Patch Notes Archive
Thread: Update Notes: Live November 4, 2004 Version 104456.104574
GCW
•Added the Imperial Hat to the Imperial faction perk list. Note that this is wearable only on Human and Zabrak males.
•Added explosion effects to factional HQ destructions
•Fixed pets failure to respond to commands prefixed with the name of the pet. Previously in order to respond to "bob follow", the pet had to be taught "bob follow". Now a pet named "bob" can be trained to follow when he hears "follow", and then he will obey either "bob follow" or "follow".
•Removed the movement restrictions on attempting to board a shuttle. This should help to prevent getting "You cannot do that in your current state.." messages.
•Active waypoints can now be seen by all members of a group.
- Improved combat music logic.
- Combat music now stops immediately when dying, escape podding, hyperspacing from a combat situation, if you are no longer in a combat situation.
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•Fixed problems with Sullustan facial animations causing eyelid twitching and clipping
•You can no longer drop vendors in a ship that were created in your house on the ground.
•Fixed a problem where an Overt player flying a player ship would land at a star port and remain unprotected (and attackable). The 30 second safety delay has been restored
•Fixed invisible factory crates for Armor Reinforcement Panel Mk2 items
•All ground palettes are now available in space.
•Greatly increased repair charges on ship repair kits
•Added an "All purpose" ship repair kit for Master Artisans
•Added explosion effects to factional HQ destructions
•Added the Imperial Hat to the Imperial faction perk list. Note that this is wearable only on Human and Zabrak males.
•Fixed some issues with the paths shown for JTL trainers
•Fixed creatures appearing to teleport when walking into buildings sometimes.
•CorSec pilots will now assist Civilians and Merchants in need.
•Fixed pets failure to respond to commands prefixed with the name of the pet. Previously in order to respond to "bob follow", the pet had to be taught "bob follow". Now a pet named "bob" can be trained to follow when he hears "follow", and then he will obey either "bob follow" or "follow".
•Fixed bad stats on the Cygnus HD-7 Starfighter Engine
•Fixed bad certification levels on the Slayn Vortex series of starfighter reactors
•Fixed a number of weapons not attaching properly to the TIE Aggressor
•Sorosuub Yachts now have the ability to be repaired in the event they take damage from the escape pod
•Fixed the Y-wing Longprobe PCD appearance to not look black anymore
•Fix to Turret Targeting crash when destroying a ship
•The YT1300 and the Ywing should no longer look black in the player's PCD.
•You can no longer get missile lock on a space station or capital ship "in general," with no component targeted. You must target a specific component to get missile lock.
•Xwing PCD appearance is now correct.
•Fixed a bug where choosing autopilot from the zone map on a waypoint would cause the user to auto pilot to 0, 0, 0
•Fixed targeting the last ship that shot you (R in the default keymap).
•Added Ctrl-J as a default key to open the quest journal when on the ground
•Blips should now flash on the radar when the target damages your ship.
•Mission critical ships are always visible on the radar.
•Fixed a bug where you could target yourself and form a group of one
•The space zone map icons now change colors when the player chooses a new palette
•Master-level mission rewards are now no-trade, and can only be equipped by players of the appropriate pilot profession.
•For new pilots (still in tier1), the city at which the pilot trainer is located will be the first landing option from the appropriate space station, with the trainer-type listed in addition to the city name.
•Changed the spawner for Rebel trainer Lady Viopa's first mission, Steal Imperial Information. The 'Lambda' shuttle should now be easier to find
•The Rebel delivery mission from Lok to Dathomir (Tatooine track tier 3) spawned waves a bit too close together. We spaced them out some more.
•The Rebel Naboo Tier 1 trainer will now explain where you need to go for Tier 2, even if you are polite to him.
•The final Tier 3 Rebel mission for the Vortex will no longer take place right next to a spawn of advanced Tier 4 Imperial fighters.
•Fixed problem with master Rebels gaining master Privateer skill. Master Rebel skill will be granted to player and privateer skills will be revoked automatically.
•Normalized credit reward payouts for destroying enemy starships: Increased low-end payouts (min and max), increased high-end minimums and decreased high-end maximums. This will make it possible for new players to earn enough credits in space to pay for maintenance, repairs and upgrades without "mission-grinding for credits" on the ground game.
•Removed the movement restrictions on attempting to board a shuttle. This should help to prevent getting "You cannot do that in your current state.." messages.
Geral_Corasjo wrote:
The hat is great, I just got a full uniform but..
Is there anyway to remove the 'overt' requirement on it? Its a real hastle because its only clothes and no defensive abilities. You have the TIE uniform as covert wear, so why not the uniform?
please...
Only the TIE uniform from the Pilot tree is covert-wearable, and that's because you can be an Imperial Pilot without being in the Imperial ground forces. I'm not sure why the hat or any of the uniforms are overt-only, but that's the way it is.
Message Edited by JusteneNightshadow on 11-04-2004 09:37 PM
THANK YOU THANK YOU for listening! Payouts for cash drops were increased, and I see it now as apossibility to be a self-sufficient pilot. I'm still done with 1 1 1 1 far before earning enough money even for a tier 1 ship at what they are going for now, but it's a step in the right direction. I do think the missions still need to pay more to get starter pilots over that initial hurdle, though.
Message Edited by Naquiel on 11-04-2004 10:13 PM
Message Edited by Naquiel on 11-04-2004 10:31 PM
JusteneNightshadow wrote:
Hey Tiggs, how do we report exploits? Not the people using them but the process of how to use them.
Message Edited by JusteneNightshadow on 11-04-2004 09:37 PM
I figured this is useful enough to include in the post, rather than just a PM, which was my first idea.
Send a forum PM to "Taurin", he's the dev who tracks exploits. There's a post about it around somewhere, but I can never find it. Lay out the description of the exploit, along with steps to reproduce it (if you know them).
It probably goes without saying, but don't post the steps on the forum, it'll just get deleted. The mods would probably pass it on, but you might end up with a flag on your account or something.
Tiggs wrote:
•Master-level mission rewards are now no-trade, and can only be equipped by players of the appropriate pilot profession.
Geral_Corasjo wrote:
The hat is great, I just got a full uniform but..
Is there anyway to remove the 'overt' requirement on it? Its a real hastle because its only clothes and no defensive abilities. You have the TIE uniform as covert wear, so why not the uniform?
please...
One of the things that is thrown about a lot is the fact that aliens cannot join the Empire and to be honest, I'd never really given it much thought - until last night.
I was reading a couple of the short stories from Tales from the Mos Eisley Cantina and the particular story that piqued my interest was Nightlily. In this tale we meet a Gotal who works for the Imperial Service yet is not a soldier - so this made me think of something that could improve the feel of the GCW and give the RPers something to get their teeth into.
Currently you can become a covert or overt member of a faction - and that is definitely focused around armed forces. I would propose there to be another option - you could sign up for Imperial Service as such things as Tax Collector, Starport Admin and other such Service jobs - and this is something non-humans were employed to do.
Obviously you wouldn't actually perform any duties, but you would be able to wear Imperial Uniforms (although not Imperial Military uniforms). As being part of the Imperial Service you would not be attackable by Rebels unless the TEF situation occurred. The reason I say this is let's not forget, the Rebels were not terrorists and only attacked Military targets.
So by introducing Imperial Service, those that are not combat professions could still wear an Imperial Uniform to show their allegiance but would not be Overt in order to do so.
With this introduction, it could meant factionally aligned Doctors, Weaponsmiths and so forth could figuratively overtly exist but not be subject to attack from Rebs (except in TEF situations). Think of it as Overt for non-combat people.
Whether this could work for the Rebels I don't think so - after all the Empire had no qualms about killing civilians. But this would add an extra layer of distinction between the two factions.
Any thoughts or comments? Admittedly this idea has not be fleshed out fully and is currently just a brainstomer.
Besides that, this latest patch is quite impressive for the amount of things it fixes.
- Ymo