Architect Archive
Thread: Publish 17 Love for crafters except us
- Camouflage Kits are now usable by non-Rangers. Any player may now self-apply a camouflage kit to gain a small conceal buff. This buff is less effective than if a Ranger had applied the camouflage, but it should aid crafters in avoiding the unwanted attention of critters near their installations. Also, camouflage kits are now usable from the button bar
- Crafting weapons will now grant the appropriate General or Weapon Crafting XP
- Recyclers will now be craftable again
- Armorsmiths can now craft Wookiee armor chest plates with 3 pieces so Wookiees can wear Cybernetics with Wookiee chest plates
- Increased condition on Factional armor
- Lowered complexity on armor segments and cores.
- Using /sampleDNA will no longer set off your auto attack
- Bio-Engineer Pet Levels should now function properly
- Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA
- Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives
- Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)
- Crafted pets should fight reasonably well for their level
- Fixed an issue where un-balanced bio-engineered pets could be created
- Bio-Engineer Pet Stats fixed to have an effect on function
- Each of the following DNA traits now affect new attributes:
- Hardiness: Health
- Endurance: Health Regen Rate
- Fortitude: General Protection (Base Armor)
- Dexterity: Defense Value
- Cleverness: To Hit Value
- Power: Min/Max Damage
- Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
- Fierceness: Adds a small chance for each attack to be a critical hit.
- Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
- Courage: Aggro generation bonus added to normal attacks.
- Hardiness: Health
- Droids with Detonation Modules in them will now properly damage their targets again. Damage output of the Detonation Droid was adjusted to match the new balance of the Combat Upgrade. Detonation Droids now do Kinetic base damage plus a 10% bonus damage of Heat
- Droid repair modules should repair the proper attributes
- Crafting Droid Armor Module 5 and 6 should no longer require a Composite Armor Segment.
- Added the ability to set a /covercharge for performers.
- Performers can now set themselves to have a cover charge. Use the command /covercharge <amt>. You can reset it by /covercharge 0 or null)
- Audience members who "watch" or "listen" to the performer will get a pop up box asking if they wish to pay the cover charge.
- Once the performance is complete, the performer will receive the cover charge funds when the audience member stops listening/watching.
- More than one audience member at a time may pay the cover charge and view the performance.
- Performers can now set themselves to have a cover charge. Use the command /covercharge <amt>. You can reset it by /covercharge 0 or null)
- Inspirations should give proper experience bonuses now.
- Fixed a typo in the inspiration buff text.
- Extended performer experience rewards to all members of the buffer's band
- Extended experience types affected by inspiration buff.
Profession: Shipwright
- Added a variety of craftable mining lasers, cargo holds, and a craftable tractor beam. These all require asteroid resources and are found throughout the shipwright tree.
- Added a "Ship Modification" slot to the Rihkxyrk Fighter, Kimogila Fighter, X-Wing, Z-95, and TIE Advanced.
Added several new ship modification draft schematics.
- Added a Level 30 Carbine Weaponsmith Schematic.
- Added the Alliance Disruptor Weaponsmith Schematic.
- Newly crafted grenade wiring and explosive power-ups now work on grenades.
- Legacy power-ups have been converted to work under the new system at near maximum values (30% damage for explosives & 30% speed for wiring).
- Power-ups now use "Decay Resistance" during crafting which will make it easier to get higher efficiency values.
- Efficiency values are now tied to the number of uses for power-ups. Higher efficiency now gives a greater number of charges.
Max values for power-up bonuses have been raised slightly.
RavennStarr wrote:
Well, as a Master Artisan, these will be good.. however, would it have been so hard to add some plants? (I know, I know...)
you have to have a perscription for those..
Dvnce wrote:
RavennStarr wrote:
Well, as a Master Artisan, these will be good.. however, would it have been so hard to add some plants? (I know, I know...)
you have to have a perscription for those..
But what about my gluacoma?
The camo kits are indirect love for us, on account of we have to mine the most stuff except for shipwrights.
Anyways, I console myself with a quote (Tanith Lee, I think): "A demon eventually destroys what it loves."
We could always go on strike for say... 2 weeks? (feels crafting withdrawels even as she writes this)... nothing new out there for peeps to buy... they start having to barter their goods... then, just for fun, we wait an additional week. Boom! We're back in business and prices soar ...
Yes, I'm bored. Please hurry up server. ![]()
We really should boycott all crafting for like a week. Show people just how much they depend on us. And if they still complain about high prices, then we continue it. Of course, most of us would end up like Ravenn and go into withdrawal...
STUPID SERVER MAINTENANCE
ok. Rant done.