Creature Handler Archive

Thread: CH Update coming

jopenack
Wed May 04, 2005 6:59 pm
#1


Tiggs wrote:

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Version 0.122029



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  • Fixed a problem where the avatars right arm would go through the acid launcher or heavy beam cannon

Combat


  • Medical actions can no longer be performed while paralyzed
  • Damage taken from an attack or DoT will now remove paralyze effects
  • Fixed abug whereauto attack turns off when zoning, using shuttle, etc.

UI


  • Deathblow text will be sent to players around the combatants as well as the combatants.
  • Fixed some issues with the chat bubbles "bouncing.
  • Character creation and armor hueing now show valid palettes.
  • Updated the icon for taunt.
  • Removed posture change chat messages from showing in the chat window
  • Changed "OK" to "Yes" in /respec dialog box message to match the button
  • Hooked up chatter commands to use a new style icon.
  • Updated theIcon textures with revised icons.

Professions


  • Inspirations should give proper experience bonuses now.
  • Fixed typo in inspiration text
  • Added a Level 30 Carbine to the Weaponsmith Schematics
  • Added the Alliance Disruptor to the WeaponSmith Schematics
  • Reduced lightsaber Force costs by 50%
  • Added in BactaShot 2 to Doctor Master
  • Slightly reduced Force Powers costs
  • Next professsion field in skills window enlarged to show 7 entries, to support Marksman->Squad Leader
  • Changed chance-to-tame formula for creature handlers to ensure that you have a chance to tame and can call any pet that you should be able to tame according to your "tame level" skill. You still need at least some Tame Vicious Creatures skill in order to tame or call aggressive creatures. In general, if your tame level is 70, then you should have a chance of taming and be able to call any creature up to level 70, without additional skill bonuses from species or skilltapes. Tame bonus, tame wild animals and tame vicious creatures bonuses will still be useful in taming creatures in fewer attempts, but will no longer make the difference between being able to make the attempt


This Is on Test Center

Message Edited by jopenack on 05-04-2005 10:02 PM



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
IForgotMyName
Wed May 04, 2005 7:01 pm
#2

Hmm. So we can tame without BE clothes. Not the fix we need but it isn't horrible..



*edited by admin*
theorb22
Wed May 04, 2005 7:10 pm
#3


Doh I didn't see the part about balancing force powers, suddenly it makes sense :/. Anyway, the remembering autoattack thing is nice, and im now glad i dont have the SP for specials, otherwise i'd be sad for my flame attacks to be nerfed .

Message Edited by theorb22 on 05-04-2005 07:11 PM





november 5th 2005- greatest hotfix ever
" you may now board shuttle while burstrunning, running normally, shuffling, walking, standing, sitting, prone, hopskipping, jumping, AND MOST IMPORTANTLY, YOU MAY NOW BOARD SHUTTLE WHILE BREATHING!!!!"
raynedog
Wed May 04, 2005 7:26 pm
#4

Changed chance-to-tame formula for creature handlers to ensure that you have a chance to tame and can call any pet that you should be able to tame according to your "tame level" skill. You still need at least some Tame Vicious Creatures skill in order to tame or call aggressive creatures. In general, if your tame level is 70, then you should have a chance of taming and be able to call any creature up to level 70, without additional skill bonuses from species or skilltapes. Tame bonus, tame wild animals and tame vicious creatures bonuses will still be useful in taming creatures in fewer attempts, but will no longer make the difference between being able to make the attempt




I don't mean to be Mr.Negativity here but is this a back handed way of saying that Tame Bonus skill will now become a skill mod that has little effect, furthermore you won't be able to tell the differance in the amount of attmepts to tame a creature from Master to Novice.


Only time will tell but I do hope the tame bonus still plays a big part. Otherwise it becomes another wasted skill mod. One of those numbers in a list that you can hardly tell if it's helping you or not.

Message Edited by raynedog on 05-05-2005 10:00 AM



MCH /---\ MBH /---\ MHS / --\ FS
Llandros
Thu May 05, 2005 1:24 am
#5

nice change and something id have loved as a novice ch

oh and in repsonce to one of the complaints the taming vicious mod will definatly not be useuless anyone whos tamed a high levle agressive knows how valuable every single point you cxna get is, and my +25 shirt is staying right wher its bene ver since i got it, on my chest



Tor'Dallen the Bothan, (tk/ch/politician Chimaera)
Ikad, Naritus (former doc/cm now commando/bit of smuggler/bit of tk)
Tordallen(quad ent master), Radiant
Eressa (onetimeMaster Dancer(switching to ranger),Master Bio-engineer,farstar)
Erressa (oneitme id now, shipwright/?, Bria))
Kazzabowich(wookie sl,pike),infinity)
jopenack
Thu May 05, 2005 3:07 am
#6

Rayne notice they said chance of tame lol. Mods will still be needed to decrease your chance of death lol.


I think this is basically repairing creatures like the borewolf who became uncallable after the cu without bio-clothes.





SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Vash_the_Outlaw
Thu May 05, 2005 4:34 am
#7

but what about theTame initiating auto-attack bug? They fix that yet?
raynedog
Thu May 05, 2005 7:06 am
#8


I'm not complaining. I'm asking. Look at the games history of skill mods/skill mod use. Skill mods and things like SEA's are always tricky because you just have to trust that it works. How do you know if your +25 Tame tape is working? This is not something that is a CH only issue, rather, when you have a skill mod that's +2, or +25, it's difficult at times to tell if that's really helping you.


I'm currently very touchy about any changes being made to CH that don't have something to do with armor and specials. I am greatfull for any patch CH gets but I still have to honestly say I feel our big issues are being avoided atm. Mostly because we have no feel for what the Devs feel our "top 10" issues are, and more over, we have no idea how high or low on the priority list those issues are. So each patch/fix, you have to wounder, how long until they get to the big CH issues?

Message Edited by raynedog on 05-05-2005 11:09 AM



MCH /---\ MBH /---\ MHS / --\ FS
jopenack
Thu May 05, 2005 7:38 am
#9

I agree with Rayne


Although all fixes or tweaks are a good thing, Some items should be a priority.






SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
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