Creature Handler Archive
Thread: CH Update coming
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- Fixed a problem where the avatars right arm would go through the acid launcher or heavy beam cannon
- 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.
- 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.
- 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
Message Edited by theorb22 on 05-04-2005 07:11 PM
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
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
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.
Message Edited by raynedog on 05-05-2005 11:09 AM
I agree with Rayne
Although all fixes or tweaks are a good thing, Some items should be a priority.