Doctor Archive
Thread: Patch Notes for Test Center
It lookis like they've started pushing out the latest Publish to Test Center. Vass said the notes he put up there are not final and anything could be added or removed from the list, but I thought I would cull through them and post the stuff that looked relavent to Docs or to the Issues on the list. I also did not include stuff thatI knew for certain was already in in Hotfix. Remember these are only going out to Test right now so even if they stay on the list it will still be another week or two before they get patched out to Live.
The stuff in brackets [ ] are just my comments. Feel free to ignore them. ![]()
Modified process for granting general combat xp (should always be at least 10% of total combat damage)
[may affect the combat XP received when healing]
Upped combat xp grant range to 80m
[may affect the combat XP received when healing]
Added "empty harvester" button to discard ALL resources
Added more info when you examine a manufacturing factory.
Fixed crafting manufacture schematic limit to 100
[Can you say Uh-Oh?]
Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly.
Streamlined doctor faction perks (+25% effect) [This if for Faction HQ perks]
Allow doctor,musician,dancer faction perks to work whereever they can factionally register
Made /dragIncapacitatedPlayer visible in action list
Fixed an issue where players could become permanently incapacitated in some cases where they had been buffed and were then cloned with many wounds.
The only thing that looks any good is the extra 25% FP's for doctors, but even then, we aint even healing to get the extra 25%.
Looks like we'll have to wait for the next patch before our issues get resolved.
I am not going back to babysitting my factories again...
Fixed crafting manufacture schematic limit to 100
sheesh. Medics, Doctors and Combat Medics unite! This one is gonna HURT
Yhea I want some kind of explanation as to why change to 100 limit. This seems like grifing pure and simple.
And they finally answered one of my long time question.
"Bio-engineer - Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing
tissues and clothing crafted with those tissues will still report the Medicine Use modifier
but they will not be counted for determining the level of medicine to be used.)"
So it look like the +med use skill itself is going out of style. Bad news for those who been stocking up on mods and cloths to make a killing. Good news for us Meds ![]()
I've never posted before (just watched), but if they change the schematic limit from 1000 to 100 then I'll never produce another medicine for others ever again. As a casual gamer I do not have the time to babysit my factory every 1-2 hours.
Of course you also have the issue that many items you won't even be able to produce a full crate of as well.