News

Star Wars Galaxies: Details of Test Centre Update Posted

| 23 Aug 2003 01:48

Test Center is currently being updated. Downtime should be around 90 minutes. I have pasted the patch notes below for you to look over.

NOTE: A few of the items in the notes are already on Live.

NOTE2: This is a tentative list of Update Notes. We may add items to or remove items from this list.

Let us know what you find.

-Vass

James Whisenant

SWG Assistant Buildmaster

General
- Fixed some errors with groups and looting notification
- Fix for elevator bug that would cause players to be trapped on the bottom or top floor of a building
- Fix to make all objects in player houses non-collidable
- New character deletion dialog.
- Added separate lod sliders for various systems (particle, character, and static object)
- Fix for a variety of chat server problems
- Fix to prevent exploiting creature lairs by standing inside them
- Fix to prevent accidental harvester deletions
- Fixed a bug where the Sarlacc would no longer attack after a server was restarted
- Fix equipped icon highlight
- You can now /eject from inside a structure if you get stuck.
- Allow for power and maintenance to carryover if structure is re-deeded
- Allow numerals in setting of a non-profane name
- Other profanity filter updates
- Adjusted gambling game names
- Additional installation destruction confirmations added
- Adding "noreclaim" status to some buildings such as factional installations
- Fixes for firework shows
- Added additional method for adding fireworks show events
- Power update. Potential energy attribute > 500 yields up to two times more power output
- Radioactive sampling causes ill effects
- Fixed issue where skills could be inadvertently surrendered
- Added "/addPower" command to allow you to deposit power without using the radial menu
- Remove the cost of re-deeding factories while we sort out the issues with them

Artisan changes
- Updated crafting requirements for the lightning rifle
- Removed the decayRate attribute from many schematics
- Fixed the C12 grenade schematic. The C12 grenade schematic will no longer show up as a C22 schematic
- Raised the resource cost of the C22 grenade by 8 metal so that it costs more than the C12 grenade. Increased the experience to compensate.
- Slightly increased the crafting effectiveness ranges on Padded and Composite armor segments.
- Added the ability for weaponsmiths to craft the reinforcement core and advanced reinforcement core components.
- 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).
- Reduced the encumbrance penalty on armor layers.
- Increased the maximum range of the special protection on armor layers.
- Reduced the encumbrance penalty on advanced armor segments.
- Vendors will now properly accept clothing handed to them if you have the merchant skill Hiring IV.
- Added a "customize clothing" option on vendors that describes how to do this if you have Hiring IV.
- Ithorian vendors cannot be customized because their body type is significantly different from the other races, however they make up for this drawback with their impressive size.
- Fixed the draft schematic for the harvesting mechanism architecture component
- Fixed tailor customization: The master box now grants an additional 55 colors.
- Fixed a problem that prevented several loot armor components from not providing their special protections.
- Reduced the encumbrance of the padded armor segment.
- Tweaked component loot values on armor segments and enhancements to correspond with changes made to draft schematics.
- Fixed a problem with some loot weapon component enhancements increasing attack delay instead of decreasing it.
- Changed shield generator experimentation so that the attribute categories match that of armor and armor components.
- Added merchant ability to update player shop signs

Combat / Weapon changes
- Increased unarmed damage
- Lowered average level of bounty mission mark.
- T21 rifle updated
- Decreased two handed melee move costs
- Decreased polearm move costs
- Knockdown cost increases
- Added rotating flame thrower beam
- Added rotating acid beam
- 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.
- New skill names, descriptions, and improved titles for the Pistoleer.
- New skill names for Brawler and Marskman skills. Skill descriptions have been updated slightly as well.
- Decreased unarmed move costs
- Fixed issues with state defense modifiers
- Brought pistolMeleeDefense2 (pistolwhip 2) cost in line with pistolwhip 1
- Removed knockdown from disarming shot
- Decreased knockdown delay to 5 seconds
- Fixed surprise shot
- Change surprise shot so it doesn't remove cover
- Increased vibroknuckler range to 5 meters
- Increased movement accuracy penalties/defensive bonuses
- Fixed combat spam with grenades
- Added 30 second posture change/knockdown timer
- Decreased cost of all knockdown moves
- Increased damage of all knockdown moves
- Fixed inability to attack some bounty hunter targets
- Added 5 charges to probots
- Added 10 charges to seekers
- Fixed combat spam for knockdown
- Added combat spam for the bug bomb
- Any player may use the bug bomb grenade
- Flame Thrower Changes:
Rebalanced special moves
Improved damage and range values.
Fixed bad range modifier for midrange
Removed specific resource requirement from draft schematic
Fixed particles
- Acid Rifle
Rebalanced special moves
Improved damage and range values.
Fixed bad range modifier for midrange
Removed specific resource requirement from draft schematic
Fixed particles
- Lightning Rifle (Bounty Hunter)
Rebalanced special moves
Improved damage and range values.
Fixed bad range modifier for midrange
Removed specific resource requirement from draft schematic
- Grenades
Increased damage for all grenades (including light fragmentation)
Slowed down grenades (their attack speeds were not in the correct format)
Removed specific resources requirements from draft schematics
- Particle Beam
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
- Lightning Cannon
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
- Acid Beam
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
Fixed particles
- Rocket Launcher
Improved damage significantly
Added ideal range modifiers
Removed specific resources requirements from draft schematics
- Ideal ranges are arrayed in this order:
acid rifle - 16m ideal
lightning beam ideal is 32m
particle beam 48m
rocket launcher 64m

Creature Handler / Pet changes
- Pets regenerate HAM damage in the datapad, even when stored from the radial menu
- Pets current wound/damage will be save even when the pet is auto-stored
- Pet control devices will not be deleted unless the user selects the DESTROY option
- PCD's will say "this pet is dead" if the owner tries to use the PCD after a non-CH pet has been killed
- Store button is on the radial menu again
- Pets will not randomly decide to run back to the place from which they were called
- Destroying a PCD says "You have released your pet to the wild", unless it wasn't that kind of pet
- Non-CH's are limited to 2 non-aggro stored pets max (can still only call 1 CH pet, max)
- CH's can store two creatures, in addition to their "+Stored Pets" skillmod
- Non-CH's cannot call aggro pets
- Aggro and non-aggro pets are not counted separately against the stored-pets limit
- PCD's cannot be transferred unless the pet knows the "transfer" command (this doesn't mean the pet has to be out, the pcd can still be transferred via the secure trade window)
- Pet stats reduced due to vitality follow this formula:
75 to 100 = no stat reduction
50 to 75 = 25% stat reduction
25 to 50 = 50% stat reduction
1 - 25 = 75% stat reduction
- Pet stats will never be reduced more than 75% due to vitality loss
- Pets will never permanently die due to stat reduction
- Droid pets will suffer vitality loss the same as CH pets do (instead of permanent death)
- Creatures commanded to attack a target will actually attack it, instead of just running at it and stopping (happened with targets farther away that 50 meters)
- Pets will not switch targets in combat unless commanded to attack something else
- Pets will switch targets in combat when commanded to attack something else
- Pets commanded to "follow" or "stay" in combat will stop fighting, and either follow, or stay, until commanded to attack something
- Pets will not stop guarding when commanded to follow or stay in combat (i.e. they will resume guarding after combat)
- Training XP will be based on the creature's adult level rather than the current (baby) level
- Taming XP will be based on the creatures adult level rather than the current (baby) level
- /tellpet will work the same as "/say " or "/shout ", but without the spam
- Creatures won't "relearn" a name that they already know when being taught commands
- Pets will leave groups properly. If given the "group" command while already grouped, the pet will disband.
- Added the "You cannot store for x seconds" message
- Changed the "release" command to the "store" command
- Pets will properly "store" when their master boards a shuttle
- Fixed a bug that allowed CHs to call more pets than they should have been able to
- If you logout while dead or incap'd, any un-stored faction pets will be flagged 'dead'
- Added system message for releasing a pet
- Fixed error that sometimes occurred during pet transfer
- Added system messages for failure to call, failure to transfer, and failure to store pets

Entertainer changes
- Added new /denyService command for Entertainers. /denyService will add/remove the targeted player from a Denial of Service list. All players on this list will not be healed by the entertainers performance. The list only lasts for the current play session.
- New entertainer skill name strings.
- Female MonCal image design should now work correctly

Medic changes
- New medic skill names and descriptions.
- Combat medic dot attacks now place a TEF on the combat medic.
- Reworked the auto medicine select logic to more smartly handle normal and ranged stimpacks.

Scout / Ranger changes
- The cost to craft camps has been increased.
- Each scout in a group with loot permissions for a corpse may harvest from the corpse. Harvested group kills yield 60% their normal resources and xp, but may be harvested by each scout in the group.
- Fishing now grants Wilderness Survival experience for catching fish. The size of the catch affects how much xp is earned. Catching loot or trash does not grant any xp.
- Camp xp accumulation rates have been increased.
- Scouts now get survival xp for crafting camps and traps (instead of general crafting xp).
- Adjustment to mask scent skill mod description.
- The base equation for mask scent has changed. It now checks on a mask scent skill mod.
- You are now much more likely to successfully mask scent against a creature.
- The delay to mask your scent again now reduces as your mask scent skill mod increases.
- You are much more likely to successfully mask scent if you are prone, slightly less likely if you are up and running.
- XP rewards for mask scent have been lowered, given that success rates have increased.
- Increased the cost of some Ranger skills because they were too low and not consistent with the advancement rates of other professions
- New Ranger command: /conceal This command gives the Ranger the ability to apply high quality camouflage to himself and others. The camouflage conceals the Ranger from creatures and NPCs.
- The Ranger's ability to see the special attacks of creatures via examine has been fixed.
- The Ranger's Field Bioscience skill tree has been renamed Tracking.
- New Ranger Ability: /areatrack, this command lets Rangers examine local clues to determine the identity of nearby creatures.
- You can now /feigndeath while running and walking.
- The damage penalty for taking a hit while using /feigndeath has been reduced by a significant amount.
- Added field requisitions to camps

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