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sytes
(@sytes)
Noble Member

TestCenter Update Notes - May 08, 2007 

User Interface:

Added an option to display your character's name over his or her head. This displays your name, title, and settings such as (AFK),
(LFG), (ROLEPLAY), and (HELPER) in the same way as it appears to other players viewing you. To enable this option,
go to Options->Misc->Show My Name and turn it on. This can also be toggled via the command "/ui action toggleObjectNamesMyName"
Added an option to display beast names over their heads if they are in range. To enable this option,
go to Options->Misc->Show Beasts' Names and turn it on
Fixed issue with the wrong role icon displaying in the status bar for characters in the tutorial
Jedi:

Vaapad Focus line changed to grant strength and critical bonus instead of stamina
Expertise "Stance Saber Block" renamed "Defensive Fighting"
Parry bonus from "Defensive Fighting" is now independent from stance
"Defensive Fighting" improves chance to parry by 10%
Saber Block granted at level 26 now improves chance to parry by 10%
The expertise "Improved Saber Block" increases parry chance by 5% per point
Entertainer:

Added a series of Vibroknucklers for Entertainers at level 14, 22, 30, and 38
Storyteller:

Storyteller objects may not be moved further than 128 meters from their creation location
Removed debug message from examining storyteller NPCs
Inviting your guild to a story no longer invites the storyteller. They must invite themselves
Ithorian Skull is now correctly named as such
Removed weapons from lifeday Wookiee flavor NPCs
Removed collision from most storyteller props
Chapter 6 Gift:

Fixed issue with picking up painting controller, where it sometimes did not clean up properly, causing you to not be able to redrop it in the same room
Added functionality to allow the magic painting to display in multi-passenger ships
Combat:

Heals over time now work properly on beasts
Beasts:

Beasts no longer follow invisible players and will instead perform the "stay" command, if they were following their master
Beasts that kill something by themselves should give the master's group looting rights
Restuss:

Rebel Captain Voldez no longer allows both the "Kill Admiral Grot" and "Destroy Antennae" quests to be taken at the same time

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Posted : 09/05/2007 1:53 am
sytes
(@sytes)
Noble Member

TestCenter Update Notes - May 09, 2007 

Beast Master:

Legacy creature mounts can now be converted to Stuffed Creatures
Fixed issue with Chuba that were crafted via DNA from the converted Chuba which were given as a reward from the quest "Tasty Dried Critters" that resulted in creating a bad Beast Control Device
Happiness Icons have been updated. They will now reflect exactly what you see on your beast's control device
All new mounts created will keep their color set during incubation
Beasts that were converted from pets can now change their name set once (just like all new beasts)
Beast Mastery:

Changed the name of the "Beast Mastery" box to "Harmonious Understanding"
Slightly reduced the base DPS of beasts above level 50, balanced against the decrease in creature DPS
Corrected a data issue that caused beast DPS to drop, rather then increase, at very low levels
Decreased damage mitigation for the beast ability "Dampen Pain" to be more in line with other beast defenses
Greatly increased the armor bonus for the beast ability "Bolster Armor"

Beasts:

Beasts will follow their masters if their master is invisible. Beasts will not follow other invisible targets
Commandos:

"Mine 2" now does the correct amount of damage
"Base of Operations" now works on Jedi wearing Jedi robes
Content:

Changed quest reward for quest "Tasty Dried Critters" to give 90% quality Chuba DNA
Droids:

If you have a beast out and you try to call a droid, a system message is displayed
Droid deeds can no longer be used by any level player. The level of the deed must be within five levels above or lower than the user's level
Droids should recharge themselves with droid batteries, when requested to do so.  A text message is displayed when a droid recharges
GCW:

Damage caused by pets will now be considered as being caused by the master for calculating kill contribution
Jedi:

Expertise: "Anticipate Aggression" now correctly reduces damage by the stated amount
Expertise: "Reactive Response" returns action based on the unmitigated damage value
Mounts:

Cannot be mounted while stealthed
Mustafar:

Altered the buff effect from the Empowered Lair Crystal in the Lord Vartonis Encounter 

Storyteller:

Added some persisted effects
General:

Hedon Istee in Mos Entha no longer offers a bugged quest
Scythe Schematics have been moved to mid to high level Treasure Maps
High level creatures will be able to attack low level players again
Rebel Captain Voldez no longer allows both the "Kill Admiral Grot" and "Destroy Antennae" quests to be taken at the same time by a Commando

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Posted : 10/05/2007 1:35 am
Lantern
(@lantern)
Illustrious Member Admin

van mij mag tie komen !  😀

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Topic starter Posted : 10/05/2007 11:06 am
sytes
(@sytes)
Noble Member

TestCenter Update Notes - May 11, 2007 

Droids:

Droids can only guard their master
Guard command should allow droids to auto-defend their guarded target
Combat:

The combat log will now display the actual amount of damage evaded or armor bypassed on a successful evasion or strikethrough rather than the potential
Self Healing - Self heals and self healing items will now activate a "Bacta Use" timer, denoted by a buff icon, on the character. If healing in excess of 10,000 or more damage occurs while this timer is active, additional self healing will have an increasingly reduced effect. Note that this effect only occurs on self heals and instant self heal items. This does NOT affect heals over time or healing effects on targets other then yourself
Jedi and Commando self heal cooldown timers have been normalized to 15 seconds
Rebel Theme Park Quest:

Fixed issue with journal counters disappearing
Beasts/Pets/Mounts:

Entertainers cannot call a pet, while performing

General:

Mayors can now remove old Profession Trainers listed in their structure report via a radial menu on the City Hall Terminal

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Posted : 12/05/2007 2:33 pm
Lantern
(@lantern)
Illustrious Member Admin

Wanneer gaat deze nou live?

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Topic starter Posted : 14/05/2007 4:14 pm
Lantern
(@lantern)
Illustrious Member Admin

Nog wat TC updates !
Content:

    * Death Watch Bunker - Balance pass on the death watch bunker.

Combat:

    * Personal Shield Generators (PSGs) will now take armor diminishing returns into consideration.
    * Area Effect attacks now have a chance to trigger reactive procedural effects.
    * Reactive procedural effects are now normalized based on attack speed.

GCW:

    * Reduced proc chance on the GCW reactive health and action restoration stims.

Beast Master:

    * Opening a backpack that is displayed in the incubator experiment window will now display the backpack's contents in the incubator experiment window rather than in a separate window.
    * Tulrus Mounts and beasts should now have a smaller collision radius, thus allowing you to ride your mount thru smaller arches in cities.
    * Eopies can now be made into mounts.

Azure Cabal Quest:

    * Fixed issue where the player receives a timer warning message after the quest is completed.

Trader:

    * New Reverse Engineering combinations have been added that will allow traders to discover "modifier bits" to use in creation of Skill Enhancing Attachments to modify:
          o Dodge- Chance to avoid an attack.
          o Parry- Chance to negate damage when using a melee weapon.
          o Block Chance- Chance to prevent a portion of incoming damage.
          o Block Value- Increases the potential amount of damage negated when blocking.
          o Evasion Chance- Chance to avoid a portion of area effect damage.
          o Evasion Value- Increases the potential reduction in damage when evading area effect attacks.
          o Strikethrough Chance- Chance for your attacks to avoid a portion of your target's armor.
          o Strikethrough Value- Increases the potential amount of armor ignored during a successful strikethrough attack.

Commando:

    * Proximity mines now require the Commando to be in Special Forces Status before placing.
    * Mines can no longer be placed while mounted on a creature or vehicle.

UI:

    * Elite and boss enemies will now have a distinct target display to alert you to their status.  Elite enemies will have the new target display in a silver color, while boss enemies will have their display colored gold.  Existing UI elements to denote elite/boss status remain untouched.

General:

    * Fixed an issue with Wookiee chest armor removing the Wookiee Under Armor Shirt

Droids:

    * Droids can only guard their master
    * Guard command should allow droids to auto-defend their guarded target

Combat:

    * The combat log will now display the actual amount of damage evaded or armor bypassed on a successful evasion or strikethrough rather than the potential
    * Self Healing - Self heals and self healing items will now activate a "Bacta Use" timer, denoted by a buff icon, on the character. If healing in excess of 10,000 or more damage occurs while this timer is active, additional self healing will have an increasingly reduced effect. Note that this effect only occurs on self heals and instant self heal items. This does NOT affect heals over time or healing effects on targets other then yourself
    * Jedi and Commando self heal cooldown timers have been normalized to 15 seconds

Rebel Theme Park Quest:

    * Fixed issue with journal counters disappearing

Beasts/Pets/Mounts:

    * Entertainers cannot call a pet, while performing

General:

    * Mayors can now remove old Profession Trainers listed in their structure report via a radial menu on the City Hall Terminal

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Topic starter Posted : 15/05/2007 12:28 pm
Lantern
(@lantern)
Illustrious Member Admin

Beast Master:

    * Fixed bug stopping Lava Fleas from converting
    * Rescaled some of the beast sizes
    * Beast Dietary Supplements will now display the beast types affected on the commodities market
    * Bagerasets should now retain colors from crafting
    * Many beasts have had their swim height adjusted, so they don't look like they are drowning anymore

Pets/Mounts:

    * Tweaked some mount sizes
    * Pets and mounts will no longer appear underneath bridges or other structures when summoned

Medic:

    * The Nerve Gas Canister, Baleful Miasma, and Trauger Gas Canister no longer use an expensive dust devil particle effect. They now use a low-particle yellow miasmic fog
    * Bacta Bomb was using too many particles. The particle count has been lowered

Combat:

    * Your current base values for Block, Dodge, Evasion, Parry, To-Hit Bonus, and Strikethrough can be viewed in the "Skill Mods" tab of your Character Sheet
    * Fixed issue with too rapid execution of AI specials

UI:

    * The status indicator for an elite or boss creature has changed to something more formidable
    * Fixed issue where the radial menu "examine" option would sometimes not work
    * Fixed issue with the Quest Acceptance window that could cause reward name text to be cut off

Buffs:

    * The Favor of the Elder buff was missing its particle and audio effect. This fix adds those effects to the action
    * Citizens of a player city will no longer have menu issues with the City Management Terminal radial

Treasure Maps:

    * Treasure Map enemy difficulty was adjusted down
    * Treasure Maps no longer lead the player to the planet of Dathomir

Beter dat die Medic wolk nu verandert is 🙂

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Topic starter Posted : 16/05/2007 11:46 am
Lantern
(@lantern)
Illustrious Member Admin

Misschien wel handig om te weten.
Agility

    * 1:1 Dodge - 100 Agility = 1% Dodge
    * 1:1 Evade - 100 Agility = 1% Evade
    * 2:1 Parry - 200 Agility = 1% Parry

Precision

    * 2:1 Strikethrough - 200 Precision = 1% Strikethrough
    * 2:1 Block - 200 Precision = 1% Block
    * 2:1 Parry - 200 Precision = 1% Parry

Strength

    * 2:1 Block - 200 Strength = 1% Block
    * 1:1 To-hit - 100 Strength = 1% To-hit

Luck

    * 3:1 Dodge - 300 Luck = 1% Dodge
    * 3:1 Evade - 300 Luck = 1% Evade
    * 2:1 Strikethrough - 200 Luck = 1% Strikethrough

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Topic starter Posted : 04/06/2007 3:37 pm
Lantern
(@lantern)
Illustrious Member Admin

Planetary Survey Droids:

    * Planetary survey droids will now use all survey types

House Packup:

    * The daily limit of structures that a player can pack up has been reduced to 5

Mounts:

    * Fixed many cases where mounts (such as giant carrion spats) were not staying out and were auto-storing

Beast Master:

    * Blistmoks have been added to the description of Supplement K
    * Added one-time colorization option for beasts that have been crafted from stuffed DNA; this is only for currently crafted beasts
    * Added one-time colorization option for mounts that have been crafted from stuffed DNA; this is only for currently crafted mounts
    * Added one-time colorization option for all stuffed pets; this will be for all pets stuffed currently and forward
    * Removed persisted colors from stuffed pet DNA; if you use a stuffed pet's DNA in the incubator, the color you set during incubation will now be the color you get when you hatch
    * Fixed bugs with beast stats not displaying correctly when examined; examined beasts will now show their actual stats, taking into account species bonuses and bonuses derived from skills granted during incubation
    * Mutations will no longer trigger an additional purity point gain unless base purity is below minimum threshold

General:

    * Fixed an issue with Trial accounts having full access to structure permissions

even topictitel aangepast

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Topic starter Posted : 12/06/2007 2:33 pm
Dashea
(@dashea)
Illustrious Member

Wanneer kennen we nou houses opblazen? Word steeds uitgesteld?

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Posted : 14/06/2007 11:12 am
Lantern
(@lantern)
Illustrious Member Admin

olks,

I am sorry to say that we will once again be postponing the House Pack-up event that was scheduled for next Tuesday, June 12th.  We have addressed most of the issues that had been giving us problems in House and Vendor pack-up, but there was still a few cases and situations that were arising that made me uncomfortable with going live.  This is unfortunate to say the least, but we refuse to release anything to live that could cause problems and detract from the positive trend we have in stability and quality.

We expect to have the issues resolved soon, but because of the complexity and importance of getting this right, we have decided that we will be doing a live test-run of the entire system on TestCenter (the old one with the frogs), which we will reopen for this test.  The TestCenter database includes a large number of player structures that would qualify under the parameters of the event and this should allow us to feel confident that we had it all tight before releasing to live.  There really in no way of accurately testing these systems without a large number of players hitting them at the same time.

The plan is to bring up TestCenter for a day first with all structures the qualify marked as abandoned.  This should give players time to scout out their targets and also allow folks who want to give it a try to setup a new 'toon.  Then the next day we will bounce the servers and enable the event itself and players will be able to pack houses and factories (and call in the air strikes of course).  If that all goes well we will enable the event on the live servers.

The plan at this point is to have TestCenter brought up for this event towards the end of next week. I know that people are anxious to get this thing going and I apologize for the delay. Please be assured that we all want this to happen, we just want it to be right.

Lorin W. Jameson (DeadMeat)
Producer, Star Wars Galaxies, SOE

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Topic starter Posted : 14/06/2007 11:57 am
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