Development Cycle Archive
Thread: Test Center Update Notes Mar 5, 2004
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Rogue_5
Fri Mar 05, 2004 10:18 am
#1
AI enhancement: Prevent NPCs from getting stuck when trying to avoid other NPCs while moving through doorways.
Bestine: Conversation fixes for Victor Visalis.
Bounty Hunter: If you track a player on the Corvette you should get the message that the player is somewhere out in space.
Bounty Hunter: Added a check for the dungeon planet during the seeker tracking loop. If the bounty hunter is on the dungeon planet, he will be told that he cannot track from where he is.
Client Stability: Fixed a client crash that could happen when going to the Corellian Corvette.
Combat: Fixed the Knockdown effect with /chargeshot2
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
Commodities Market/Vendors: Added error messages for attempting to sell items in trade windows, non-empty bags, and un-tradeable items like goggles and light sabres.
Corellian Corvette: Fixed a problem where codes to get into locked rooms would sometimes no longer work
Corellian Corvette: Removed keycards and slicing from the keypad terminals
Corellian Corvette: Lots of corvette conversation fixes.
Corellian Corvette: All prisoners now give faction when rescued and the main rescue targets are now there and all ready.
Corellian Corvette: Fixed the case where party members would sometimes end up at 0,0,0 on the first transport after a server restart.
Corellian Corvette: Added berserker rifle schematic as an occasional loot drop for the Imperial corvette missions.
Corellian Corvette: Removed rebel medics from the Corellian Corvette and replaced them with combat ready commandos
Corellian Corvette: Assassination target should now message player
Corellian Corvette: Escape pods and Timer reset should kick player out, to the same location as other players, and to a random location that won't be campable (they're all no build zones)
Corellian Corvette: Corvette should now properly reset itself.
Corellian Corvette: Corsecs on Corellian Corvette should now be aggressive to players even with max corsec faction.
Corellian Corvette: Fixed some problems when logging out of the game while in the corvette.
Droids: Fixed a 0% crafting attribute bug.
HQ's: Fixed maintenance cycle on HQs.
HQ's: Fixed an 80m bug with turrets. If a turrets target moves outside of the 80m range the turret will disenage from trying to fight that target.
Missions: Changed Stoos olko's Dantooine mission. Was giving 250 imperial faction as reward, changed to 100.
New lights: Made it so that lamps and candles can be experimented on to increase lifespan.
New lights: Fix to candle decay so they dont start decaying during crafting or while in a factory.
New Mounts: Removed fidget action from the CuPa when a player is mounted on the creature.
New Mounts: Fixed several animations for the new mounts. Specifically the bantha walk, run, swim, and trick 1, and the CuPa run.
New Vehicle: Added sounds for the new landspeeder.
New Vehicle: Fixed engine effects on new landspeeder.
Pets: Added system messages for when you toggle your pet's ranged attack mode on or off
Weapon Components: Added some missing strings to the weapon component examine window.
Wearables: Made the rebel insignia shirt and marine chest armor only wearable by overt rebels.
Wookiees: Wookies should now be able to wear the marauder quest armor.
Misc: Fixed broken old spices
Misc: Fixed rebel tactical ctr so that turrets no longer spawn inside walls
Misc: Gave Mon Mothma some clothes
Misc: Fixed problems with the possibility of multiple city scans taking place at the same time
Misc: Spice and foods that reduce your attributes will not incapacitate you.
Bestine: Conversation fixes for Victor Visalis.
Bounty Hunter: If you track a player on the Corvette you should get the message that the player is somewhere out in space.
Bounty Hunter: Added a check for the dungeon planet during the seeker tracking loop. If the bounty hunter is on the dungeon planet, he will be told that he cannot track from where he is.
Client Stability: Fixed a client crash that could happen when going to the Corellian Corvette.
Combat: Fixed the Knockdown effect with /chargeshot2
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
Commodities Market/Vendors: Added error messages for attempting to sell items in trade windows, non-empty bags, and un-tradeable items like goggles and light sabres.
Corellian Corvette: Fixed a problem where codes to get into locked rooms would sometimes no longer work
Corellian Corvette: Removed keycards and slicing from the keypad terminals
Corellian Corvette: Lots of corvette conversation fixes.
Corellian Corvette: All prisoners now give faction when rescued and the main rescue targets are now there and all ready.
Corellian Corvette: Fixed the case where party members would sometimes end up at 0,0,0 on the first transport after a server restart.
Corellian Corvette: Added berserker rifle schematic as an occasional loot drop for the Imperial corvette missions.
Corellian Corvette: Removed rebel medics from the Corellian Corvette and replaced them with combat ready commandos
Corellian Corvette: Assassination target should now message player
Corellian Corvette: Escape pods and Timer reset should kick player out, to the same location as other players, and to a random location that won't be campable (they're all no build zones)
Corellian Corvette: Corvette should now properly reset itself.
Corellian Corvette: Corsecs on Corellian Corvette should now be aggressive to players even with max corsec faction.
Corellian Corvette: Fixed some problems when logging out of the game while in the corvette.
Droids: Fixed a 0% crafting attribute bug.
HQ's: Fixed maintenance cycle on HQs.
HQ's: Fixed an 80m bug with turrets. If a turrets target moves outside of the 80m range the turret will disenage from trying to fight that target.
Missions: Changed Stoos olko's Dantooine mission. Was giving 250 imperial faction as reward, changed to 100.
New lights: Made it so that lamps and candles can be experimented on to increase lifespan.
New lights: Fix to candle decay so they dont start decaying during crafting or while in a factory.
New Mounts: Removed fidget action from the CuPa when a player is mounted on the creature.
New Mounts: Fixed several animations for the new mounts. Specifically the bantha walk, run, swim, and trick 1, and the CuPa run.
New Vehicle: Added sounds for the new landspeeder.
New Vehicle: Fixed engine effects on new landspeeder.
Pets: Added system messages for when you toggle your pet's ranged attack mode on or off
Weapon Components: Added some missing strings to the weapon component examine window.
Wearables: Made the rebel insignia shirt and marine chest armor only wearable by overt rebels.
Wookiees: Wookies should now be able to wear the marauder quest armor.
Misc: Fixed broken old spices
Misc: Fixed rebel tactical ctr so that turrets no longer spawn inside walls
Misc: Gave Mon Mothma some clothes
Misc: Fixed problems with the possibility of multiple city scans taking place at the same time
Misc: Spice and foods that reduce your attributes will not incapacitate you.
As always, please post any problems you find related to these notes in this thread. Please post any other Publish 7 issues in the appropriate "In Testing" thread.
Thanks,
Message Edited by Rogue_5 on 03-05-2004 10:10 AM
Rogue_5
Fri Mar 05, 2004 10:20 am
#2
And one other thing. The system message warnings are now working again.
Thanks,
RusskiySniper
Fri Mar 05, 2004 10:24 am
#3
The Marauder quest armor? Wookies finally getting what they were asking for?
ArteL
Fri Mar 05, 2004 10:25 am
#4
damn guys
if you all spent as much time on the DE, like you are on this Corellian Corvette, we would have one kick ass profession on our hands.
/sad
Kemal_ShaiZein
Fri Mar 05, 2004 10:26 am
#5
Rogue_5 wrote:
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
why is this a 'fix' ?
Kevm
Fri Mar 05, 2004 10:28 am
#6
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
Anyone know why this was put it? Putting special orders into a bag and then selling the loaded bag on a vendor was a very convenient way of doing business. Plus it usually prevented other people from buying someone elses order since we can't limit orders to specific individuals.
Alacrity
Fri Mar 05, 2004 10:31 am
#8
Selling a bag with items in it is also a great way to rip someone off, since there's no way for the buyer to verify the contents of the bag before they buy it. (unless I'm mistaken)
Dubolom
Fri Mar 05, 2004 10:32 am
#9
Rogue_5 wrote:
New Vehicle: Added sounds for the new landspeeder.
New Vehicle: Fixed engine effects on new landspeeder.
Huh!??? Really? NEW VEHICLE!????? What is it?
Mkappus
Fri Mar 05, 2004 10:35 am
#10
The selling a bag is a double edged sword. Yes you can rip people off. But reputable armorsmiths use bags to hold entire suits and sell it in one piece. That is incredibly convenient. I imagine armorsmiths will hate this being taken away.
Hitchico
Fri Mar 05, 2004 10:36 am
#11
Is it true that on the test centre counter attack, dodge and block are capped at 125? This worries me as I am a Master Swordsman, Master Carbineer so now one line of one of my chosen proffessions is rendered virtually useless? I can understand capping it due to the dabblers with approx 200 dodge (+whatever dodge tapes they may happen to have) and insanely high melee and range defence by picking and choosing defence lines of various proffs. But i have no other proffessions and as a Master of 2 proffesions why should i be penalised due to the fact their defences overlap? If the developers never wanted this to be the case then why have similiar defensive attributes if they didnt want them to stack. I could understand capping the dabblers but if you are a master of 2 proffessions then surely you should benefit from all your defences.
Maybe I should stop being different and playing the classes that i enjoy and go for the flavour of the month tka rifleman :/
Maybe I should stop being different and playing the classes that i enjoy and go for the flavour of the month tka rifleman :/
TookyG
Fri Mar 05, 2004 10:38 am
#12
Why remove the ability to sell bags with items? I can't tell you how nice it is to just go and pick up a bag full of the items I need instead of individually buying and retrieving each item.
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