Creature Handler Archive

Thread: TC Patch notes affecting CH

InspGadgt
Wed Jul 06, 2005 2:51 pm
#1

I've seen a few references to the patch on TC and since I had a question or 2 I figured I would post the patch notes here so we have a centralized point of discussion for this.







Tiggs wrote:











Test Center and TC-Bloodfin

Version 0.125813



FanFest/Correspondent Feedback Changes


  • Dying in space no longer adds wounds

  • You can now group with your droids in space

  • Group members no longer add to a Jedi's visibility

  • Rifleman cover is no longer affected by group mates

  • It is no longer possible to inadvertently pay double XP for learning a new skill


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 sameaggro 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: Pets no longer lose their ranged weapons on occasion when incapacitated.

Message Edited by GarVa on 07-06-2005 01:04 PM






Ok the first thing I highlighted are for those of us who are Master CH/Master Rifleman. Does this mean now that our pets, being group mates, no longer affect cover as well? This will be awesome for us if that is the case.


Next...Mob's agressiveness. Well it makes sense sort of that the mob would agro the CH after his pet goes down in a game mechanics way. Though if you were to look at it from a RL situation I doubt the mob would understand the CH was the real threat and only using a pet as a weapon. But I am more concerned with the part about the lairs,I wonder if when the mob spawns from the lair it will have agro on both the pet and the CH. If the pet continues to attack the lair which is the mob going to attack? The pet or the CH? It is sort of implied that it will attack the pet until it is incapped then turn to the CH...but since the pet isn't doing any damage to the mob itself I wonder if that will still hold true in live.


Yay finally the pet won't stop attacking for no reason! A fix!


Are ranged attacks working? I don't know why but I was under the impression they were borked with the specials.



It's nice to see some fixes but I don't see any of the top 5 we have been requesting.






Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
theorb22
Wed Jul 06, 2005 3:21 pm
#2

Another problem with the lair thing, we cannot currently tell a pet to stop attacking without hopelessly bugging it, and we certainly can't get them to switch targets with any degree of assured success. This means you could just end up sending wave after wave after wave of critters after yourself, and in some ways, having the lair attack thing broken like that protected usfrom the no switching targets bug :/.





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0nyx
Wed Jul 06, 2005 3:42 pm
#3







Pets: Pets now inherit the sameaggro 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.


Hmmmm, ok, depends on how this is implemented. IF it meanst that your lvl 40 pet will no longer be aggroed by a lvl 45 nasty thing, then it is fine. IF, however, it means that we will now get aggroed by anything that aggroes our pet, OMG trying to do missions on any planet full of reds below our CL is going to be hell. Yea, as CL80 with 3 CL22 pets, let's see me kill those level 80 rancor with all the low level purboles attackmecontinuously.


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.


I read this as no more using pets to pull. Nerfing one of the the only good things a CH had to offer a group or to hunt solo. Now it is saying that the pet will need to be in range in order to set off the combat--meaning that if other swarming or aggro creatures are also in range our pet(s) and us will have to fight them all off.


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.


With the current borked attack commands where we are unable to change the target of an attackingpet, I can only imagine that if you send your pet after the lair it will remain aggroed on the lair and will not be accept commands to attack another target . . . Why can't we have the infinite-aggro bug fixed BEFORE they make lairs continuous aggro?


Pets: Pets no longer lose their ranged weapons on occasion when incapacitated.


Great! Now if only ranged weapons worked in the first place . . .







Agree on the absence of top 5 issues being addressed. If things were working properly, a couple of the patch notes would make me jump for joy. As it stands, I can only see this as further removing the usefulness of our pets in both solo and group combat





Onyxs
Master Bounty Hunter / Master Creature Handler (My pets of honor)
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RasalTheWise
Wed Jul 06, 2005 3:49 pm
#4

Ok I can see these changes occuring IF they implement that new Specials system AND toughen up our creatures (or at least make some more Elite creatures). They're going to be taking a lot more hits than before with this new system...




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InspGadgt
Wed Jul 06, 2005 4:56 pm
#5






0nyx wrote:







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.


I read this as no more using pets to pull. Nerfing one of the the only good things a CH had to offer a group or to hunt solo. Now it is saying that the pet will need to be in range in order to set off the combat--meaning that if other swarming or aggro creatures are also in range our pet(s) and us will have to fight them all off.








I think this means more that we will have to be more carefull when using a pet to pull. This is much how it operated pre-CU so it seems more like a correction then anything. However the control issues we have with pets not responding properly to the CH will make this essentially be no more pulling. At least until our other issues get fixed.




Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
InspGadgt
Wed Jul 06, 2005 4:57 pm
#6






RasalTheWise wrote:
Ok I can see these changes occuring IF they implement that new Specials system AND toughen up our creatures (or at least make some more Elite creatures). They're going to be taking a lot more hits than before with this new system...




agreed



Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
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