Tailor Archive
Thread: BE tissue line changes that affect tailoring
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YukonSam
Tue Sep 09, 2003 7:16 am
#1
This is from the BE developer and is slated for the next update. Most of these changesimpact Tailors andshould have been cross-posted here.
Tissue Engineering
- All Tissues (including pet medicines) will be craftable in a Food & Chemical Factory.
- Tissue descriptions have been updated to include information about what Skills they actually modify and what types of Schematics they work in.
- Examine details for the Food Tissues have been fixed so that the modifiers read correctly.
- Some of the Food Tissues have had their effects increased.
- Clothing Tissue modifiers have been fixed. (A few invalid or overpowered modifiers were removed.)
- Injury Treatment, Wound Treatment, Wound Healing (Dance & Music), Camouflage, Cover, Bleeding Defense, Stun Defense, Melee Defense Intimidation, Warcry, Taming Wild Creatures & Taming Vicious Creature all work correctly now.
- Mask Scent was added to the Tissues that modify Camouflage
- Medicine Use & Taking Cover were removed
- The Business Acumen Tissues (Charigra & Personaphene) were removed. These are no longer craftable.
- Clothing Tissue Enhancements should stack better on schematics that use enhanced components in multiple slots.
- Note: This stuff is still not working 100%. Components that modify the same enhancement slot will overwrite. You can tell what enhancement slots are being used by looking at the resource attribute effectiveness breakdown in the Tissues Schematic (Mod One, Mod Two, etc) Using a Tissue with no enhancements together with a Tissue with enhancement will no longer cause the final component to lose it’s enhancements.
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