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Posted: Wed Aug 13, 2003 3:43 am
by Darth Bob
OTHER PROFFESSIONSSCOUT-since the whole "mask scent" really confused me ill just copy and paste all of scout______________________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. _________________________MEDIC-im no medic... so once again copy and paste__________________________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. ______________________MERCHANT-______________________Fixed an exploit where you could steal things from vendors ______________________why wasnt i a merchant?!?!ENTERTAINER-mostly bug fixes... and other stuff... but lookie here_____________________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 _____________________PROFFESSIONS NOT EDITED (not complete list)BRAWLER-and elitesMARKSMAN-and elitesCHEFTAILORRANGERSQUAD LEADERBOUNTY HUNTERIMAGE DESIGNERARCHITECT[size=24:f877aad719]COMMANDO[/size:f877aad719]

Posted: Wed Aug 13, 2003 3:47 am
by Darth Bob
RANDOM SHITtoo lazy to pick out the good stuff from all this shit. you be the judge______________________Bazaar and bank 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 Crafting Many fixes to crafting experimentation were made. It should be working much better now. Fixed an exploit where you could duplicate components You now only get UXP on components that someone else made. Made crafting/manf hoppers visible to players. Creature lairs now have a "Search Lair" option. This option may only be used once per lair. ------------------------------------------- *(this does not make any sense to me)*Searching a creature lair may now yield egg resources or animal samples. The eggs can be used for food crafting Animal samples may be used in animal particle effects generator craftable by an artisan with Engineering I. --------------------------------------------Fixed powerups to work properly when manufactured from a schematic. This means that they should function correctly when built in factories. Added messages for when manf stations run out of ingredients. Made double clicking factory crates work in craft assembly to extract one object from the crate Fixed manf schems & factory crates to display the attributes of their manufactured item Don't let users try to activate a harvester without setting a resource first Fixed "can't retrieve resources the first time" bug Various visual & usability improvements Fix default button on harvesters page Fixed an issue that prevented certain powerups (stocks) from being attached to items they should have been allowed to attach to. Send mail to player when their manf station runs out of power. Fishing *(woot)*You can now examine fishing poles to determine their quality. Made fishing more fun & interactive in stages "nibble" & "bite" Added the "star rating" fish density & vegetation meters Housing and structures Fix bug that was preventing characters from getting ejected from ramp edges Players now get punted *(i hope not with a NFL punter)* from a house when their access fee permission times out. Structures under construction could get into a state where they weren't able to finish their construction - structures now detect this state, and fix themselves. The default image on player structure signs has been updated from the bank/credits symbol Adding banner like signs for over the door style addresses *(nice)*There were some turret AI updates Made public crafting stations immovable to regular folks __________________________________

Posted: Wed Aug 13, 2003 3:55 am
by Darth Bob
COMBAT-********************************************************Changed berserk to be a 75 point damage increase instead of double base damage Decreased berserk costs slightly Fixed double berserk spam fixed berserk sometimes stopping combat loop Modified unarmed special move damage modifiers to improve their combat abilities Increased unarmed damage progression slightly Increased melee1h damage for special moves Fixed wildshot2 not working Fixed melee2hlunge2 not having an animation Fixed multitargetpistolshot not working Fixed suppressionfire 1/2 not changing posture properly Fixed acid rifle certification *still not good enough for commandos*Added xp bonus for non-damaging moves *you mean like aim? wtf?*Fixed fastblast combat spam *fastblast??? whats that?*Increased power of bountyhunter/commando moves *slightly better commando fix, BH's now even more powerful. woot*Fix for xp exploit: Killing baby pets won't grant xp. *OLD*Bring /con messages in line with new colors *i hope there is purple or a nice shade of orange*Fix fragmentation grenade blast self hit/miss A fix went in for an exploit involving damage over time. BATTLEFIELD COMBAT-___________________________Added error messaging to battlefield reinforcements so that you know when it fails due to lack of faction points. You can no longer build battlefield structures outside of the battlefield perimeter even if it is in range of a constructor. [size=24:16815df377]Added explosion effects to all destructible battlefield objects.[/size:16815df377] *more fun with flags... and columns*___________________________CLONING-*Fixed issue with player spawning in wrong room of outpost cloning facility Respawn fx added. *wow... big patchGROUPS-*-*-*-*Grouping Improvements to help deal with the bug where group members get removed from group chat at the wrong times Fixed bugs with group difficulty calculations. This should also correct problems with the XP awards in groups. *is this good or bad?*Fix crazy group icon showing up in all the wrong places Fixed group chat going away if anyone leaves the group *-*-*-*PLAYER VERSUS NOOB.. I MEAN PLAYER****PVP-PVP-PVP-PVP-PVP****!!!!Control of static factional dungeons now affects the status of control of the Galaxy in the Galactic Civil War. - The number of player-built factional HQs on the map now affects control of the Galaxy as well. - The side that is winning in the Galactic Civil War conflict gets a 15% bonus to all earned XP. - The side that is losing in the Galactic Civil War gets a 30% discount on the cost of all faction perks. - Reduced the cost of factional perks to compensate for the slower gain rate for faction points.!!!! *uber* [size=24:16815df377]Fixed duels preventing secure trade.[/size:16815df377] *PRAISE THE LORD* Faction point caps are now variable for your aligned faction. The amount of faction you can have is equal to the cost to reach your current rank times 10.1. This means at the rank of Colonel, which costs 6000 faction to achieve, you can have up to 66,000 faction points stored up. *nice number*Made it so that you will get a faction enemy flag for attacking someone who is factioned, even if the attacker was a personal enemy. ****PVP-PVP-PVP-PVP-PVP****

Posted: Wed Aug 13, 2003 3:57 am
by Darth Bob
CREATURE AND AIBBBBBBBBBBBBBBBBBBBBBBBBBBPathfinding bug fixes and improvements, especially in interiors. Stuck AI's will warp past the thing they are stuck on to get to a target All cave/dungeon creatures are aggressive now. Lairs: - Reduced frequency that creatures near their lair will 'bluff' - The first couple creatures spawned by a creature lair will never be Baby creatures. - Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, [size=24:736aed318e]expanded newbie spawn regions.[/size:736aed318e] *if only it was like that when we were noobs* - Lair defenders will not defend their lair until it has actually been damaged Updated some creatures' level for balance. Pets will be able to follow their masters into buildings/caves Non-aggressive npcs will defend their lairs Upped level on lantern birds to be inline with rest of Endor. Servers Login: Fixed case where some characters could get into a state where they were unable to login - happened in approximately 1 in 100,000 logins. Many, many, many server crash fixes, login process fixes, slowdowns, and database problems have been corrected. BBBBBBBBBBBBBBBBBBBBBBBBBBBB

Posted: Wed Aug 13, 2003 4:02 am
by Darth Bob
[size=24:45f65d27df]NEW LOCATIONS[/size:45f65d27df]$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$There are rumors of a new Nightsister Spider Cave on Dathomir. Rori has seen notable new activity among Garyn Raiders. They may have built a new bunker. As you know, Lok is a dangerous place. We've even heard rumors of a town terrorized by [size=24:45f65d27df]Kimogilas...[/size:45f65d27df] [size=24:45f65d27df]The Empire is not pleased to hear that pirate activity has increased on Naboo, including the construction of a new bunker.[/size:45f65d27df] Corellia has also seen more criminal activity, the Chunker Gang has built a new bunker there. There's a new Giant Decay Mite Cave on Talus. And a Giant Fynock Cave on Talus. And a Pygmy Torton Cave on Rori. And a Bark Mite Cave on Rori. The Rebels have packed up their base on Tatooine. Rumor has it that they may have relocated to Rori to avoid Imperial detection... Modran Borvo's Champion has been rumored to be on Naboo. Word is that there's a newly founded Rorgungan Swamp Town with some fellow named Captain Hassk, on Rori. Beware of Lord Nyax on Corellia! New battle spawn areas: these are [size=24:45f65d27df]not battlefields in the formal sense, but rather spawn areas that are battles between two sides.[/size:45f65d27df] - Rebels vs. Imperials battle on Corellia. *NICE!!!* - Drall vs. Corsec battle on Corellia. *LOL* - Hunters vs. Creatures battle on Rori. *LOL AGAIN* - Corsec vs. the Flail battle on Talus. *wtf?!*$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Posted: Wed Aug 13, 2003 4:07 am
by Darth Bob
[size=24:c6c9c772bb]NEW CONTENT[/size:c6c9c772bb]WWWWWWWWWWWWWWWWWWWWWWWWWFort Tusken - Set up Fort Tusken to spawn in waves. - Added a fort tusken champion Herald NPCs for static dungeons created and placed. These NPCs are located in various towns and other locations and give out information related to the static dungeons. Converted six Imperial or Rebel dungeons into factional dungeons that can be controlled/defended by either faction. These PvE dungeons can change sides based on who is winning the battle there. [size=24:c6c9c772bb]There are battles that now contain AT-ATs.[/size:c6c9c772bb] *****Non-aggro giant creatures added to newbie spawn areas.***** *i wish i was a noob now, more perks, less bugs* Gambling: - Added slot machines and roulette to hotels and some cantinas. - Adding gambling commands: /joinGame, /leaveGame, & /bet Moved location of Tusken Village so that it's not so easy to ace it over and over [size=24:c6c9c772bb]Adjusted ancient krayt spawn rate The sarlacc is now more interesting. All newbies should run there right away to see it. Or not.[/size:c6c9c772bb] Added range checking to travel ticket purchases. You must now stay near the terminal in order to complete a purchase. [size=18:c6c9c772bb]Tusken Raiders: increased the level of Tusken raider special attacks across the board[/size:c6c9c772bb] [size=20:c6c9c772bb]Fixed rebel specops soldiers appearing as Imperial Officers[/size:c6c9c772bb] Fixed Talon Karrde (who used to be a wealthy, over-40's Zabrak woman) WWWWWWWWWWWWWWWWWWWWWWWWWW

Posted: Wed Aug 13, 2003 4:12 am
by Darth Bob
QUESTS AND MISSIONS------------------------Delivery Missions: Added many more delivery mission locations in cities so that NPCs wouldn't all stand around in the same place Missions: low end missions now pay less, high end missions pay more. Missions: if a location is off-planet, display both the planet and region name Group mission rewards have had their range extended from 64m to 200m. this means that to receive part of a mission reward, group members must be within 200m of the player that took the mission at time of completion. [size=24:8ffcaf785e]Missions: New mission terminals added for Artisan (crafting, and surveying missions), Entertainer (musician and dancer gig missions) and Explorer (hunting missions, and recon) mission types.[/size:8ffcaf785e] Various mission difficulty fixes. Integrated a group mission payout fix. Fixed group mission money split. Destroy mission min difficulty and payoff balancing pass. Updates put in place for all static quests, theme park quests, and random quests Fixed a potential problem with making an escort a thug (if you have low thug faction he attacks you and you can't escort him back) on the Emperor's first quest Emperor now sends you to see Vader ?????Added a new special grenade called the "Zicx Bug Bomb" - rewarded to players who complete a quest which begins by speaking to a disgraced weapons designer hiding somewhere on Rori... ??????---------------------------------------LOOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Added armor segment and segment enhancement loot drops Added the ability for loot items to have randomized stats. The chance and extent of randomized stats is based on the creature's level. Added the ability for the loot system to drop functional crafting components. Added special loot items for a number of creature types. These items can only be found on specific creatures. Many of these items are components which can be used in the crafting process. Start looking. :) [size=24:8ffcaf785e]Added exceptional and legendary item/component drops. These items are very rare and are found only on high level creatures.[/size:8ffcaf785e] Added the ability for weapons and armor to drop with skill mods. Static (placed) locked crates and dropped locked crates will now have loot in them again. When looting a resource container, the default action is now pickup instead of split. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Posted: Wed Aug 13, 2003 4:48 am
by ImAgE
that alot of stuff

Posted: Wed Aug 13, 2003 4:48 am
by ImAgE
thats very useful stuff

Posted: Wed Aug 13, 2003 4:49 am
by ImAgE
:shock: