Post by Kil'Jhard on Aug 6, 2003 8:59:20 GMT -5
Test Center Updates - July 28th
07/23/2003 05:39 PM
[glow=blue,2,300]PROFESSIONS[/glow]
[glow=red,2,300]Armorsmith[/glow]
Fixed a problem with the armorweave armor segment which prevented experimentation on it's special effectiveness.
Armor should be properly hueable now.
Fixed armor segments so that their special protection effectiveness properly corresponds to the armor set.
Crafters can now experiment on the special protection effectiveness attribute on armor segments
Special protection effectiveness is now falls under resistance experimentation. Integrity is affected by the durability experimentation.
Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
Fixed bad resource references on the advanced chemical dispersion and advanced padded armor components. They should now be craftable.
Fixed bug that added component armor values to the final object twice.
Fixed a problem with mind encumbrance using the wrong experimentation attribute in armor schematics.
[glow=red,2,300]Weaponsmith[/glow]
A weapon stock is no longer required on the DH17 carbines.
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.
The positive effects of optional weapon components have been increased slightly.
Fixed durability experimentation on weapon components so that it affects their integrity properly.
Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
Fixed a bug in the beam rifle which made it appear to be an acid beam rifle.
Added attribute examination to munition components as well as weapon and armor component enhancements.
Corrected bad resource references in several advanced components: Dispersal Mechanism, Vibro Blade Unit, and Chemical Dispersal Mechanism.
[glow=red,2,300]Bio-Engineer[/glow]
Fixed a bug in XP calcs when sampling from creature deeds
Added range check at end of sample time to prevent exploit
Can no longer sample from the rancor in the cage at Jabba's palace (funny though)
Reduced xp rewards when sampling from deeds
Allowed Bio-Engineer to sample from their own pets
Removed ability to sample from baby creatures.
[glow=red,2,300]Combat Medic[/glow]
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.
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.
Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time..
[glow=red,2,300]Creature Handler[/glow]
Non-creature handlers will not gain creaturehandler xp now.
You must have at least a 15% chance of taming a creature to get the taming menu option
Reduced regen stats of baby creatures and pets.
Baby creatures will not attempt to follow each other
Pet control devices cannot be transferred to someone who is at their max-count for number of stored pets
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. Note, only certain types of creatures, all fairly low level, can be controlled by a non-creature handler.
Pets can now attack creature lairs.
Fixed scaling bug with tamable creatures which resulted in too-small or too-large baby variants.
Pets will never be "death-blowed", but instead will suffer a reduction in max Health, Action and Mind in cases where they would have been death-blowed.
Creature handlers will not be able to 'call' pets that they would have no chance of taming
Fixed an issue with pets wandering around aimlessly in the midst of combat
Fixed an issue with pets bolting to the location they were called during/after combat
Removed the requirement for a creature handler to be within 30 meters of his pet in order to gain xp.
Added a system message explaining why transfering a pet fails
[glow=red,2,300]Smuggler[/glow]
Increased the damage and the action cost of the /lastditch smuggler attack.
Weapon slicing no longer has a chance of slowing a weapon down. It now properly speeds the weapon up.
[glow=red,2,300]Droid Engineer[/glow]
You can now get a more detailed Examine window on droid components.
Changed the armor integrity attribute to armor toughness
Added mechanism quality to the Examine window for droid deeds.
Removed personality chip ingredient slots from droids that don't talk
Added the surgical droid to the list of droids that do talk.
It is no longer possible to apply damage over time effects to droids.
Droid medic modules should now have a variable effect on medical wound healing, depending on what quality medical modules were built into the droid.
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).
Droid pets will die when incapacitated
Fixed a problem that prevented surgical droids from being used to heal wounds.
[glow=red,2,300]Scout[/glow]
Bigger camps now grant xp slightly faster than smaller camps.
The rate at which camps accumulate XP to award when they are disbanded has been increased.
You can now place camps in no-build regions (but you still cannot in city regions)
Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
The mind pool damage done by the sharp bone spur has been decreased.
The ranged and melee defense debuff traps have been strengthened slightly.
Fixed the description of FX on a couple traps.
Attempts at scent masking against creatures should be more successful.
Scent masking should be much less likely to break against large groups of creatures now.
There is a chance that a creature that detects you while you are scent masked will attack you.
Improved mask scent's ability to make a creature ignore the player
Camps will now properly give XP.
[glow=red,2,300]Medic[/glow]
Added the ability to experiment on duration with the resilience compound.
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
Removed durability experimentation from medicines since medicines do not decay.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
Fixed a problem that enabled revive packs to fire on a /healWound command.
[glow=red,2,300]Merchant[/glow]
Fixed an exploit where you could steal things from vendors
Fixed the max sale price on vendors being the same as the bazaar.
You now have to select "init vendor" from the vendor options after you place your vendor to activate it.
[glow=red,2,300]Entertainers, Dancers, and Musicians[/glow]
Added checks and failsafes to prevent getting stuck "performing" when not actually performing.
Added check when player joins group to make sure they are playing the same song as the group.
Added messages for /bandflourishes
New flourishes for rhythmic dance: Flourishes 3, 4, 5, 6, 7, 8
New flourishes for lyrical dance: Flourishes 4, 5, 6, 7, 8
New flourishes for poplock dance: Flourishes 5, 6, 7, 8
Fixed bug with /changebandmusic and band members that are not performing
Made /bandflourish on/off setting persist
Added status check for /bandFlourish on/off
Corrected a mixup in the Dancer dance grants.
[glow=red,2,300]Artisan[/glow]
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.
The survey UI will scroll to the last used resource in each survey tool
Survey Fix "here" icon rotation when inside.
Various visual & usability improvements to the survey UI.
Fireworks: Made all fireworks not loop after the first display of particles.
[glow=blue,2,300]ECONOMY[/glow]
[glow=red,2,300]Bazaar and bank/glow]
Make instant sales money transfers go player to player rather than through the bazaar (receiving the payment should be more reliable)
Update automated bazaar mail messages to contain more data
Add resource type name to auction name for resource containers
Show original object name for named objects (prevents exploit misrepresenting items)
Enforced a timeout of 30 seconds for bank transfer window
Forced bank transfer window to close on other bank transactions
07/23/2003 05:39 PM
[glow=blue,2,300]PROFESSIONS[/glow]
[glow=red,2,300]Armorsmith[/glow]
Fixed a problem with the armorweave armor segment which prevented experimentation on it's special effectiveness.
Armor should be properly hueable now.
Fixed armor segments so that their special protection effectiveness properly corresponds to the armor set.
Crafters can now experiment on the special protection effectiveness attribute on armor segments
Special protection effectiveness is now falls under resistance experimentation. Integrity is affected by the durability experimentation.
Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
Fixed bad resource references on the advanced chemical dispersion and advanced padded armor components. They should now be craftable.
Fixed bug that added component armor values to the final object twice.
Fixed a problem with mind encumbrance using the wrong experimentation attribute in armor schematics.
[glow=red,2,300]Weaponsmith[/glow]
A weapon stock is no longer required on the DH17 carbines.
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.
The positive effects of optional weapon components have been increased slightly.
Fixed durability experimentation on weapon components so that it affects their integrity properly.
Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
Fixed a bug in the beam rifle which made it appear to be an acid beam rifle.
Added attribute examination to munition components as well as weapon and armor component enhancements.
Corrected bad resource references in several advanced components: Dispersal Mechanism, Vibro Blade Unit, and Chemical Dispersal Mechanism.
[glow=red,2,300]Bio-Engineer[/glow]
Fixed a bug in XP calcs when sampling from creature deeds
Added range check at end of sample time to prevent exploit
Can no longer sample from the rancor in the cage at Jabba's palace (funny though)
Reduced xp rewards when sampling from deeds
Allowed Bio-Engineer to sample from their own pets
Removed ability to sample from baby creatures.
[glow=red,2,300]Combat Medic[/glow]
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.
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.
Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time..
[glow=red,2,300]Creature Handler[/glow]
Non-creature handlers will not gain creaturehandler xp now.
You must have at least a 15% chance of taming a creature to get the taming menu option
Reduced regen stats of baby creatures and pets.
Baby creatures will not attempt to follow each other
Pet control devices cannot be transferred to someone who is at their max-count for number of stored pets
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. Note, only certain types of creatures, all fairly low level, can be controlled by a non-creature handler.
Pets can now attack creature lairs.
Fixed scaling bug with tamable creatures which resulted in too-small or too-large baby variants.
Pets will never be "death-blowed", but instead will suffer a reduction in max Health, Action and Mind in cases where they would have been death-blowed.
Creature handlers will not be able to 'call' pets that they would have no chance of taming
Fixed an issue with pets wandering around aimlessly in the midst of combat
Fixed an issue with pets bolting to the location they were called during/after combat
Removed the requirement for a creature handler to be within 30 meters of his pet in order to gain xp.
Added a system message explaining why transfering a pet fails
[glow=red,2,300]Smuggler[/glow]
Increased the damage and the action cost of the /lastditch smuggler attack.
Weapon slicing no longer has a chance of slowing a weapon down. It now properly speeds the weapon up.
[glow=red,2,300]Droid Engineer[/glow]
You can now get a more detailed Examine window on droid components.
Changed the armor integrity attribute to armor toughness
Added mechanism quality to the Examine window for droid deeds.
Removed personality chip ingredient slots from droids that don't talk
Added the surgical droid to the list of droids that do talk.
It is no longer possible to apply damage over time effects to droids.
Droid medic modules should now have a variable effect on medical wound healing, depending on what quality medical modules were built into the droid.
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).
Droid pets will die when incapacitated
Fixed a problem that prevented surgical droids from being used to heal wounds.
[glow=red,2,300]Scout[/glow]
Bigger camps now grant xp slightly faster than smaller camps.
The rate at which camps accumulate XP to award when they are disbanded has been increased.
You can now place camps in no-build regions (but you still cannot in city regions)
Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
The mind pool damage done by the sharp bone spur has been decreased.
The ranged and melee defense debuff traps have been strengthened slightly.
Fixed the description of FX on a couple traps.
Attempts at scent masking against creatures should be more successful.
Scent masking should be much less likely to break against large groups of creatures now.
There is a chance that a creature that detects you while you are scent masked will attack you.
Improved mask scent's ability to make a creature ignore the player
Camps will now properly give XP.
[glow=red,2,300]Medic[/glow]
Added the ability to experiment on duration with the resilience compound.
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
Removed durability experimentation from medicines since medicines do not decay.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
Fixed a problem that enabled revive packs to fire on a /healWound command.
[glow=red,2,300]Merchant[/glow]
Fixed an exploit where you could steal things from vendors
Fixed the max sale price on vendors being the same as the bazaar.
You now have to select "init vendor" from the vendor options after you place your vendor to activate it.
[glow=red,2,300]Entertainers, Dancers, and Musicians[/glow]
Added checks and failsafes to prevent getting stuck "performing" when not actually performing.
Added check when player joins group to make sure they are playing the same song as the group.
Added messages for /bandflourishes
New flourishes for rhythmic dance: Flourishes 3, 4, 5, 6, 7, 8
New flourishes for lyrical dance: Flourishes 4, 5, 6, 7, 8
New flourishes for poplock dance: Flourishes 5, 6, 7, 8
Fixed bug with /changebandmusic and band members that are not performing
Made /bandflourish on/off setting persist
Added status check for /bandFlourish on/off
Corrected a mixup in the Dancer dance grants.
[glow=red,2,300]Artisan[/glow]
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.
The survey UI will scroll to the last used resource in each survey tool
Survey Fix "here" icon rotation when inside.
Various visual & usability improvements to the survey UI.
Fireworks: Made all fireworks not loop after the first display of particles.
[glow=blue,2,300]ECONOMY[/glow]
[glow=red,2,300]Bazaar and bank/glow]
Make instant sales money transfers go player to player rather than through the bazaar (receiving the payment should be more reliable)
Update automated bazaar mail messages to contain more data
Add resource type name to auction name for resource containers
Show original object name for named objects (prevents exploit misrepresenting items)
Enforced a timeout of 30 seconds for bank transfer window
Forced bank transfer window to close on other bank transactions