Medic Archive
Thread: New Patch (10/8/2003) Bugs, issues and patchnotes.
Please post in this thread:
- Medic only bugs that are NEW as of the new patch, or bugs said to be fixed that are not.
- Errors in Medic items in the new patch notes (things that don't work or are missing ingame, but are in notes)
- General medic Wierdness, as of the new patch.
Please do not post wishlist, or pre-existing bugs here (unless they are still around after being listed as fixed).
Everyone is working hard to get everything fixed.
Most of these problems were not on TC before the patch went live, and the devs are working hard to fix them.
What we need is for you to go to the forum of the profession the bug affects (in this case Medic) and give us the following info:
- Detailed explanation of the bug/issue, how it happened, could you repeat it?
- What type of problem is it? Missing Patchnotes Item, new bug, medicine bug, / skill bug, gameplay bug that affects medic?
- What server you are on (in case it does not happen on all servers).
- Any extra info that may be helpful.
If you can confirm a bug listed by someone else, plese do so, and also include info on how you did it (in case you did it differently).
Please no flaming, or ranting in this thread... just list issues with this new patch. (After this stuff is fixed, we will go back to working on new stuff for the next patch).
Thanks,
-T
Now when experimenting with components for the stims, I can no longer even get a success half of the time and a amazing I have yet to see ![]()
As soon as this is cleared up we can get back on stuff like that though.
As for the AT-ST.. Q has a running post in Announcements (RE; Update issue status)
quote:
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Stimpacks don't work on AT-STs
Yes (confirm) NA (will be fixed by)
We removed the ability to heal AT-ST through medical means. Please note that any 'organic' faction perk (like Stormtroopers or Rebel soldiers) can still be healed with medicine. It makes very little sense to apply bandages and bacta to a mechanical vehicle such as the AT-ST and return it to full health.
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No mention on how you are supposed to heal it now.. Though I suspect the profession that makes player vehicles will be able to do so (whenever that gets added).
A repair droid may work.. I dunno.
-T
I did a short grind this morning. I didn't have any problems with it. All my stims crafted as expected with a normal mix of success rates. Out of hand crafting 30 stim B's plus all the components, I only got a critical craft fail twice and a critical experiment fail 3 times (master medic)... I'm using tools with ratings from 2-5 and a craft station with a raiting of 2. (havent seen enough difference using big numbers, so I've never bothered to upgrade them)
R5 droid with 110 med capability rating calls fine but i get a message, "You must be in a hospital, at a campsite, or near a surgical droid to do that." when trying to heal wounds or apply buffs. Worked fine pre-patch, it has 100/100 vitality and I'm in an outpost. I have an older droid with 65 med capability and it seems to work fine (in the exact same spot).
Nerf to droids with high med capability? Or just a bug? Anyone else seeing this? Thanks.
The Droid issue is discussed in another thread
It needs a battery
This seems to be a new feature and a pretty sensible one, in my opinion
I've noticed a big increase in failures during the experimentation phase of crafting, especially critical failures.
I'm averaging 9 out of ten failures for every item and component I make. Yes I have good tools, use high OQ resources, etc. I'm to the point I'm afraid to experiment. doing so costs me hundreds of resources per crafting session.