Bio Engineer Archive
Thread: PATCH NOTES
ana-mo-cara
Fri Jan 28, 2005 10:20 pm
#27
Read up on the new houseing. That will now have fairer lot use. Storage wise.
Inventory will now be 80 items
Structure access will be allowed at 30 meters. Less ganking by indiginous life forms.
Alot more goodness. Sorry I just stink with clickys.
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=37821
Lets use this thread for discussion of what this means so we can keep the link high so people can read it. If anyone is good with clickys by all means.
EdOWar
Fri Jan 28, 2005 10:37 pm
#28
Wow, amazing changes. I can't believe the stuff the Devs have been changing lately: 60 second shuttle waits, increasing inventory limits, reducing lot requirements for large houses, removing lot requirement for multiplayer ships, reducing incap time, and the list goes on. At this rate, we'll get blue froggiesas our next Life Day presents. =)
Slim Vargo, Corbantis
HoopR
Sat Jan 29, 2005 9:39 pm
#33
Now if they would only increase the resource stacks over 100K...
*sigh*
Otaku-Convention
Sun May 01, 2005 5:57 am
#34
Jedi
- LightSaber attacks should no longer drain force when out of range
- Anti-Decay Kits will now work on LightSabers
Respec
- You can now use /respec instead of /ui action skillsRespec
- Respec points that are leftover after a respec are now preserved until your next respec
- Changed respec confirmation message to better reflect the process
- Players will not earn master badges as long as they are eligible to respec. Badges will be granted for master skills that the player has once he is no longer eligible to respec.
Creatures / NPCs
- Krayt Dragons have had their difficulty increased.
- Elite mobs now have an indicator icon
UI
- You should now be able to use the /consent and /unconsent commands on your target without having to type the player name
- On your next login, all "old-style" icons for commands that are now invalid will be cleaned out of your toolbar
- Visual effect appears again for personal shield generators.
- Fixed the characters not scaling
- Player animations have been fixed and should appear smooth and lifelike.
- Escape key now correctly causes all toolbar actions (that haven't already started) to stop
- Changed Height of Target Window to match Personal HAM window
- Centered Target Level in the CON shield in Target Window.
- Made the Group UI background invisible.
- Removed a erroneous graphical element from the group UI
- When in combat, the name of the currently targeted object will flash if it is attackable or is an enemy
Cybernetics
- Disabled death-penalty cybernetics.
- CharacterSheet: the cybernetics button should only appear if the player is actually wearing a cybernetic piece
Weapons
- Prevented weapon bolts from passing through their targets
Professions
- The Teras Kasi power boost ability should now give you a buff icon
- Droid stimpack dispensor modules should now function properly
- The Jedi "forceMeditate" and Teras Kasi "meditate" commands must be done while the player is sitting on the ground. They will no longer automatically put the player in a sitting posture.
- Fixed a CTD when using the /cover ability.
- Healing an opponent while dueling should heal yourself.
- Ranger
- /conceal should again function
- Mask Scent and Conceal should no longer be broken by combat
- Added buff icons for conceal and mask scent
- /conceal should again function
Chat
- Players can now invite a group to a chat room by doing a "group invite" on the leader of the group. This can be accomplished in two different ways.
- By using the new "invite group" button has been added to the chat room invite dialog.T
- Through a chat command - /chatroom invitegroup [room name]
- By using the new "invite group" button has been added to the chat room invite dialog.T
Vehicles
- Particle effects should no longer go off when you enter/exit vehicle.
Misc
- Drinks purchased from bartender should now be able to be consumed
HoboBilly
Thu May 05, 2005 1:55 am
#35
Did anyone else see this:
Professions
- Inspirations should give proper experience bonuses now.
- Fixed typo in inspiration text
- Deathblow text will be sent to players around the combatants as well as the combatants.
- Added a Level 30 Carbine to the Weaponsmith Schematics
- Added the Alliance Disruptor to the WeaponSmith Schematics
- Reduced lightsaber Force costs by 50%
- Added in BactaShot 2 to Doctor Master
- ImageDesigner: removed the obsolete stat migration button
- Slightly reduced Force Powers costs
- Medical abilities that are not intended to work on incapacitated or dead targets will no longer work on incapacitated or dead targets
- Next professsion field in skills window enlarged to show 7 entries, to support Marksman->Squad Leader
- Changed chance-to-tame formula for creature handlers to ensure that you have a chance to tame and can call any pet that you should be able to tame according to your "tame level" skill. You still need at least some Tame Vicious Creatures skill in order to tame or call aggressive creatures. In general, if your tame level is 70, then you should have a chance of taming and be able to call any creature up to level 70, without additional skill bonuses from species or skilltapes. Tame bonus, tame wild animals and tame vicious creatures bonuses will still be useful in taming creatures in fewer attempts, but will no longer make the difference between being able to make the attempt
-
Ranger:
- Fixed conceal icon not being removed if you traveled to a different planet or on login.
- Fixed conceal being removed if you traveled within the same planet
- Fixed conceal not working on some planets
- Fixed conceal not being removed if you had yourself targeted
- Fixed conceal icon not being removed if you traveled to a different planet or on login.
It's a start anyways. Hopefully this will heal a lot more and make us playable again. Now all we need to dois have the hate system tweaked.
Message Edited by HoboBilly on 05-05-2005 01:56 AM
Giftmacher
Thu May 05, 2005 2:27 am
#36
Looks promising, anyone got the stats for it? Power/cooldown?
Gift.
wildcat84
Thu May 05, 2005 4:26 am
#37
Now they need to increase the buff durations to at least 2 hours, and I won't be so unhappy.
A 40 min buff is practically useless.
A 40 min buff is practically useless.
Kitten_Starsider
Thu May 05, 2005 4:31 am
#38
Yai for SOE!
Thats all I wanted to see... and they did it fast too 
Kitten
IamCadan
Thu May 05, 2005 5:46 am
#39
wildcat84 wrote:
Now they need to increase the buff durations to at least 2 hours, and I won't be so unhappy.
A 40 min buff is practically useless.
I agree. I have a Master Doc alt and all he's doing is the 40 min buffs to my jedi so I can regen a bit faster. But I have to go back waaay too often to get rebuffed. And what's more, it doesn't even take any packs to do now!
Thanks SOE for turning my doc into a cleric.