Artisan Archive
Thread: Two Artisan Issues fixed !
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Guruweaver
Tue Oct 26, 2004 4:06 pm
#1
Hey all,
Two of our long running issues have been fixed in Publish 11, on live now.
1) Fixed a bug when a crafting tool crafts ANOTHER crafting tool with Practice turned on. When the tool was finished, it would cancel a player's current crafting session, regardless of what crafting tool they were currently using
2) Harvester animations are working properly
Woo!
See, they were listening.
Guru
Two of our long running issues have been fixed in Publish 11, on live now.
1) Fixed a bug when a crafting tool crafts ANOTHER crafting tool with Practice turned on. When the tool was finished, it would cancel a player's current crafting session, regardless of what crafting tool they were currently using
2) Harvester animations are working properly
Woo!
See, they were listening.
Guru
Message Edited by Guruweaver on 10-26-2004 07:08 PM
LadyGrey
Tue Oct 26, 2004 4:50 pm
#2
Well, this means I have to do two things: 1) Stop making as many snide remarks about the devs, and 2) Watch out for those flying pigs I'm sure will start appearing in the game
Dpjarrett
Tue Oct 26, 2004 5:05 pm
#3
/cheer
I just felt like posting something... Guruweaver beat me to all of the good questions today. 
DaBarius
Tue Oct 26, 2004 5:15 pm
#4
Yes! Harvestor animation finally fixed... 
Who should I hug now? 
Samn
Tue Oct 26, 2004 6:07 pm
#5
/hug everybody!!! i was wondering what was going on with my non-moving harvesters!! :-]
sciguyCO
Wed Oct 27, 2004 1:41 pm
#6
This is probably going to be taken as bad news, but there was a third crafting fix included with pub 11:
3) Factory manufacturing time is now based on a item's complexity after experimentation.
Previously, the item's factory time was based only on its initial complexity, experimentation had no effect (although it did increase the time to hand-make the item).
Each time you "Run Experiment" you increase the item's complexity by 1, which increases the manufacturing time 8s per item.
Chaosium_451
Wed Oct 27, 2004 2:49 pm
#7
Actually, I like this one. It makes sense, and offers a trade-off for experimentation. Good job Dev's!
It also provied incentives to take the big gamble and burn all your experimentation points at once instead of one-by-one.
Message Edited by Chaosium_451 on 10-27-2004 04:51 PM
Star_Ranger
Wed Oct 27, 2004 4:50 pm
#8
Some old fixes there. I logged on last nightand could hear my harvestor running outside my house. That was broken so long I though it was intended to prevent noise pollution issues 
The complexity fix shouldn't bother me too much as I tend to only add three to the base using the 4,3,3 experimentation method.
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