Bio Engineer Archive

Thread: BE Clothing to be hotfixed between Pub 21 and pub 22

Yaanos
Sat Aug 06, 2005 3:10 am
#27

Will the Ranged/Melee defense mods actually stack with your template mods now? We all know that you can only have +25 in clothes but most of us have found that with foods/drinks and clothes we get no difference. Maybe you could explain how you intend ranged/melee defense to work?




Yannos
Chimaera - Director of absolutely nothing (and proud of it)

Don't eat yellow snow for thou will regret it and probably be very ill

genkii
Sat Aug 06, 2005 4:32 am
#28






Yaanos wrote:

Will the Ranged/Melee defense mods actually stack with your template mods now? We all know that you can only have +25 in clothes but most of us have found that with foods/drinks and clothes we get no difference. Maybe you could explain how you intend ranged/melee defense to work?






There is no cap for Melee/Ranged Defence from Foods/Drinks, and the Cap from clothing is +25.




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Red-Dwarf
Sat Aug 06, 2005 7:02 am
#29




Ragnaat wrote:
*crosses fingers*

*and toes*




Oh well - seems you were right to be worried. And it seems the patch was on TC-Bria but as we didn't have patch notes and hardly anyone around it seems no one noticed that the patch didn't do what they wanted it to do.


It did fix lighting - which I commented on in the bug thread. It didn't fix shuttle times - which I didn't note in the bug threadas I didn't know they had fixed it.


And importantly it seems not to have fixed anything else - QA were probably on the wrong server testing and the wrong patch got sent live (they sent the one from TC-Bria not from internal server using TC-Prime hardware).





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NB: Any comments I make on TC code can and often do change
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Aleskander
Sat Aug 06, 2005 7:19 am
#30


Don't complain, a DEV actually posted in the BE forum



*Where life has no value, sometimes Death had its price. That is why the Bounty Hunters appeared.

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twiafu
Sat Aug 06, 2005 8:06 am
#31






JFreeman wrote:
Hotfix just passed QA and (even better news) it does fix issues with data loss when removing items from factory crates, too.









Well your QA team needs to do a better job, BE Mods are still broke AFTER the hot"fix"...







____Pub XXI___________________________

LAST JEDI HEALER

-------------------------------Ford Prefect----------------

omadnay
Sat Aug 06, 2005 8:15 am
#32

JFreeman = Lando:

"It's not my fault! They told me they fixed it!"

:/

Artoo! Where are you Artoo?



- Omadda Szool
Kauri

May the force be with you.

Kivrin
Sat Aug 06, 2005 5:31 pm
#33

The defense foods are broken as well.

genkii wrote:


Yaanos wrote:
Will the Ranged/Melee defense mods actually stack with your template mods now? We all know that you can only have +25 in clothes but most of us have found that with foods/drinks and clothes we get no difference. Maybe you could explain how you intend ranged/melee defense to work?



There is no cap for Melee/Ranged Defence from Foods/Drinks, and the Cap from clothing is +25.






- C A N C E L L E D -
kivrin://m.pikeman.bio-engineer/~ahazi
dantooine.MO ['vendor'] = { 100, 2222 }; /* meds and supplies */

Rancor418
Sun Aug 07, 2005 12:02 am
#34





JFreeman wrote:
Hotfix just passed QA and (even better news) it does fix issues with data loss when removing items from factory crates, too.









Good job guys.
Oh wait this fix did not fix anything?

/gives JFreeman a hi5 and moves at the last sec.






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UlsaSkylighter
Mon Aug 08, 2005 7:40 am
#35






JFreeman wrote:
Hotfix just passed QA and (even better news) it does fix issues with data loss when removing items from factory crates, too.









Still having Armorweave belts and such come out of crates with zero sockets when the crate clearly states that they have 4 sockets. Is this something in this mix?
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