Bio Engineer Archive
Thread: News from TC Patch notes.
Just found the following in the patch notes on TC
Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.
And another one
Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.
See they're pushing to have mounts and clones to hit live next week.... hope the cloning system is tested and live by then :/
And yeah and boo on the tissue stacking. This is good for getting to 25, but bad in that quality resources don't matter much now.
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See they're pushing to have mounts and clones to hit live next week.... hope the cloning system is tested and live by then :/
And yeah and boo on the tissue stacking. This is good for getting to 25, but bad in that quality resources don't matter much now.
dont count on it clone not amking it this patch
Talthazar wrote:
Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.
I don't quite understand what this means. I'm only recently Master, and am still trying to figure out how tissues and clothing will work.
Does this mean that a single piece of clothing can have six different effects on it, i.e. camo bonus, mask scent bonus, stun defense bonus, melee defense bonus, entertainment wound healing bonus and cover bonus?
What happens if you put two Scent Camo tissues in a single piece of cloth? Do they stack? For example, if I have a +7/+7, and our guild tailor puts two of these into a cloth, does the cloth become +14/+14, or does it stay +7/+7?
Also, can you wear multiple pieces of enhanced clothing, and get the bonuses to stack? For example, if the +7/+7 is on a pair of pants, and on a shirt, do I get +14/+14, or only +7/+7?
Thanks!
Talthazar wrote:
Just found the following in the patch notes on TC
Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.
This may sound good, but in practice it is completely useless. What it in fact means is that in a handful of clothing items you'll be able to add both medical bonuses in addition to entertainer bonuses. So those entertainer/doctors out there (never met one myself)rejoice (and bring me huge stacks of egg), for the rest of us it does it no good at all.According to my notes, there is not a single piece of clothing that has multiple"slots" for RFP, so those dreaming of adding bleed defense + mask scent will be dissappointed. Ugh, yet another useless item that does us no good when they could be fixing much more important things.
Sumorex wrote:
See they're pushing to have mounts and clones to hit live next week.... hope the cloning system is tested and live by then :/
And yeah and boo on the tissue stacking. This is good for getting to 25, but bad in that quality resources don't matter much now.
Heh. . ., The cloning line hasn't even been implemented into the Test Center. There's little hope that it will be tested thoroughly and pushed into live with mounts and Player Cities next week. . . It makes medisappointed too. . .
Best this will do is save a little wardrobe space. I like it the way it is. This means a bunch of rubbish low level mods will work as effectively a high quality master product. But I am looking forward to my Taming/Med/Dancer grand twilek head piece.