Tailor Archive
Thread: Big Patch 2 Report
On the Bio Engineer clothing questions about stacking stats, from my understanding the following should happen on test:
Plus stats will not stack, but they will also not overwrite one another as they do today on live. Currently, the lastcomponent placed in a slot overwrites all prior bonuses. The new code states that these overwrites will no longer happen. So seeing the +11 on the final combine done on test is working as intended. If an item requires 2 factory syn cloth, and 1 non factory syn cloth...putting the stat in the non factory spot should now give the correct bonus. Putting a different stat tissue cloth, two of them factory made, in the factory spots should give additional bonus. That is assuming they use a different 'mod', something that should be showing on the tissues now. Same 'mods' won't stack, and there should be 'mod 1', 'mod 2', etc.
To quote the dev: Using a tissue with no enhancements together with a tissuewith enhancements will no longer cause the final component to lose it's enhancements.
Definately looking forward to this, and thank you for all the in depth testing done so far Vandessa!
As I understood the BE correspondant, and in concurrance with the evidence at hand, this is how the multiple pieces seem to stack:
A BE cloth has a database entry. Fields in that entry are, for the sake of simplicity we'll say...enhance1, enhance2, enhance3, etc. If a cloth has only one stat bonus, that's enhance1. If it has 2, that's 1 and 2. If it has 3...etc.
Clothes have a simliar entry, with the same type of fields. (Skill tapes are probably? different). So when an item is put together say with two bleeding cloths and an intimidation/warcry cloth, the bonuses overwrite each other. Depending on what order the items are "read" in, this could have two outcomes. First, the bleeding is read first, and the bonus is put into enhance1. The second bleeding overwrites that, which just means they don't stack. But then the intim/warcry cloth is read, filling enhance1 and enhance2, overwriting the bleeding and removing it entirely. :-( The other way is if the intim/warcry is read first, in which case thebleeding would overwrite the intimidation in enhance1, resulting in a bleeding/warcry clothing piece.
I hope that makes some sense.
Also, do enhanced pants work yet? They assemble in the live servers, but no bonuses transfer. Seems to hold for all pants. :-(
Avallach wrote:
As I understood the BE correspondant, and in concurrance with the evidence at hand, this is how the multiple pieces seem to stack:
A BE cloth has a database entry. Fields in that entry are, for the sake of simplicity we'll say...enhance1, enhance2, enhance3, etc. If a cloth has only one stat bonus, that's enhance1. If it has 2, that's 1 and 2. If it has 3...etc.
Clothes have a simliar entry, with the same type of fields. (Skill tapes are probably? different). So when an item is put together say with two bleeding cloths and an intimidation/warcry cloth, the bonuses overwrite each other. Depending on what order the items are "read" in, this could have two outcomes. First, the bleeding is read first, and the bonus is put into enhance1. The second bleeding overwrites that, which just means they don't stack. But then the intim/warcry cloth is read, filling enhance1 and enhance2, overwriting the bleeding and removing it entirely. :-( The other way is if the intim/warcry is read first, in which case thebleeding would overwrite the intimidation in enhance1, resulting in a bleeding/warcry clothing piece.
I hope that makes some sense.
Also, do enhanced pants work yet? They assemble in the live servers, but no bonuses transfer. Seems to hold for all pants. :-(
That is the way it works - but I don't think that's the way it's SUPPOSED to work - they are supposed to all be cumulative up to max cap - that's the problem.
The pants DID work up to that patch where we had so many problems, they are suffering from the wiping the field problem due to multiple component parts. Not tried to make any lately - I doubt that's been fixed yet tho.
OK so I'm totally confused. There's a new list of what's in testing that supposedly went into testing but the list got put up this morning according to the timestamp. At any rate, what confuses me is that one of the items listed is:
Tailor - Fixed tailor customization: The master box now grants an additional 55 colors.
Is this something new? Something that happened this morning or what? Or is that what's being talked about in this thread with the sigiled waist wrap and all? Sorry to be so confused but when I look at the 'in testing' page and then I read this thread it seems to be something completely different.
FYI guys, our resident Tailor/Armorsmith is remorting that her tool works properly now. Hopefully tonight I will be making the switchover to confirm this. Cross your fingers!
PS: 55 colors was an old fix. No idea why it was on the patch list.
Vandessa wrote:FYI guys, our resident Tailor/Armorsmith is remorting that her tool works properly now. Hopefully tonight I will be making the switchover to confirm this. Cross your fingers!
PS: 55 colors was an old fix. No idea why it was on the patch list.
WOO HOO!!
You mean I'll be able to use my tool properly again! Yes!
You're right of course, and the BE designer in one of his long posts in that forum agreed....this is the temp "fix" until a real fix can be coded, which is appearantly non-trivial. :-(
Wire3k wrote:
That is the way it works - but I don't think that's the way it's SUPPOSED to work - they are supposed to all be cumulative up to max cap - that's the problem.
Also i'dd like to accept in advance any thanks should the tailor/armoursmithy schematic bug be fixed, you see they fixed it cos i finally dropped armoursmith to take up master tailor. I have been holding off for months. I finally bit the bullet and dropped the last of my armoursmith skills to take up master tailor. I said to myself 'now i can guarantee that a fix is JUST around the corner'
And well... There we go. I will gladly accept donations of 3 figure bank tips in gratitude of my sacrifice in dropping armoursmith and thus causeing the inevitable follow-on fix to this particular bug. hehehe
of course... you could all blame me for it dragging on for so long for stubbornly refusing to take up master tailor and drop armoursmithy or so long, heheheh
j/k