Combat Medic Archive
Thread: Test Center Patch Notes
It looks like they've started pushing out the latest Publish to Test Center. Vass said the notes he put up there are not final and anything could be added or removed from the list, but I thought I would cull through them and post the stuff that looked relavent to CMs or to the Issues on the list. I also did not include stuff thatI knew for certain was already in a Hotfix. Remember these are only going out to Test right now so even if they stay on the list it will still be another week or two before they get patched out to Live.
The stuff in brackets [ ] are just my comments. Feel free to ignore them.
Sped up grenade throws
[Not sure if this will affect CM style throws or not.]
Added some failsafe clearing of dot states to help prevent the states sticking after the dot is removed.
[Not certain how this change will afffect CMs yet.]
Modified process for granting general combat xp (should always be at least 10% of total combat damage)
[may affect the combat XP received when healing]
Upped combat xp grant range to 80m
[may affect the combat XP received when healing]
Added "empty harvester" button to discard ALL resources
Added more info when you examine a manufacturing factory.
Fixed crafting manufacture schematic limit to 100
[Can you say Uh-Oh?]
Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.
Made /dragIncapacitatedPlayer visible in action list
Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly.
Force the player to standing before performing a ranged healing action.
[So it sounds like they want CMs to be in the stand state and may not allow us to bounce back down to our previous position like they do for non-ranged healing actions?]
Fixed an issue where players could become permanently incapacitated in some cases where they had been buffed and were then cloned with many wounds.
Missions on advanced planets will now scale correctly based on character level.
Guess we'll have to make a lot of credits before that one ispushed to live then, since character level is wack for all medic classes.
That's an old one, we already got in a Hotfix which is whyI didn't bother adding it above. (Actually I have to confess to completely missing seeing it as i read through the notes, though, even if it is an old one.)
Tomorrow is my Test Center day, so I'll be checking over my notes and see if anything is in there that's not listed on the Notes here.
EurekaUpright wrote:
Combat Medic - Added line of sight checks for combat medic dot attacks
Whats the hell does that mean???
Underwhelming!!
One of two typos fixed. And confirmation of an old nerf.
But then again, one typo in 2 months is progress!
One typo is not progress. I would like to ask that this update be deemed unacceptable as is to the developers.
We need an advocate. I will not be happy with token changes that take place over months.
Eureka
EurekaUpright wrote:
Combat Medic - Added line of sight checks for combat medic dot attacks
This could probably mean that the area effect is LoS from original target and not everything in the radius.
Fixed crafting manufacture schematic limit to 100
sheesh. Medics, Doctors and Combat Medics unite! This one is gonna HURT
Zarlor wrote:
I'm pretty sure that's the old nerf we got several weeks back now where you needed Line of Sight (LoS) in order to be abel to throw a DoT at a target.
yes, but the area effect of CM stim and posion's still ignores walls and LoS, only the target needs to be in line of sight! If a wall is between the target and another player the other player is still affected!
I realy hope they change their minds on those 100 Schematic things.
I mean a Ranged Stim E take 3 of the sub components to make. If I can only make 2 crates of 50 for those sub components, I'll never be able to make a crate higher then 30 and I'll only be able to make 1 at a time.
That's really lame.
I guess I'll just have to start loading up my factories now to make ADV. Biochems and Adv. Liquids in runs of 1000 non stop until they nerf it.
I wont even start on the whole having to put a new schematic in every 4 hours. I don't want to have to run back to my factory all the darn time to reload subcomponents that I need 1,000s of to make any decient amount of stims for selling, much less using.
BAHH I say.. BAHH!
Yeah this schematic thing I don't get. Insures we'll never be able to make any of our stuff in even reasonable volume (100 AOE, or 100 rangedD) as the multiple subs requried per final will change serial every 100.
Don't really get this one at all, and it's not a great pass for CMs in general. Yet, on the whole there's quite a number of good fixes in it.
Jacore