Tailor Archive
Thread: Big Patch 2 Report
ya, that's why i posted that screenie whole, i wanted to show the color droid and the color armor ![]()
also note that on the exotic leotard, the waist/leg wrap parts are now tinted
Vandessa wrote:
Okay first bio engineer tests: Have not field tested this but here is whats up.
1) was able to take myoflex +11 wound healing through dance and music and make some nice stuff for the dancer corespondant to test out.. we shall see what happens there
2) Our resident master BE, Jikazza was able to make a crate run of +11 Camo/mask scent stuff. Very nice. Gave me a crate of 14, I used it to makea schematic for reinforced panels with camo in it. The stats passed on successfuly to the resulting crate of cloth.
3) Took said crate and proceeded to craft a spec-ops duster with 2 factory ident camo cloth and 1 myoflex. instead of +22 camo/scent and +11 wound I got +11 camo/scent and +11 wound. When I equiped the item, my stats read thusly: Camoflage +70/+81 Mask Scent +70/+81 Wound Healing +0/+11
Not yet field tested to see if these stats actualy help. But that is what the numbers curently read on the client. At least we can now make more advanced items with BE stuff on them... wish they stacked.
Hmmm, need to report that - the bit about mixed buffs wiping parts of each other out. Holo did say some time ago that was going to be a problem and take longer to fix, but we probably need to be staying on top of it till it is so it doesn't get backburnered.
woot, thanks for the bioengie tissue report. some questions:
1) schematic has multiple slots forfactory components: what happens if you make an item that has twospots for the same factory item, but only fill one with bioenhanced? does it nullify all of the adds, or does it work correctly?
example, a flightsuit that has a spot for 2 synth and 4 synth -- what if you fill the 2 with bioenhanced synth and the 4 with normal synth?
otherwise it's going to be a pain having to use up SIX bioengineered synth to make a +11 camo/scent flightsuit.
2) schematic calls for both factory and nonfactory versions of a component: what happens if you make an item like the sunguard, which has one non-factory spot and 2 factory spots?
Currently if you use a bioengineered in the nonfactory spot (and normal in the factory spots), the adds vanish completely. Does this work now? How about the other way around, with the factory spots with bioenhanced, and the nonfactory spot being normal synth? How about if you fill all three with bioengineered synth?
3) do pants & bioenhanced rfp work?
But... ARMOR gets full coloring, while clothing remains limited to uuuuuuugly colors for most of our items???
Great. We have ray guns, swords of light, starships, cloning... but BRIGHT BLUE BOOTS are still awaiting future technology to be possible!
What baffles me is that people actually spent time adding systems to limit colors on those items, instead of... well, working on ANYTHING else.
With, from the sound of it, armor getting the nice, simple (Skill = Colors) system, it makes our dopey (Skill + Random Developers' Whim = Colors) system look even sillier.
yay!
Maybe they added clothing decay also and you just won't tell us ![]()
Ms. Vandessa, can you check if the Light Bustier now has colourable trim? It's always been one of my favourite items to push on unsuspecting female customers, but that white trim has always bothered me...