Chef Archive
Thread: Heeeeeeerrrrreeee's PATCH NOTES!
Ok, this is from a post on the TC forum, it may or may not accurately reflect what the TC got (although who the heck is Ossmuz and why's a 1-post person a community elder?). Note: this is for TestCenter only, it hasn't gone live.
Professions: Chef
Chef Profession Revamp: The Chef profession has been completely revised in this patch. Chef food items now have a more interesting and powerful set of effects and buffs and more flexibility in experimentation.
New Chef Assets: Several food items now have custom art. There are also two new Chef hats and one new Chef apron creatable by Tailors.
Player Stomach: The stomach meters for food and drink now decay over a period of one hour. Each food item takes up a % of stomach space that may be determined by examining the item.
Food Effects: Food effects are no longer limited to stat modifiers. Food created by Chefs can now enhance skills, give new protections and enhance combat abilities. There are even foods for medics, entertainers, and crafters. Examining a food item will display what it does. Food created before the patch will be unchanged. We encourage all players to seek out and try the new foods!
Food Experimentation: Chef experimentation on food has been reworked. Chefs now experiment on four unique attributes: filling, flavor, nutrition, and quantity. Filling affects the stomach usage of the food, flavor affects the duration of the food?s effect, nutrition affects the effectiveness of the food, and quantity affects how many of the food the crafting attempt will yield.
Bio-Engineered Food Additives: The set of Bio-Engineered food components have been revised. Bio-Engineers can now create 3 intensities of component for each of the 4 experimental attributes (12 total). A Chef can then use these components in his recipes through the additive slot. For example: a Bio-Engineer could make a 'light nutrition component' and sell it to a Chef who uses it to enhance the effectiveness of one of their recipes. The impact of Bio-Engineered food components has been greatly increased.
Milking: Players can now milk certain herbivores. A 'milk' option will show up on their radial menu. You must be scent masked or concealed to milk. You'll have to figure out on your own what can be milked.
Drink Containers: Drink recipes now require a separately crafted container. As a Chef increases in skill, they will earn the ability to create new types of containers. The larger the container, the greater the yield of drink created in a single crafting attempt.
Yay chef hats! Yay, filling details! Yay new experimentation! Yay details on digestion! Boo 1-hour digestion! Yay milking!
There's also a note about a shellfish harvesting tool and increased fishing yield, so combined with the milkingthe BE tissues should be a bit easier to get.
Now, to sneak out of work early to play with these (assuming TC is up, it's been having problems since the update this morning)
MOOOOOO!
I am guessing from any herb that has female in the title. I wouldn't put it past them for it to be a dead animal and milk being an option along with meat, bone and hide. Otherwise one could milk a cow for all she is worth.
yay! finaly!
Now all you test center chefs *cough*SirVimes*cough* get yer butts onthere and feed us those schematics! Those poor slobs like me stuck at work.
LOL poor Papa ![]()
Test probably wont even be up for hours hun, go out on your date ![]()
Vishna wrote:
LOL poor Papa
Test probably wont even be up for hours hun, go out on your date
Oh man, you say date and call him Papa Smurf. Reminds me of "Smurfs: The Lost Episode" on www.albinoblacksheep.com . "Papa Smurf I wanna lick your...." LOL. Sorry, I have a weird sense of humor. Are we ever gonna meet up on a server to walk around as Smurfville?(Thinking Rodians or Twileks. Rodians would be shorter though
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Cookie the Wookiee (TIA)
Lowca, Naboo, Moenia
Master Chef, Architect, and Artisan
Merchant 3/1/3/3
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