Post by Max Liao (Callandryn) on Nov 13, 2003 11:00:57 GMT -5
November 13, 2003 - Patch Notes
11/13/2003 04:40 AM
Publish 62466
Announcement We have discovered an issue where the collector's edition goggles can be traded or sold. This will be fixed on live within a couple days. Those who have these goggles and did not purchase a collectors edition copy of the game will have them removed automatically.
Mounts
Mounts have been added! Players can now ride Bols, Brackasets, Kaadu, Carrion Spats, Dewbacks, and Falumpasets. To get a mount, mounts must be your pet AND trained as a mount. Players can either buy them as trained mounts or players with pets can take their pets to a Creature Handler (with the correct skill) to be trained as a mount. Bio Engineers can create mountable pets but can't automatically train them unless they have Creature Handler skills.
Player Cities
Player Cities are now live! This extensive system allows you to become the Mayor of your own city. Included with the player city system are many new structure types including city halls, cantinas, and cloning facilities. Read the in-game Holocron pages on Player Cities for information on how to start and run a city.
The Politician profession is now live! In order to build a city you have to be a politician. Politicians gain skills that let them build bigger and more impressive cities. You can find politician skill trainers in all the major planetary capital cities.
The Politician forum can help answer any questions you have about being a politician or running a player city. Make sure you check that forum for hints and advice from your fellow political elite.
In order to allow construction of cities on rougher terrain, the placement restrictions on most player buildings have been relaxed. You should be able to place houses and new player city structures over shallow ravines or on the side of small hills. Installations like harvesters still have the same placement restrictions.
Merchants can now place "Merchant Tents." The tents come in three colors and are crafted by Architects working with Tailors. These small structures allow for a storefront that looks different from a player house.
Balance
Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type. Adding special protections to armor will reduce underlying vulnerabilities.
Increased the power of quickHeal and reduced its mind cost.
Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots. (Doctors need them to use the /cureDisease command).
Players cannot tame baby creatures while dead or incapacitated.
Fixed a bug in AI which resulted in NPCs sometimes deathblowing players just for fun.
Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.
Crafting camo kits no longer requires flora components.
Fixed collision length of snakes to prevent them "melee-kiting".
Fixed a problem with several healing commands using the default roundtimes and not the roundtime modified by skill mods.
Changed the queue delay on quickHeal so that it is modified by the Injury Treatment Speed skill mod.
Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1. Because of this change, the dot grace period for being incapacitated has been removed.
Decreased frequency of NPC targetted shots vs. mind, focus and willpower.
Added a projectile feed mechanism enhancement loot item comparable to the Krayt tissue enhancement for blaster power handlers. Start looking.
Added mediumDisease and strongDisease attacks so creatures assigned those special attacks will be able to inflict hideous disease upon the players.
Added poison and disease attacks to many creatures.
Removed mapping of some slots to hit locations. If you have an item equipped in the eyes, mouth, back, or belt slots, it will not count as a potential hit location during combat.
Guard and soldier-type NPCs will no longer attack pets, unless they are supposed to (e.g. the pet is attacking one of their allies).
Attacking townfolk will no longer give the pvp TEF.
Fixed pets friendlist, so pets can be ordered to befriend another player and will respond to commands from that player (you can /tellpet to someone else's pet though, even if you are the pet's friend).
Multiple attribute mods wont contradict each other.
Fixed a bug that enabled medics to get experience by removing dots from pets.
Added kill contribution to the application of medical dots.
Loot components from unrelated creatures no longer stack. Only same-creature loot components will stack.
Increased the decay resist attribute ranges on reactive gas types.
Social creatures will no longer respond to attacks on their friends which they see, but which their friends do not respond to. For an example of the bug: If you throw a trap and it fails to effect the target, the target will not attack you but all of its friends WILL. For another example: If you /taunt a creature and it is out of range of the taunt, it will not attack you but all of its friends will. With this change the social friends should only respond to the attack if it really does push the defender (their friend) into combat-mode.
Removed "double movement speed" for creatures in Frenzy mode: this will reduce many instances of creature warping.
Fixed another problem where players could call pets multiple times
Combat
NPCs and creatures will not immediately resume standing when knocked down. If dizzy, they may fall down again when they do try to stand.
Added combat spam when you take wounds or shock wounds.
Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses.
Lairs will delete immediately upon being destroyed.
Boss monsters will be more aggressive.
2 Handed Sword visuals improved.
Fixed the collision-length of the faamba skeleton, which should help very short-ranged weapons being "out of range" when in melee with the fambaa.
Rifleman Skill Changes: Rifleman improvements: Increased rifle accuracy, rifle Aim, melee defense, ranged defense, blocking modifiers and ranged defense modifiers.
Pistol Skill Changes: Pistol improvements made to dodge modifiers and melee defense modifiers.
Pistol Skill Changes: Def vs.Stun, Blind, Dizzy, Knockdown, and Posture Change were all upped.
Carbine Skill Changes: Carbine improvements made to accuracy modifiers and counterattack modifiers.
Unarmed Skill Changes: Unarmed combat has new passive defense modifiers, increased damage at the novice and master boxes, increased defensive modifiers and accuracy modifiers.
OneHandMelee Skill Changes: One Hand Melee Weapons has increased accuracy modifiers, increased dodge modifiers, increased dizzy defense modifiers, increased melee defense modifiers and increased the ranged defense modifiers.
TwoHandMelee Skill Changes: Two Handed Melee Weapons have increased counterattack modifers and increased stun defense modifiers.
Increased stun defense modifiers
Content
Added Darklighter niece, NPC for Huff Darklighter quest.
Senator Naberrie's first mission has been changed to "escort".
Adjusted the height of several "movie" NPC's like Leia, Han Solo etc.
Crafting
Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type.
Advanced Resilience Compounds should be craftable.
Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.
Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.
Trader's Flightsuits can now be crafted with sockets.
Crafting can now make use of nested containers.
Fixed experimentation formula to use the correct range when determining how much an item attribute changes. The formula was supposed to be based on the resource max range, but was using the entire attribute range. A crit success experimenting with an attribute can push the attrib over the resource max value, but never over the item max attrib value.
Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half.
Made it so you can't delete a factory crate that's being used in a crafting session.
Prevent old crates from being split.
Architects, working with Tailors, can now craft Tents, that Merchants with Efficiency IV: Structures, can place and use as specialized store fronts.
Experimentation ranges for the harvester 'extraction rate' property is now set up correctly.
here are two new components: Heavy Harvesting Mechanism and Turbo Fluidic Drilling Pump Unit, now used in heavy harvesters.
Harvester extraction components (like the Ore Mining Unit and Fluidic Drilling Pump Unit) now display how many points they contribute to a harvester's extraction rate. This is so these items can be more easily sold as individual pieces.
Removed the 'experimental durability' property from structure components, because it didn't actually do anything.
The 'experimental efficiency' property of structure components no longer just relies on the Unit Toughness of your crafting resources. Make sure you check what contributes to a good efficiency for harvesters.
Changed the Modern armoire furniture schematic to differ from the Elegant one.
Set the potted tree to come in factory crates of 10 when mass produced in a factory.
11/13/2003 04:40 AM
Publish 62466
Announcement We have discovered an issue where the collector's edition goggles can be traded or sold. This will be fixed on live within a couple days. Those who have these goggles and did not purchase a collectors edition copy of the game will have them removed automatically.
Mounts
Mounts have been added! Players can now ride Bols, Brackasets, Kaadu, Carrion Spats, Dewbacks, and Falumpasets. To get a mount, mounts must be your pet AND trained as a mount. Players can either buy them as trained mounts or players with pets can take their pets to a Creature Handler (with the correct skill) to be trained as a mount. Bio Engineers can create mountable pets but can't automatically train them unless they have Creature Handler skills.
Player Cities
Player Cities are now live! This extensive system allows you to become the Mayor of your own city. Included with the player city system are many new structure types including city halls, cantinas, and cloning facilities. Read the in-game Holocron pages on Player Cities for information on how to start and run a city.
The Politician profession is now live! In order to build a city you have to be a politician. Politicians gain skills that let them build bigger and more impressive cities. You can find politician skill trainers in all the major planetary capital cities.
The Politician forum can help answer any questions you have about being a politician or running a player city. Make sure you check that forum for hints and advice from your fellow political elite.
In order to allow construction of cities on rougher terrain, the placement restrictions on most player buildings have been relaxed. You should be able to place houses and new player city structures over shallow ravines or on the side of small hills. Installations like harvesters still have the same placement restrictions.
Merchants can now place "Merchant Tents." The tents come in three colors and are crafted by Architects working with Tailors. These small structures allow for a storefront that looks different from a player house.
Balance
Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type. Adding special protections to armor will reduce underlying vulnerabilities.
Increased the power of quickHeal and reduced its mind cost.
Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots. (Doctors need them to use the /cureDisease command).
Players cannot tame baby creatures while dead or incapacitated.
Fixed a bug in AI which resulted in NPCs sometimes deathblowing players just for fun.
Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.
Crafting camo kits no longer requires flora components.
Fixed collision length of snakes to prevent them "melee-kiting".
Fixed a problem with several healing commands using the default roundtimes and not the roundtime modified by skill mods.
Changed the queue delay on quickHeal so that it is modified by the Injury Treatment Speed skill mod.
Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1. Because of this change, the dot grace period for being incapacitated has been removed.
Decreased frequency of NPC targetted shots vs. mind, focus and willpower.
Added a projectile feed mechanism enhancement loot item comparable to the Krayt tissue enhancement for blaster power handlers. Start looking.
Added mediumDisease and strongDisease attacks so creatures assigned those special attacks will be able to inflict hideous disease upon the players.
Added poison and disease attacks to many creatures.
Removed mapping of some slots to hit locations. If you have an item equipped in the eyes, mouth, back, or belt slots, it will not count as a potential hit location during combat.
Guard and soldier-type NPCs will no longer attack pets, unless they are supposed to (e.g. the pet is attacking one of their allies).
Attacking townfolk will no longer give the pvp TEF.
Fixed pets friendlist, so pets can be ordered to befriend another player and will respond to commands from that player (you can /tellpet to someone else's pet though, even if you are the pet's friend).
Multiple attribute mods wont contradict each other.
Fixed a bug that enabled medics to get experience by removing dots from pets.
Added kill contribution to the application of medical dots.
Loot components from unrelated creatures no longer stack. Only same-creature loot components will stack.
Increased the decay resist attribute ranges on reactive gas types.
Social creatures will no longer respond to attacks on their friends which they see, but which their friends do not respond to. For an example of the bug: If you throw a trap and it fails to effect the target, the target will not attack you but all of its friends WILL. For another example: If you /taunt a creature and it is out of range of the taunt, it will not attack you but all of its friends will. With this change the social friends should only respond to the attack if it really does push the defender (their friend) into combat-mode.
Removed "double movement speed" for creatures in Frenzy mode: this will reduce many instances of creature warping.
Fixed another problem where players could call pets multiple times
Combat
NPCs and creatures will not immediately resume standing when knocked down. If dizzy, they may fall down again when they do try to stand.
Added combat spam when you take wounds or shock wounds.
Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses.
Lairs will delete immediately upon being destroyed.
Boss monsters will be more aggressive.
2 Handed Sword visuals improved.
Fixed the collision-length of the faamba skeleton, which should help very short-ranged weapons being "out of range" when in melee with the fambaa.
Rifleman Skill Changes: Rifleman improvements: Increased rifle accuracy, rifle Aim, melee defense, ranged defense, blocking modifiers and ranged defense modifiers.
Pistol Skill Changes: Pistol improvements made to dodge modifiers and melee defense modifiers.
Pistol Skill Changes: Def vs.Stun, Blind, Dizzy, Knockdown, and Posture Change were all upped.
Carbine Skill Changes: Carbine improvements made to accuracy modifiers and counterattack modifiers.
Unarmed Skill Changes: Unarmed combat has new passive defense modifiers, increased damage at the novice and master boxes, increased defensive modifiers and accuracy modifiers.
OneHandMelee Skill Changes: One Hand Melee Weapons has increased accuracy modifiers, increased dodge modifiers, increased dizzy defense modifiers, increased melee defense modifiers and increased the ranged defense modifiers.
TwoHandMelee Skill Changes: Two Handed Melee Weapons have increased counterattack modifers and increased stun defense modifiers.
Increased stun defense modifiers
Content
Added Darklighter niece, NPC for Huff Darklighter quest.
Senator Naberrie's first mission has been changed to "escort".
Adjusted the height of several "movie" NPC's like Leia, Han Solo etc.
Crafting
Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type.
Advanced Resilience Compounds should be craftable.
Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.
Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.
Trader's Flightsuits can now be crafted with sockets.
Crafting can now make use of nested containers.
Fixed experimentation formula to use the correct range when determining how much an item attribute changes. The formula was supposed to be based on the resource max range, but was using the entire attribute range. A crit success experimenting with an attribute can push the attrib over the resource max value, but never over the item max attrib value.
Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half.
Made it so you can't delete a factory crate that's being used in a crafting session.
Prevent old crates from being split.
Architects, working with Tailors, can now craft Tents, that Merchants with Efficiency IV: Structures, can place and use as specialized store fronts.
Experimentation ranges for the harvester 'extraction rate' property is now set up correctly.
here are two new components: Heavy Harvesting Mechanism and Turbo Fluidic Drilling Pump Unit, now used in heavy harvesters.
Harvester extraction components (like the Ore Mining Unit and Fluidic Drilling Pump Unit) now display how many points they contribute to a harvester's extraction rate. This is so these items can be more easily sold as individual pieces.
Removed the 'experimental durability' property from structure components, because it didn't actually do anything.
The 'experimental efficiency' property of structure components no longer just relies on the Unit Toughness of your crafting resources. Make sure you check what contributes to a good efficiency for harvesters.
Changed the Modern armoire furniture schematic to differ from the Elegant one.
Set the potted tree to come in factory crates of 10 when mass produced in a factory.