Armorsmith Archive
Thread: Armorsmith Bug List (27.09.05)
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Thula
Tue Sep 27, 2005 6:05 am
#1
This is the Armorsmith bug list. Please only post bugs, issues have a separate thread. I will keep this document updated as bugs are reported.
DISCLAIMER: None of these bugs are ranked in any order. I am adding them as I think of them and recieve them.
DISCLAIMER: None of these bugs are ranked in any order. I am adding them as I think of them and recieve them.
- The 1 bug...
Armor that have been damaged beyond repair in a certain way still give full protection.
Suggested fix: make the 1/1 armor unwearable OR convert all 1/1 armor to 0/1 armor.
Armor that have been damaged beyond repair in a certain way still give full protection.
Suggested fix: make the 1/1 armor unwearable OR convert all 1/1 armor to 0/1 armor.
- Colors are reverting to default upon factory runs
This is an old bug, brought around since Publish 17, which has resisted several attempts at rectification. Some color selections will revert to default or random colors when the armor piece is pulled from the crate. Several of the most popular color combinations (e.g. black composite) have to be hand-made, and it is almost impossible to have decent stock of anything but default colors. This is putting a lot of strain on the Armorsmiths, as well as Tailors who suffer from the same bug.
Suggested fix: Return factory run armor to the way it originally worked and have it retain its color settings.
- 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 using Solid Petro Fuel with no SR.
Suggested Fix: Ignore missing stats instead of counting them as 0 in the overall equation.
- Layers, Segments and Cores Becoming “Too Damaged To Use” After Death
If a crafter is killed while holding layers, segments and cores in the inventory (including RIS segments), the items will decay and become "Too Damaged To Use". Combined with the severly limited crafter survivability this become very aggravating, and makes it very difficult for crafters to carry any of these items if they want to venture outside their houses.
Suggested Fix: Remove the decay from these items on death.
- Armor Chest pieces covering multiple locations do not get additional condition
This applies in particular to Ubese and Mabari chest pieces. Even though these pieces cover the arms too (fully or partly) they do not get additional condition and suffer from increased decay speed.
Suggested Fix: Increase condition on the Ubese and Mabari chest pieces to account for the additional cores used during assembly.
- 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.
- 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.
- BH bracers get higher condition than the other BH armor pieces
The BH bracers get condition in the range of R.I.S. armor (100-105k), while the remaining parts have standard condition. The condition of all armor pieces should be the same and reflect that BH armor is an "Epic" armor.
Suggested Fix: All BH armor pieces should have condition in line with R.I.S, i.e. 100-105k.
Thula
Tue Sep 27, 2005 6:06 am
#2
This was an earlier bug reported, can anyone confirm whether it still is in effect?
-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.
-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.
Animi
Tue Sep 27, 2005 7:36 am
#3
I've said it before and I'll say it again, you CANNOT repair broken RIS segments. Please update the highlightedinfo so the DEVs don't think there is actually a workaround when it comes to RIS segments. Thanks.
Thula wrote:
-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.
pykescylla
Tue Sep 27, 2005 8:29 am
#4
Animi wrote:
I've said it before and I'll say it again, you CANNOT repair broken RIS segments. Please update the highlighted info so the DEVs don't think there is actually a workaround when it comes to RIS segments. Thanks.
Thula wrote:
-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.
This is correct. This is why people are so infuriated by the bug. What you can fix with a repair tool is looted core that has been damaged, notably the last one in the stack (whether it is actually damaged or not).
WittyNewt
Tue Sep 27, 2005 9:38 am
#5
Thula wrote:
This was an earlier bug reported, can anyone confirm whether it still is in effect?
-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.
Yes it is in effect, most prevalent when doing final combine on Comp armor as example above which uses Solid Petro that has no SR stat.
Add another couple of bugs to this list:
BH armor Condition
Bracers have RIS like condition (2 x standard) and every other piece has standard condition. Unify this, hopefully giving BH armor 2 x like RIS.
PSG condition
PSGs suffer from a 1/1 condition bug like armor, enough said
pykescylla
Tue Sep 27, 2005 11:21 am
#6
Not sure the health bonus to ubese and mabari would be considered a bug. More like a design issue. How about the fact that wook chest plates (which take three cores but cover the head) get double condition, but ubese and mabari, which also cover multiple locations with more cores, do not.
pykescylla
Tue Sep 27, 2005 11:24 am
#7
And as far as Bug One goes, I think it should be expressed as armor that has experienced a failed repair and is at 1/1 condition (the only way it can get to that state) stops damage just as well as full condition armor.
JediMasterCarlito
Tue Sep 27, 2005 11:25 am
#8
Thank you for the lists (this and Issues). I only have one suggestion, for easier reading on poor eyes like mine. Format the document with just a small amount of coloring like so, so we can quickly point out the bugs. 
This is the Armorsmith bug list, based on Caile's last version. Please only post bugs, issues have a separate thread. I will keep this document updated as bugs are reported.
DISCLAIMER: None of these bugs are ranked in any order. I am adding them as I think of them and recieve them.
- The 1 bug...
- The 1 bug...
Armor that have been damaged beyond repair in a certain way still give full protection.
Suggested Fix: make the 1 armor unwearable.
-Colors are reverting to default upon factory runs
This is anold bug, brought around since Publish 17, which has resisted several attempts at rectification. Some color selections will revert to default or random colors when the armor piece is pulled from the 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.
This is anold bug, brought around since Publish 17, which has resisted several attempts at rectification. Some color selections will revert to default or random colors when the armor piece is pulled from the 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.
-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.
-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.
-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.
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.
-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.
-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.
pykescylla
Tue Sep 27, 2005 11:58 am
#9
Like me, Thula could be using Mozilla, which doesn't let you post using the graphical editor. I had to do my sig in IE. Looks much better, though.
Kam_Revel
Tue Sep 27, 2005 1:42 pm
#10
I second JediMasterCarlito's request. Colors might also help the devs notice the issues better.
Pyke try Opera. May like it better and no problems posting on any forums yet.
Pyke try Opera. May like it better and no problems posting on any forums yet.
Message Edited by Kam_Revel on 09-27-2005 01:42 PM
LeviticusD
Tue Sep 27, 2005 3:46 pm
#12
BigfootKC wrote:
any comments from the devs on the factory bug?
TH wrote yesterday(I Think)on the In-Concept thread that it's turning out to be tricky, but they are about to try another fix.
http://forums.station.sony.com/swg/board/message?board.id=in_concept&message.id=27637#M27637
Here's the link...it's towards the bottom of the page.
Message Edited by LeviticusD on 09-27-2005 04:47 PM
Kam_Revel
Tue Sep 27, 2005 4:05 pm
#13
What is the final word on the converted layers with Zero stats. Can I ditch them now or should they rot a while longer in the factory? I notice it isn't listed as a bug anymore so I'm guessing the issue is dropped or settled as a loss for us.
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