Development Cycle Archive
Thread: Test Center Update Notes April 13, 2004
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Rogue_5
Tue Apr 13, 2004 11:37 am
#1
Client Stability: Possible fix for "Could not lock dynamic ib/vb 2087" errors
Crafting: Razor knuckler now requires nightsister vibro blade unit to craft
Crafting: DE 10 pistol now requires 1 barrel instead of 0 barrels
Death Watch Bunker: Players should no longer be able to use the droid terminal from the floor of the observation room (should actually have to be near the terminal).
Death Watch Bunker: You should no longer be able to destroy the droid in the debris room without using the commands from the terminal.
Death Watch Bunker: Corrected typos for scientist and technician conversations.
Droids: Added the detonation droid damage message to the combat spam channel.
Droids: Added a missing string entry for trying to detonate a droid that is disabled.
Droids: Reworded the "Merchant Barker" menu option to "Get Merchant Waypoint".
Crafting: Razor knuckler now requires nightsister vibro blade unit to craft
Crafting: DE 10 pistol now requires 1 barrel instead of 0 barrels
Death Watch Bunker: Players should no longer be able to use the droid terminal from the floor of the observation room (should actually have to be near the terminal).
Death Watch Bunker: You should no longer be able to destroy the droid in the debris room without using the commands from the terminal.
Death Watch Bunker: Corrected typos for scientist and technician conversations.
Droids: Added the detonation droid damage message to the combat spam channel.
Droids: Added a missing string entry for trying to detonate a droid that is disabled.
Droids: Reworded the "Merchant Barker" menu option to "Get Merchant Waypoint".
We expect to have another update for Test Center in the next few hours with a fix for the mission terminals.
Thanks,
Message Edited by Rogue_5 on 04-13-2004 12:32 PM
Message Edited by Rogue_5 on 04-13-2004 01:42 PM
Ufgood-Zep
Tue Apr 13, 2004 11:54 am
#2
When can we expect the update for the rest of publish 8 that you left out such as the combat profession fixes (not the revamp) and ID changes you guys promised?
Talos
Tue Apr 13, 2004 1:19 pm
#3
The knuckler will probably be just uselss eyecandy for tk's. Unless it actualy does something other than kinetic. Seeig how the Dev's latest and greatest form of 'balancing' (or 'fixing') is to jack up HAMS and add uber kinetic resists to everything. Is this their way of getting people to drop tk? just resist them to extinction?
And what the heck is up with the god ugly colors on droids now? I log in to check my house and see that all the ones that I have on display look like absolute *edit*. How about giving DE's the ability to color frames again, or is that too much to ask?
mythronde
Wed Apr 14, 2004 12:10 am
#5
Ufgood-Zep wrote:
When can we expect the update for the rest of publish 8 that you left out such as the combat profession fixes (not the revamp) and ID changes you guys promised?
heh, lol
MonGiovanni
Wed Apr 14, 2004 12:16 am
#6
PaxRomana wrote:
What is a Razor Knuckler?
New weapon? Eeek!
And where is this Death Watch Bunker, eh?
Atteke
Wed Apr 14, 2004 12:21 am
#8
PaxRomana wrote:
What is a Razor Knuckler?
A Teras Kasi weapon i think.
MasterCraig
Wed Apr 14, 2004 12:26 am
#9
Razor Knuckler hmmm, /drool Don't know what it is, but if it is form TK I am happy. Would be nice if it wasantoher damage type too!
Theos_Robos
Wed Apr 14, 2004 12:32 am
#10
Yes the Razor Knuckler is a TK weapon. It looks sweet! No stats as of yet though. There's also a DE-10 pistol that looks alot like aColt revolver from the old west, and an "executioners hack" 2-handed weapon
boceifus2000
Wed Apr 14, 2004 6:25 am
#11
The new pistol is on par with the Republic for damage but I hope they take a serious look at thedamage type and Ap value. Damage type is energy and the Ap is 0 which makes this weapon pretty worthless unless your fighting an unarmored unshielded opponent, but the description of the weapon says it is powerful. The speed is 3.3 or 3.4. Nothing special about the weapon to justify such a slow speed.
Range Modifers:
Point Blank: 0 @ 0 meters
Ideal: -44 @ 0 meters
Max: 0 @ 64 meters
I don't understand the logic behind these range modifiers.
Which do you use for 0 meters? The PB or the Ideal?
Why is there no penalty for Max range?
Haveing plumbum iron as a chief ingrediant won't make any weapon powerful.
Just some things to look at while it is still on the TC. 
Numen
Wed Apr 14, 2004 7:41 am
#12
Ufgood-Zep wrote:
When can we expect the update for the rest of publish 8 that you left out such as the combat profession fixes (not the revamp) and ID changes you guys promised?
TH posted that the ID charges are coming out in the mini publish. It took longer than expected to get the artwork done I guess.
LordMaxx
Wed Apr 14, 2004 9:56 am
#13
The fact that these VKs require Nightsister vibro units should make them powerful...for a different damage type Ill farm the nightsisters to extinction
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