Development Cycle Archive
Thread: Test Center Update Notes Mar 10, 2004
Corellian Corvette: The travel NPCs who send players to the corvette now mention the 1 hour time limit for the mission.
Corellian Corvette: Fixed a misleading title and description in the Fuel Intake user interface.
Corellian Corvette: Limited the radar range while in the Corellian Corvette to 128m.
Corellian Corvette: Fixed an issue where players would not get badges
Corellian Corvette: Fixed the boot disk loot chest so that it doesn't keep respawning disks.
Corellian Corvette: Berserker rifle schematic should be available now.
Corellian Corvette: Marine armor should just go to the Rebels now.
Droids: Repair modules should now work in the power droid
Food: Removed the pet-only requirement from Vercupti.
HQ's: Fixed a problem with the object terminal spawning in middle of hallway in outpost.
HQ's: Stabilized the HQ vulnerability times. Times should never flux by more then 1 hour + or -.
Jedi Saber Repair: Weapon repair kits can no longer fail and outright destroy sabers. Sabers can still slowly decay to uselessness after multiple repairs.
Player Garages: Garages in a registered city should now appear on a /find command.
Player Garages: Mayors can now place a service fee on using their player garages.
Player Garages: Cityban will prevent a player from using a city garage.
Player Garages: You can no longer place multiple garages within 200m of another. If you have multiple garages within this range you should remove the extras.
Player Garages: Removed the 1000 maintenance from a player garage, upkeep is paid by the city.
Player Garages: You must be within 64m to use a garage.
Vendors: Based on your feedback we made a change to allow bags on vendors again.
Corellian Corvette: Marine armor should just go to the Rebels now.
ibupnya wrote:
I have a question about the BH's being able to track and kill player jedi's.....Are jedi's always going to be declared (able to shootthem), or are we out of luck when we catch up to them, and unable to shoot them?
Incorrect forum for this question, but Should you track down the Jedi Bounty, they will appear red to you. The only reason they shoudl become unattackable is if another BH has fulfilled the bounty. At this time you will get a "mission incomplete message." This is verified on TestCenter as working 99.8% of the time. The only failure was an issue with another known bug that has been resolved.
One question please - will the vercupti change be retroactive - if I start making it now, as its pet only, will the old versions still be pet only after the patch ?
If you can answer this one question, I'll love you forever
Is there going to be an option to set our base V time? Or are we stuck with 4am bases if that is the time they are V when the patch hits live?
Doesn't matter to me what the answer is. Just need to know for planning purposes.
Suggestion for the future would be to have an option to Migrate the V times intentionally. I say "migrate" because I don't believe that we should be able to arbitrarily change the time. And I'm not saying don't stabilize the times. This fix is GREAT. Just suggesting the migrate time option as a future implementation to act as a defense against spies.
MIGRATE = Slowly move the time from one set time to another, similar to stat migration in that the time would move say 15 minutes or half hour per day depending on whether the "MIGRATE BASE V TIME option was checked or not."
FOR THE RECORD - If I were to have to choose between "stabilized times" without this option or times shifting the way they do now, I choose "stabilized times" option.
Thank you devs. This will heat up the GCW even more now.
Jaye
GREAT CHANGES ON THE SABER REPAIR!
I like the direction the bags are going too