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READ THIS POST *******THE UBER PATCH OF WED, AUGUST 13!!!

Posted: Wed Aug 13, 2003 3:17 am
by Darth Bob
[size=24:4a40a23aa3] NOTE: IF SOME THINGS ARE MISSING FROM MY UBER LIST OF THE UBER PATCH, DO NOT I REPEAT DO NOT BLAME ME! THE DEVS FUCKED UP ON THEIR LIST (link below) OF THINGS THAT ARE NOW CONVERTED FROM TEST CENTER TO LIVE SERVERS. SAME APPLIES TO ADDITIONAL THINGS I DID NOT COVER[/size:4a40a23aa3]THIS POST IS AN INTRO POST TO THE POST ILL BE POSTING AFTER I POST THIS POST ABOUT THE POST WHICH I AM ABOUT TO POST WHICH CONCERNS THE UBER PATCH WHICH IS IN THE TITLE OF THIS POST I AM POSTING RIGHT NOW ON THE POSTABLE FORUMS WHERE ALL KINDS OF PEOPLE CAN POST!__________________________________________________________the patch you downloaded today was not a stealth nerf, it was a client something that will help you download the UBER patch tomorrow

Posted: Wed Aug 13, 2003 3:19 am
by ImAgE
Soooooo

Posted: Wed Aug 13, 2003 3:19 am
by Darth Bob
TO KEEP MYSELF FROM BOREDOM (and to raise my post count) I WILL POST A LOT OF SEPERATE SHIT! HERE IS THE LINK BUT ILL BE POINTING OUT ALL THE COOL AND BAD SHIT SO YOU DONT HAVE TO!http://starwarsgalaxies.station.sony.co ... %20Testing

Posted: Wed Aug 13, 2003 3:21 am
by ImAgE
whats this post that you said you where gonna post on the postable forums that others post ? 8)

Posted: Wed Aug 13, 2003 3:22 am
by ImAgE
what i mean is when are you gonna post the post

Posted: Wed Aug 13, 2003 3:22 am
by Darth Bob
LET US BEGIN WITH WHAT THEY SAY AT THE BEGINNING_____________________Reduced the amount of damage by 75% when fighting in PvP If hit while knocked down the player will take 50% more damage _____________________instead of nerfing one thing, they nerf all of us. expect longer raids. yes i bet this means not just FWG5's will lose damage in PvP but also my infamously crappy DL44_____________________Increased the distance at which you can be from your target when it dies and still get xp for it. _____________________cypher, no more kimo problems._____________________Fix for a problem where Smugglers can slice things on the floor of other people's houses without their permission. _____________________WHY DIDNT WE KNOW ABOUT THIS EARLIER

Posted: Wed Aug 13, 2003 3:22 am
by ImAgE
:?: :shock: :?:

Posted: Wed Aug 13, 2003 3:26 am
by Darth Bob
PROFFESSIONS: CRAFTERSARMORSMITH-i dont really know what this means so ill post all of it--------------------------------------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. ----------------------------------------------------WEAPONSMITH-______________________________________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. ______________________________________can you say, uber?all just post all the rest. no nerfs or useless shit here_______________________________________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. _______________________________________(architect gets no patching. HAHAHAHAHAH POOP ON YOU CRASH/JACEN!)BIO ENGINEER-__________________________Allowed Bio-Engineer to sample from their own pets __________________________thats about it

Posted: Wed Aug 13, 2003 3:29 am
by Darth Bob
I FORGOT DROID ENGINEER!!!!!!!not much so ill post it all... not to mention i dont get most of it_______________________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). [size=24:87e32ade52]Droid pets will die when incapacitated[/size:87e32ade52] Fixed a problem that prevented surgical droids from being used to heal wounds. _______________________bob 5 will be spending more time in the datapad now lol

Posted: Wed Aug 13, 2003 3:34 am
by Darth Bob
COMBAT PROFFESSIONSCOMBAT MEDIC-_______________________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.. _______________________SMUGGLER-_______________________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. _______________________CREATURE HANDLER-most of it was little shit so here we go for the big stuff_______________________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. _______________________i cant tell if this is good.... or bad....[size=24:cf38e6fa73]Creature handlers will not be able to 'call' pets that they would have no chance of taming[/size:cf38e6fa73]this doesnt affect JUGGZ at all but it will me, although i wasnt gonna run to dathomir for a rancor when i first got novice anyway lol________________________[size=24:cf38e6fa73]Pets can now attack creature lairs.[/size:cf38e6fa73]________________________CAN YOU SAY, UBER PURCHASMENTATION?!________________________Removed the requirement for a creature handler to be within 30 meters of his pet in order to gain xp. ________________________