Fixed a problem with the armorweave armor segment which prevented experimentation on it's special effectiveness. </li> <li>Armor should be properly hueable now. </li> <li>Fixed armor segments so that their special protection effectiveness properly corresponds to the armor set. </li> <li>Crafters can now experiment on the special protection effectiveness attribute on armor segments </li> <li>Special protection effectiveness is now falls under resistance experimentation. Integrity is affected by the durability experimentation. </li> <li>Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master. </li> <li>Fixed bad resource references on the advanced chemical dispersion and advanced padded armor components. They should now be craftable. </li> <li>Fixed bug that added component armor values to the final object twice. </li> <li>Fixed a problem with mind encumbrance using the wrong experimentation attribute in armor schematics. </li> </ul> <p><strong>Weaponsmith </strong></p> <ul> <li>A weapon stock is no longer required on the DH17 carbines. </li> <li>The minimum HAM penalty range on option weapon components has been reduced to zero. Therefore it is technically possible to experiment away all of the penalties. </li> <li>The positive effects of optional weapon components have been increased slightly. </li> <li>Fixed durability experimentation on weapon components so that it affects their integrity properly. </li> <li>Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master. </li> <li>Fixed a bug in the beam rifle which made it appear to be an acid beam rifle. </li> <li>Added attribute examination to munition components as well as weapon and armor component enhancements. </li> <li>Corrected bad resource references in several advanced components: Dispersal Mechanism, Vibro Blade Unit, and Chemical Dispersal Mechanism. </li> </ul> <p><strong>Bio-Engineer </strong></p> <ul> <li>Fixed a bug in XP calcs when sampling from creature deeds </li> <li>Added range check at end of sample time to prevent exploit </li> <li>Can no longer sample from the rancor in the cage at Jabba's palace (funny though) </li> <li>Reduced xp rewards when sampling from deeds </li> <li>Allowed Bio-Engineer to sample from their own pets <br> Removed ability to sample from baby creatures. </li> </ul> <p><strong>Combat Medic </strong></p> <ul> <li>Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected. </li> <li>Fixed a problem with area stimpacks requiring Medicine Use. They should require Combat Medicine Use. This fix only affects newly crafted stimpacks, so old ones will still require Medicine Use. </li> <li>Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time.. </li> </ul> <p><strong>Creature Handler </strong></p> <ul> <li>Non-creature handlers will not gain creaturehandler xp now. </li> <li>You must have at least a 15% chance of taming a creature to get the taming menu option </li> <li>Reduced regen stats of baby creatures and pets. </li> <li>Baby creatures will not attempt to follow each other </li> <li>Pet control devices cannot be transferred to someone who is at their max-count for number of stored pets </li> <li>Creature handlers will be able to transfer pets to non-creatureHandlers. The non-creature handlers will not be able to train the pet new commands, but they will be able to store them, call them, and issue any commands that the pet already knows. <strong><em>Note, only certain types of creatures, all fairly low level, can be controlled by a non-creature handler. </em></strong></li> <li>Pets can now attack creature lairs. </li> <li>Fixed scaling bug with tamable creatures which resulted in too-small or too-large baby variants. </li> <li>Pets will never be &quot;death-blowed&quot;, but instead will suffer a reduction in max Health, Action and Mind in cases where they would have been death-blowed. </li> <li>Creature handlers will not be able to 'call' pets that they would have no chance of taming </li> <li>Fixed an issue with pets wandering around aimlessly in the midst of combat </li> <li>Fixed an issue with pets bolting to the location they were called during/after combat </li> <li>Removed the requirement for a creature handler to be within 30 meters of his pet in order to gain xp. </li> <li>Added a system message explaining why transfering a pet fails </li> </ul> <p><strong>Smuggler </strong></p> <ul> <li>Increased the damage and the action cost of the /lastditch smuggler attack. </li> <li>Weapon slicing no longer has a chance of slowing a weapon down. It now properly speeds the weapon up. </li> </ul> <p><strong>Droid Engineer </strong></p> <ul> <li>You can now get a more detailed Examine window on droid components. </li> <li>Changed the armor integrity attribute to armor toughness </li> <li>Added mechanism quality to the Examine window for droid deeds. </li> <li>Removed personality chip ingredient slots from droids that don't talk </li> <li>Added the surgical droid to the list of droids that do talk. </li> <li>It is no longer possible to apply damage over time effects to droids. </li> <li>Droid medic modules should now have a variable effect on medical wound healing, depending on what quality medical modules were built into the droid. </li> <li>Droids allow a person to drag an item on top of their pet droid to store an item in it. (assuming that the droid has a storage module, of course). </li> <li>Droid pets will die when incapacitated </li> <li>Fixed a problem that prevented surgical droids from being used to heal wounds. </li> </ul> <p><strong>Scout </strong></p> <ul> <li>Bigger camps now grant xp slightly faster than smaller camps. </li> <li>The rate at which camps accumulate XP to award when they are disbanded has been increased. </li> <li>You can now place camps in no-build regions (but you still cannot in city regions) </li> <li>Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit). </li> <li>Baby creatures now yield 1/4th the resources and xp of an adult when harvested. </li> <li>The mind pool damage done by the sharp bone spur has been decreased. </li> <li>The ranged and melee defense debuff traps have been strengthened slightly. </li> <li>Fixed the description of FX on a couple traps. </li> <li>Attempts at scent masking against creatures should be more successful. </li> <li>Scent masking should be much less likely to break against large groups of creatures now. </li> <li>There is a chance that a creature that detects you while you are scent masked will attack you. <br> Improved mask scent's ability to make a creature ignore the player </li> <li>Camps will now properly give XP. </li> </ul> <p><strong>Medic </strong></p> <ul> <li>Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed. </li> <li>Removed durability experimentation from medicines since medicines do not decay. </li> <li>Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness. </li> <li>Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience. </li> <li>Added healing kill credit for medics that perform healing on same group combatants </li> <li>Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has. </li> <li>Added auto-wound select to tendWound if no wound is specified. </li> <li>Fixed a problem that enabled revive packs to fire on a /healWound command. </li> </ul> <p><strong>Merchant </strong></p> <ul> <li>Fixed an exploit where you could steal things from vendors </li> <li>Fixed the max sale price on vendors being the same as the bazaar. </li> <li>You now have to select &quot;init vendor&quot; from the vendor options after you place your vendor to activate it. </li> </ul> <p><strong>Entertainers, Dancers, and Musicians </strong></p> <ul> <li>Added checks and failsafes to prevent getting stuck &quot;performing&quot; when not actually performing. </li> <li>Added check when player joins group to make sure they are playing the same song as the group. </li> <li>Added messages for /bandflourishes </li> <li>New flourishes for poplock dance: Flourishes 5, 6, 7, 8 </li> <li>New flourishes for rythmic dance: Flourishes 3, 4, 5, 6, 7, 8. </li> <li>Fixed bug with /changebandmusic and band members that are not performing </li> <li>Made /bandflourish on/off setting persist <br> Added status check for /bandFlourish on/off </li> </ul> <p><strong>Artisan </strong></p> <ul> <li>Exploit fix for surverying, now if you sell back your survey skills and try to use a survey tool, it will ask you to reset your survey settings. If you abort this, the lowest setting will be used. </li> <li>The survey UI will scroll to the last used resource in each survey tool </li> <li>Survey Fix &quot;here&quot; icon rotation when inside. </li> <li>Various visual &amp; usability improvements to the survey UI. </li> <li><strong>Fireworks: </strong> Made all fireworks not loop after the first display of particles. </li> </ul> <p><strong>ECONOMY </strong></p> <p><strong>Bazaar and bank </strong></p> <ul> <li>Make instant sales money transfers go player to player rather than through the bazaar (receiving the payment should be more reliable) </li> <li>Update automated bazaar mail messages to contain more data </li> <li>Add resource type name to auction name for resource containers </li> <li>Enforced a timeout of 30 seconds for bank transfer window </li> <li>Forced bank transfer window to close on other bank transactions </li> </ul> <p><strong>Crafting </strong></p> <ul> <li>Many fixes to crafting experimentation were made. It should be working much better now. </li> <li>Fixed an exploit where you could duplicate components </li> <li>You now only get UXP on components that someone else made. </li> <li>Made crafting/manf hoppers visible to players. <br> Creature lairs now have a &quot;Search Lair&quot; option. This option may only be used once per lair. </li> <li>Searching a creature lair may now yield egg resources or animal samples. The eggs can be used for food crafting </li> <li>Animal samples may be used in animal particle effects generator craftable by an artisan with Engineering I. </li> <li>Fixed powerups to work properly when manufactured from a schematic. This means that they should function correctly when built in factories. <br> Added messages for when manf stations run out of ingredients. </li> <li>Fixed manf schems &amp; factory crates to display the attributes of their manufactured item </li> <li>Don't let users try to activate a harvester without setting a resource first </li> <li>Fixed &quot;can't retrieve resources the first time&quot; bug <br> Various visual &amp; usability improvements </li> <li>Fix default button on harvesters page </li> <li>Fixed an issue that prevented certain powerups (stocks) from being attached to items they should have been allowed to attach to. </li> <li>Send mail to player when their manf station runs out of power. </li> </ul> <p><strong>Fishing </strong></p> <ul> <li>You can now examine fishing poles to determine their quality. </li> <li>Made fishing more fun &amp; interactive in stages &quot;nibble&quot; &amp; &quot;bite&quot; </li> <li>Added the &quot;star rating&quot; fish density &amp; vegetation meters </li> </ul> <p><strong>Housing and structures </strong></p> <ul> <li>Fix bug that was preventing characters from getting ejected from ramp edges </li> <li>Players now get punted from a house when their access fee permission times out. </li> <li>Structures under construction could get into a state where they weren't able to finish their construction - structures now detect this state, and fix themselves. </li> <li>The default image on player structure signs has been updated from the bank/credits symbol </li> <li>Adding banner like signs for over the door style addresses </li> <li>There were some turret AI updates </li> <li>Made public crafting stations immovable to regular folks </li> </ul> <p><strong>COMBAT </strong></p> <p><strong>Combat </strong></p> <ul> <li>Changed berserk to be a 75 point damage increase instead of double base damage </li> <li>Decreased berserk costs slightly </li> <li>Fixed double berserk spam </li> <li>fixed berserk sometimes stopping combat loop </li> <li>Modified unarmed special move damage modifiers to improve their combat abilities </li> <li>Increased unarmed damage progression slightly </li> <li>Increased melee1h damage for special moves <br> Fixed wildshot2 not working </li> <li>Fixed melee2hlunge2 not having an animation </li> <li>Fixed multitargetpistolshot not working </li> <li>Fixed suppressionfire 1/2 not changing posture properly </li> <li>Fixed acid rifle certification </li> <li>Added xp bonus for non-damaging moves </li> <li>Fixed fastblast combat spam </li> <li>Increased power of bountyhunter/commando moves </li> <li>Fix for xp exploit: Killing baby pets won't grant xp. </li> <li>Bring /con messages in line with new colors </li> <li>Fix fragmentation grenade blast self hit/miss </li> <li>A fix went in for an exploit involving damage over time. </li> </ul> <p><strong>Battlefields </strong></p> <ul> <li>Added error messaging to battlefield reinforcements so that you know when it fails due to lack of faction points. </li> <li>You can no longer build battlefield structures outside of the battlefield perimeter even if it is in range of a constructor. </li> <li>Added explosion effects to all destructible battlefield objects. </li> <li>fix problem with group ham bars all turning violet (or orange, now) </li> </ul> <p><strong>Death and cloning </strong></p> <ul> <li>Fixed issue with player spawning in wrong room of outpost cloning facility </li> <li>Respawn fx added. </li> </ul> <p><strong>Grouping </strong></p> <ul> <li>Improvements to help deal with the bug where group members get removed from group chat at the wrong times </li> <li>Fixed bugs with group difficulty calculations. This should also correct problems with the XP awards in groups. </li> <li>Fix crazy group icon showing up in all the wrong places </li> <li>Fixed group chat going away if anyone leaves the group </li> </ul> <p><strong>PvP </strong></p> <ul> <li>Control of static factional dungeons now affects the status of control of the Galaxy in the Galactic Civil War. - The number of player-built factional HQs on the map now affects control of the Galaxy as well. - The side that is winning in the Galactic Civil War conflict gets a 15% bonus to all earned XP. - The side that is losing in the Galactic Civil War gets a 30% discount on the cost of all faction perks. - Reduced the cost of factional perks to compensate for the slower gain rate for faction points. </li> <li>Fixed duels preventing secure trade. </li> <li>Faction point caps are now variable for your aligned faction. The amount of faction you can have is equal to the cost to reach your current rank times 10.1. This means at the rank of Colonel, which costs 6000 faction to achieve, you can have up to 66,000 faction points stored up. </li> <li>Made it so that you will get a faction enemy flag for attacking someone who is factioned, even if the attacker was a personal enemy. </li> </ul> <p><strong>CREATURES AND AI </strong></p> <ul> <li>Pathfinding bug fixes </li> <li>Stuck AI's will warp past the thing they are stuck on to get to a target </li> <li><strong>Lairs: </strong></li> <ul> <li>&nbsp;Reduced frequency that creatures near their lair will 'bluff' </li> <li>The first couple creatures spawned by a creature lair will never be Baby creatures. </li> <li>Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, expanded newbie spawn regions. </li> <li>Lair defenders will not defend their lair until it has actually been damaged </li> </ul> <li>Updated some creatures' level for balance. <br> Pets will be able to follow their masters into buildings/caves </li> <li>Non-aggressive npcs will defend their lairs </li> <li>Upped level on lantern birds to be inline with rest of Endor. </li> </ul> <p><strong>Servers </strong></p> <p><strong>Login: </strong></p> <ul> <li>Fixed case where some characters could get into a state where they were unable to login - happened in approximately 1 in 100,000 logins. </li> <li>Many, many, many server crash fixes, login process fixes, slowdowns, and database problems have been corrected. </li> </ul> <p><strong>THE WORLD </strong></p> <p><strong>New locations </strong></p> <p>&#149;&nbsp; There are rumors of a new Nightsister Spider Cave on Dathomir. </p> <p>&#149;&nbsp; Rori has seen notable new activity among Garyn Raiders. They may have built a new bunker. </p> <p>&#149;&nbsp; As you know, Lok is a dangerous place. We've even heard rumors of a town terrorized by Kimogilas... </p> <p>&#149;&nbsp; The Empire is not pleased to hear that pirate activity has increased on Naboo, including the construction of a new bunker. </p> <p>&#149;&nbsp; Corellia has also seen more criminal activity, the Chunker Gang has built a new bunker there. </p> <p>&#149;&nbsp; There's a new Giant Decay Mite Cave on Talus. </p> <p>&#149;&nbsp; And a Giant Fynock Cave on Talus. </p> <p>&#149;&nbsp; And a Pygmy Torton Cave on Rori. </p> <p>&#149;&nbsp; And a Bark Mite Cave on Rori. </p> <p>&#149;&nbsp; The Rebels have packed up their base on Tatooine. Rumor has it that they may have relocated to Rori to avoid Imperial detection... </p> <p>&#149;&nbsp; Modran Borvo's Champion has been rumored to be on Naboo. </p> <p>&#149;&nbsp; Word is that there's a newly founded Rorgungan Swamp Town with some fellow named Captain Hassk, on Rori. </p> <p>&#149;&nbsp; Beware of Lord Nyax on Corellia! </p> <p><strong>New battle spawn areas: </strong> these are not battlefields in the formal sense, but rather spawn areas that are battles between two sides. </p> <p>&#149;&nbsp; Rebels vs. Imperials battle on Corellia. </p> <p>&#149;&nbsp; Drall vs. Corsec battle on Corellia. </p> <p>&#149;&nbsp; Hunters vs. Creatures battle on Rori. </p> <p>&#149;&nbsp; Corsec vs. the Flail battle on Talus. </p> <p><strong>Content </strong></p> <ul> <li>Fort Tusken - Set up Fort Tusken to spawn in waves. - Added a fort tusken champion </li> <li>Herald NPCs for static dungeons created and placed. These NPCs are located in various towns and other locations and give out information related to the static dungeons. </li> <li>Converted six Imperial or Rebel dungeons into factional dungeons that can be controlled/defended by either faction. These PvE dungeons can change sides based on who is winning the battle there. <br> There are battles that now contain AT-ATs. <br> Non-aggro giant creatures added to newbie spawn areas. </li> <li>Gambling: - Added slot machines and roulette to hotels and some cantinas. - Adding gambling commands: /joinGame, /leaveGame, &amp; /bet </li> <li>Moved location of Tusken Village so that it's not so easy to ace it over and over </li> <li>Adjusted ancient krayt spawn rate </li> <li>The sarlacc is now more interesting. All newbies should run there right away to see it. Or not. </li> <li>Added range checking to travel ticket purchases. You must now stay near the terminal in order to complete a purchase. </li> <li>Tusken Raiders: increased the level of Tusken raider special attacks across the board </li> <li>Fixed rebel specops soldiers appearing as Imperial Officers </li> <li>Fixed Talon Karrde (who used to be a wealthy, over-40's Zabrak woman) </li> </ul> <p><strong>Quests and missions </strong></p> <p><strong>Delivery Missions: </strong></p> <p>&#149;&nbsp; Added many more delivery mission locations in cities so that NPCs wouldn't all stand around in the same place </p> <p><strong>Missions: </strong></p> <p>&#149;&nbsp; low end missions now pay less, high end missions pay more. </p> <p>&#149;&nbsp; if a location is off-planet, display both the planet and region name </p> <p>&#149;&nbsp; Group mission rewards have had their range extended from 64m to 200m. this means that to receive part of a mission reward, group members must be within 200m of the player that took the mission at time of completion. </p> <p>&#149;&nbsp; New mission terminals added for Artisan (crafting, and surveying missions), Entertainer (musician and dancer gig missions) and Explorer (hunting missions, and recon) mission types. </p> <p>&#149;&nbsp; Various mission difficulty fixes. </p> <p>&#149;&nbsp; Integrated a group mission payout fix. </p> <p>&#149;&nbsp; Fixed group mission money split. </p> <p>&#149;&nbsp; Destroy mission min difficulty and payoff balancing pass. </p> <p>&#149;&nbsp; Updates put in place for all static quests, theme park quests, and random quests </p> <p>&#149;&nbsp; Fixed a potential problem with making an escort a thug (if you have low thug faction he attacks you and you can't escort him back) on the Emperor's first quest </p> <p>&#149;&nbsp; Emperor now sends you to see Vader </p> <p>&#149;&nbsp; Added a new special grenade called the &quot;Zicx Bug Bomb&quot; - rewarded to players who complete a quest which begins by speaking to a disgraced weapons designer hiding somewhere on Rori... </p> <p><strong>Tutorial </strong></p> <ul> <li>Fixed a problem where sometimes a player would be unable to join a regular bank after leaving the tutorial. </li> <li>Made the pirate in the newbie tutorial con green to new players. </li> <li>Fixed random spam in tutorial bug </li> <li>Fixed problems with code strings in automatic waypoints </li> </ul> <p><strong>Loot </strong></p> <ul> <li>Added armor segment and segment enhancement loot drops </li> <li>Added the ability for loot items to have randomized stats. The chance and extent of randomized stats is based on the creature's level. </li> <li>Added the ability for the loot system to drop functional crafting components. </li> <li>Added special loot items for a number of creature types. These items can only be found on specific creatures. Many of these items are components which can be used in the crafting process. Start looking. :) </li> <li>Added exceptional and legendary item/component drops. These items are very rare and are found only on high level creatures. </li> <li>Added the ability for weapons and armor to drop with skill mods. </li> <li>Static (placed) locked crates and dropped locked crates will now have loot in them again. </li> <li>When looting a resource container, the default action is now pickup instead of split. </li> </ul> <p><strong>THE CLIENT </strong></p> <p><strong>UI </strong></p> <ul> <li>Hid born date and played time on the character sheet, since they didn't display anything. </li> <li><strong>/find: </strong> added bazaar, mission, &amp; bank terminals to /find and planetary map </li> <li>Strings: Fixed lots of spelling mistakes, added many new descriptions </li> <li>Improved container error messages (so you have a better idea why you cannot drop something, or put it into a container) </li> <li>fix range checks to objects in containers (bug was causing the UI to use the very topmost container, which for interior objects was the building itself) <br> fix for more ui settings not saving </li> <li><strong>Character Sheet: </strong> fix for data display on character sheet </li> <li><strong>Containers: </strong> fixed a bug that allows players to remove doubly-nested objects from containers they don't own </li> <li><strong>Examine: </strong></li> <ul> <li>weapon attribs now show damage type, armor piercing level, damage over times, &amp; powerups <br> Examine: reformat weapon special move attack costs in attributes </li> <li>display crafting tool effectiveness in attributes </li> </ul> <li>Inventory: </li> <ul> <li>fix inventory sort order not saving </li> <li>don't highlight things as equipped when they are in an equipped bag </li> </ul> <li><strong>Mail: </strong> fix sort order for mail browser on the date column </li> <li><strong>Overhead Map: </strong> render waypoints on overhead map </li> <li><strong>Planetmap: </strong> allow closer zooming of the planet map </li> <li><strong>Radar </strong>: change radar blips to render top to bottom: player, target, group leader, group members, can attack you, players, creatures, others </li> <li><strong>Radar: </strong> make control-mousewheel work with radar window </li> <li><strong>Skill Page: </strong> skill mods, commands, and certifications now sorted </li> <li><strong>Skill Page: </strong> show skill titles in skill information </li> <li><strong>Split: </strong> make sure splitting can't occur on objects we can't manipulate </li> <li><strong>Split: </strong> add resource name to resource splitter </li> <li><strong>Trades: </strong> fewer actions will cancel trades </li> <li><strong>Travel: </strong> fix partial occlusion of galacticmap/planetmap button, also restack planets so Rori is selectable </li> <li><strong>XP Monitor: </strong> make exp monitor choose a more appropriate skill to display when the currently selected skill is learned </li> <li><strong>Waypoints: </strong> fixed bugs with waypoint naming </li> <li><strong>Waypoints: </strong> fix waypoints being deactivated when traveling </li> <li>Enable button bar mail icon </li> <li>New HUD element available for labeling waypoints and showing distance to them. You can now also turn off the flashing arrows pointing towards waypoints if you'd rather use the new UI widget. </li> </ul> <p><strong>Audio </strong></p> <ul> <li>Added sounds for steam and sparks </li> <li>Attached sounds to 3po protocol droid </li> <li>R2D2 now has correct sounds attached </li> <li>Pitch shift removed from random stormtrooper conversation sounds </li> <li>Fixed all sound crackling, popping, warbling resulting from sound buffer starvation. </li> </ul> <p><strong>Client and visuals </strong></p> <ul> <li>Client: More framerate improvements </li> <li>Fixed a crash in the intro. </li> <li>Fixed numerous other client crashes. </li> <li>Client Performance: sped up collision by breaking up geometry into pieces </li> <li>Fixes for floating buildings. </li> <li>Fixed the problem with running while holding a rifle, where the run would appear jerky. </li> <li>Fixed Rori fog </li> <li>Changed cluster selection screen to sort by performance &amp; population, then recommend up to 5 servers </li> <li>A bunch of work on water visuals. </li> <li>Add warning dialog boxes for old drivers </li> <li>Update terrain sliders to match new max defaults </li> </ul> <HR> <p><strong>August 15, 2003 </strong></p> <ul> <li>Reset resource pools for both Lowca and Radiant clusters. </li> <li>Fixed a problem where AI would stop at city boundaries.&nbsp; </li> <li>Reduced the chance of weapon decay from overcharge shot. </li> <li>Reduced the chance of weapon decay on weapons with powerups. </li> <li>Fixed an additional robe/backpack combination where the backpack would not appear in your inventory. </li> <li>Fixed a problem where the Rantok Sword couldn't be picked up after the G-5PO mission. </li> <li>Added additional information to the loading screen. </li> <li>Added ability to specify the vertex and pixel shader version in the SwgClient setup program. </li> <li>Fixed a problem where the interest icon (The Big Yellow I) for NPCs would remain after death.&nbsp; </li> <li>Improved Interest indicator (The Big Yellow I is now the Rotating Blue I) over NPC heads. </li> <li>Harvesters must now be empty and off in order to redeed them. </li> <li>Corrected position of names on the overhead map. <br> Added missing piece of personal chemical harvester. <br> Reduced the frequency of puke effect after consuming spice. </li> <li>Fixed roulette betting bug where players would pay total amount, but display would only show cash. </li> <li>Upped roulette table capacity to 10 players from 5. </li> <li>Upped roulette max bet to 10000 credits from 1000. </li> <li>Fixed a problem where you could bet over the maximum prescribed amount.&nbsp; </li> <li>Added the ability to voluntarily remove powerups from weapons. </li> <li>Powerup crafting: experimenting on a powerup will now be reflected real-time in the item attributes window. </li> <li>Powerup crafting: powerup names may now be changed and will reflect the crafted name if altered. </li> <li>Powerup crafting: experimentation on a powerup now increases the initial attribute values instead of re-rolling them. </li> <li>Powerup crafting: powerup schematics should now receive the appropriate attributes of the final experimented prototype. </li> <li>Powerup manufacturing: per above, crafted powerups will now be identical to the final attributes of the prototype in the experimentation window. </li> </ul> <HR> <p><strong>August 16, 2003 </strong></p> <ul> <li>Fixed a problem where your vendor would not be initialized correctly.&nbsp; All players owning a vendor should have access at this point. </li> <li>Fixed an issue where Stormtrooper targets would not spawn for Rebel factional missions. </li> <li>Improved a problem where AI would stop at a city boundary. </li> <li>Fixed a problem where destroy missions would not show up on mission boards for lower level players. <br> Improved overall flow of bug bomb quest. </li> </ul> <HR> <p><strong>August 19, 2003 </strong></p> <ul> <li>Changed harvesters such that when you re-deed a harvester both maintenance and power will carry over. </li> <li>Fixed a PVP DOT exploit.&nbsp; Damage Over Time (DOT) attacks now result in a Temporary Enemy Flag.&nbsp; (TEF) </li> <li>Fixed a problem where a factory would become non-functional when completing manufacture of the last item in a schematic run. </li> <li>T-21 Rifle - Reduced armor piercing class from heavy to light </li> <li>T-21 Rifle - Increased fire rate </li> <li>T-21 Rifle - Reduced the overall damage per second </li> <li>After the Monthly Update, some Mon Cal and Trandoshan females lost their customization data.&nbsp; We've fixed it so this can't happen again.&nbsp;&nbsp; Additionally, if you haven't been to an Image Designer, you should revert to your pre-update status. </li> <li>Fixed a problem where the Sarlacc would lose its special attack.&nbsp; </li> <li>Solved a problem where creatures occasionally wouldn't attack you if you were standing in a lair. <br> Made it more difficult to delete a character, thus reducing the frequency of accidental deletes.&nbsp; </li> </ul> <HR> <p><strong>August 21, 2003 </strong></p> <ul> <li>Fixed a bug that prevented medium and large flora harvesters from being crafted.&nbsp; Crafting these will now work. </li> <li>Fixed a problem where you could get into the a PA Hall basement or attic and be unable to use the elevator to get out. </li> <li>Updated Image Designers to give them the ability to modify all available customization options for Mon Cals and Trandoshans. </li> <li>/eject will now work from inside structures - if you get trapped for whatever reason in a building, you can /eject yourself from it to get out. </li> <li>Everything placed by a player inside a player structure will be non-collidable (to prevent players from trying to trap each other in their houses). </li> </ul> <HR> <p><strong>August 22, 2003 </strong></p> <ul> <li>Fixed bazaar terminal issues in (the previously named)&nbsp; Lianorm Swamp area.&nbsp; These should be functional again. </li> <li>Crafting missions would grant schematics that would sometimes not get deleted if you abort the mission.&nbsp; Eventually this can clutter up the datapad with undestroyable and useless schematics.&nbsp; This issue has been fixed. </li> <li>Fixed an issue (recently created) where doors on player structures wouldn't open when you approached them, even if you had access to the structure. </li> <li>T-21 changed (again) </li> <ul> <li>Armor piercing raised to Heavy </li> <li>Max Damage raised to 200..375 </li> <li>Min Damage raised to 80..115 </li> <li>Attack Speed raised to 65..105 </li> <li>Zero Range Mod lowered to -70 </li> <li>MaxRange Mod Raised to 10 </li> </ul> <li>We now attempt to detect cases where a character has lost a skill accidentally (through a bug that we haven't been able to track down yet).&nbsp; When we detect that this happens, we will now automagically restore the skill. </li> <li>Fixed an issue with stat migration - on login, we detect if you have a stat migrated out of the correct species range (ie, the value is too high and we need to lower it, or the value is too low, and we need to raise it) we automatically fix the problem.&nbsp; Players who run into this issue will receive an in-game email informing them of it. </li> </ul> <HR> <p><strong>August 23, 2003 </strong></p> <ul> <li>Reverted the stats rule changes made Friday morning. </li> <li>Temporarily removed the cost for redeeding factories while we investigate factory issues. </li> </ul> <HR> <p><strong>August 26, 2003 </strong></p> <ul> <li>Changed factories temporarily such that they no longer require a fee to re-deed. </li> <li>Increased the rate of loot drops. </li> <li>Corrected a problem on the server that would result in invalid resources occasionally being generated. </li> <li>Fixed /eject, such that it only works with player structures. </li> <li>Changed medic XP such that you no longer get XP for healing pets. </li> <li>Fixed a problem where players could apply a bleeding shot to AT-STs. </li> <li>Fixed a problem where a gameserver would run very slow on startup. </li> <li>Fixed a crash in the database server. </li> <li>Fixed a problem where you could dupe crafting components. </li> <li>Fixed an exploit where you could gain unlimited creature handler XP. </li> </ul> <HR> <p><strong>August 27, 2003 </strong></p> <ul> <li>Fixed a problem where armor segments and weapon component enhancements wouldn't correctly fit into the enhancement slot during the crafting step. </li> <li>Fixed a client crash caused when a macro was running while traveling.&nbsp; </li> <li>Fixed a server problem which sometimes capped the population artificially low.&nbsp; </li> <li>Fixed an exploit where droids on Lok wouldn't correctly guard their lair. </li> <li>Increased the range you must travel in order to successfully complete survey missions. </li> </ul> <HR> <p><strong>August 29, 2003 </strong></p> <ul> <li>Fixed a problem with Bounty Hunters where bad data could crash the client.&nbsp; If you have encountered this crash on your current mission, you should abort it and take a new one.&nbsp; This has proven to be a more difficult problem than most to track down.&nbsp; We are grateful to the customers who volunteered the time of their character to help us track it down. </li> <li>Changed the command /setcurrentskilltitle so you couldn't set a title you didn't actually possess.&nbsp; </li> </ul> <HR> <p><strong><font size="5">September 2003 </font></strong></p> <p><strong>September 5, 2003 </strong></p> <ul> <li>Fix to allow pets that are stored on a droid and that have not learned the transfer command to be reclaimed.&nbsp; NOTE: Pets will not be able to be transferred back onto the droid. </li> <li>Changed the harvester maintenance interface to be more intuitive. </li> <li>Fixed lairs so that if they spawn close to a player building they will be removed from the world faster.&nbsp; This should prevent the problem where lairs would sometimes block the entrances to player buildings for long periods of time. </li> </ul> <HR> <p><strong>September 7, 2003 </strong></p> <ul> <li>Fixed issue with factories that caused powerups (as well as other items) to not have the correct attributes </li> <li>Fixed issue with destroy missions that caused the objective to be destroyed as it spawned; however, they may block entrances to buildings again </li> <li>Made low level, non-aggressive pets created by bio-engineers to be &quot;tame-able&quot; and all low level, non-aggressive pets to be &quot;trade-able&quot; by anyone </li> <li>Fixed a case where redeeding your structure would fail, causing you to lose the structure and the deed </li> <li>Fixed issue with image designers that allowed some combinations that were not intended </li> <li>Fixed issue causing signs to not be displayed properly </li> <li>Added an email warning that is sent to you when your structure's condition drops below 50% </li> <li>Streamlined Customer Service UI categories for more efficient ticket handling </li> </ul> <HR> <p><strong>September 9, 2003 </strong></p> <ul> <li>Some containers (crafting stations and vendors especially) could get into a state where they would not calculate their inventory space correctly.&nbsp; This would make your inventory act like it was full, though the UI would say that you still have some room available.&nbsp; In some instances, this could also cause objects in your inventory to disappear until you thinned down how much you were carrying, at which point they would reappear.&nbsp; This should be fixed. </li> <li>Fixed an issue with factory crates not showing the stats of the contained items. </li> <li>Fixed an exploit where you could add charges to stimpacks. </li> <li>Fixed an exploit where you could raise your secondary stats high enough such that using special moves actually caused you to gain points, rather than lose them. </li> <li>Fixed a /tellpet exploit that let you quick store pets. </li> </ul> <HR> <p><strong>September 12, 2003 </strong></p> <ul> <li>Increased HP of creature lairs. Destroying lairs without attacking the creatures protecting it should be more difficult now. </li> <li>Fixed issue that caused items to sometimes disappear from your inventory after purchasing them from a vendor and traveling. </li> <li>Fixed issue that prevented combining data disks if your inventory was full. </li> <li>Fixed issue with factory crates that allowed item duping. </li> <li>Fixed an issue where creature handlers could call multiple pets from a single pet control device. </li> </ul> <HR> <p><strong>September 16, 2003 </strong></p> <ul> <li>Increased damage when attacking a lair that will not spawn any more defenders </li> <li>Fixed issue with macros which could unintentionally cause server lag </li> <li>Fixed exploit that allowed players to attack another player from inside a private structure </li> </ul> <HR> <p><strong>September 25, 2003 </strong></p> <ul> <li>Fixed a problem where Bounty Hunter targets would loose their TEF status. </li> <li>You can now click the mouse or hit any key to bypass the logo screens.&nbsp; (Thanks ESRB!) </li> </ul> <HR> <p><strong>September 29, 2003 </strong></p> <ul> <li>Fix for an issue where charged based weapons could sometimes be used without lowering the charge. </li> </ul> <HR> <p><strong><font size="5">October 2003 </font></strong></p> <p><strong>October 2, 2003 </strong></p> <ul> <li>Fixed an issue where players could become invisible. </li> <li>Fixed a problem where items in bags that are sold on vendors would sometimes disappear. </li> <li>Fixed an issue where sometimes after redeeding a structure the deed would not be displayed in the inventory. </li> </ul> <HR> <p><strong>October 8, 2003 </strong></p> <p><strong>MAJOR FEATURES </strong></p> <ul> <li>An Imperial Research Facility on Dantooine headed by the premier cyborg specialist Colonel Teraud has been revealed. Rumors of unrest surround 'The Warren' (as it is called), after an Imperial Inquisitor sent to investigate the Colonel's progress has failed to report back any findings. </li> <li>Bartender Rumors added for Monthly Fiction current events. </li> <li>Cries of Alderaan - Act 2 </li> <li>Imperial probes have picked up chatter on Lok indicating that Nym's crime operation is expanding. </li> <li>Nym's chief lieutenants are said to be actively recruiting adventurers in the area... </li> </ul> <p><strong>AI AND WORLD </strong></p> <ul> <li>Fixed a bug that would cause mission objectives and creature lairs to respawn infinitely. </li> <li>Vader and Palpatine (and imperial officers) now default to Imperial Mood so they don't scratch, yawn, etc. </li> <li>Missions on advanced planets will now scale correctly based on character level. </li> <li>Added chance to draw mission above your level on starting planets. </li> <li>Updated creature spawning on Dathomir and Endor. </li> <li>Made Cowardly Gurrecks smaller. </li> <li>Added random quest giving NPCs to Talus and Corellia. </li> <li>Changed generic outpost to science and trade outpost on Dathomir. </li> <li>Fixed retrieve quest for Nien Nunb (part of the Rebel Theme Park). You can now converse with the Trader who is supposed to give you a hyperdrive repair part. </li> <li>Fixed missing mission objective on rebel faction destroy missions </li> <li>Capped the max number of components that can be found off a single creature in loot at 10. </li> <li>Fixed many quest bugs for static quests and theme parks </li> <li>Fixed string error in last Rebel theme park mission </li> <li>Added MEDIUM and STRONG disease attacks to some difficult creatures </li> <li>Wookiees are now allowed to wear rings </li> <li>Wookiee roar reuse timer was reduced </li> <li>Wookiee roar now gives a short mind buff in addition to its normal effect </li> </ul> <p><strong>COMBAT </strong></p> <ul> <li>Changed all delay moves to be on a 30 second timer </li> <li>Added some failsafe clearing of dot states to help prevent the states sticking after the dot is removed. </li> <li>Made AT-ST &amp; AT-AT vulnerable to DT_blast </li> <li>Modified turret armor ratings vs DT_energy </li> <li>Modified turret weapon damage types (block=blast &amp; tower=kinetic) </li> <li>Special attacks which knockdown NPCs will cause the NPC to fall down for a couple of seconds before trying to stand back up. If the NPC is dizzy, he may fall down again when attempting to stand. </li> <li>Decreased unarmed move costs </li> <li>Fixed bugs with state defense modifiers </li> <li>Brought pistolmeleedefense2 (pistolwhip 2) cost in line with pistolwhip 1 </li> <li>Fixed surprise shot and change surprise shot so it doesn't remove cover </li> <li>Increased vibroknuckler range to 5 meters </li> <li>Increased movement accuracy penalties/defensive bonuses </li> <li>Fixed a problem that prevented several loot armor components from not providing their special protections. </li> <li>Reduced the encumbrance of the padded armor segment. </li> <li>Tweaked component loot values on armor segments and enhancements to correspond with changes made to draft schematics. </li> <li>Fixed a problem with some loot weapon component enhancements increasing attack delay instead of decreasing it. </li> <li>Modified process for granting general combat xp (should always be at least 10% of total combat damage) </li> <li>Upped combat xp grant range to 80m <br> Decreased pistolwhip 1/2 damage </li> <li>Increased move costs for lowblow </li> <li>Fixed panic shot cone size, delaying user, and not effecting multiple people </li> <li>Increased damage of overcharge shot 2 </li> <li>Fixed bug with intimidate so that it should be successful more often </li> </ul> <p><strong>CRAFTING </strong></p> <ul> <li>When manufacturing an item that takes components, you do not have to extract the components from the crate to put in the input hopper. You can just put the crate in, and the manufacturing station will get the components as needed. </li> <li>Made double clicking work on factory crates in crafting </li> <li>Fixed containers (crafting stations and vendors especially) to calculate their inventory space correctly. </li> <li>Fixed an issue with factory crates not showing the stats of the contained items. </li> <li>Fix crafting lock-up if you try to use 2 crafting tools at once. </li> <li>Added &quot;empty harvester&quot; button to discard ALL resources </li> <li>Added more info when you examine a manufacturing factory. </li> <li>Fixed crafting manufacture schematic UI limit to go up to 1000 </li> <li>Fix for missing components after crafting </li> <li>Added new schematic for droid customization kit </li> <li>Send message to player if he loses a component during crafting due to his inventory being full. </li> <li>Prevent deletion of manufacture stations if the hoppers or schematic slot is not empty. </li> <li>Reduced the HAM costs on advanced sword core and vibro blade components. </li> <li>Altered the artisan-granted harvester and generator schematics to grant general crafting XP instead of specialized architect XP. </li> <li>Added 'premium' column to vendor listing </li> <li>Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3. </li> <li>Items with low hitpoints are now unrepairable. </li> <li>The difficulty to repair an item now increases as the item becomes more damaged. </li> <li>Skilled crafters gain bonuses for the repair of items within their field. </li> <li>Fixed exploit that allowed crafters to skip past critical failures </li> <li>Fixed issue that would cause manufactured components to be lost during crafting if you exit the assembly stage with more than one component in a slot. </li> </ul> <p><strong>PETS </strong></p> <ul> <li>You have to go outside to call a pet if you are in a city. (Outside of town you must be in a camp, near your declared-residence, or in a building). </li> <li>Pets will no longer eat food when they aren't wounded. </li> <li>Pets are no longer considered by /boostmorale. </li> <li>Pets will wait to complain about health, action or mind wounds until they have lost at least 20% of those attributes to wounds. </li> </ul> <p><strong>PROFESSIONS </strong></p> <p><strong>Armorsmith </strong>&nbsp; </p> <p>&#149;&nbsp; Slightly increased the crafting effectiveness ranges on Padded and Composite armor segments. </p> <p>&#149;&nbsp; Fixed a problem with the advanced Ubese segment which prevented it from working in Ubese schematics. </p> <p>&#149;&nbsp; Armorsmiths should now be able to fully colorize their armor without having to be tailors. The Armor Customization skill mod determines how many colors the armorsmith can pick from (note, some items may not have all colors available for selection. The available colors depends on the palettes used for that item). </p> <p>&#149;&nbsp; Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type. </p> <p>&#149;&nbsp; Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type. </p> <p>&#149;&nbsp; Fixed a problem where adding special protections to armor did not remove any underlying vulnerabilities </p> <p><strong>Bio-engineer </strong></p> <p>&#149;&nbsp; DNA Sampling: Made creatures that are being sampled from not attackable while sampling occurs </p> <p>&#149;&nbsp; DNA Sampling: Made dna sampling more relative to creature level (high skill/low level = high success; low skill/high level = high failure) </p> <p>&#149;&nbsp; DNA Sampling: Made aggro &amp; spook chances more consistent with skill level and # times sampled </p> <p>&#149;&nbsp; DNA Sampling: Changed dna sampling animation </p> <p>&#149;&nbsp; Tissue Engineering: Updated tissue descriptions to include information about bonuses given. </p> <p>&#149;&nbsp; Tissue Engineering: Removed Charigra &amp; Personaphene tissues </p> <p>&#149;&nbsp; Tissue Engineering: Removed experimental durability from tissue experimental attributes as it had no effect. </p> <p>&#149;&nbsp; Tissue Engineering: Added the new Mask Scent skill to the Scent Camouflage &amp; Scent Neutralization tissues. </p> <p>&#149;&nbsp; Tissue Engineering: Made all tissues and pet medicines craftable in Food &amp; Chemical Factories </p> <p>&#149;&nbsp; Tissue Engineering: Made multiple tissue enhanced components used in different slots of a clothing schematic stack better. (Components with no enhancements will no longer wipe the final enhancements.) </p> <p>&#149;&nbsp; Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.) </p> <p>&#149;&nbsp; Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing tissues and clothing crafted with those tissues will still report the Medicine Use modifier but they will not be counted for determining the level of medicine to be used.) </p> <p>&#149;&nbsp; Tissue Engineering: Updated tissue descriptions to include information about bonuses given. </p> <p><strong>Bounty Hunter </strong></p> <p>&#149;&nbsp; Added 5 charges to probots </p> <p>&#149;&nbsp; Added 10 charges to seekers </p> <p>&#149;&nbsp; Lowered average level of bounty mission mark. </p> <p><strong>Creature Handler </strong>&nbsp; </p> <p>&#149;&nbsp; Fixed exploit that allowed players to tame baby creatures while dead </p> <p>&#149;&nbsp; Fixed exploit that allowed players to call multiple pets </p> <p>&#149;&nbsp; Fixed pet to heal correctly in datapad when stored from the radial menu </p> <p>&#149;&nbsp; Fixed issue with pet control devices which prevented the 'CALL' option menu from showing up for several seconds </p> <p><strong>Dancer </strong></p> <p>&#149;&nbsp; Increased the effect of dance mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours. </p> <p><strong>Droid Engineer </strong>&nbsp; </p> <p>&#149;&nbsp; Fix for a few droids and droid schematics were not granting XP for their being crafted. </p> <p>&#149;&nbsp; Now a pet droid won't ever have any armor unless it was crafted onto it. </p> <p><strong>ImageDesigner </strong></p> <p>&#149;&nbsp; Display a selection index number on the slider page to help users communicate and remember changes </p> <p>&#149;&nbsp; Add a palette UI for color changes </p> <p>&#149;&nbsp; Added human male freckles customization </p> <p><strong>Merchant </strong></p> <p>&#149;&nbsp; Added merchant ability to update player shop signs </p> <p>&#149;&nbsp; Fixed bug where vendors took up too much space in your inventory </p> <p>&#149;&nbsp; Added ability to deactivate a vendor </p> <p>&#149;&nbsp; Added better dialogs for errant conditions when retrieving items </p> <p>&#149;&nbsp; Added better error messages for missing vendor items and vendor reimbursals </p> <p><strong>Musician </strong></p> <p>&#149;&nbsp; Always have play option on placed instruments (ommni box, nalargon), but give a failure message if they have another instrument equipped </p> <p>&#149;&nbsp; Increased the effect of musician mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours. </p> <p><strong>Ranger </strong></p> <p>&#149;&nbsp; The flora component of camo kits has been removed. </p> <p>&#149;&nbsp; Camo kits now yield more uses and have a wider experimentation range. </p> <p>&#149;&nbsp; Camo kits now work properly when crafted in a factory. </p> <p>&#149;&nbsp; The duration for conceal has been fixed, it was half what it should have been. </p> <p>&#149;&nbsp; Rangers are now notified when a creature begins to stalk them. </p> <p><strong>Scout </strong></p> <p>&#149;&nbsp; Mask Scent / Conceal is now properly removed when you initiate combat. </p> <p>&#149;&nbsp; When examining creatures, the &quot;Aggressive&quot; trait will now be correct. </p> <p>&#149;&nbsp; A novice scout can now examine a creature to determine if it is a &quot;Stalker.&quot; </p> <p><strong>Scout/Range </strong></p> <p>&#149;&nbsp; Non-aggro creatures will not attack you when mask scent or conceal breaks. </p> <p>&#149;&nbsp; Aggro creatures will only attack you when mask scent or conceal breaks if you are within 40 meters. </p> <p>&#149;&nbsp; Fixed a problem with creatures breaking mask scent/ conceal when scouts and rangers left their interest radius. </p> <p><strong>Teras Kasi </strong></p> <p>&#149;&nbsp; /meditation: fixed /powerBoost </p> <p><strong>Weaponsmith </strong></p> <p>&#149;&nbsp; Added the ability for weaponsmiths to craft the reinforcement core and advanced reinforcement core components. </p> <p>&#149;&nbsp; Added the reinforcement core as a required component to gaderiffi baton, stun baton, two-handed axe, and power hammer. The addition of the component will enable the armorsmith to impart component bonuses on these items (making them more in line with other weapons). Slightly reduced the HAM costs on the gaderiffi baton, stun baton, two-handed axe, and power hammer to compensate for the extra HAM cost given by using the reinforcement core. </p> <p><strong>PVP AND GCW </strong></p> <ul> <li>Removed the &quot;revenge&quot; TEF from pvp. </li> <li>Fixed bad start locations for several battlefields. </li> <li>Fixed several problems with battlefield behavior </li> <li>You can no longer pick up HQ Terminals </li> <li>Added HQ kickbacks for missions taken from HQ terminals (missions taken from HQ terminals grant credits equals to 5% of reward toward HQ maintenance and factional missions taken from HQ terminals grant +5% faction point reward bonus) </li> <li>No longer allow neutral players to help neutral non-players with enemy flags of any sort </li> <li>Now allow donation of mines to minefields by same faction personnel regardless of owner. </li> <li>Added armor, increased hp and up range to 70 meters to faction perk turrets </li> <li>Upped default hp for covert detectors </li> <li>Streamlined doctor faction perks (+25% effect) </li> <li>Added musician &amp; dancer faction perks (+10% effect to heal wound/shock &amp; +25% mind buff value) </li> <li>Allow doctor, musician, dancer faction perks to work wherever they can factionally register </li> <li>Adding factional hqs to planetary map for player registration capable hqs </li> <li>When purchasing battlefield reinforcements, players are only held to the faction declared minimums if they are actually declared. </li> <li>Various Imperial/Rebel factional dungeon bug fixes </li> <li>Disallowing terminals inside of factional HQs from registering with the planetary map </li> <li>Integrating minefields for tower turrets </li> <li>/delegateFactionPoints command added. The conversion ratio is based on the delegating players rank </li> <li>Added additional HQ specific data to the structure status window </li> <li>Updated the Faction Recruiter conversation to warn players who are resigning from a faction that they will lose their factional items </li> </ul> <p><strong>UI </strong></p> <ul> <li>Changed display of maintenance to be every hour instead of every 30 minutes (no, your costs did not actually double) </li> <li>Character Sheet - now display value and max value for each attribute in the text field (buffs update the attribute value as well as the max attribute value) </li> <li>Guild member lists allow more than 50 entries. </li> <li>Made /dragIncapacitatedPlayer visible in action list </li> <li>Fixed auction table columns resetting sizes every close/reopen </li> <li>Added travel lines between destinations on galaxy map </li> <li>Can no longer split resources on Vendor, Bazaar or Trade Window screen. </li> <li>Bio-Engineered Tissues now have their own sort category on the Commodities Market. </li> <li>Fixed chat rooms getting deleted when group is disbanded </li> <li>Added group and advertise chat bubbles </li> <li>Fixed more palette colors throughout, brighter text on darker buttons </li> <li>Fixed radial menu, more contrast between bright and dark colors </li> <li>Made 'instant sale' the default action when selling items on the bazaar </li> <li>Community Screen - Badges should now display properly </li> <li>Community Screen - Fixed help tips </li> <li>Community Screen - Added a &quot;Spoken Language&quot; option to coincide with the /language command. </li> <li>Holocron - added a &quot;Report A Bug&quot; button to help players avoid creating inappropriate CSTickets </li> <li>Holocron - Added an explanation of armor protection </li> <li>Made auction windows auto-refresh for available <br> Now saves the auto-afk time, response message, and whether auto-afk is enabled. </li> <li>FriendList: Added comment field per friend. </li> <li>FriendList: Added group field per friend. </li> <li>FriendList: Added confirmation option when removing friends. </li> <li>FriendList: Added option whether to notify when a friend comes online/offline. This is specified per friend. Disabling this option on a name in the friend list also disables the name from showing when using /friend. This option is for keeping someone in your friend list who you want to keep in touch with, but don't necessarily want to know every time they come online/offline. The UI will always display all friends online/offline status regardless of whether you want the notifications. </li> <li>FriendList: Added option to hide offline friends from the UI and /friend. </li> <li>FriendList: In the FriendList UI, the online status now shows in the color specified in Options-&gt;ChatColor-&gt;OnlineStatus. </li> <li>FriendList: Updated /friend to show group sorted friends. Offline friends are hidden by /friend if the option is specified in the FriendList UI. </li> <li>FriendList: Added /friendcomment (friend name) (comment) </li> <li>FriendList: Added /friendgroup (friend name) (group name) </li> <li>Fixed some situations where chat text colors would change in the middle of a sentence. </li> </ul> <p><strong>Other Bug Fixes </strong></p> <ul> <li>Grouping system rewritten to perform in context of local players </li> <li>Group notifications now always on and go to group chat </li> <li>/group command temporarily disabled </li> <li>Autolooting disabled </li> <li>Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly. </li> <li>Fix attribute mods that lower a max attribute value to 0 causing the attribute value to be the max. </li> <li>Fixed an issue where players could become permanently incapacitated in some cases where they had been buffed and were then cloned with many wounds. </li> <li>Added additional attribute checking on login to fix any attributes that are lower or higher than they should be. </li> <li>Fixed problem with selling items from inside a factory crate </li> <li>Force the player to standing before performing a ranged healing action. </li> <li>Fixed the 2 most annoying cases of 'trade canceled' </li> <li>Fixed problem trading datapad objects </li> <li>Fixed bug with /changeBandMusic </li> <li>Fixed some template problems that were causing a few armor segment and weapon component enhancements to not function properly. </li> <li>Set fishing pole volume to 1 </li> <li>Random vocalizations for stormtroopers removed. </li> <li>Increased the maximum range of the special protection on armor layers. </li> <li>Reduced the encumbrance penalty on advanced armor segments. </li> <li>Setting a building to private will now eject any npc not on the entry list. </li> <li>Incapacitated players can no longer search a lair. </li> <li>Fish on different planets should now have varying colors </li> <li>Players will now be notified when they have reached an experience cap for a specific experience type </li> <li>The problem with food stacks sometimes becoming inedible has been fixed. This should work retroactively with previously broken food stacks. </li> <li>External Options Menu: Added option to re-enable setting the mouse cursor every frame </li> <li>External Options Menu: Added option to disable character LOD manager </li> <li>External Options Menu: Added option to skip the intro </li> <li>External Options Menu: Added option to disable the asynchronous loader </li> <li>External Options Menu: Improved graphics performance by splitting vertex/pixel shader support and fixed function pipeline support into their own code paths </li> <li>Increased the integrity of player houses so that it takes longer for maintenance decay to destroy one. </li> <li>Male characters can now go shirtless. </li> <li>Added the group command /splitCreditsToGroup. </li> <li>Loot items now have better chance of having increased attributes. </li> <li>Loot items with one or more increased attributes are now highlighted green to make this more obvious. </li> <li>Fixed exploit that allowed players to kill difficult creatures very easily by using their house. </li> <li>Fixed a problem that allowed some enhancement medicines to stack when they shouldn't </li> <li>Fixed an issue that allowed poison and disease to be applied to incapacitated or dead players </li> <li>Increased integrity of houses so that they take longer to decay </li> </ul> <HR> <p><strong>October 10, 2003 </strong></p> <ul> <li>Fixed an issue that caused some NPCs to appear naked from a distance </li> <li>Fixed an issue with buffs that kept them from being removed when cloning </li> <li>Fixed a problem with baby creatures that caused them to use their adult level for xp calculations </li> <li>Fixed a problem with player and creature armor that caused it to be ineffective. </li> <li>Fixed issue with objects not playing ambient sounds </li> <li>Fixed an issue with AI that prevented them from recovering from knockdown </li> <li>Fixed a problem that prevented some droid deeds from being tamed </li> <li>Weapon certifications were fixed </li> <li>Fixed an issue panic shot that allowed players to kill creatures without risk </li> <li>Mask scent now drops when entering combat </li> <li>Fixed an issue with the Cries of Alderaan that prevented you from continuing if you aborted the Imperial commander's mission </li> </ul> <HR> <p><strong>October 11, 2003 <br> </strong><strong>Client version: 59800.19 </strong></p> <ul> <li>Improved Server Stability </li> <li>Graul Maulers are tamable again </li> <li>Removed the additional 75% reduction on PvP damage </li> <li>Bio-Engineer: Fix to make /sampledna not aggro 100% of the time. </li> </ul> <HR> <p><strong>October 14, 2003 <br> </strong><strong>Client version: 59800.20 </strong></p> <ul> <li>Improved client stability </li> <li>Cries of Alderaan 2: Fixed a bug where players wouldn't get the key for the Imperial Relay Station </li> <li>Fixed a problem where the power consumption rate was displaying incorrectly. </li> <li>Nym's Stronghold: Updated dialog script for the pirate engineer (said Kole, should have said Jinkins). </li> <li>Fixed a problem with loot components that was causing them to all be stackable. Loot components should only be stackable if they are all looted from the same creature. </li> <li>Fixed a problem where missions that were taken while in groups weren't difficult enough. </li> <li>Fixed several droids that were not craftable. </li> <li>Fixed a problem with several droids which could not be called. </li> </ul> <HR> <p><strong>October 16, 2003 <br> </strong><strong>Client version: 62512.0 </strong></p> <ul> <li>Improved Client Stability </li> <li>The Warren: Changed reactor core in the Warren to automatically take the core rods, rather than waiting for them to be inserted. </li> <li>The Warren: Fix for people getting trapped inside the Warren </li> <li>The Warren: The goodbye letter now respawns more frequently on the corpse. It should no longer be necessary to camp the corpse. </li> <li>Fixed a problem with backpack navigation where if you used the UI up arrow when viewing the contents of an equipped backpack it would display incorrect inventory information. </li> <li>Fixed an issue that would prevent players from rejoining guild chat </li> </ul> <HR> <p><strong>October 22, 2003 <br> </strong><strong>Client version: 62897.0 </strong></p> <ul> <li>Fixed Warren issue: permission on Reactor Core Container to reset after each use (so that you don't have to wait for a server restart to insert the reactor core rods). </li> <li>Fixed Warren issue: clicking on the Reactor Core will drop the core rods into the reactor core container (rather than selecting OPEN and then putting the core rods in manually). </li> <li>Logging into the Warren will add the player to the permission list rather than ejecting the player </li> <li>Fixed Drall Camp in final Imperial Mission of Act 2 so that all opponents spawn correctly. </li> <li>Fixed problem causing some machines to not detect DirectX properly </li> <li>Fixed issues with squadleader that would cause commands to not work correctly and xp to cap lower than it should </li> </ul> <HR> <p><strong>October 23, 2003 </strong></p> <ul> <li>Fixed an exploit with /extract that allowed people to steal items from others. </li> <li>Improved server performance and increased creature density on Dantooine and Dathomir. </li> </ul> <HR> <p><strong>October 24, 2003 </strong></p> <ul> <li>Changed Squad Leader XP to be scaled based on the group size. </li> <li>Fixed several bugs with /tip that would cause funds to hang and not deliver. </li> </ul> <HR> <p><strong>October 31, 2003 </strong></p> <ul> <li>Changed Squad Leader XP to be based on total combat related XP earned by group not just Combat XP </li> <li>Make buildings only disallow access due to enemy flags for temporary aligned enemy flags </li> <li>Change visual enemy flag indicator to only include temporary aligned enemy flags </li> <li>Temporary enemy flags now only last 5 minutes. <br> Cases where players were not receiving credits for items they sold on bazaar terminals or vendors have been corrected. </li> <li>People with temporary enemy flags may no longer enter player placed structures other than factional bases. </li> </ul> <HR> <p><strong><font size="5">November 2003</font></strong></p> <p><strong>November 10, 2003 </strong></p> <p><strong>Mounts </strong></p> <ul> <li>Mounts have been added!&nbsp; Players can now ride Bols, Brackasets, Kaadu, Carrion Spats, Dewbacks, and Falumpasets.&nbsp; To get a mount, mounts must be your pet AND trained as a mount.&nbsp; Players can either buy them as trained mounts or players with pets can take their pets to a Creature Handler (with the correct skill) to be trained as a mount.&nbsp; Bio Engineers can create mountable pets but can't automatically train them unless they have Creature Handler skills. </li> </ul> <p><strong>Balance </strong></p> <ul> <li>Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type. </li> <li>Adding special protections to armor will reduce underlying vulnerabilities. </li> <li>Restored creature resource harvesting rates to their normal level. </li> <li>Increased the power of quickHeal and reduced its mind cost. </li> <li>Increased the power of cure poison and cure disease dots&nbsp; to make them more competitive with the strength of high level dots. (Doctors need them to use the /cureDisease command). </li> <li>Players cannot tame baby creatures while dead or incapacitated. </li> <li>Fixed a bug in AI which resulted in NPCs sometimes deathblowing players just for fun. </li> <li>Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched. </li> <li>Non-aggro creatures will not attack you when scent mask or conceal breaks. </li> <li>Aggro creatures will only attack you when scent mask or conceal breaks if you are within 40 meters </li> <li>Crafting camo kits no longer requires flora components. </li> <li>Fixed an exploit that allowed you to retain an upgrade kit during slicing and still get xp. <br> fixed collision length of snakes to prevent them &quot;melee-kiting&quot;. </li> <li>Fixed a problem with several healing commands using the default roundtimes and not the roundtime modified by skill mods. </li> <li>Changed the queue delay on quickHeal so that it is modified by the Injury Treatment Speed skill mod. </li> <li>Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1.&nbsp; Because of this change, the dot grace period for being incapacitated has been removed. </li> <li>Decreased frequency of NPC targetted shots vs. mind, focus and willpower. </li> <li>Added a projectile feed mechanism enhancement loot item comparable to the Krayt tissue enhancement for blaster power handlers. Start looking. :) </li> <li>Added mediumDisease and strongDisease attacks so creatures assigned those special attacks will be able to inflict hideous disease upon the players. </li> <li>Added poison and disease attacks to many creatures. <br> Enhancement medicines of the same attribute to stack. </li> <li>Removed mapping of some slots to hit locations. If you have an item equipped in the eyes, mouth, back, or belt slots, it will not count as a potential hit location during combat. </li> <li>Guard and soldier-type NPCs will no longer attack pets, unless they are supposed to (e.g. the pet is attacking one of their allies). </li> <li>Attacking townfolk will no longer give the pvp TEF. </li> <li>Fixed pets friendlist, so pets can be ordered to befriend another player and will respond to commands from that player (you can /tellpet to someone else's pet though, even if you are the pet's friend). </li> <li>Multiple attribute mods wont contradict each other. </li> <li>Fixed a bug that enabled medics to get experience by removing dots from pets. </li> <li>Added kill contribution to the application of medical dots. </li> <li>Loot components from unrelated creatures no longer stack.&nbsp; Only same-creature loot components will stack. </li> <li>Increased the decay resist attribute ranges on reactive gas types. </li> <li>Social creatures will not respond to attacks on their friends which they see, but which their friends do not respond to.&nbsp; For an example of the bug: If you throw a trap and it fails to effect the target, the target will not attack you but all of its friends WILL.&nbsp; For another example:&nbsp; If you /taunt a creature and it is out of range of the taunt, it will not attack you but all of its friends will.&nbsp; With this change the social friends should only respond to the attack if it really does push the defender (their friend) into combat-mode. <br> Removed &quot;double movement speed&quot; for creatures in Frenzy mode: this will reduce many instances of creature warping. </li> <li>Players can no longer call pets multiple times </li> </ul> <p><strong>Combat </strong></p> <ul> <li>NPCs and creatures will not Immediately resume standing when knocked down.&nbsp; If dizzy, they may fall down again when they do try to stand. </li> <li>Added combat spam when you take wounds or shock wounds. </li> <li>Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses. </li> <li>Lairs will delete immediately upon being destroyed. </li> <li>Boss monsters will be more aggressive. </li> <li>2 Handed Sword visuals improved. </li> <li>Fixed the collision-length of the faamba skeleton, which should help very short-ranged weapons being &quot;out of range&quot; when in melee with the fambaa. </li> </ul> <p><strong>Rifleman Skill Changes </strong></p> <ul> <li>Rifleman improvements; Increased rifle accuracy, rifle Aim, melee defence, ranged defence, blocking modifiers and ranged defense modifiers. </li> </ul> <p><strong>Pistol Skill Changes </strong></p> <ul> <li>Pistol improvements made to dodge modifiers and melee defense modifiers.&nbsp; </li> <li>Def vs.Stun, Blind, Dizzy, Knockdown, and Posture Change were all upped. </li> </ul> <p><strong>Carbine Skill Changes </strong></p> <ul> <li>Carbine improvements made to accuracy modifiers and counterattack modifiers. </li> </ul> <p><strong>Unarmed Skill Changes </strong></p> <ul> <li>Unarmed combat has new passive defense modifiers, increased damage at the novice and master boxes, increased defensive modifiers and accuracy modifiers. </li> </ul> <p><strong>OneHandMelee Skill Changes </strong></p> <ul> <li>One Hand Melee Weapons has increased accuracy modifiers, increased dodge modifiers, increased dizzy defense modifiers, increased melee defense modifiers and increased the ranged defense modifiers. </li> </ul> <p><strong>TwoHandMelee Skill Changes </strong></p> <ul> <li>Two Handed Melee Weapons have increased counterattack modifers and increased stun defense modifiers. </li> <li>Increased stun defense modifiers </li> </ul> <p><strong>Content </strong></p> <ul> <li>Added quest items for the Huff Darklighter quest. <br> Added Darklighter niece, NPC for Huff Darklighter quest. </li> <li>Senator Naberrie's first mission has been changed to &quot;escort&quot;. </li> <li>Adjusted the height of several &quot;movie&quot; NPC's like Leia, Han Solo etc. </li> </ul> <p><strong>Crafting </strong></p> <ul> <li>Experimentation on general effectiveness now adds to special protections given by components.&nbsp; This does not apply if the armor was previously vulnerable to that damage type. </li> <li>Advanced Resilience Compounds should be craftable. </li> <li>Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased. </li> <li>Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables. </li> <li>Trader's Flightsuits can now be crafted with sockets. </li> <li>Crafting can now make use of nested containers. </li> <li>Fixed experimentation formula to use the correct range when determining how much an item attribute changes. The formula was supposed to be based on the resource max range, but was using the entire attribute range. A crit success experimenting with an attribute can push the attrib over the resource max value, but never over the item max attrib value. </li> <li>Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half. </li> <li>Made it so you can't delete a factory crate that's being used in a crafting session. </li> <li>Prevent old crates from being split. </li> <li>Architects, working with Tailors, can now craft Tents, that Merchants with Efficiency IV: Structures, can place and use as specialized store fronts. </li> <li>Experimentation ranges for the harvester 'extraction rate' property is now set up correctly. </li> <li>There are two new components: Heavy Harvesting Mechanism and Turbo Fluidic Drilling Pump Unit, now used in heavy harvesters. </li> <li>Harvester extraction components (like the Ore Mining Unit and Fluidic Drilling Pump Unit) now display how many points they contribute to a harvester's extraction rate.&nbsp; This is so these items can be more easily sold as individual pieces. </li> <li>Removed the 'experimental durability' property from structure components, because it didn't actually do anything. </li> <li>The 'experimental efficiency' property of structure components no longer just relies on the Unit Toughness of your crafting resources.&nbsp; Make sure you check what contributes to a good efficiency for harvesters. </li> <li>Changed the Modern armoire furniture schematic to differ from the Elegant one. </li> <li>Set the potted tree to come in factory crates of 10 when mass produced in a factory. </li> <li>The problem with food stacks sometimes becoming inedible has been fixed.&nbsp; This should work retroactively with previously broken food stacks. </li> </ul> <p><strong>GCW </strong></p> <ul> <li>Talus Battlefield will now need a weatherperson to report on the local weather. </li> <li>Made faction recruiters warn players who are resigning from a faction that they will lose all their faction perks. </li> <li>Battlefield start locations will have improved placement. </li> <li>Clothes issued to naked Rebels </li> </ul> <p><strong>GUI </strong></p> <ul> <li>Fixed the enhancement medicine radial menu so that target self actually targets self. </li> <li>Changed the display for insufficient skill in consumable use so that it more clearly indicates what is required. </li> <li>Added support for refreshable battlefield status UI. </li> <li>Fixed radial menu range of looting. </li> <li>Added new command, &quot;/notepad&quot;, allows modifications to a text file that gets saved as &quot;notes.txt&quot; in the user's base profile directory. </li> <li>Added clientside mail saving with the /mailSave command. </li> </ul> <p><strong>Housing </strong></p> <ul> <li>Increased the number of hitpoints on player houses so that it takes about 30 days of maintenance decay to destroy one. </li> <li>The drop down list of players that can be added to a player structure permissions lists now includes players near the building. </li> <li>Added the ability to see base maintenance rates on structure deeds. </li> </ul> <p><strong>Loot </strong></p> <ul> <li>Loots items now have better chance of having increased attributes. </li> <li>Loot items with one or more increased attributes are now highlighted green to make this more obvious. </li> <li>Static item binoculars added. </li> </ul> <p><strong>Pets </strong></p> <ul> <li>REMOVED RESTRICTION PREVENTING FACTION PERK PETS FROM ENGAGING UNDECLARED TARGETS (so they can again/still). </li> </ul> <p><strong>Professions </strong></p> <p><strong>Armorsmiths </strong></p> <p>&#149;&nbsp; Armorsmiths should now be able to fully colorize their armor without having to be tailors.&nbsp; The Armor Customization skill mod determines how many colors the armorsmith can pick from (note, some items may not have all colors available for selection.&nbsp; The available colors depends on the palettes used for that item). </p> <p><strong>BioEngineer </strong></p> <ul> <ul> <li>Bioengineers component stacking Tailor Component stacking.&nbsp; Effects from SEPERATE slots will now stack correctly.&nbsp; A MAXIMUM of 6 effects can exist per final crafted item. </li> </ul> </ul> <p><strong>Creature Handler/Pets </strong></p> <p>&#149;&nbsp; Improved standing trick 1 for some cats. <br> fixed pet GUARD command so pets will guard players when commanded to </p> <p>&#149;&nbsp; creatures will no longer attack each other to defend themselves from a pet of the same social group. </p> <p>&#149;&nbsp; Pets: TRICK1 and TRICK2 will not automatically heal all of a pets mind wounds and damage.&nbsp; Per use, TRICK1 will heal up to 20% of the creature's mind, focus and willpower wounds and damage while TRICK2 will heal up to 40% of the creatures mind, focus and willpower wounds and damage. </p> <p>&#149;&nbsp; Pets: Embolden: This is now a 60 second buff for 15% of the creatures Health Action and Mind which cannot be repeated more often than once per 5 minutes (per pet). </p> <p>&#149;&nbsp; fixed bug that allowed you to call pets anywhere after logging out in a camp (er, after logging back in again). </p> <p>&#149;&nbsp; Pets can no longer fight while swimming. </p> <p><strong>Combat Medics </strong></p> <p>&#149;&nbsp; Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself. </p> <p>&#149;&nbsp; Changed the attribute weightings on combat medical components to fix a problem where it was not possible to get resources to fill all of the requirments.&nbsp; These items now use decay resist and quality for determining experimentation. </p> <p>&#149;&nbsp; Changed the area of effect selection logic on combat medic attacks to exclude dead and incapacitated targets. </p> <p>&#149;&nbsp; Moved the schematics for combat medical components to the combat medic skill tree. </p> <p>&#149;&nbsp; Combat medical components now use combat medic experimentation and assembly for crafting purposes. </p> <p>&#149;&nbsp; Added an additional 10 Combat Medic Effectiveness to the Ranged Healing Distance branch so that total effectiveness equals 100. </p> <p><strong>Droid Engineer </strong></p> <p>&#149;&nbsp; Destroyed droids and incapacitated pets will auto-store if not quickly revived. </p> <p><strong>Medics </strong></p> <p>&#149;&nbsp; Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment. </p> <p>&#149;&nbsp; Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions. </p> <p>&#149;&nbsp; /healState and /healEnhance no longer require an argument. It will automatically select a medicine if nothing is specified.&nbsp; This enables these commands to be used in the toolbar. </p> <p><strong>Rangers </strong></p> <p>&#149;&nbsp; Rangers are now notified when a creature begins to stalk them. </p> <p>&#149;&nbsp; Camo kits now yield more uses and have a wider experimentation range. </p> <p>&#149;&nbsp; Camo kits now work properly when crafted in a factory. </p> <p>&#149;&nbsp; Mask Scent / Conceal is now properly removed when you initiate combat. </p> <p>&#149;&nbsp; The duration for conceal has been fixed, it was half what it should have been. </p> <p><strong>Scouts </strong></p> <p>&#149;&nbsp; When a scout examines a creature, the &quot;Aggressive&quot; trait will now be correct. <br> A novice scout can now examine a creature to determine if it is a &quot;Stalker.&quot; </p> <p>&#149;&nbsp; Fixed a problem with creatures breaking scent mask / conceal when scouts and rangers left their interest radius. (Scouts and Rangers) </p> <p><strong>Tailors </strong></p> <p>&#149;&nbsp; The following Tailor schematics now give Tailor xp instead of GCXP: High Quality Boots, Large Headwrap, Sunguard, Warm Hat, Wookiee Battle Padding, Wookiee Traveler's Helm. </p> <p>&#149;&nbsp; The following tailor schematics now properly craft objects with socket slots: High Quality Boots, Doctor's Dress, Light Bustier, Traders Flight Suit. </p> <p><strong>Weaponsmith </strong></p> <p>&#149;&nbsp; Added the ability to craft metal staves to novice weaponsmith. </p> <p>&#149;&nbsp; Added the DLT20 rifle to novice weaponsmith. </p> <p><strong>Travel </strong></p> <p>&#149;&nbsp; When purchasing travel tickets, If a player too far away from the destination location, the ticket is refunded. </p> <p><strong>Vendors </strong></p> <p>&#149;&nbsp; Vendor ad barking and planetary map registration now persist, so you won't have to reset them after a server restart.&nbsp; Note that you'll need to reenable ad barking one time for this to start working on your vendor. </p> <p>&#149;&nbsp; Vendor maintenance is now enabled.&nbsp; Vendors now cost about 15 cr/hr to maintain.&nbsp; </p> <p>&#149;&nbsp; Maintenance of droid and terminal vendors has been fixed. </p> <p>&#149;&nbsp; All vendor types now have proper rotation controls prior to initialization.&nbsp; Initializing the vendor will remove the rotation options. </p> <p>&#149;&nbsp; Will now allow vendor/auction multiselect for both retrieve &amp; withdraw functionality. </p> <p>&#149;&nbsp; Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking. </p> <p>&#149;&nbsp; Increased sale timer from 7 days to 30 days for player vendor sales. </p> <p><strong>Warren </strong></p> <p>&#149;&nbsp; Fixed Warren scientist faction so droids will properly agro. </p> <p>&#149;&nbsp; Wide range of minor improvements to the Warren. </p> <p>&#149;&nbsp; Creatures in the Warren have improved Pathing. </p> <p>&#149;&nbsp; Changed reactor core in the Warren to automatically take the core rods from the players, rather than waiting for the player to insert the rods, since players &quot;Don't have permission to access that container&quot;. </p> <p><strong>Wearables </strong></p> <p>&#149;&nbsp; You can now wear a backpack with Grand Healers Robe, Grand Ball Gown, and the Luxurious Gown.&nbsp; Why you would want to desecrate such fine dresswear with a backpack is beyond us, but you can if you feel like it. <br> Long gloves are now correctly categorized as handwear. </p> <p><strong>World Details </strong></p> <p>&#149;&nbsp; Added dance moves, wearables, vehicles, creatures, and a few other notes from LucasArts. </p> <p>&#149;&nbsp; Any creature that looks like an elephant (Bantha, Gronda, Snorble, etc) run faster than they used to. </p> <p>&#149;&nbsp; Guard and militia types will defend the poor defenseless townfolk. </p> <p>&#149;&nbsp; When Dewbacks are nervous, they will sound and act nervous. </p> <p>&#149;&nbsp; Dewback's shaking their head will make a sound.</p> <blockquote>&nbsp;</blockquote></TD> </TR> </TBODY> </TABLE></div>
 

Revision as of 06:55, 17 February 2008