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Major Publish 7 Info : Star Wars Galaxies Discussions

Posted: March 18th, 2004, 8:03 am
 
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Droid & Droid Engineer Enhancements

Droid Damage Repair Kits and Droid Wound Repair Kit
Droid Battery consumption rate halved (enabling them to last twice as long)
Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
Combat Droids will have all the fighting functionality of a regular combat-capable creature (CL10)
These options will function like creature pets.
All players will have the ability to own and operate these combat droids.
A combat droid is a droid that is capable of attacking things, in addition to other potential droid capabilities that can be added to droids currently.
The normal crafting process is used, and a combat module is included in the droid.
Combat module will only mount in droids capable of combat. They can be placed in one of the general droid module slots that already exist on the droid chassis', seen during the crafting of the droid.
Combat module is crafted in exactly the same fashion as other droid modules, using a draft schematic, resource ingredients, and previously crafted component ingredients.
Combat modules can be crafted at varying quality levels, which can be seen when the module is examined.
Combat modules stack and if more than one of them is placed in a single droid, they have a cumulative effect.
To have the strongest combat droid, six 100% combat modules must be used in constructing a droid.

Preliminary Combat Balance Changes: As part of the ongoing Combat Balance, the team has made some preliminary changes to combat in order to equalize some of the larger changes that have been made recently.

Defensive Modifiers will have a hard cap with profession template stacking. Defense stacking will no longer stack beyond the intended combat calculation limits causing the defender to be nigh invulnerable.
Carbineer Specials have been improved:
The dizzy effect in /fullAutoSingle1, /fullAutoSingle2, /fullAutoArea1 & /fullAutoArea2 have been improved
/burstShot2 was changed from a single target to an AE cone attack
/actionShot2 now hits all targets in the area of effect.
Defense / To-Hit Fixes:
Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.
Dodge enhancing Food now decreases your chance of being hit.
Accuracy increasing food now increases your chance to hit your target.
Dead Eye buff now increases your chance to hit your target.
Warcry has been changed from being a single target lock down preventing it from attacking to a method of "crowd control". Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.
Bleed DoT Improvements: Targeted pool bleeds (/mindShot1 & 2, /healthShot1 & 2, etc) now hit their intended pool on the initial strike as well as the bleed damage.

Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of "critical fails". Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.

Experimentation Resource Quality: Crafting experimentation has been enhanced so that the amount of change that each experimentation point will affect an item attribute will now be calculated by the maximum value for the item. Therefore, regardless of the quality of resources used, each experimentation point will affect the attribute by the same amount. Now, the maximum value upon which a resource attribute is allowed to be experimented is affected by the quality of resources used. This will have a much more noticeable effect on the crafting experimentation process, making it more interesting, challenging and easier to understand. This will noticeably reduce the effectiveness of experimenting with low quality resources by all players. However, this will give master crafters more of an advantage over less skilled crafters, as they have more experimentation points to use, and will be more likely to produce an item with maximum attributes.

Bounty Hunter Jedi Tracking Missions: Now, Bounty Hunters can track player Jedi in the same manner as their NPC targets. Bounty Hunters can get a mission from the bounty hunter terminal for a player Jedi. Go to your contact to get the bio-signature. Then just use your seeker/probot droid to find your target. Keep in mind that unlike the NPC targets, players will move around unpredictably. (As a result, the location updates can lag behind a couple of minutes.) Additionally, Bounty Hunter tracking speeds have been fixed and now as the hunter increases in skill, the speed skill will increase.

Junk Dealer Revamp: Continuing the loot system changes will include the rebirth of the Junk Dealer. As part of this change, Junk Dealers will have more robust conversations, be willing to buy all different types of NPC loot drops and become a new source of income for players. Player will now be able to go adventuring, collect the various loot drops from NPC's, adventures and dungeons and take it to a Junk Dealer to sell. Junk Dealers won't buy just any junk either. Different dealers will specialize in different kinds of junk, so players will have to explore and find out which dealer deals in which kind of junk. Be sure to talk to the various Junk Dealers to find out which junk they like the most!

Vertical Item Movement: Another big player request brings the ability to move furniture and household items up and down. Players in all houses can now move items up and down by either using the Radial Menu or the following commands:


/moveFurniture UP (1-500)
/moveFurniture DOWN (1-500)

Players will be able to move items vertically in Player Houses, Merchant Tents, Player Association Guild Halls and all player city structures.

Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. All of the current lamps styles in the game crafted from here on out will now have glow of light. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles for players that will flicker and glow for about 2 weeks and then burn away. Lamps will also decay, but at a reduced rate.

Camp Restrictions Removed: After Publish 7, players will no longer be required to be in camps to pull out Vehicles, Mounts, Droids or Pets and can pull them out wherever they are, eliminating the player inconveniences of having to find rural areas far from cities, lairs and other no-build zones in order to build a camp. The basic rules of calling Vehicles, Mounts, Droids or Pets are:


A player will not be able to call a vehicle/mount/pet/droid during combat or 60 seconds after combat is concluded.

There is a 30 second delay after you call for a vehicle/mount/pet/droid before it will generate.

A player will not be able to call a mount/pet/droid while mounted or on a vehicle.

A player will not be able to call a vehicle while mounted or on a vehicle.

Camps have retained their original vehicle/mount/pet/droid calling abilities so that either method can be used by players.

Player City Garages: Architects will be able to craft Player City Garages that Politicians can place in their cities. This new craftable structure will require a Player City to be at least level 2. Now players will be able to repair their vehicles in many more locations.

Sliced Weapon Tag: With the Empire cracking down on sliced weapons and armor, publish 7 brings the ability for players to be able to view sliced armor and weapons to find out which items have been sliced.

GCW Changes:


Status Effect Changes: The ability to effect the status of inanimate objects has been removed. Players will no longer be able to effect AT-STs, player vehicles, droids and turrets by the special effects of Stun, Dizzy, Blind, Warcry and wookiee roar. Additionally, biological DoT's (poison and disease) will no longer effect vehicles, droids or turrets and finally, AT-ST's and players vehicles will be immune to all posture changes.
Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT's and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor's can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the "mind" of the doctor.
Zero HP Turrets: Turrets attached to Factional Headquarters had a chance that when they reached zero, they would remain in the world and continue to attack players. Turrets at 0/0 will now deactivate and be removed from the world.

Bestine Quest Enhancements: The politician, Victor, has a series of new quests for players to experience as part of the Bestine political intrigue saga. When Victor is in power, help him find out what is so dangerous in the desert!

New Mounts: Players have new mounts available in Publish 7: Cu Pa and Bantha.

*** Publish Notes Itemized List ***

Armor
Fixed the rancor padded armor segments so that they work with padded armor.

Art
Fixed to Wookiee male and human/Zabrak waist, trandoshan neck blendshapes
Fixed issue with Twilek male hats that caused a white skull cap
Fixed shadow streamer on Geonosian skirts
Added sound event triggers to Acklay animations
Fixed back-facing polygons on Geonosian skirts

Bazaar / Vendor
Fixed problem where retrieving items from the bazaar sometimes results in the deletion of the item if your inventory is full

Client Stability Enhancements
Improve rendering performance on FFP cards such as Geforce1 and 2.
Character rendering: fixed a bug that could crash the client when specific wearables are worn (e.g. Ubese armor on characters that are not Human males).
Fixed a client crasher when ranged combat animations are used.

Combat
Fixed targeted pool bleeds to do their initial damage to the correct pool instead of random.
Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)
Made droids, vehicles and turrets immune to dizzy, blind and stun.
Made droids, vehicles and turrets immune to wookiee roar, intimidate and warcry.
Made droids, vehicles and turrets immune to poison and disease.
Added a fire blanket doctors can use to remove fire DoT's from a player. (Correspondent Issue)
Medical enhancements can now be replaced if the new one is of equal or greater strength. As a result there is no longer a need to wait out a previous enhancement in order to replace it with something better. (Correspondent Issue)
Removed the random factor in medical enhancements.
Combat XP grants were removed from combat healing, poisons and diseases. Those actions will still count towards looting permissions.
DoT damage is now tracked for loot permissions.
XP rewards in combat now correctly reflect amount of damage that was done by dots.
Weapon DoT effects now only work if you are certified to use the weapon

Community
Fixed client side friend list group/comment fields losing information when logging in different characters.

Crafting
Objects manufactured in another player's station will have their creator as the manufacturing schematic's creator, not the station's owner.
A manufacturing schematic whose source draft schematic has been deleted will not crash the game. The schematic's owner will receive an email informing him/her that the schematic is no longer useable.
Reducing the rate at which critical failures for assembly and experimentation occur as assembly skill and experimentation skill go up respectively. Master craftspeople should now critically fail less often than novices. (Correspondent Issue)
Adjusted experimentation so that the overall quality of resources will play a larger role in how much or how little someone could experiment with an item's attributes. Currently a less skilled crafter could experiment on an item just as well as a master crafter using poor resources. This will help give master crafters more of an advantage over their less skilled counterparts in this area. (Correspondent Issue)


Fixed factory crates containing scatter pistols, launcher pistols or fwg5 pistols so that the pistols can be removed from crates. Death and Decay
Changed /activateClone to only work while dead.

GCW
Players will no longer be able to access a base terminal if they are dead or incapacitated.

Grouping
Players will now receive a system message when a group member loots an item from a corpse. (Correspondent Issue)

GUI
Sliced armor and weapons: Armor and weapons that have been altered by a smuggler will have a "identifier tag" in its examine window description. (Correspondent Issue)
Many text changes and fixes to Loading Screens

Holocron
To report a player harassment, use the "Report A Harassment" button found in the Holocron window. This harassment report requires you enter the offending player's first name and appends recent chat logs to the report for review by a CSR.
Our Knowledge Base has recently been updated with helpful information. You must perform a Knowledge Base search before submitting a Customer Service ticket.

NPCs Improved combat animation sequences for whiphids, Boss Nass and Ewoks.

Pets
Added additional checks for invalid pets. Invalid pets (stats out of acceptable range, incorrect level for stats, etc) will not be able to called from the Datapad.

Player Cities
Fixed bug that prevented player Shuttle Port from being re-deeded

Player Structures
Housing and movement: Furniture and objects can now be moved up and down inside houses and player structures. "Up" and "Down" have also been added to the object movement radial menus. (Correspondent Issue)
Housing and movement distances have been increased to 1-500
Players not on a building's admin list cannot open containers in the building anymore.

Professions: Architect
Adjusted draft schematics for the mid and master level armoire to produce the correct item.

Professions: Bounty Hunter
Fixed a calculation error that master bounty hunters to gain very little benefit from their droid tracking speed modifiers and novice bounty hunters to gain too much. (Correspondent Issue)
Gave bounty hunter droids the ability to track down Jedi. (Correspondent Issue)

Professions: Brawler
Warcry 1&2: Changed the warcry status effect to break when the target takes damage and using the warcry ability will not change your combat target. (Correspondent Issue)

Professions: Carbineer
Changed dizzy effect on /fullAutoSingle1, /fullAutoSingle2, /fullAuroArea1 & /fullAutoArea2 to last 20 seconds (Correspondent Issue)
Changed /burstShot2 from single target to AE cone attack (Correspondent Issue)
Changed /actionShot2 to cause bleeds to all targets in AE cone. (Correspondent Issue)
Moved Nym Slugthrower certification to Novice Carbineer.

Professions: Commando
Changed particle animation on the Heavy Acid Rifle. (Correspondent Issue)
Fixed a problem where some of the speed and accuracy modifiers for the Heavy Acid Rifle were not being applied (Correspondent Issue)
Adjusted Commando skill titles to be appropriate for the skill line.

Professions: Creature Handler
Fixed CHs being able to tame a Bio Engineered pet higher level than they can control
Fixed Non Creature Handlers from being able to call a non-aggressive Bio Engineered pet of any level.

Professions: Droid Engineer
Added droid wound and damage repair kits. (Correspondent Issue)
Droid Battery consumption rate halved. (enabling them to last twice as long) (Correspondent Issue)


Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate. (Correspondent Issue)
Combat Droids will have all the fighting functionality of a regular combat-capable creature (CL10)

Professions: Fencer
Fixed dodge animations in 1 handed sword actions to not play during locomotion (Correspondent Issue)

Professions: Jedi
Jedi will no longer lose pre-crafted or dropped loot components when a critical fail occurs while crafting a lightsaber. (Correspondent Issue)
Jedi XP is now granted after combat only if a Lightsaber was used

Professions: Pistoleer
Moved Republic Blaster certification to Novice Pistoleer.

Professions: Politician
Added craftable player garages for architect. (Correspondent Issue)
Added ability for politicians to place player garages in cities. (Correspondent Issue)

Professions: Rifleman
Rifleman Made vehicles, droids and turrets immune to the stun effect of strafe shot. (Correspondent Issue)

Professions: Scout / Ranger
Scout/Ranger: Fixed Tamable information when examining a creature to show as tamable if it is *ever* possible for a baby to be spawned.
Fixed Level display when Ranger/Scout examines a crafted pet.

Professions: Smuggler
Made droids, vehicles and turrets immune to the delay effect of panic shot.
Changed panic shot to not switch your combat target.
The delay effect of panic shot will break on damage to the target.

Server Stability Enhancements
Fixed a bug where a player getting disconnected during interplanetary travel can make it impossible for the player to log back into the game for up to a day.
Fixed a bug that could cause players logging into an interior to become ghosted if the interior was near a server boundary.
Fixed a "ghosting" bug.
Fixed possible loss of player data that occurs while player is logged out and logs back in fairly soon thereafter.

Vehicles / Mounts
Added new mounts: Cu Pa and Bantha

World
Removed the requirement for camps to call a pet (faction, creature, droid), mount or vehicle. There is a 30 second delay after calling your pet, mount or vehicle before it will appear. Combat during that 30 seconds will stop the call from completing. There is a one minute delay after combat where you will not be able to call a pet, mount or vehicle. Players will not be able to call a pet, mount, or vehicle while riding a vehicle or mount.
Night lighting adjusted on Talus and Dathomir.


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