Droid Engineer Archive

Thread: Confirmed fixes for Publish 6

Drashk
Fri Jan 23, 2004 4:49 am
#1


  • Added general module slot to the advanced Binary Load lifter droid, and both basic and advanced protocol droids. Well this 'fix' is a royal disappointmen in my book currently. The Basic BLL still has 0 module slots and the Advanced BLL and Basic Protocol droid currently only have 1.I've already posted my thoughts on the Bug thread on TC and will be making a post on the Correspondents forum. I'm going to raise a lot of hell over this issue. The Advanced BLL should have 6 modules sockets due to its size and location on the DE tree. The Basic BLL should have 3 module sockets as well.I'm going to push as hard as I can to get this one changed before it hits Live.


  • Droid storage compartments are now using droid experimentation rather than artisan. This may not have been a major issue, but at least it was fixed


  • Droid customization tool now gives droid crafting xp instead of general xp This may not have been a major issue, but at least it was fixed


  • Droid socket modules can no longer be plugged into one another. Woohoo. This is a primo bug fix and can be considered as offical confirmation that many in the DE community can sit back and say 'Ha ha...I was right. ' Cluster Modules will now only fit into module sockets that are specificly listed as Cluster sockets. There will no longer be uber-stacks or Mega-MSE. The Cluster mods now have their own heading under Component, instead of being listed under Droid Component.


    • *Side note* Prepatch droids made with this bug are still functional and stacked clusters are still usable. The Cluster Mods no longer show up for droids that aren't able to use them, such as the MSE, and will only highlight valid sockets when selected, as in the case of the ADV R2.


  • Combat-related stats removed from examine windows for non-combat-capable droids This may not have been a major issue, but at least it was fixed. The stat data -damage, speed and To Hit -does occasionallyshow up in the datapad whenrandom droids are first 'Tamed' (working on findingout about what happened to changing this as well)


  • Multi-crafting station module droid capability fixed for some cases where one type would over-ride another type. I'm unable to confirm this issue since I never witnessed this issue since after Publish 5.


  • Item Storage Module 2's now really are that, instead of becoming data storage module 2's during the crafting process. This may not have been a major issue, but at least it was fixed.


  • Added transition from combat to normal idle for Probe Droid. Well, most of the Probot artwork and animations are borked at the moment.I'm going to try an get to the bottom of this one, but just for a heads up the Probot artwork has been changed. The droid looks like it have been beat up quite a bit and almost looks like it was pieced together. I think that the new artwork looks hedious, but I'm partial to the way that it has looked in the past. If you want to take a look at it for yourself take a swing by Mos Entha on TC and I'll see if I can 'show it off'. A side effect to the Probot art change is that colors aren't showing up at all now. The color palete is showing up even worse than it did on the old Probot art.


    • Currently the Probot retracts its arms when ti goes into combat, but does not show any signs of firing at its target or other combat animations.

I'm trying to find out if the Combat modules and Droid Repair packs are going to make it into Publish 6. So far I'm not very satisifed with most of what I have seen of the DE fixes. The Cluster Module bug fixes is a really good step in the right direction, but is one of many steps that still needs to be made.


I've tested out many of the bugs so far, including Repair module tests in all Humanoid droids and the Power Droids as well asItem Storage in the Surgical Droids. All of the droid naming issues are still present. The only bug that I have yet to find repeat itself, that was not listed as fixed, was the Droid/pet multi-call but that allowed you to call more than one droid by traveling x amount of meters.


Minor items to report are that the Vehicle customization tool is almost an exact duplicate of the Droid Customization tool. The only difference is that they require 2 additional units of resources. This means that there is another item that requires a Droid Storage Compartment and with the changes to their experimenation, Master DE will be the ones to produce the best results. The Customization tool is only usable and craftable by a Master Artisan, from what I have seen. The tool will customize a vehicle in the same manner as you would a droid and even has a Customization lifespan of 20 calls, which is the casefor both Vehicle and Droid,


Thats all I have to report for now.






Making SWG more Star Warsy. One droid at a time.
Droid_Engineer_Rho
Fri Jan 23, 2004 5:00 am
#2

Thanks, Drashk. Excellent research and reporting as always.

It's not because of YOU, my friend, that I'm feeling a bit underwhelmed here.



Taking a well-deserved vacation from his successful Droid Engineering business, Master Rho can be found puttering around the galaxy.
Shian_Tavkin
Fri Jan 23, 2004 5:02 am
#3

Thankyou Drashk


Well at least the cluster issue is no more.......but it's not a lot in total for what was hyped.


I'm now convinced Devs have something deep down against DE's, thats becoming more evident by the day now. How TH is going to gloss over the rejection of his Invasion Plan will be an example.


Onwards and Upwards eh?






Shian -- Master Droid Engineer/ Master Artisan
Bendar
Fri Jan 23, 2004 5:06 am
#4

Very glad they are FINALLY fixing some of these bugs.

I still can't say that I miss being a DE though. Shame really.



-----------------------------------------------------
In Caesar Veritas

The Unknown Jedi - Glowstick Junkie
Niamh Coventina - Riflewoman and Ranger Extraordinaire
Ziaa
Fri Jan 23, 2004 5:10 am
#5

Thanks for the report drashk

So it seems now that people will need to buy multiple droids to do varied tasks, instead of having an all in wonder droid.. that's good for the crafters at least.




--
Ziaa/Xiaa

Southern Citadel, Naboo
loot/resource, tailor, shipwright and DE vendors (-1211 2614)
Drashk
Fri Jan 23, 2004 5:16 am
#6

An Advanced R3 can still hold 6 modules and finally is the Uber Droid is should be.





Making SWG more Star Warsy. One droid at a time.
RiygoQurgott
Fri Jan 23, 2004 5:21 am
#7






Drashk wrote:


I'm trying to find out if the Combat modules and Droid Repair packs are going to make it into Publish 6. So far I'm not very satisifed with most of what I have seen of the DE fixes. The Cluster Module bug fixes is a really good step in the right direction, but is one of many steps that still needs to be made.






From the "In Development" forum:





Thunderheart wrote:



In Publish 6, everyone gets combat droids by giving all the existing droids access to Combat Modules. These combat modules are like any other modules and will give droids combat abilities up to level 10. In Publish 7, some type of droid mastery will be added for the purpose of giving players the option to handle new combat droid models.






So the combat modules, at least will be in Pub 6, according to this.... but I've learned not to count on these posts until I see it in the Patch Notes



_______________________________________________________
Riygo:
Master Droid Engineer, Master Artisan, Master Merchant
Droids for sale at the Nerf Herder's Narnian Marketplace at -3795, 4868 just 1.3Km from Theed, Naboo! Opening soon nearby: The RiygoDroid Foundry...Come see my Droid Assembly Line! Just Say No to Droid Handlers!
________________________________________________________
STELFSALOT
Fri Jan 23, 2004 5:26 am
#8

Drashk, Keep up the good work here. You are doing a fine job of living up to if not exceeding the standard that SIntrosi had set. Like you I am currently underwhelmed about this. I look forward to DE working as we originally saw, but I am Switzerland until I see things for myself.



Fearghal the B.F.W.
"I'll stand O'er your grave 'til I am sure that you're dead" - Greatest Wookiee Poet
R0ZM4N
Fri Jan 23, 2004 5:40 am
#9

Drashyk without your good self, tk and formerly sin, well, what can I say, we all owe you heaps flower



...From the desk of Colonel Cass L'Arcana...
Imperial Armed Forces | Distinction & Honour
Neroir
Fri Jan 23, 2004 5:49 am
#10






Drashk wrote:

Minor items to report are that the Vehicle customization tool is almost an exact duplicate of the Droid Customization tool. The only difference is that they require 2 additional units of resources. This means that there is another item that requires a Droid Storage Compartment and with the changes to their experimenation, Master DE will be the ones to produce the best results. The Customization tool is only usable and craftable by a Master Artisan, from what I have seen.




Didnt the announcment state that the customization kit was crafted by Master Artisans and usable by all players? Can you confirm if this is a bug or if they changed it?


Ellesa
Ogge_the_Lizard
Fri Jan 23, 2004 5:53 am
#11

Hmm, I guess I could change my title to Speeder Painter, since that's what MDE's will be most wanted for with this publish.


Hmm, no clusters in usual sockets... that means I gotta find some resources to make lvl6 modules now then.



--- Enir Lonarus ---

Right now under the name Enirous Lonar on the Chilastra server
Drashk
Fri Jan 23, 2004 6:00 am
#12




Vehicle Customization Instructions:


Master Artisans can customize vehicles; they can craft vehicles and customization kits. Players should find Master Artisans and make the request. Once a player has selected a Master Artisan who will perform the customizations, players must give consent to an artisan to begin and should unconsent when the customization is complete.




Not a bug Ellsa. It is as intended.





Making SWG more Star Warsy. One droid at a time.
Neroir
Fri Jan 23, 2004 6:02 am
#13






Drashk wrote:




Vehicle Customization Instructions:


Master Artisans can customize vehicles; they can craft vehicles and customization kits. Players should find Master Artisans and make the request. Once a player has selected a Master Artisan who will perform the customizations, players must give consent to an artisan to begin and should unconsent when the customization is complete.





Not a bug Ellsa. It is as intended.






So they changed it. From the Friday Feature:

Any player will be able to use this tool to custom hue the body and the trim of their vehicles.


Thanks Drashk


Ellesa
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