Weaponsmith Archive
Thread: Patch 20 ATT Mor-dan
Test Center and TC-Bloodfin
Version 0.
Based upon feedback from the Correspondents and Fan Fest attendees the Entertainer profession will receive a new music and dance icon as well as 6 new entertainer abilities. Read on for more details.
Profession: Entertainer
New Dance
Bunduki (an interpretive dance from the planet on which the Teras Kasi fighting style originated)
New Song
Swing
New dance particles:
Center Stage
Color Swirl
Dance Floor
New music particles:
Featured Solo
Laser Show
Fire Jet 2
Fix ed exotic flourishes so they now function properly
Battle Fatigue is no longer acquired and entertainers can no longer heal it.
Entertainer's and elite professions' skill branches have been reworked to accommodate these changes.
Add props to old healing branch
Dance props
Staff
Sword
Sparkler
Glowstick
Torch
Ribbon
Double Ribbon
Mystical Ribbon
Double Mystical Ribbon
Sparkle Ribbon
Double Sparkle Ribbon
Also, at novice dancer or higher, dancers can duel wield props.
Profession: Image Designer
Image Designers will no longer see other players avatars in the user interface as swimming
Profession: Bounty Hunter
NPC Bounty missions will now work properly. The Mark will now be of appropriate difficulty based on the difficulty of the mission
Moved Player Bounty Hunting to the Master Bounty Hunter skill Box
Bounty Hunter Jedi missions (1) no longer list Jedi names and (2) prevent you from determining Jedi’s level via mission payout
Profession: Scout
Phecnacine Dart will no longer cause creatures AI to turn off
Profession: Pilots
Pilots that drop a pilot profession will no longer lose an extra 10% experience if they have an inspiration buff.
Profession: Jedi
FS Village, Phase 4:
Increased the frequency of the Sith Shadow Pirates spawn to make the Village Assault (Ranged Speed / Melee Defense) quest is now easier to complete
Players that are using force cloaked will no longer be targetable
Jedi heals will no longer cost Force and Mind if the target does not require healing
Armor / Weapons
Fixed an Issue with the Mabari Gloves
UI
Removed the version number from the splash screen. If you would like to retrieve the version number, press CTRL+SHIFT+G in game.
Master Badges will now be granted during the token respec period
Fixed the range indicator so it packs down when HAM bars are invisible.
GCW
Reduce TEF timer to 2.5 minutes.
Combat between a bounty hunter and a Jedi for which the bounty hunter has a bounty mission will result in a "bounty hunter TEF". No other TEF (such as factional TEF, for example) is applied. The "bounty hunter TEF" will prevent both the bounty hunter and Jedi from entering player structures, and will eject the player from a player structure if the TEF is received while the player is in the player structure.
Guild war pvp no longer results in a TEF, unless the combatants are a bounty hunter and a Jedi for which the bounty hunter has a bounty mission, in which case it will result in a "bounty hunter TEF".
Opposing factional TEF and "bounty hunter TEF" are applied to both combatants as soon as any of the combatants attacks.
Quests / Loot
Mellichae now drops his cyborg arm as loot.
Mellichae and Daktar Bloodmoon now drop more appropriate loot.
NPC Jedi can now drop medpacks, clothing, and pistols as loot. <--- NO!! ![]()
AI
Fixed an error case where AI would emit a "?" over its head when a non-threat approached.
Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you.
Pets: Pets now inherit the same aggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player.
Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly.
Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered.
Pets: Fixed a case where pets could lose their ranged weapons when incapped and not regain the weapon until stored/recalled
This was taken down again so they migh rethink some of it. What worries me is the noticing about jediNPCs dropping meds, cloths and weapons. As we all know once something hits TC it probably stays in so now that this has been pushed a bit we have the time to tell the devs have we feel about lootable weapons.
Please Mor-dan if you have any way of dooing so, ask the devs what exactly they mean with the statement that jediNPCs will now drop weapons. And if as I fear this is something that is usable, comparable to or even better thanPlayercrafted weapon PLEASE tell them to pull this from the publish. We fight hard enough with ADKs and ROTW quest rewards. They do NOT need to add yet another source of weapons....
Again the Devs seems to be moving away from the playercontrolled economy ![]()
I realize that it may be jumping to conclusions, but previous examples has shown that if its first on testcenter its going live in some form or another.Id just rather havea dev answer now, before theyve madethefinal decisions, thanseeour profession being even more degraded cause we didnt get the devs attentionin time.
Sounds good that you ahve posted it in the Correspondents forum, hopefully thatll yield some answers.
I dont mind loot weapons, but they should never exceed the max damage cap. Only exceptions should be exceptional and legendary drops. Drop rates for those should be like 1 in 5000 for exceptional from a particular mob and 1 in 10000 for legendary.
Quest weapons should be Viable to use but not really any better then crafted, basically just a different skin.
Mor-Dan wrote:
Summerflame wrote:
I realize that it may be jumping to conclusions, but previous examples has shown that if its first on testcenter its going live in some form or another.Id just rather havea dev answer now, before theyve madethefinal decisions, thanseeour profession being even more degraded cause we didnt get the devs attentionin time.
Sounds good that you ahve posted it in the Correspondents forum, hopefully thatll yield some answers.
how long have you been around?
Hey You can always hope right ![]()
I really need to keep my hopes up these days, if I dont I might as well quit, cause the future looks pretty gloom most of the time
Summerflame wrote:
Profession: Jedi
FS Village, Phase 4:
Increased the frequency of the Sith Shadow Pirates spawn to make the Village Assault (Ranged Speed / Melee Defense) quest is now easier to complete
Players that are using force cloaked will no longer be targetable
Jedi heals will no longer cost Force and Mind if the target does not require healing
Ok totally sefl ceneterd but I think is incredibly funny. So basicallyI don't get to train or quest during phase 4 because I will die during a sith attack every time. Now they spawn even more...
Summerflame wrote:
I realize that it may be jumping to conclusions, but previous examples has shown that if its first on testcenter its going live in some form or another.Id just rather havea dev answer now, before theyve madethefinal decisions, thanseeour profession being even more degraded cause we didnt get the devs attentionin time.
Sounds good that you ahve posted it in the Correspondents forum, hopefully thatll yield some answers.
![]()
how long have you been around? ![]()