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Publish 9: Secrets of the Force, Redux

sytes
(@sytes)
Noble Member

Publish 9: Secrets of the Force, Redux

System

Improved server stability
Fixed some memory leaks
Made many server performance optimizations
Added a much more graceful server shutdown procedure

Spawns/World

Updated some newbie spawns to be non-aggressive
Fixed it so that mobs that spawn together in the same dynamic spawn will never fight each other
Easy and Medium spawn zones around cities will now only spawn mobs from their respective spawn list instead of also spawning things from the world spawner
Non-trainer NPCs that have the appearance of a trainer no longer register on the planetary map as a trainer
NPCs that are indoors now register on the planetary map (trainers, junk dealers)
Added a few junk dealers that were missing
The names of some outposts on the map have been fixed
Added crafting contractors' functionality
Fixed some lairs on Yavin IV that weren't spawning their boss mobs
Added a couple wild spawns that were missing
The Nightsister Stronghold cave's spawns are now more accurate to live
Axkva Min now calls for assistance when engaged

Creatures/NPCs/AI

Fixed an issue that sometimes caused players to not be able to see spatial chat from an NPC
Philosophers will now respond when conversed with
Fixed a creature area attack that wasn't properly an area attack
Added proper AI pathfinding within the world and from the world into a building
Some dynamically spawned NPCs will now have a random mood set
NPCs will no longer sometimes spawn with a weapon in hand that they'll never use
Added proper random name generation for droids
Fixed AI now uses height in it's aggro distance calculation and will no longer sometimes aggro from too far away in hilly locations
Fixed some instances where corpses would talk
When a mob leashes for moving too far away from it's home location, any DoTs on it will be removed

Events/Dungeons/Theme Parks/Quests

Added the Village Jedi progression system. This includes everything from getting glowy through to the village outro, the Padawan Trials, the Jedi professions, visibility system, player bounty hunting, and the Knight Trials. The Force Ranking System is disabled for now as it is still under development.
Added the Corellian Corvette dungeon and associated quests and loot
Added the Nightsister Stronghold tasks
Added the Singing Mountain Clan tasks
Added Bardo Klinj task
Added Brennis Doore task
Added Captain Eso task
Added Crev Bombaasa task
Added CX-425 tasks
Added Dalla Solo task
Added Damalia Korde task
Added Dannik Malaan task
Added Denell Kel Vannon task
Added Dilvin Lormurojo task
Added Durgur Pyne task
Added Ebenn Q3 Baobab task
Added Gravin Attal task
Added Green Laser task
Added Grobber and Zekka Thyne tasks
Added Grondorn Muse task
Added Ignar Ominaz task
Added Jazeen Thurmm task
Added Joz Jodhul task
Added Jusani Zhord task
Added Kritus Morven task
Added Lethin Bludder task
Added Megan Dr'lar task
Added Rep Been task
Added Scolex Grath task
Added Serj-X Arrogantus task
Added Skinkner task
Added Venthan Chassu task
Added Vinya Maysor and Karrek Flim tasks
Added Vraker Orde tasks
Added Warden Vinzel Haylon task
Added Yith Seenath task
Added the rest of Gilker Budz' tasks
Talon Karrde no longer has tasks for players, instead his lieutenant Zakarisz Ghent now does
Targets for themepark/task quests will now only spawn once the player is close to their location
Added some missing conversation options to some themepark/task givers and targets
When speaking to a themepark/task quest giver while having another quest underway, the giver will now have the option to quit their current task
Escorts will now stop if a player gets too far away and will require the player to converse with them to continue
Added the heralds for the geonosian lab (including the one that also acts as a junk dealer for the geo relics)
Added some other heralds that were missing
Fixed the mark of intellect quest to properly require the player to have spoken to the hermit first
The mark of altruism quest now properly requires completion of the hermit's pre-quest
Fixed the blumbush painting schematic so that the Bestine Museum Curator will actually give it to a player that purchases it
Death Watch Bunker security waves will now despawn after 5 minutes if not killed
DWB security waves now trigger on damage instead of on a timer
DWB security waves now path through their rooms looking for intruders

Combat

Fixed the color of some combat log entries
Mobs will now use secondary defenses
Only one pool can now be wounded per attack instead of each pool having a separate chance on each attack
Auto attacks now have the same min range calculation as enqueued attacks
DOT absorption now functions properly
Fixed some instances where a player can get stuck in a feigned death state
Food damage mitigation now applies after armor mitigation
Wookiee roar no longer goes on cooldown if the target is out of range when used
Secondary targets of AoE/cone attacks will now properly give the attacker a TEF where appropriate
Combat damage vs. targets vulnerable to the damage type will no longer change when the target's regular resists are reduced
Attacks that add a DoT will no longer add the DoT to a corpse if the attack kills the target

GCW

Players must now be Special Forces in order to delegate faction points
Player names now properly flash while changing faction status
Planetary control scores are now updated hourly instead of in real time (the winner was already updated hourly which caused some confusion when the scores changed but the winner hadn't updated yet)
Fixed some issues with /delegate when the target is at or near their faction point cap
PvP TEF now also blocks entry to player city civic structures
A base's security terminal can now be properly repaired after a failed slice
Faction bases now have an explosion animation when destroyed
A player's faction insignia will now only show to opposite faction and neutral players if they are overt

Professions

Architect:

Fixed an issue with making heavy mineral miner deeds in a factory

Artisan:

Fixed the filling on Dustcrepe

Bio-Engineer:

Fixed effectiveness resists not changing during experimentation
Tissues now have the correct cover mod

Bounty Hunter:

NPC bounty mission targets will now travel towards a starport and travel to a different planet when they get there
Adjusted bounty droid success formula to improve success rates at higher skill mods
Droids should no longer sometimes report incorrect distances

Droid Engineer:

Droids made in factories should no longer lose their modules after removal from the crate
Droids with no power can no longer function as crafting stations
Crafting station modules no longer allow a player to experiment when crafting with a generic crafting tool
Recharging droids now heals their battle fatigue
Detonation droids should now detonate properly
Detonation droids now do their 10 second warmup when called instead of when ordered to detonate
Droids with harvest modules will now always harvest when set to auto harvest instead of only working if their owner was the group leader

Entertainer:

Added group xp bonus
Added xp bonuses for audience response
Fixed flourish xp to diminish over time when no new flourishes are performed

Image Designer:

Fixed some customization details not getting updated properly

Medic/Doctor/Combat Medic:

Healing and buffing now properly take into account the target's battle fatigue
Tend wound now accepts parameters to specify which attribute to heal

Merchant:

Fixed the intervals for warning and deletion of empty vendors

Politician:

City Decorations can no longer be placed within no build zones (such as near POIs)

Ranger/Scout:

Camouflage no longer checks constantly causing it to break prematurely
Rangers can now remove camouflage from themselves
Rangers can now get scouting xp from concealing other players
Camo kit crafting now uses camouflage skill for assembly/experimentation
Fixed the layout of some camps
Camouflage now only works on the planet where it was applied
Area Track now gives the correct direction when the ranger or target is indoors
Fixed the duration of camouflage and added an animation to it's application

Rifleman:

Sniper shot should work correctly now

Smuggler:

Slicing a weapon with a powerup on it will now destroy the powerup

Squad Leader:

Group skill mods now persist properly on group members instead of falling off after 5 minutes
Group skill mods are now added/removed/updated on group members properly when needed (SL trains/surrenders a skill, faction and faction status changes, travel, player bounty combat, SL death/incapacitation/revival, SL leaving group)

Weaponsmith:

Fixed the stock component slot on DH17 carbines to be optional instead of required

Items/Loot

Droid repair kits can once again be used by any player
Food/drink that apply their affect as a reaction to an external event will now properly have a default duration of 60 minutes
Fixed factory run times
Looted weapons will no longer have skill mods for other weapon types
The Two-Handed Axe now has it's correct armor piercing
Added the Eyes of Mesra to loot
Fixed the max crate size for many items when created in a factory
Exceptional and Legendary items can now drop from any level enemy
Increased the chance for skill mods and dots to be found on looted items
Exceptional and legendary items now have a much greater chance to have skill mods and/or dots on them than standard loot
Poison and disease resist buff pack Cs now bestow their absorption mod
Fixed the armor piercing on Nightsister Energy Lances
Clothing/armor's name now turns yellow after an attachment is added
New BE enhanced clothing will have a yellow name
Weapons with DoTs and looted items with skill mods will have a yellow name

Pets

Squad Leader buffs should now be able to affect pets
Healing of pets now conforms to the same faction status rules as healing of players
Pets can now sit or lie down in response to certain emotes
Pets capable of sitting down will now do their sit trick animation when performing a trick
Pets and vehicles can no longer be stored while their owner is in combat or dead

Misc

Added several system messages that were missing
Fixed some structure commands that sometimes tried to target a structure other than the player's target
Fixed the /emptymail command to properly delete mail
The /find command will now draw it's yellow path when used within static cities
Fixed moods that weren't setting their proper animation
Added species xp bonuses
Added the race droid player event perk
Added the scavenger droid player event perk
Fixed some player event perks that could not be re-deeded
Lotto droids no longer break after a server restart

Quote
Topic starter Posted : 10/08/2017 2:37 am
Lantern
(@lantern)
Illustrious Member Admin

Ah nice ! Jedi here we come ! Ik heb al een AirBnB geregeld in The Village 😀

Alleen de server Basilisk is dood:
Basilisk extended downtime

While doing a routine backup before the merge one of the HDD's died, unfortunately that was the second one we lost in a matter of weeks. Right now TheAnswer and the rest of development staff are discussing the options and trying to figure out how best to try to recover all Basilisks data. Of course, with two HDD's gone, there is a strong possibility that what they recover is too corrupt and unusable or they may not even manage to recover all the necessary data to restore Basilisk in its original state before merging it with Publish 9 code and we will be forced to do a full database wipe. Of course its still early to give any predictions but one thing is for sure, we are not at a point where we can definitely say that we will be able to move forward one way or the other.

Misschien wordt hij gewiped 😮 😮 😮

ReplyQuote
Posted : 10/08/2017 11:18 am
Leto
 Leto
(@leto-the-mandorine)
Illustrious Member

Misschien wordt hij gewiped 😮 😮 :oWas dat al sowieso niet de bedoeling als publish 9 afgerond was en dan dus in feite de Galaxy eindelijk klaar is, daar waar ze naar toe wilden. Begreep ik van Sytes? :-X http://www.swgemu.com/forums/showthread.php?t=36067

Quote Originally Posted by Miztah View Post
The good news is, the server didn't explode using the recovered database. There's no current bad news, but as of right now, that's the only good news. We still have to verify that all of the objects in the database are actually valid and load properly, and it will take time. The possibility of a wipe still remains if we find too much corrupted data. Time will tell, but in the meantime you'll see Basilisk go online and offline multiple times, but you won't be able to access it. Those still connected will not be able to reconnect when they disconnect, and in the interest of getting this testing done as quickly as possible, they should disconnect on their own anyway.

The Mandorine

ReplyQuote
Posted : 11/08/2017 8:56 am
Lantern
(@lantern)
Illustrious Member Admin

Het mooie van Publish9 is dat ook de Corellian Corvette instances ( Rebel, Neutral en Imperial ) af zijn.

ReplyQuote
Posted : 11/08/2017 4:41 pm
Lantern
(@lantern)
Illustrious Member Admin

Publish 9 is live ! Woohoo good job !

ReplyQuote
Posted : 17/08/2017 1:57 pm