Bounty Hunter Archive
Thread: TC Patch Notes
Test Center and TC-Bloodfin
Version 0.
Based upon feedback from the Correspondents and Fan Fest attendees the Entertainer profession will receive a new music and dance icon as well as 6 new entertainer abilities. Read on for more details.
Profession: Entertainer
New Dance
Bunduki (an interpretive dance from the planet on which the Teras Kasi fighting style originated)
New Song
Swing
New dance particles:
Center Stage
Color Swirl
Dance Floor
New music particles:
Featured Solo
Laser Show
Fire Jet 2
Fix ed exotic flourishes so they now function properly
Battle Fatigue is no longer acquired and entertainers can no longer heal it.
Entertainer's and elite professions' skill branches have been reworked to accommodate these changes.
Add props to old healing branch
Dance props
Staff
Sword
Sparkler
Glowstick
Torch
Ribbon
Double Ribbon
Mystical Ribbon
Double Mystical Ribbon
Sparkle Ribbon
Double Sparkle Ribbon
Also, at novice dancer or higher, dancers can duel wield props.
Profession: Image Designer
Image Designers will no longer see other players avatars in the user interface as swimming
Profession: Bounty Hunter
NPC Bounty missions will now work properly. The Mark will now be of appropriate difficulty based on the difficulty of the mission
Moved Player Bounty Hunting to the Master Bounty Hunter skill Box
Bounty Hunter Jedi missions (1) no longer list Jedi names and (2) prevent you from determining Jedi’s level via mission payout
Profession: Scout
Phecnacine Dart will no longer cause creatures AI to turn off
Profession: Pilots
Pilots that drop a pilot profession will no longer lose an extra 10% experience if they have an inspiration buff.
Profession: Jedi
FS Village, Phase 4:
Increased the frequency of the Sith Shadow Pirates spawn to make the Village Assault (Ranged Speed / Melee Defense) quest is now easier to complete
Players that are using force cloaked will no longer be targetable
Jedi heals will no longer cost Force and Mind if the target does not require healing
Armor / Weapons
Fixed an Issue with the Mabari Gloves
UI
Removed the version number from the splash screen. If you would like to retrieve the version number, press CTRL+SHIFT+G in game.
Master Badges will now be granted during the token respec period
Fixed the range indicator so it packs down when HAM bars are invisible.
GCW
Reduce TEF timer to 2.5 minutes.
Combat between a bounty hunter and a Jedi for which the bounty hunter has a bounty mission will result in a "bounty hunter TEF". No other TEF (such as factional TEF, for example) is applied. The "bounty hunter TEF" will prevent both the bounty hunter and Jedi from entering player structures, and will eject the player from a player structure if the TEF is received while the player is in the player structure.
Guild war pvp no longer results in a TEF, unless the combatants are a bounty hunter and a Jedi for which the bounty hunter has a bounty mission, in which case it will result in a "bounty hunter TEF".
Opposing factional TEF and "bounty hunter TEF" are applied to both combatants as soon as any of the combatants attacks.
Quests / Loot
Mellichae now drops his cyborg arm as loot.
Mellichae and Daktar Bloodmoon now drop more appropriate loot.
NPC Jedi can now drop medpacks, clothing, and pistols as loot.
AI
Fixed an error case where AI would emit a "?" over its head when a non-threat approached.
Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you.
Pets: Pets now inherit the same aggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player.
Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly.
Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered.
Pets: Fixed a case where pets could lose their ranged weapons when incapped and not regain the weapon until stored/recalled.
Message Edited by Skare99 on 07-05-2005 11:22 AM
Dosi wrote:
Funny, this isn't in either the Dev Tracker, In Testing, or TC forums...
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=76359&view=by_date_ascending&page=1
Here is one of the 2 Scout fixes
Scouts
- Single target state reduction traps should no longer grant experience when thrown at a creature already affected by that type of grenade.
I hope that the word grenade was supposed to be trap and not state, either that or some dev doesn't know the difference between grenades and traps
fatheadnz wrote:
Scouts
- Single target state reduction traps should no longer grant experience when thrown
at a creature already affected by that type of grenade.
I hope that the word grenade was supposed to be trap and not state,
either that or some dev doesn't know the difference between grenades and traps
gre·nade (grə-nād')
n.
"A small bomb or explosive missile that is detonated by a fuse and thrown by hand or shot from a rifle or launcher."
Ranger traps are, by definition, a grenade... an explosive thrown by had. Honestly, except for the adhesive mesh (pre-CU), nothing in the scout or ranger line really qualifies as a "trap".. (A device for catching and holding something).
And the Dev's wonder why we think we are neglected.
How long has the game been around and they don't realize we don't have grenades.
Big freaking D'uh guys.
JB
sadly shaking his head as he decides to /bug all the typos in the game but realizes then he won't have time to play
Wait for it. Wait for the howls of disappointment when countless morons discover that trap grinding isn't an express lane to unlocking a jedi.
al-djinn'i
Master Ranger