Scout Archive
Thread: For Squidwalker The New Update and What It Means For Us:
LOL, well you got my attentino DeltaX.
Thanks for the info. I had seen some of this somewhere a little while back, but not all the extra stuff at the bottom, and not that it's currently on the Test Center. I think I will log onto TC tonight and check it out.
Again, Thanks for the info and updates. You're doing a great job.
Kaspars,
**SIGH**
Sorry.
Read my post again, bro. These changes have NOT been published out to the servers yet. They are only on the Test Center server as they are being tested.
I have no idea where they will be, but I can assume that in the places where they have 37 mission terminals in a row, one of them may become an Exploration terminal.
B
All,
This was originally posted by Q, but I'll repost it here so that everyone can see what we can expect in the big update that is currently being tested on the Test Center server. There is no ETA on when this will go live, but I personally think it may go up within the next few days.
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Q-3PO Posted:
For a complete list of the upcoming update notes for Test Center, please go to the In Development page. These changes should go on Test Center in the next couple of days and then go to live galaxies after a week or two of testing. Please also read my post about priorities before giving feedback. Thanks.
Scout (General)
- Bigger camps now grant xp slightly faster than smaller camps.
- The rate at which camps accumulate XP to award when they are disbanded has been increased.
- You can now place camps in no-build regions (but you still cannot in city regions)
- Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
- Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
- The mind pool damage done by the sharp bone spur has been decreased.
- The ranged and melee defense debuff traps have been strengthened slightly.
- Fixed the description of FX on a couple traps.
- Attempts at scent masking against creatures should be more successful.
- Scent masking should be much less likely to break against large groups of creatures now.
- There is a chance that a creature that detects you while you are scent masked will attack you.
- Improved mask scent's ability to make a creature ignore the player
- Camps will now properly give XP.
Fishing
- You can now examine fishing poles to determine their quality.
- Made fishing more fun & interactive in stages "nibble" & "bite"
- Added the "star rating" fish density & vegetation meters
CREATURES AND AI
- Pathfinding bug fixes and improvements, especially in interiors.
- Stuck AI's will warp past the thing they are stuck on to get to a target
- All cave/dungeon creatures are aggressive now.
- Lairs:
- Reduced frequency that creatures near their lair will 'bluff'
- The first couple creatures spawned by a creature lair will never be Baby creatures.
- Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, expanded newbie spawn regions.
- Lair defenders will not defend their lair until it has actually been damaged - Updated some creatures' level for balance.
- Pets will be able to follow their masters into buildings/caves
- Non-aggressive npcs will defend their lairs
- Upped level on lantern birds to be inline with rest of Endor.
Quests and missions
- Missions: New mission terminals added for Explorer (hunting missions, and recon) mission types.
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The Scout dev told me this on July 30:
"[The] patch is already on Test Center and our internal QA server being given the shake down by the QA
team. Hopefully, that patch will go out to live servers in less than a week. The whole process of testing and preparing a patch can take a couple weeks. We are still working out the best way to move quickly on big patches. The current patch on Test Server was supposed to be on Live this past weekend, but we couldn't do it in time...too many immediate issues with Live came up.As time goes on, the patch cycle will accelerate.
So, I can't give you an exact estimate on when this stuff will go live."
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The other things that I mentioned before as projects that were on-going will be announced once this current update has gone live. The Scout dev told me that he has written a post which has been approved, but the Devs are waiting for the update (the one above) to go live so as to keep from confusing anyone. There seems to already be ample confusion between this big update that has NOT gone live, and the multiple "hot fixes" that have been made to the servers daily to solve problems that couldn't wait for the update.
I hope that this brings everyone up to date, and we're all on the same page now. You've got all of the information on the updates that I have now, other than the brainstorming stuff between the Scout dev and I that's not-yet-ready-for-primetime.
B
>>> - Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, expanded newbie spawn regions.
What's a boss mob? What's a large creature newbie?
Thanks
Jmatt,
Sometimes when you hit a lair, right before the lair goes up you'll get a supersized critter to deal with. I have only seen this happen with one creature so far - Hermit Spiders.
With a hermit spider nest, once it gets down to level where about one more shot will kill it, you'll get a "Hermit Spider Queen" spawn. She's HUGE. Not that much tougher to take down than a regular hermit spider or a sentry hermit spider, but the shock and awe value is there. I about peed myself the first time I saw one.
As for "newbie" spawns, I'm assuming this means newer creatures that are being added, such as the Veermok on Naboo. I'm not 100% sure. I'll add it to the list.
B
Any chance of a Hermit Spider Queen (baby) spawning? ![]()
Didn't think so, but it would be kinda cool.