Armorsmith Archive

Thread: Armorsmith BUG list (Updated June 27, 2005)

CaileSathinor
Thu May 26, 2005 8:34 am
#1


This is a list of BUGS only, and a living document. I will add and subtract bugs as they get found and fixed. Please post issues in the Issues thread stickied to the top of the forum.

DISCLAIMER: None of these bugs are ranked in any order. I am adding them as I think of them and recieve them.

-Colors are reverting to default upon factory runs

This is a recent bug, brought around since Publish 17. Any color selections made in a draft schematic and then factory run will revert to the default color selections when pulled from the factory crate. This is causing Armorsmiths to have to hand craft every suit of armor and making it cost an incredibly large amount of time to restock vendors.

Suggested fix: Return factory run armor to the way it originally worked and have it retain its color settings.


-Vendors Are Not Retaining Details on Items After Server Reset

This is truly an aggravating bug. Many of us keep large stocks of armor on our vendors and having to re-list them every single day means it’s more of our time wasted and we get more irritated with it as time goes on.

Suggested Fix: Return vendors to updating and retaining details on items constantly so re-listing is not needed every single day.


-Segments and Other Various Items Becoming “Too Damaged To Use” After Death

This is something since the CU I have completely disagreed with, especially since the problem of crafters and survivability has not been addressed to the satisfaction of the Crafter Correspondents. Essentially, if an armorsmith dies with layers, segments or cores in their inventory, they become “Too Damaged to Use In Crafting.” This is unacceptable, especially since a) we were given no warning that this would go into effect and b) crafter survivability has not been addressed. It’s been noted Armor Repair Tools will fix this, however, I still find this a BUG that they decay at all.

Suggested Fix: Until crafter survivability has been addressed to the satisfaction of the Correspondents who represent the Crafting Professions, remove the decay from these items on death.


-Stats On Layers Are Not Updated During the Experimentation Process

This is more of an annoyance, but there’s a display bug during layer experimentation where you can keep experimenting the resistances all the way to whatever your cap is, but the resistances are staying fixed until you view the factory run crate.

Suggested Fix: I assume this is just a display script error and needs a looking into.


-Experimenting Condition on Cores and Segments Does Nothing

As far as we can tell, experimenting or condition on cores and segments has no overall effect on the total condition on the armor. On a related note, there is also no condition displayed while experimenting these items that we can check to even tell if there is any effect and we’re just not noticing it.

Suggested Fix: Make the condition on segments and cores add a meaningful amount of condition to overall armor pieces. Also add in a line where we can see if condition is truly going up when experimenting segments and cores.


-The Last Item of a Stack of Looted Components Won't Be Used Up In A Factory Run

There seems to be a general bug with using crates/stacks where the last item is unusable. It's happening on crates of powerups for example. For armor, it's happening on new stacks of looted armor cores. There's an error if you try to use the very last item in the stack (say for making an armor piece). A workaround, at least for armor cores, is to split the whole stack apart and then make sure to use the remaining core (which will still have a "1" listed as a stack of 1) as the second or third core for legs or chest.

Suggested Fix: Fix the last item in a stack so the above workaround isn’t necessary.


-Crated Pre-CU Layers Have 0 Stats Across the Board

It seems none of these items were converted from the CU. Is this intentional or another conversion oversight.

Suggested Fix: If possible, please fix these so that they are once again usable.


-Non-Armorsmith Mandalorian Armor Schematics Are Not Getting the Full Palette

The DE and Tailor certified Mandalorian Armor Schematics are not receiving the full color palette. Whether this is due to them not having the Armor Customization mod or some other customization mod issue, I don’t know. The fact that this part isn’t working also makes me concerned they will not get the full amount of experimentation points as well to put into condition, making this a very tough subject to test since no one wants to sacrifice a piece of Mandalorian Armor to test it.

Suggested Fix: The core of the fix is keep the DE and Tailor required to make the schematic, but certify the schematic as Master Armorsmith only.


-Mabari/Padded Belts and Ubese Bandoliers/Shirts Can No Longer Be Made With Sockets

These items held a place for us to sell and were desired due to the fact that they took AA’s and were relatively safe to keep and protect. The fact that we can no longer craft these with sockets makes them useless at best.

Suggested Fix: Please return the ability to craft these items with sockets so they can become useful again and not a waste of space.


-Resources With Missing Required Stats Are Counted As 0

If a schematic calls for OQ+SR+DR and the required resource is missing one of the stats, it seems that the missing stat is being counted as 0 in the overall set of the calculation instead of being ignored. This is causing otherwise great resources for armor to be utter garbage no matter how good the remaining 2 stats are and turning out armor with significantly less condition than possible, an example being composite, which I can only reach 40% experimentation with using 999 OQ Petrochem fuel.

Suggested Fix: Ignore missing stats instead of counting them as 0 in the overall equation.


-Ubese and Mabari Chestplates Cap at +50 Health, Even Though They Count As 3 and 5 Pieces In One, Respectively

Big issue here, since this cuts down the number of suits that can be made with +350 health enhancement in the recon armor arena to 2 (tantel and 1 of each factional).

Suggested Fix: Make the cap on health enhancement for Ubese jackets +150 and Mabari Chestplates +250 health so that an entire suit can still receive +350 health.

Message Edited by CaileSathinor on 07-08-2005 03:39 AM



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
justapilgrim
Thu May 26, 2005 9:45 am
#2

preCU peko peko feathers were never converted to add health bonus


the appearance enhancer does nothing for the appearance





SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
CaileSathinor
Thu May 26, 2005 10:00 am
#3

Pre-CU feathers were working last night. It doesn't show bonus until you craft the enhancer.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Mcgreag
Thu May 26, 2005 10:14 am
#4

Condition missing on segments and cores.



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
Hoshi - Infinity - Master Armorsmith - Member of Talus Trade Syndicate - RIS certed.
darthbock
Thu May 26, 2005 1:10 pm
#5






Mcgreag wrote:
Condition missing on segments and cores.




Whatthey said - condition experimentation on segs and cores does not affect armor condition at all.

Message Edited by darthbock on 05-26-2005 01:14 PM



Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
darthbock
Thu May 26, 2005 1:13 pm
#6

DE Mandalorian parts. Currently, the blueprint looks for a droid customization value of 255 when determining the available palette. Unfortunately, master droid engineers only have 64 droid customization, so DE parts always receive a very limited palette. Master tailors and armrosmiths both have 255 customization in their respective skills, so non-DE Mandalorian parts receive the full palette.



Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
Garnax
Fri May 27, 2005 2:17 pm
#7

My experimentation seems to indicated that Avian Bones are treated as if they were uncapped, instead of having DR at max 700 and SR at max 500. This means tantel armor will be inherently worse than other armor, which I'm sure was not intended.



Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
justapilgrim
Fri May 27, 2005 5:51 pm
#8

gloves/boots 100/100 and no sockets


working as intended?





SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
nimalaP
Sat May 28, 2005 10:04 am
#9






Brutus_Krylop wrote:

As of Publish 17, it looks like certain armor appearances, when uncrated, will go to the default armor coloring. I've had this happen to me with all nine composite appearances and the Ubese Jacket and Helmet.








confirmed on Marauder, but only sections of each piece revert to default. The last suit in the run was fine...




> - PALAMIN - <
Grumpy Old School Armorsmith
Retired
bleh...


Brutus_Krylop
Sat May 28, 2005 10:36 am
#10







nimalaP wrote:





Brutus_Krylop wrote:

As of Publish 17, it looks like certain armor appearances, when uncrated, will go to the default armor coloring. I've had this happen to me with all nine composite appearances and the Ubese Jacket and Helmet.





confirmed on Marauder, but only sections of each piece revert to default. The last suit in the run was fine...





A brief perusal of the Tailor forum suggests that they're having similar issues, and that it's centered around the metallic and leather pallette.



Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

Brutus_Krylop
Sat May 28, 2005 12:58 pm
#11

As of Publish 17, it looks like certain armor appearances, when uncrated, will go to the default armor coloring. I've had this happen to me with all nine composite appearances and the Ubese Jacket and Helmet.






Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

-VtS-Maddix
Sun May 29, 2005 4:35 am
#12

I've had exactly the same happen to me with Mabari Leggings and Chest Plates, the rest of the Mabari pieces are fine tho.

Message Edited by -VtS-Maddix on 05-29-2005 04:39 AM



-----

Ne'la Hi'had - Master Armoursmith, Master Merchant
[VtS]Armour located at -1800 5385 in Neo-Rome, Naboo

R.I.S. Certified
ravingbantha
Sun May 29, 2005 2:45 pm
#13

I can confirm the amor color problem as well, some pieces comming out completly differnet colors, and the last itme from the crate is the chosen color.


Also not getting the optin to Dismantle the Wookie chest pieces into 3 pieces now. I have the schematics, just don't have the option to modify existing chest plates.

Message Edited by ravingbantha on 05-29-2005 02:46 PM

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