SWG Game Updates and Patches

Discuss the Star Wars MMORPG.
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Postby Lightfeather » Mon Nov 17, 2003 9:40 pm

November 15, 2003 Update
Client version: 62466.65356
Fixed not being able to open a crafting station's input hopper.
We have fixed a problem that caused harvesters with an extraction rate greater than 7, to have increased maintenance each time they were redeeded. If your harvester has increased maintenance, redeed and replace it to reset the maintenance back to normal.
Made droids private crafting stations again.
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Postby Lightfeather » Thu Nov 20, 2003 12:07 pm

November 20, 2003 Update
Client version: 62466.65712

Improved client stability (<--- they say this EVERY time...)
Player Cities: You can no longer set taxes on outposts. Any current outposts with taxes will have their taxes reset to 0.
Player Cities: Cities now require 10 citizens to be valid. All other city rank population requirements have been raised by 5. Existing new cities will need 10 citizens instead of 5 to be valid.
PVP: Neutral players can no longer drag incapacitated players that have a TEF.
PVP: Dragging a player with a TEF will result in the TEF being passed along to the player doing the dragging.
Fixed a problem where the client would sometimes not connect to the customer service server and thus allow them to submit tickets.
Fixed a problem where the customer service server was denying bug submission in some cases.
Made the localization more meaningful when submitting a customer service ticket.
Removed the high efficiency harvester maintenance penalty as it imbalanced heavy harvesters and punishing experimentation. This change will immediately affect all deeded and placed harvesters, you do not need to redeed your harvester.
Examining deeds now properly displays hourly maintenance instead of mislabeled half-hourly maintenance.
Added no-build radius around Lok imperial outpost
Bio-Engineer: Removed Tissue mods from applying to armor.
Player Associations: Group leader can no longer be kicked from the PA by other members.
Player Associations: Fix guild updates not working properly on clusters with large numbers of Player Associations.
Musicians: Fixed a problem where you would sometimes get stuck in the outro state and unable to play music.
Teras Kasi: Fixed center of being command. Defense mods now work.
Fixed an issue with credit drops from NPCs that were too small.
Rubberbanding: Fixed a bug that could trigger movement validation errors on movement when a player was slowing down in some circumstances.
You can now properly pick up and move ballot boxes and data terminals in houses.
Hanging Clients: Fixed a bug that could cause a client to hang when loading the world.
Unity rings should no longer decay or need insurance.
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Postby Ved » Thu Nov 20, 2003 12:13 pm

Unity rings should no longer decay or need insurance.

Hehe I wonder if the ring decayed all the way if people would still be married.

Improved client stability (<--- they say this EVERY time...)

Thats because each big monthly patch should have this little note "Fucked over client stability again"
Why are pirates pirates?
They just AAAARRRRRR!

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Postby Eggnog » Thu Nov 20, 2003 1:39 pm

Till 20 deaths do us part.

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Postby Lightfeather » Thu Nov 20, 2003 2:35 pm

:rofl: @ Eggnog
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Postby oblivious maximus » Thu Nov 20, 2003 2:58 pm

thank god they fixed BH investigation :D
-HELL AWAITS-

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Postby Lightfeather » Tue Nov 25, 2003 8:30 pm

November 25th, 2003
Update Notes

Added options to the house management terminal to delete all items in the house or to move items in the house to you.
Fixed an issue that caused some cities to not advance when the city update occurred. If your city should have advanced but didn't, please contact a CSR. They will be able to check the log data to verify your city's level and advance it if needed.
Fixed an issue with mayors getting 100 points of xp less than they should have on city updates.
The server will dismount a rider if the mount and rider are in an invalid state.
Lok: fixed a server issue where invisible objects were being spawned. The accumulation of these invisible objects in a single area would prevent players from being able to load into the scene
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Postby Lightfeather » Sat Nov 29, 2003 7:14 pm

November 26th, 2003
Important Update Message

PLEASE NOTE CHANGE IN SWG PATCHING PORT
For those customers who maintain special firewall rules for SWG patching, please be aware that we have added the patching port TCP 7040. All ports that need to be open to play SWG are detailed here.
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Postby Lightfeather » Thu Dec 04, 2003 6:25 pm

December 4, 2003
Client Version: 62466.66705

Improved server stability
Reduced frequency of players becoming ghosted while riding a mount.
Reduced player warping, particularly around player cities.
Improved client stability.
Fixed a vendor money dupe
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Postby Lightfeather » Thu Dec 04, 2003 7:24 pm

SERVICE ANNOUNCEMENT: We have identified a problem where items on vendors would delete themselves 14 days after posting. This problem will be fixed with the maintenance in the morning. We will attempt to automatically restore all deleted items during the maintenance window 6 Dec 03. Please refer to the forums for additional information on this topic. Thanks!
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Postby Lightfeather » Sat Dec 06, 2003 9:49 am

December 5, 2003

Items will no longer disappear from the vendor after being for sale for 14 days.
Restocking a vendor will place the item for resale for 30 days.
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Postby Lightfeather » Thu Dec 11, 2003 8:50 am

Vendor Announcement: If you received a bag of items back from the December 6th item restore, please make sure you remove all of the items from the bag before you place the items on to a Vendor. If you place this bag on to a Vendor before the items are removed, you may not be able to retrieve the items in the bag. We apologize for this inconvenience.

December 10, 2003
Client Version: 62466.67491
Fixed a problem where the city region migrates over time. The city region will center itself around the city hall.
Players who we restored items to with the maintenance Saturday might be trapped on a planet unable to buy tickets. If you pull up the radial menu on the vendor bag, you will have an option to travel to a planet of your choosing. Please travel to your vendor planet as this only works once.
Fixed a problem where interior portals might not render.
Fixed problem where interior windows rendered with a red window.
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Postby Lightfeather » Thu Dec 11, 2003 8:52 am

Players who we restored items to with the maintenance Saturday might be trapped on a planet unable to buy tickets. If you pull up the radial menu on the vendor bag, you will have an option to travel to a planet of your choosing. Please travel to your vendor planet as this only works once.


Well shit. If I waited for the DEV's THIS long I'd still be way the hell in the middle of no where... Good thing I wasn't on a planet that didn't have a vendor on it. I was still able to walk there.

I feel sorry for everyone who just deleted the phucking bag of refunded stuff just so they could get home, not knowing the devs even knew about the issue.
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Postby Lightfeather » Fri Dec 12, 2003 12:58 am

General Announcement:Over the next few days we will be patching out some new data in preparation for the upcoming vehicle update.
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Postby Lightfeather » Tue Dec 16, 2003 10:26 am

December 16, 2003 Update Notes:

Major Publish Features:

Vehicles: Vehicles are now available to players. The first three vehicles will be the Speeder Bike (RoTJ), Swoop Bike (AoTC) and the X34 Landspeeder (ANH). Advanced Vehicle Guide

Player Cities: The number of Player Cities has currently been doubled, making the caps to 20 for all planets that are currently 10 and 50 for all planets that are currently at 25. The new limits are as follows (The first number is the total cap. The second is how many can be rank 3 or above. The third is how many can grow to rank 4 or above.):

Corellia: 20, 15, 10
Dantooine: 50, 30, 20
Lok: 50, 30, 20
Naboo: 20, 15, 10
Rori: 50, 30, 20
Talus: 50, 30, 20
Tatooine: 20, 15, 10

Content: ? The Nightsister cave has been added to the game world. ? Added various heralds throughout the world to lead players to dungeons. ? There will now be a chance for boss type creatures to spawn from mission targets.

Creature Balance: All creatures in the game have been balanced under one unifying scheme.

Creature Handler: The creature handler profession has been re-organized. Among the many changes are: The "control level" skillmod has been removed. You can call any pet up to the limit of your additional pets skillmod, but no more levels at one time than your "tame level" skillmod. The tame level skillmod also determines the maximum level pet you can call or tame. The Tame Level skillmod has been redistributed throughout the tree, so only master creature handlers can call the highest level pets. The Transfer command has moved to the Master Creature Handler skillbox. The "train as mount" ability has moved to Management IV. See below for further details.

Creature Trade-In Program: With the Creature Handler changes that are going into effect, players with pets from levels 10-15 will no long be usable, there will be a pet trade-in program. Player get attached to their pets, players will be able to visit Creature Handler NPC?s and get a device to drag to the datapad. The device will transform their pets, carrying over it?s name and commands to the new pet. The new pet will be of the same type, but of the correct level. Your favorite pet will stay your favorite pet :)

GUI: ? Added waypoints to places of interests (POI?s). For example missions, bunkers, caves, and exploration areas. ? Add a "Points of Interest" tab. This tab holds a list of waypoints to interesting places on the current planet.

Jedi ? Jedi now get a TEF for equipping a saber when in combat. ? They also get a TEF when entering combat with a saber equipped.

Live Events: ? Be on the lookout for some Wookiee Life Day gifts from the SWG Event's Team... Player Hosted Events: Be sure to check out the latest Player Hosted Events on your Galaxy

Full patch listing:

SWG Client Version: 65956.67838

General
Improved client stability
Improved server stability

Badges
New exploration badges have been added throughout the galaxy.
Badges will be awarded for achieving Master Titles (and you keep the badge even if you revoke the skill).

Character
Added heal self and heal other animations to kneeling posture.
Disallowed use of /wookieeRoar if the resulting pool drain would cause the user to become incapacitated.
Make Attribute mods due to food, spice, etc, not incapacitate players.

Combat
Made it so if two players are fighting and both /peace, combat will end (previously the player who /peaced first had to do it again for combat to end).
Added to-hit bonus for melee vs. ranged weapon attacks. This is a replacement for the damage multipliers and a sub-feature for the damage mitigation addition. If you use a ranged weapon against a melee combatant, you are easier to hit.
Damage-over-time (DoT) effects (bleeding, poison, etc.) will no longer cause pets to randomly aggro on nearby PvP enemies.
Players now get a TEF when using DoTs (poisons, disease, etc).
Performance buffs now modify the players base attribute not their current max attribute.
Added melee/ranged damage mitigation 1-3 abilities. These abilities are spread through the elite professions and will limit the damage ranges that can be done to you. If an NPC/Creature attacker does 1-100 points of damage, is using a melee weapon, and you have damage mitigation 3, the actual damage range that can be done to you is actually 1-40. There are 3 damage mitigation abilities for ranged, and 3 for melee. They do not stack.
Fixed a problem where not every target was getting the appropriate messaging from an area of effect combat medic DoT attack.
Neutral players can no longer drag incapacitated players that have a TEF. Dragging a TEF'd player can result in the TEF being passed along to the player doing the dragging.
Added the standard PvP checks for dragging an incapacitated player. This means that you can only drag a player in the same cases that you could heal him.
Added full body standing ranged combat animations for Ewoks
Corrected standing ranged combat weapons for Hutts.
Creatures and NPCs will no longer be able to poison or disease vehicles and droids.
Added standing ranged combat animations for Jawas and Selonians.
Added line of sight checks to all healing commands. Because of this, it is no longer possible to perform healing actions on targets outside of a building if you are inside it (or vice versa).
Fix for 1pt general combat xp when specific combat xp types are capped
AI will now "see" a player that stands up from Incapacitation and may attack (including Feign Incapacitation).
Fixed a bug with training mobs that flee from private structures, which caused them to move very slowly afterwards.
Fixed an annoying bug which would result in characters being stuck in combat mode for long periods of time after being targeted by an npc.
Cut the follow distance in half for a follower and a leader when they are in combat with each other.
Added rifle butt animations

Commands
Added /g command for groupsay.
Fixed the insufficient funds error message for bank tips.
Fixed a menu issue related to "shutdown" of a player HQ in a countdown sequence.
Fixed several bugs with /tip that would cause funds to hang.
/tip update to hopefully improve response time for cases where payments would lag

Crafting
Fixed not being able to use ingredients in an equipped backpack (or other container) in crafting.
Changed the chemical dispersion mechanisms (both normal and advanced) so that their damages may be modified.
Fixed mission draft schematics showing up in the "genetics" tab. They now correctly show up under the "mission" tab.
Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again.
The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.
Secure trades are canceled when any crafting command is done.
Fixed bug where old component data would still be used on the crafting try after a critical failure.
Added checks to make sure you can't extract an item from a factory crate you don't own.
Fixed bug where dividing stacks of factory crates could bug your inventory to where it would say "full" at 59/60 or lower.

Creature Trade-In Program
With the Creature Handler changes that are going into effect, players with pets from levels 10-15 will no long be usable, there will be a pet trade-in program. Player get attached to their pets, players will be able to visit Creature Handler NPC?s and get a device to drag to the datapad. The device will transform their pets, carrying over it?s name and commands to the new pet. The new pet will be of the same type, but of the correct level. Your favorite pet will stay your favorite pet :)

Datapad
Added waypoints to places of interests (POI?s). For example missions, bunkers, caves, and exploration areas.
Add a "Points of Interest" tab. This tab holds a list of waypoints to interesting places on the current planet.

Droids
Fixed bug where probot reassembles after being destroyed
Dungeons
For those who seek perilous adventure, journey to Dathomir. The Nightsister Cave will challenge large PA?s and player groups - - perfect for Raiding!

Events
Be on the lookout for some Wookiee Life Day gifts from the SWG Event's Team...
Player Hosted Events: Be sure to check out the latest Player Hosted Events on your Galaxy http://starwarsgalaxies.station.sony.co ... r%20Events

Faction
You now gain Singing Mountain clan faction for killing the Spider Nightsister clan. A bug which made the "boss" NPC of the Spider Nightsister cave not spawn has been corrected.
GCW
Turret minimum range has been removed.
Added validation to HQ initialization that should remove tracking of invalid defenses.
In the event that invalid defense issues persist, the structure owner & admins are able to electively remove defenses from the primary HQ terminal via the "Defense Status" option in the "Structure Management" menu list.
Fixed an issue with small and medium tower turrets that would cause them to become invalid objects
Overt Players: /delegateFactionPoints: if used with a target but no parameters will now provide an interface

GUI
BugFix: XP monitor resets the displayed skills after travel, log in and out.
CharacterSheet: UI correctly updates when stomach values change.
Fixed Alt-Enter switching between windowed and fullscreen code.
Keyboard
Fixed keymappings not displaying correctly for non-English keyboard layouts.
Added non-English characters to chat.
Loot
Locked loot crates now indicate whether they are sliceable or not when examined.

Mail
Added /emptyMail command to delete all of your avatar's email.

Missions
Changed targets for faction destroy missions to be banners.
Increased occurrence of NPC targets on some planets from mission terminals.
Removed AT-ST from rebel faction mission targets.
Fixed a mission payout notification issue related to grouping.

Mounts
Increased the distance of the player light when mounted
Increased reliability of mounts and squashed multiple bugs

NPCs
Added eyes closed idle to dead NPCs.
Added Drall and Hutt standing ranged combat animations, fixes bug in standing ranged animations on Non-humanoid NPCs.

Objects
Fixed appearance for left bone armor bracer.
Fixed appearance for Grand Healers robe.
Fixed appearance for Mon Calamari dress 15.
The health encumbrance on armor components is now properly displayed in the examine window. Before, this value was not shown despite it still being factored into the finished product.
Fix occasional flickering lighting issue.

Pet
Pet following improved.
You can no longer command a pet that is outside when you are inside a building.
Factional pets will Only attack Declared-Overt targets (players or npcs)
Players will be allowed to transfer a pet-control-device even if it doesn't know the transfer command, if the pet is too-high level for them to call
Some creature types will spawn baby (tamable) creatures less often than others.
Fixed a bug that would allow players to call more pets than they should have been able to call in some situations.
Pets will autostore in 4 minutes if not revived medically, will absolutely not recap' naturally (from regenerating) for at least 2 minutes.
Pets will not recapacitate immediately.
When a pet is incap'd by NPCs or creatures, the AI will attack the pet's master, next.
Pets will always be considered to be grouped with their masters (by AI, that is), even when they aren't
Players can no longer complete a taming attempt while dead or incap'd
Unstored pets will not remain in the world after their owner has logged out for longer than 2 minutes, and current health info. etc. will properly be saved
Pets "Hungry!" and "Play!" spam will only be visible to the pet's master
Non-creature handlers cannot call pets of a higher level than 10, down from 15.
To see which commands your pet knows, select LIST COMMANDS from the pet control device.
Pets will not suffer from vitality loss more often that once per 5 minutes
Player Associations
By default, guildhall signs now show as "'s Guildhall"
Fix guild leader changes and disbanding for too few members not occurring in some cases.
Make weekly guild updates remove purged characters.
Don't allow people to kick the leader out of a guild. The leader can still be removed either by removing themselves or by being voted out first.

Player Cities
The number of Player Cities has currently been doubled, making the caps to 20 for all planets that are currently 10 and 50 for all planets that are currently at 25. The new limits are as follows (The first number is the total cap. The second is how many can be rank 3 or above. The third is how many can grow to rank 4 or above.):
Corellia: 20, 15, 10
Dantooine: 50, 30, 20
Lok: 50, 30, 20
Naboo: 20, 15, 10
Rori: 50, 30, 20
Talus: 50, 30, 20
Tatooine: 20, 15, 10
You can no longer use structure related slash commands in civic buildings. This means you can no longer make civic buildings private. Any currently private civic buildings will be made public.
You can now pick up and move ballot boxes and data terminals in houses.
Fixed problem with player city travel terminals not bringing up their UI.
The Architect craftable "Ballot Box Terminal" now works properly again.
The citizen report list now indicates if a citizen is a militia member.
Fix ejection from the player city hall.
You can no longer register a city of rank less than 3 on the planetary map. Any city of less than rank 3 currently on the map will be removed from the planetary map. Any city that falls below rank 3 will be removed from the planetary map (This was done to keep maps from getting over cluttered and unusable).
Since we are increasing the city caps, we need to control on the amount of additional structures the world has to support. There is a civic structure cap of 1+(6*city rank). I.e. 7 at rank 1, 13 at rank 2, etc. Civic structures include cloning facilities, shuttleports, the city hall, and gardens - - Structures owned by the city.
If your city decreases in size so that the number of civic structures exceeds the cap, you will be charged 75,000 credits per week per structure over the cap as a part of your city hall maintenance. This penalty will be applied each week starting the week after the cap is broken. The penalty will not be applied if you do not exceed the cap when the next city update happens or if your city rank increases (raising the cap).
Information on this penalty will be sent to the mayor in email and will also be displayed on the city maintenance report.
/citywarn has been removed from the game.

Player Houses
Fix interiors not appearing.
Player buildings (houses & city structures) now have much more forgiving placement tolerances. You should be able to build on the side of hills and over small gutters you weren't able to build on before. Also, the first time a structure is built it will no longer snap to the lowest possible point on the terrain (this sometimes caused doors to be buried).


Professions

Chef
The Terratta food schematic will now download to your crafting tool.
Creature Handler
The creature handler skill tree has been re-organized: The "control level" skillmod has been removed. You can call any pet up to the limit of your additional pets skillmod, but no more levels at one time than your "tame level" skillmod. The tame level skillmod also determines the maximum level pet you can call or tame. The Tame Level skillmod has been redistributed throughout the tree, so only master creature handlers can call the highest level pets.
The Transfer command has moved to the Master Creature Handler skillbox. The "train as mount" ability has moved to Management IV.
Creature Handlers will only receive 1 xp for using a pet to kill something less than half the level of the pet.
Using baby high-level creatures to kill low-level creatures will result in less xp being granted than previously. For purposes of determining xp only, the creature's level will be considered to be no less than half of the creature's adult level. e.g. A baby gurreck was previously considered to be a level 5 creature even though an adult gurreck is level 50. Now a baby gurrek will be considered to be level 25 minimum, which will eventually increase as the pet grows until it has reached its adult level.
XP awarded to Creature Handlers when their pet kills something will be divided by the current number of active pets.
All currently tamable creatures remain at the same chance of spawning.
Some new tamable creatures were added with the same chance of spawning as current ones.
Some rare to very-rare to impossibly-rare baby types will spawn which did not previously spawn.
Sometimes (rarely) lairs will spawn more than the current max of 2 babies.

Bio Engineer
New Cloning System implemented (Creature level is now fully dependent on final creature stats. Stats are fully dependent on level of DNA samples used. Gnort DNA will create Gnort-like creatures, Rancor DNA-will create Rancor-like creatures, etc.).
Combat Medic
Combat medic skill mods can no longer increase the range of medicines beyond 64m.
The maximum experimental range for ranged healing and DoT medicines has been capped at 48m.
Droids and vehicles are no longer affected by combat medic area of effect poison and disease attacks.

Jedi
Jedi now get a TEF for equipping a saber when in combat.
They also get a TEF when entering combat with a saber equipped.

Rifleman
Added "Sniper Support Skill" for Rifleman. Riflemen shooting creatures and NPCs at greater than 50m have a much better chance of drawing a single social creature from a crowd (versus the entire group of angry mobiles immediately charging at the rifleman).

Scouts
You can no longer gain scout xp by using scentMask vs. creatures in an interior (when you are outside, or in a different part of the interior).
Scouts / Rangers
Mask scent and conceal no longer break in combat. This was widely considered by most users of the command as being a little too annoying (the designer included. ;)

Smuggler
Slicing options will no longer show up erroneously on non-armor clothing.
Fixed an issue with HQ security terminals where an incap?d/dead slicer could lock the terminal and prevent further use

Teras Kasi
Powerboost - boost values are now calculated based on the characters unmodified mind value minus any mind wounds. A boost value of less than 10 is prohibited.
TKAs can no longer incapacitate themselves with /powerboost

Quests
Many Huff Darklighter Quest fixes (Krayt Quest)
Rumor has it that the infamous pirate Nym has begun rewarding adventurers with weapons from his private stockpile. A special 'slug-thrower' carbine is available to those who succeed in Nym's new quest series!

Travel
Added a check for inventory space when attempting to buy a roundtrip ticket. This should prevent the problem of not getting the return ticket when you only have 1 inventory space left.

Vehicles
Vehicles are now available to players. The first three vehicles will be the Speeder Bike (RoTJ), Swoop Bike (AoTC) and the X34 Landspeeder (ANH). Advanced Vehicle Guide

Vendors
You can no longer give Wookiee wearables to non-Wookiee vendors to make them naked.

World
Added various heralds throughout the world to lead players to dungeons.
There will now be a chance for boss type creatures to spawn from mission targets.
Major rebalance pass on all creatures to bring similar level creatures to the same power level and/or to have more powerful creatures con reflect a higher level.
Fixed a data problem that prevented Nyax swords from getting their DoT attacks.
Fixed NPC faction reactions: NPCs that like you, won't attack you. AGGRO npcs will attack you if they merely DISLIKE you. THUG NPCs will attack you sometimes unless they LIKE you.
Fixed sounds on Kaadu stretch animation.
Fixed the alignment of several misplaced player structure signs.
Added Heal animations while sitting on ground and in chairs
Fixed the red barriers appearing over windows
Last edited by Lightfeather on Tue Dec 16, 2003 10:35 am, edited 1 time in total.
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Postby Lightfeather » Tue Dec 16, 2003 10:30 am

You can no longer give Wookiee wearables to non-Wookiee vendors to make them naked.


Well there goes the game...
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Postby Dymiti » Tue Dec 16, 2003 1:41 pm

DAMNIT!
How could you understand the way I feel about God?

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Postby Lightfeather » Wed Dec 17, 2003 7:58 pm

Resolved a localizable string issue that caused many places to show "null" Including:

Faction recruiter
Teaching skills
Cloning city location
/find command
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Postby Lightfeather » Fri Dec 19, 2003 6:15 pm

December 19, 2003 Update Notes:

Mounts: Fixed the scale on the Lesser Dewback, Lesser Plains Bol, & Lowlands Brackaset so they are mountable again.
Pets: Fixed a problem where non-creature handlers who trade in a pet to the Creature Handler Trainer will get a pet back without any training.
Pets: Fixed a problem where turning in a pet to the Creature Handler Trainer with another pet or vehicle out would cause the user to lose control of that pet.
Added a validation for hairstyles on login. If you character possesses an illegal hairstyle for a given race and gender, it will be reverted to a default setting.
Fixed an exploit that allowed players to turn experience into faction points.
Improved client stability.
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Postby Lightfeather » Sat Dec 20, 2003 1:09 pm

December 20, 2003 Update Notes:

Vehicles: Fixed a bug that would enable server lag to cause a recently stored vehicle to wipe out a later generated vehicle.
Mounts/Vehicles: Fixed a bug that could cause lagged servers to force a rider to dismount from a mount or vehicle.
Vehicles: Fixed a bug related to handling of a request to generate a vehicle while one already exists: now we ignore the new request rather than storing the existing vehicle.
Creature Trade-In Program: Creatures that were mounts when they were traded in will now be mounts when they are spit out.
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Postby Lightfeather » Mon Dec 22, 2003 7:35 pm

Two Holiday Announcements!
Holiday gifts: All characters that are at least 3 weeks old will receive a holiday present. To prevent abuse, newly created characters will not receive the free gift.

Exploration badges: Not all POIs are intended to give out Exploration Badges. We apologize for any confusion this may have caused.
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Postby Lightfeather » Thu Dec 25, 2003 10:39 pm

Service Announcement: Sony customer service will operate with a reduced staff over the holidays while we spend time with our families. We will return to full staff on January 5th. Thank you for your patience with us and enjoy your holiday season!

Happy Holidays! - The entire SOE family!
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Postby Lightfeather » Tue Jan 06, 2004 7:55 pm

6 January 2004 Update notes:

Fixed a problem where player city updates might not occur or occur too often.
Improved stability of vendors and the bazaar.
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Postby Lightfeather » Thu Jan 08, 2004 7:43 pm

8 January 2004 Update notes:

Armor: Added an option to Composite armor pieces such that players can select the color of their armor. This works around a problem we introduced before the holidays where we inadvertently re-colored all pieces of composite armor. This option will exist only for the next 2 weeks.
Some players placed vendor bags with large volumes on a vendor. Because of the number of items, player?s could not retrieve the bags once placed. Owners of vendor bags temporarily have the ability to retrieve the bag from the vendor.
Bio-Engineer/Pets: Added additional checks for invalid pets. Players will no longer be able to call invalid pets from the Datapad.
Bio-Engineer: Fixed a problem with Bio Engineer creature cloning that allowed extremely overpowered low-level pets. (AWWW NUTS! I wonder if booga still works.)
Named rancors in the Singing Mountain Clan are now invulnerable and decorative as they should be.
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Postby Raiku » Fri Jan 09, 2004 1:18 am

oh poopie. Rinoan doesn't work anymore. He's such a beautiful little kitty. I'm sowwy Ved. You didn't make me a broken pet...

/weep

What to do, what to do.

/sigh


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