SWG Game Updates and Patches

Discuss the Star Wars MMORPG.
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Postby Lightfeather » Fri Jan 09, 2004 11:12 am

We'll just need to get new pets!

Yay!!!! \(^0^)/ I want to grow a bol and a spat =)
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Postby Ved » Fri Jan 09, 2004 1:36 pm

I read on official boards they are doing something else so don't delete your cats yet or anything.
Why are pirates pirates?
They just AAAARRRRRR!

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Postby Lightfeather » Fri Jan 16, 2004 9:31 pm

16 January 2004 Update notes:

Fixed a credit dupe. We banned several accounts as a result of this fix. SOE works to maintain a fun, fair game for everyone and cheating will not be tolerated.
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Postby Lightfeather » Sat Feb 07, 2004 1:28 pm

5 February 2004 Update notes:

Vendors: Solved the vendor un-initialized problem where vendors could lose items.

Loading Screens: Added notice of upcoming Imperial Crackdown.
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Postby pen » Tue Feb 10, 2004 5:58 pm

just letting you guys know that the imperial crackdown patch is now going to go live on wednesday the 11th, NOT the 12th. hide your stuff :)
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Postby Lightfeather » Tue Feb 10, 2004 6:19 pm

Eeeeeeeeeeee! Crap. All my stuff is sliz0rized.
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Postby pen » Tue Feb 10, 2004 8:42 pm

same here, i need a unsliced pistol stat. damn imperials *shakes fist at the air*
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Postby Lightfeather » Sat Feb 21, 2004 12:25 pm

Did you know...
The Empire is currently winning The Cries of ALderaan Act 3 by a thin margin. Find out which side is winning on your Galaxy in the Astromech Stats. You can affect which side ultimately prevails!

Update Notes: 13 February 04


Spawning: Fix for multiple NPC spawns in crackdown cities
Jedi: Sometimes NPC Imperials would mark a Jedi Overt during crackdown events. Jedi are now only given a TEF.

Update Notes: 12 February 04


Fixed a server crash related to pre-publish chef schematics.


** Major Publish 6 Features **
Client Version: 68837.71916



Imperial Crackdown: Due to the brash arrogance of the Rebel Alliance, the Emperor has decreed that his majesty's Imperial forces hunt down and destroy the Rebel Alliance and insure that all galactic citizens are abiding by the law. The Empire will be searching for members of the Rebel Alliance and anyone with contraband throughout the galaxy. The Rebel Alliance has gone into hiding, so don't be surprised if faction recruiters are more difficult to locate.


Bestine Redesign: Bestine has a few special modifications based on Star Wars history. Imperials will control it and depending on which aide to the governor is in control, different city events will occur. Sand People might raid it, the Imperial presence might increase and players may be able to seek out historians for quests to learn more about the genuine history of Bestine. There is also a Bestine museum event players can get involved with.


Chef Profession Revamped: The entire chef profession has been redesigned from the ground up. See below for details.


Vehicle Customization: New tool allows players to 'paint' their vehicles. Master Artisans can craft vehicles and customization kits. Players can use these customizations kits to customize both the body color and striping color of vehicles.


Theme Park Loot: Revised Theme Park rewards for Imperial, Rebel, and Jabba theme parks. Players who have previously completed (or are currently in) Theme Parks may visit Record Keeper NPC's to reset their status and gain entry.


NPC Quest Loot: Tatooine and Dantooine quests, given by NPC's have all been given better loot as rewards. Record Keeper NPC's are available for the static quests on Tatooine and Dantooine as well as the Theme Parks.


New Visual Buff system: A new 'buff' system has been put in place to give players an easy-to-use graphic interface to make game play buffing and de-buffing easier to understand.


*** Publish Notes Itemized List ***
Bazaar / Vendor
Increase the max bid amount on an auction from 3000 to 6000.
Vendors will no longer show most vendor menu options before they are initialized. Using some of these options was causing some vendors to not initialize correctly. An initialized vendor will show all the normal control options.

Client Stability Enhancements
Fixed issues with the Ubese armor and other articles of clothing that would prevent these wearables from animating properly.
Fixed a code issue that could crash the client when several of the above-mentioned wearables were worn.

Server Stability Enhancements
Fixed a bug that could cause players logging into an interior to become ghosted if the interior was near a server boundary.

Combat
Combat XP grants were removed from combat healing, poisons and diseases. Those actions will still count towards looting permissions.
DoT damage is now tracked for loot permissions.
XP rewards in combat now correctly reflect amount of damage that was done by dots.
Special abilities that inflict combat DoT's (Fire and Bleeds), have had there initial strike damage increased and the combat DoT damage reduced.
Weapon DoT effects now only work if you are certified to use the weapon
Bleed/Fire resistant clothing will now have an effect.
Fixed /chargeShot1 & /chargeShot2 to work correctly with the knockdown timer

Crafting
Added new shellfish harvesting tool to find mollusk and crustacean resources. Schematic for tool can only be obtained after completing a particular NPC granted mission.
Fixed a visual bug with transferring objects between containers that are not on your player (e.g. factory hoppers).
Fixed not being able to remove a schematic from a manufacturing station unless you have another schematic in your datapad.
When a manufactured item is pulled from a crate, the item will have the manufacturer labeled as its creator, not the person who removed the item from the crate.
Increased the amount of fish resources received from fishing.
Added a warning message if you access a manufacturing station and don't have a schematic that can be used in the station.
Increased the amount of eggs that can be found when searching a lair.
Some creatures can now be milked! (See the Chef profession notes below for more details).

GCW
DoT resist changes will make AT-STs more resistant to DoT damage. Dot resistances have been added giving the AT-ST extra protection against flamethrowers and other fire DoT based attacks.
Imperials are now more prevalent in Cantinas.
PvP Death Penalty reduction: Faction deaths will no longer suffer 1% decay if items are insured after the player's death.
PvP Death Penalty reduction: PvP deaths will no longer cause items to un-insure after the player's death.
Players are no longer able to shut down a faction HQ if they have declared only within the last 5 minutes.
Increased the maximum possible range for turrets to 80m.
Stormtroopers will now occasionally enter cantinas to harass rebel players
Only declared players may participate in GCW base shutdowns.

Graphic User Interface
Improved UI Examine Window - Fixed a bug where sometimes an object wouldn't render in the examine window.
A new UI is available to display certain attribute and skill modifiers currently applied to the characters. It is disabled by default but can be turned on in the Options screen, under the Interface tab. The UI also appears the very first time you receive one of these modifiers.
Added new buff icons.
Improved text fonts.
Made waypoint blips on Radar larger so player blips don't obscure the waypoint.
The inventory window now has an optional "examine" pane on the left side of the window, available by clicking the double arrow in the upper left corner of the window. The paperdoll has been moved to the right hand side.
Fix display issues with POI tab in the Datapad.
Fixed declared residence not appearing on the character sheet.
Added menu items to the house management terminal to delete all the items in a house that count towards the item limit, and to move items in your house to your feet in case they are inaccessible.
Spice buff duration and information is now displayed on the new buff bar.
Changed the examination text on weapon component damage to be more clear. It now reads "Maximum Damage" instead of just "Max".

Missions / Quests / Theme Parks
Revised Theme Park rewards for Imperial, Rebel, and Jabba theme parks.
If you have previously completed the Rebel, Imperial, or Jabba's Palace Theme Parks and have not yet received a badge, players receive them when they log in for first time.
The Rebel, Imperial, and Jabba's Palace theme parks now have Record Keeper NPCs that will give players the option of starting the theme park over if they are currently in, or have completed a theme park.
Borvo the Hutt quests updated: many changes and fixes have been implemented.
New quests added to the Singing Mountain Clan and the Nightsisters stronghold on Dathomir.
Fixed a problem where some NPC's would not give positive Nym faction when killed.
On Lok, a server issue was fixed 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.
All of Tatooine's and Dantooine's static quests have been revamped. Bugs have been fixed, some conversations rewritten and they all have new rewards.
Record Keeper NPC's are available for the static quests on Tatooine and Dantooine as well as the Theme Parks.

Pets
Fixed the Plodding Falumpaset & Motley Kaadu; both pets can now be called.

Player Cities
Player city clone facilities are no longer considered for "respawn closest". Only static NPC clone facilities are now considered "respawn closest". Players can still clone at a civic clone facility if they have stored their clone information there.
There is now an option on the city management terminal that allows you to revoke your citizenship at any time.
Citizens will now be removed from a city if they haven't been online for about 6 weeks.
Fixed an issue with mayors getting 100 points of xp less than they should have on city updates.
You can no longer deploy a camp in a player city.
Fixed a problem where Player Cities level 4 were not updating to level 5

Player Structures
Restricted the number of characters in the name of a single permission list entry to 40.
Players not on a building's admin list cannot open containers in the building anymore..
Deeds place-able on a single planet that should be place-able on more than one planet now reflect the appropriate number of planets.
Repair cost and re-deed cost for structures now only takes into account the base maintenance cost. This means you won't have to pay your city property tax to repair or re-deed your structures anymore.
Added caps to access fee amounts and times.
Fixed the Corellian Style 2 (both floor plans) merchant sign placement issues.

Professions: Armorsmith
Added another optional layer slot to the RIS armor segment.

Professions: Bio Engineer
Fixed bio-component data being added to a prototype object after a critical fail.
Can now create new food additives (see Chef revamp below)
Added invalid crafted pet checks back in. If invalid pet is found UI is displayed to try and "fix" pet to allow it to be callable again.
Fixed Level display when Ranger/Scout examines a crafted pet.
Fixed CHs being able to tame a BE pet higher level than they can control
Fixed Non-CH being able to call a non-aggressive BE pet of any level.

Professions: Bounty Hunter
Bounty hunter marks will now be non-aggressive (Instead of running around town killing players)
Fixed some problem with Jedi bounty hunter missions being created and displayed improperly (Correspondent Issue).

Professions: Carbineer
Carbineer profession name fixes implemented (Correspondent Issue).

Professions: Chef
Chef Profession Revamp: The Chef profession has been completely revised in this patch. Chef food items now have a more interesting and powerful set of effects and buffs and more flexibility in experimentation.

New Chef Assets: Several food items now have custom art. There are also two new Chef hats and one new Chef apron creatable by Tailors.

Player Stomach: The stomach meters for food and drink now decay over a period of 30 minutes. Each food item takes up a % of stomach space that may be determined by examining the item.

Food Effects: Food effects are no longer limited to stat modifiers. Food created by Chefs can now enhance skills, give new protections and enhance combat abilities. There are even foods for medics, entertainers, and crafters. Examining a food item will display what it does. Food created before the patch will be unchanged. We encourage all players to seek out and try the new foods!

Food Experimentation: Chef experimentation on food has been reworked. Chefs now experiment on four unique attributes: filling, flavor, nutrition, and quantity. Filling affects the stomach usage of the food, flavor affects the duration of the food's effect, nutrition affects the effectiveness of the food, and quantity affects how many of the food the crafting attempt will yield.

Bio-Engineered Food Additives: The set of Bio-Engineered food components have been revised. Bio-Engineers can now create 3 intensities of component for each of the 4 experimental attributes (12 total). A Chef can then use these components in his recipes through the additive slot. For example: a Bio-Engineer could make a "light nutrition component" and sell it to a Chef who uses it to enhance the effectiveness of one of their recipes. The impact of Bio-Engineered food components has been greatly increased.

Milking: Players can now milk certain herbivores. A "milk" option will show up on their radial menu. You must be scent masked or concealed to milk. You'll have to figure out on your own what can be milked.

Drink Containers: Drink recipes now require a separately crafted container. As a Chef increases in skill, they will earn the ability to create new types of containers. The larger the container, the greater the yield of drink created in a single crafting attempt.
Find out more about the Chef Revamp

Some Additional In-Test changes made:

Decreased the stomach filling value of several foods.
Increased the xp output on Chef foods.
Increased the bonus given from using a cask or a barrel.
Slightly increased the amount of milk gained during milking.
Increased duration of the secondary/terciary stat mod buffs on won-won, kiwik clusjo, and canape.

Professions: Creature Handler
Trick2 will be granted at Empathy III as stated in the skills window, instead of being incorrectly granted at Empathy II.

Professions: Doctor
Added visual buff icons to Doctor enhancements and performance mind buffs.

Professions: Droid Engineer
Added general module slot to the advanced Binary Load lifter droid, and both basic and advanced protocol droids.
Droid storage compartments are now using droid experimentation rather than artisan.
Droid customization tool now gives droid crafting xp instead of general xp
Droid socket modules can no longer be plugged into one another.
Multi-crafting station module droid capability fixed for some cases where one type would over-ride another type.
Combat-related stats removed from examine windows for non-combat-capable droids
Item Storage Module 2's now really are that, instead of becoming data storage module 2's during the crafting process.
Added transition from combat to normal idle for Probe Droid.

Profession: Image Designer
Fixed occlusion issue on Human Hairstyle 4

Profession: Jedi
Jedi XP is now granted after combat only if a Lightsaber was used
The permadeath system is being removed and changed to a skill revocation system based on deaths.
Deaths will decay from the death counter after one week.
Deaths after a buffer (3 to 5 depending on advancement) will have a skill revocation penalty.
Skill revocation will be slight at first, but will increase in penalty as the player accumulates more and more non-decayed deaths.
The skill revocation penalty will increase as a player advances up the skill tree.
The skill to be revoked will be randomly chosen from the last skill earned in each of the 4 skill branches.
No more than one skill will be revoked at a time, though players can get to a state where they lose a skill each time they die.
When Publish 6 is released, all existing deaths will be reset to 0 so all Jedi start out with no deaths.

Professions: Merchant
Since housing contents are now loaded on demand, vendors were giving less xp than usual. They now take into account how many updates were missed and will grant a normal amount of xp when they are loaded. Players will see improved normal merchant xp rates.

Professions: Pikeman
Slightly improved some range modifiers on the Long Vibro Axe and the Vibrolance (Correspondent Issue).
Upgraded Nightsister Energy Lance to bring it more inline with the risk to obtain it (Correspondent Issue)..
Raised the skill box required to use the Nightsister Energy Lance (Correspondent Issue)..
Pre-change lances will still only require Brawler Polearm II to use (Correspondent Issue)..

Professions: Pistoleer
Increased maximum mid range accuracy on the DX2 Pistol (Player Correspondent Issue)

Profession: Smuggler
Added a success or fail routine for when a smuggler is scanned (Correspondent Issue).
Added a grouping bonus for smugglers in wilderness and cantina searches when stormtroopers are executing a shakedown scan.

Profession: Swordsman
Moved scythe blade certification to the expert sword finesse skillbox

Profession: Weaponsmith
Fixed an out of range speed limit on the imperial detonator schematic.
Fixed an out-of-range range limit on the acid beam rifle schematic.

Travel
Fixed a problem where using the ticket collector and not selecting a ticket from the UI listbox could cause the player to get a "you must select a ticket.." message on future travel attempts.
Fixed a problem where traveling between 2 cities on the same planet could be stopped if there is an active battlefield on the line between them.

Vehicles
Improved Vehicle performance.
New tool allows players to 'paint' their vehicles.
You can now have 3 vehicles stored in your datapad at a time.
Radial menu will now update properly after generating or storing vehicle.

World
Added Librarian with Trivia Questions to Theed Palace.
The night lighting on Talus and Dathomir have been brightened for easier play.

Yavin 4 sky and fog have been improved
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Postby Lightfeather » Sat Feb 21, 2004 12:28 pm

And tailor got nada. BOO!
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Postby Lightfeather » Thu Feb 26, 2004 11:08 pm

Get ready for a Scavenger Hunt this weekend. Reward will be a special decoration for your player city. Details will show up in the holocron when you log on. I'll not be here for this weekend I hope someone can do the scavenger hunt and get something cool for the city =)

Update Notes: 26 Feb 04

Geonosian Bunker: Fixed a bug that prevented players from getting their pets past the first room of the bunker
Geonosian Bunker: Fixed a bug preventing creatures from leaving the Geonosian bunker while in combat.
Geonosian Bunker: Increased the spawn time for the fire spider to 1 hour and the Acklay to 2 hours.
Geonosian Bunker: Slighty decreased the power of the fire spider and Acklay loot drops.

Update Notes: 24 Feb 04

Imperial Intelligence has indicated a massive seismological reading from Yavin IV. There has been some indication that a secret Geonosian Lab was operating on the surface of the planet, but no confirmation has been made. The Imperial Military is rumored to be planning on operation to investigate, though rumors in Coronet indicate that both the Rebels and many criminal syndicates are also interested in obtaining the technology and research contained inside.

Fixed a problem that caused spawning to stop on some planets.
Fixed a problem where pets wouldn't properly use an offset for "follow" and "attack".
Experimentation should now work properly on vehicles
Fixed some issues with art schematics related to the Bestine museum.
Minor fixes to the Imperial crackdown.
Various tweaks and fixes for the Geonosian dungeon.
Fixed an issue that allowed players to vote multiple times in Bestine.
Improved server stability.
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Postby Lightfeather » Fri Mar 05, 2004 4:31 pm

Update Notes: 4 Mar 04

Added commands for Customer Service.
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Postby Flac » Tue Mar 09, 2004 8:00 am

Update Notes: 9 Mar 04

Starting to patch out data for the upcoming publish. We will continue to gradually update this data throughout the next week.

Something tells me I might not want to start grinding holocrons anytime soon.
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Postby Lightfeather » Tue Mar 09, 2004 12:37 pm

lol yea =) I read somewhere that they will still help with the path to jedi but after the patch they supposedly will be giving you hints on what you need to do to complete the quest for jedi.
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Postby oblivious maximus » Tue Mar 09, 2004 1:15 pm

quests wont be put in for a while, it is still in concept
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Postby Flac » Tue Mar 09, 2004 4:50 pm

oblivious maximus wrote:quests wont be put in for a while, it is still in concept
I'm going bounty hunter either way first, which I heard takes quite a bit of time. So i'll see how it goes.
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Postby Flac » Sat Mar 13, 2004 5:32 pm

Today's Friday Feature will be a "Droid Invasion" desktop wallpaper and a preview of the Major Features for Publish 8. The theme for publish 8 is "Droids Rebuilt" and we also have the Combat Balance going live in Publish 8 as well.
Droid Invasion Wallpaper

Droid Enhancements

Display for power meter
Droid Customization Kit
kit useable by anyone
customization lasts longer
Customized appearances for Droid Deeds so that Droid Engineers can display the models they sell.
It is still an early look, but here is our goal for Droid Modules:

Entertainer module: Entertainers would get a certification so that only they could use this droid (no combat functionality is added so its different that the combat certs). This module would allow an entertainer to queue one of 10 different new effects (smoke, lighting, etc.) The advantage is that the droid won't consume entertainers HAM (just batteries). Each module will represent a different effect. So with 10 different effects, there will be 10 Entertainer modules which means the higher level droids with more module slots will be more useful for queuing different effects.

Merchant Barker module: This would give droids the ability to bark advertisements, give waypoints to shops, have additional information available so players could list prices, services, etc through a radial menu command.

Covert Detector Module: The covert detector module would allow a droid to detect and disable a covert detector in an area.

Exploding Module: This combat ability would consume a droid in a fixed damage blast.

Combat Balance: A major Combat Balance pass will be happening in Publish 8. The goal of the combat balance is to make combat challenging and equitable across the combat professions. The Combat Balance consists of several aspects.

The first aspect is the Weapon Balance. The Weapon Balance pass is intended to bring relative power of weapons between professions more in line with each other. This is not to say that they will all be the same. Different weapon types will still have various strengths and weakness providing different abilities in which they are ideally suited. Certain weapons classes will stay more or less powerful than the average but this is to reflect a balance paradigm of the profession that uses those weapons. Additionally weapon certifications will be rearranged to provide a better power progression and to better match up with when Weaponsmiths are granted the schematics to craft them. A major goal of the weapon balance pass is to provide players with a consistent and balanced power progression as they advance up their profession as well as providing interesting and varied weapon choices at all skill levels.

The second aspect of the Combat balance will be the HAM redesign. A very critical part of the overall combat rebalance is the change to the functionality of the HAM system. This change will allow a greater ease in balancing overall HAM costs for weapons and special moves. It will also allow Mind to be removed as a special damage type and place equal emphasis on Health, Action and Mind pools for both abilities and damage.

The third aspect is the Profession Balance. Once the underlying core systems for combat (weapons, damage & HAM) are balanced it will be possible to look at all combat professions and balance them in a way that emphasizes each of the professions roles in combat and to give purpose to each individual player as well as reasons for choosing various profession combinations in groups. This includes a skill mod balance, skill tree progression tweaks, combination stacking, special abilities (existing and some new) and overall difficulty.

Lastly is the follow up to many of the preliminary changes that have been made so far. This includes balancing armor, buffs and DoTs, bringing them in line with the combat balance overall.

Image Designer Profession Enhancements: To enhance the Image Designer profession, weI've put together a list of new features so that we can add some exciting new avatar customization features to the game as well as make them an important part of the game world. Some of the things Image designers can look forward to are:

ID User Interface: Image designers and their clients can work through the changes in real-time, agree on a price and execute the changes through a secure-trade transaction window.
Hair accessories: Coming in the form of particle enhancements to existing hairstyles
New hair colors: Bright neons and fluorescents, glitter that flickers or changes colors.
New skin tones: More variety in current colors, body paint type colors. (Bright Red, Lemon Yellow, etc.).
Increased Colors for all Palettes: For example, Lip colors such as pinks, peaches, more flesh tones and more vibrant shades like Canary Yellow, White, etc.
So here you have it; a preview at the publish 8 major features!

We hope you like the wallpaper, the preview and have a great weekend!

Tasty update goodness. The wallpaper is spiffy as well.
http://starwarsgalaxies.station.sony.com/wallpapers.jsp
I've had an update every day this week and it feels good.
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Postby Lightfeather » Sun Mar 21, 2004 3:37 pm

Update notes for March 17th, 2004
GCW: HQs are now invulnerable during a maintenance cycle.

*** Droid Invasion Major Features ***
Droid & Droid Engineer Enhancements
Droid Damage Repair Kits and Droid Wound Repair Kits
Droid Battery consumption rate halved (enabling them to last twice as long)
Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate
Combat Droids will have all the fighting functionality of a regular combat-capable creature (up to CL10)
These options will function like creature pets.
All players will have the ability to own and operate these combat droids.
A combat droid is a droid that is capable of attacking things, in addition to other potential droid capabilities that can be added to droids currently.
The normal crafting process is used, and a combat module is included in the droid.
Combat modules will only mount in droids capable of combat. Combat modules can be placed in any of the general droid module slots that already exist on droid socket components and droid chassis, seen as optional slots during the crafting of the droid.
Combat module is crafted in exactly the same fashion as other droid modules, using a draft schematic, resource ingredients, and previously crafted component ingredients.
Combat modules can be crafted at varying quality levels, which can be seen when the module is examined.
Combat modules stack and if more than one of them is placed in a single droid, they have a cumulative effect.
To have the strongest combat droid, six 100% combat modules must be used in constructing a droid.

Preliminary Combat Balance Changes: As part of the ongoing Combat Balance, the team has made some preliminary changes to combat in order to equalize some of the larger changes that have been made recently.

Defensive Modifiers will have a hard cap with profession template stacking. Defense stacking will no longer stack beyond the intended combat calculation limits causing the defender to be nigh invulnerable.
Carbineer Specials have been improved:
The dizzy effect in
/fullAutoSingle1,
/fullAutoSingle2,
/fullAutoArea1 &
/fullAutoArea2 have been improved
/burstShot2 was changed from a single target to an AE cone attack
/actionShot2 now hits all targets in the area of effect.
Defense / To-Hit Fixes:
Melee attackers now get a To Hit bonus when attacking targets with ranged weapons.
Dodge enhancing Food now decreases your chance of being hit.
Accuracy increasing food now increases your chance to hit your target.
Dead Eye buff now increases your chance to hit your target.
Warcry has been changed from being a single target lock down preventing it from attacking to a method of 'crowd control'. Enemies can be temporarily prevented from attacking as long as they are not currently being attacked themselves.
Panic Shot & Strafe Shot are cone effect shots that will delay your target for 10 seconds on a successful shot. Strafe Shot succeeds only when your target is in the 'take cover' position. In both cases, the effect ends upon further damage to the target.
Bleed DoT Improvements: Targeted pool bleeds (/mindShot1 & 2, /healthShot1 & 2, etc) now hit their intended pool on the initial strike as well as the bleed damage.

Crafting System Enhancements: One of the top concerns for crafters of all types was the issue of 'critical fails'. Critical fails are a risk that all crafters take when attempting to create an item. This basic dice roll function is the gamble crafters take as part of the risk of crafting, but as a resounding player concern, the developers looked at the system to see how the relationship of crafter and crafter-risk could be made to have a stronger relationship to the fictional act of crafting. Toward creating a stronger crafting experience, a new modified die roll model has been implemented to enhance the experience so that now, a crafter's raw ability will have an effect on how often critical fails occur. Crafting still works on the same risk/reward principle of a 5% critical fail chance, but is now modified with the player's assembly or experimentation skill. As crafters progress from Novice to Master they will have a reduced chance of a critical failure.

Bounty Hunter Jedi Tracking Missions: Now, Bounty Hunters can track player Jedi in the same manner as their NPC targets. Bounty Hunters can get a mission from the bounty hunter terminal for a player Jedi. Go to your contact to get the bio-signature. Then just use your seeker/probot droid to find your target. Keep in mind that unlike the NPC targets, players will move around unpredictably. (As a result, the location updates can lag behind a couple of minutes.) Additionally, Bounty Hunter tracking speeds have been fixed and now as the hunter increases in skill, the tracking speed will increase.

Junk Dealer Revamp: Continuing the loot system changes will include the rebirth of the Junk Dealer. As part of this change, Junk Dealers will have more robust conversations, be willing to buy all different types of NPC loot drops and become a new source of income for players. Players will now be able to go adventuring, collect the various loot drops from NPC's, adventures and dungeons and take it to a Junk Dealer to sell. Junk Dealers won't buy just any junk either. Different dealers will specialize in different kinds of junk, so players will have to explore and find out which dealer deals in which kind of junk. Be sure to talk to the various Junk Dealers to find out which junk they like the most!

Vertical Item Movement: Another big player request brings the ability to move furniture and household items up and down. Players in all houses can now move items up and down by either using the Radial Menu or the following commands:

/moveFurniture UP (1-500)
/moveFurniture DOWN (1-500)
Players will be able to move items vertically in Player Houses, Merchant Tents, Player Association Guild Halls and all player city structures.

Lighting Objects: Players will now have many craftable light sources in the game that will have the true functionality of a light source. Additionally, many new lamp styles have been added to the game and now players can also have candles. Players will be able to purchase architect crafted candles and lamps that act as a light source. The decay rate of the candles and lamps depends on crafting quality. Candles will have a lifespan between 7 and 21 days, lamps between 21 and 42 days

Camp Restrictions Removed: After Publish 7, players will no longer be required to be in camps to pull out Vehicles, Mounts, Droids or Pets and can pull them out wherever they are, eliminating the player inconveniences of having to find rural areas far from cities, lairs and other no-build zones in order to build a camp. The basic rules of calling Vehicles, Mounts, Droids or Pets are:

There is a 15 second delay after you call for a vehicle/mount/pet/droid before it will generate.
If combat occurs during that 15 second period, it will stop the call from completing.
A player will not be able to call a vehicle/mount/pet/droid during combat for 30 seconds after combat is concluded.
A player will not be able to call a mount/pet/droid while mounted or on a vehicle.
Camps have retained their original vehicle/mount/pet/droid calling abilities so that either method can be used by players.

Player City Garages: Architects will be able to craft Player City Garages that Politicians can place in their cities. This new craftable structure will require a Player City to be at least level 2. Now players will be able to repair their vehicles in many more locations. Mayors can also place a service fee on using their player garages. You must be within 64m to use a garage. You can not place multiple garages within 200m of another.

Sliced Weapon Tag: With the Empire cracking down on sliced weapons and armor, publish 7 brings the ability for players to be able to view sliced armor and weapons to find out which items have been sliced.

GCW Changes:


Adding repetitive defenses: After the first defense/turret is attacked and destroyed no new defenses can be added to the base for 1 hour during the vulnerability period.

Enemies cannot enter HQs until all turrets are destroyed: Players attacking a faction HQ are by-passing the HQ's defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ. This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.

Fixed maintenance on HQs: Maintenance will function correctly on Faction HQ's

Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT's and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. To give players an alternative method that can be used in all battles, Doctor's can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the 'mind' of the doctor.

Status Effect Changes: The ability to effect the status of inanimate objects has been removed. Players will no longer be able to effect AT-STs, player vehicles, droids and turrets by the special effects of Stun, Dizzy, Blind, Warcry and wookiee roar. Additionally, biological DoT's (poison and disease) will no longer effect vehicles, droids or turrets and finally, AT-ST's and players vehicles will be immune to all posture changes.

Turret Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attacking team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target. Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.

Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, 'Reset Vulnerability'. In other words, the moment you click the 'button' is the time the vulnerability time is set at.

Zero HP Turrets: Turrets attached to Factional Headquarters had a chance that when they reached zero, they would remain in the world and continue to attack players. Turrets at 0/0 will now deactivate and be removed from the world.

Bestine Quest Enhancements: The politician, Victor, has a series of new quests for players to experience as part of the Bestine political intrigue saga. When Victor is in power, help him find out what is so dangerous in the desert!

New Mounts: Players have new mounts available in Publish 7: Bantha and Cu Pa

*** Publish Notes Itemized List ***
Armor
Fixed the rancor padded armor segments so that they work with padded armor.

Art
Fixed to Wookiee male and human/Zabrak waist, trandoshan neck blendshapes
Fixed issue with Twilek male hats that caused a white skull cap
Fixed shadow streamer on Geonosian skirts
Added sound event triggers to Acklay animations
Fixed back-facing polygons on Geonosian skirts

Avatar
Changed /unstick to look for a nearby interior location to move you to. If it can't find a safe one it uses the /eject command.
Made some back end code changes to the way /unstick works in interiors.
Fixed issue with some polygons on twilek and human faces incorrectly lighting

Bazaar / Vendor
Fixed problem where retrieving items from the bazaar sometimes results in the deletion of the item if your inventory is full

Client Stability Enhancements
Improve rendering performance on FFP cards such as Geforce1 and 2.
Character rendering: fixed a bug that could crash the client when specific wearables are worn (e.g. Ubese armor on characters that are not Human males).
Fixed a client crasher when ranged combat animations are used.

Combat
Fixed targeted pool bleeds to do their initial damage to the correct pool instead of random.
Added a cap to defensive skill mods (block, dodge & counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
Fixed inverted ToHit modifiers. (Melees now get correct ToHit bonus when attacked targets with ranged weapons, Food Accuracy & Dodge Buffs now work correctly, Dead Eye buff now works correctly)
Made droids, vehicles and turrets immune to dizzy, blind and stun.
Made droids, vehicles and turrets immune to wookiee roar, intimidate and warcry.
Made droids, vehicles and turrets immune to poison and disease.
Added a fire blanket doctors can use to remove fire DoT's from a player. (Correspondent Issue)
Medical enhancements can now be replaced if the new one is of equal or greater strength. As a result there is no longer a need to wait out a previous enhancement in order to replace it with something better. (Correspondent Issue)
Removed the random factor in medical enhancements.
Fixed the Knockdown effect with /chargeshot2
DoT stacking from combat specials has been changed so that each player attacking a target can only have one fire dot, one health bleed, one action bleed and one mind bleed.

Community
Fixed client side friend list group/comment fields losing information when logging in different characters.

Crafting
Objects manufactured in another player's station will have their creator as the manufacturing schematic's creator, not the station's owner.
A manufacturing schematic whose source draft schematic has been deleted will not crash the game. The schematic's owner will receive an email informing him/her that the schematic is no longer useable.
Reducing the rate at which critical failures for assembly and experimentation occur as assembly skill and experimentation skill go up respectively. Master craftspeople should now critically fail less often than novices. (Correspondent Issue)
Adjusted experimentation so that the overall quality of resources will play a larger role in how much or how little someone could experiment with an item's attributes. Currently a less skilled crafter could experiment on an item just as well as a master crafter using poor resources. This will help give master crafters more of an advantage over their less skilled counterparts in this area. (Correspondent Issue)
Fixed factory crates containing scatter pistols, launcher pistols or fwg5 pistols so that the pistols can be removed from crates.
Allowing color customization when crafting Chef's Apron
When crafting a Crafter's Apron, you will no longer be able to choose a shirt appearance

Death and Decay
Changed /activateClone to only work while dead.

GCW
Players will no longer be able to access a base terminal if they are dead or incapacitated.
Made it so that players of opposite faction cannot enter a factional HQ if that base has turrets active. Players must destroy the turrets in order to enter the HQ.
HQ's: Fixed maintenance cycle on HQs.
HQ's: Fixed an 80m bug with turrets. If a turrets target moves outside of the 80m range the turret will disenage from trying to fight that target.
Fixed rebel tactical ctr so that turrets no longer spawn inside walls
Turrets: Stopped turrets from death blowing pets
Turrets: Fixed a problem where turrets would continue to target and attack an object that was no longer in range.
HQ's: Fixed a problem with the object terminal spawning in middle of hallway in outpost.
HQ's: Stabilized the HQ vulnerability times. Times should never flux by more then 1 hour + or -.
HQ's: Added in a vulnerability reset option. Players will be able to reset their HQ timers every 2 weeks to whatever the current time is when this option is selected.
Players who attempt to shutdown a facility right after declaring will receive a message stating they must wait a given amount of time before attempting a base shut down.

Grouping
Players will now receive a system message when a group member loots an item from a corpse. (Correspondent Issue)

GUI
Sliced armor and weapons: Armor and weapons that have been altered by a smuggler will have a "identifier tag" in its examine window description. (Correspondent Issue)
Many text changes and fixes to Loading Screens
Mission browser is no longer able to be left open across the planet.

Holocron / Knowledge Base
To report a player harassment, use the "Report A Harassment" button found in the Holocron window. This harassment report requires you enter the offending player's first name and appends recent chat logs to the report for review by a CSR.
Holocron (Ctrl-H): Added a section on houses.
Updated knowledge base with player garages
Our Knowledge Base has recently been updated with helpful information. You must perform a Knowledge Base search before submitting a Customer Service ticket.

NPCs
Improved combat animation sequences for whiphids, Boss Nass and Ewoks
AI enhancement: Prevent NPCs from getting stuck when trying to avoid other NPCs while moving through doorways.

Pets
Added additional checks for invalid pets. Invalid pets (stats out of acceptable range, incorrect level for stats, etc) will not be able to called from the Datapad.
Fixed Factional pets to be able to attack Covert targets and turrets.
Pets lower than level 10 will now grow correctly and be called at the correct level.

Player Cities
Fixed bug that prevented player Shuttle Port from being re-deeded

Player Structures
Housing and movement: Furniture and objects can now be moved up and down inside houses and player structures. "Up" and "Down" have also been added to the object movement radial menus. (Correspondent Issue)
Housing and movement distances have been increased to 1-500
Players not on a building's admin list cannot open containers in the building anymore.
Player Garages: Garages in a registered city should now appear on a /find command.
Player Garages: Mayors can now place a service fee on using their player garages.
Player Garages: Cityban will prevent a player from using a city garage.
Player Garages: You can not place multiple garages within 200m of another.
Player Garages: You must be within 64m to use a garage.

Professions: Architect
Adjusted draft schematics for the mid and master level armoire to produce the correct item.
New lights: Made it so that lamps and candles can be experimented on to increase lifespan.

Professions: Bounty Hunter
Fixed a calculation error that master bounty hunters to gain very little benefit from their droid tracking speed modifiers and novice bounty hunters to gain too much. (Correspondent Issue)
Gave bounty hunter droids the ability to track down Jedi. (Correspondent Issue)
Fixed some typos in Jedi bounty hunter descriptions.
Fixed it so that if a Bounty Hunter with a Jedi bounty mission is incapacitated by a target Jedi, the Jedi looses his bounty hunter enemy flag.

Professions: Brawler
Warcry 1&2: Changed the warcry status effect to break when the target takes damage and using the warcry ability will not change your combat target. (Correspondent Issue)

Professions: Carbineer
Changed dizzy effect on
/fullAutoSingle1,
/fullAutoSingle2,
/fullAuroArea1 &
/fullAutoArea2 to last 20 seconds (Correspondent Issue)
Changed /burstShot2 from single target to AE cone attack (Correspondent Issue)
Changed /actionShot2 to cause bleeds to all targets in AE cone. (Correspondent Issue)
Moved Nym Slugthrower certification to Novice Carbineer.

Professions: Chef
Spices that reduce your attributes will not incapacitate you.
Removed the pet-only requirement from Vercupti.
Food attribute modifiers should clear upon player death as originally intended.

Professions: Commando
Changed particle animation on the Heavy Acid Rifle. (Correspondent Issue)
Fixed a problem where some of the speed and accuracy modifiers for the Heavy Acid Rifle were not being applied (Correspondent Issue)
Adjusted Commando skill titles to be appropriate for the skill line.

Professions: Creature Handler
Fixed CHs being able to tame a Bio Engineered pet higher level than they can control
Fixed Non Creature Handlers from being able to call a non-aggressive Bio Engineered pet of any level.
Added system messages for when you toggle your pet's ranged attack mode on or off

Profession Combat / Medic Doctor / Medic
Medicines: Fixed a problem with the power of cure dot medicines not being displayed.

Professions: Droid Engineer
Added droid wound and damage repair kits. (Correspondent Issue)
Droid Battery consumption rate halved. (enabling them to last twice as long) (Correspondent Issue)
Droids will no longer be susceptible to poisons, bleeds, /warcry or /intimidate. (Correspondent Issue)
Combat Droids will have all the fighting functionality of a regular combat-capable creature (CL10)
Fixed the sound effect for the heavy melee attack using an r2 unit.
The advanced binary load lifter now has 3 module slots available to it instead of just one.
Fixed a 0% crafting attribute bug.
Fixed bug where LE Repair Droid's left arm animated incorrectly
Tweaked droid crafting formulas for the min and max range of a crafted droids HAM and damage stats
Repair modules should now work in the power droid
"Conversing" Droids can now be repair droids if they have a repair module in them.

Professions: Fencer
Fixed dodge animations in 1 handed sword actions to not play during locomotion (Correspondent Issue)

Professions: Jedi
Jedi will no longer lose pre-crafted or dropped loot components when a critical fail occurs while crafting a lightsaber. (Correspondent Issue)
Saber Repair - Weapon repair kits can no longer fail and outright destroy sabers. Sabers can still slowly decay to uselessness after multiple repairs.
Added safeties for jedi so they cannot be turned overt by scans

Professions: Pistoleer
Moved Republic Blaster certification to Novice Pistoleer.

Professions: Politician
Mayors of player cities should now be able to remove citizens from the city militia even if they are offline or far away.
Added craftable player garages for architect. (Correspondent Issue)
Added ability for politicians to place player garages in cities. (Correspondent Issue)
Changed e-mail that a mayor receives when a citizen goes inactive to reference the six week inactive period instead of a two week inactive period. (Correspondent Issue)

Professions: Rifleman
Made vehicles, droids and turrets immune to the delay effect of strafe shot. (Correspondent Issue)
Professions: Scout / Ranger
Scout/Ranger: Fixed Tamable information when examining a creature to show as tamable if it is
ever
possible for a baby to be spawned.
Fixed Level display when Ranger/Scout examines a crafted pet.

Professions: Smuggler
Made droids, vehicles and turrets immune to the delay effect of panic shot.
Changed panic shot to not switch your combat target.
The delay effect of panic shot will break on damage to the target.
Fixed broken old spices
Spices that reduce your attributes will not incapacitate you.

Server Stability Enhancements
Fixed a bug where a player getting disconnected during interplanetary travel can make it impossible for the player to log back into the game for up to a day.
Fixed a bug that could cause players logging into an interior to become ghosted if the interior was near a server boundary.
Fixed a "ghosting" bug.
Fixed possible loss of player data that occurs while player is logged out and logs back in fairly soon thereafter.
Fixed a bug where there was an intermittent loss of /tip that occurs.

Theme Parks / Missions / Quests
Fix to Lady Valarian missions from "Ind". He now gives negative Jabba faction on his second mission.
Added some more NPC's to one of the Lady Valarian missions.
Adding in mission failure and notification if your Rebel Theme Park delivery, retrieve, or smuggle mission contact dies before the mission is complete
Added badge to the Library trivia game

Vehicles / Mounts
Added new mounts: Bantha and Cu Pa

World
Removed the requirement for camps to call a pet (faction, creature, droid), mount or vehicle. There is a 15 second delay after calling your pet, mount or vehicle before it will appear. If combat occurs during that 15 second period, it will stop the call from completing. There is a 30 second delay after combat where you will not be able to call a pet, mount or vehicle. Players will not be able to call a pet, mount, or vehicle while riding a vehicle or mount.
Night lighting adjusted on Talus and Dathomir.
Door visuals: The player now keeps a door open when within range of the door but not moving.
Door/camera interaction: The camera now maintains its distance behind a player when walking through a doorway when the camera has line of sight to the player.
Increased scan chances for standard Stormtrooper patrols,
Fixed bug where deleting a user-made waypoint would also delete any static quest mission waypoints
Many fixes and improvements to shellfish harvesting
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Postby Lightfeather » Sat Mar 27, 2004 4:45 pm

Update notes for March 23rd, 2004
HAM: Personal HAM bar now reflects increased (buffed) maximum attributes.
Missions: Made some optimizations to the mission system to combat lag. Requesting a mission on a planet like Dantooine should be somewhat faster.
Turrets: Fixed problems for old turrets not attacking correctly.
Turrets: Fixed problems with bases having old turrets not sealing.
Player Cities: Corrected a bug that was causing incorrect nearby player structures to be deleted when attempting to destroy a player city garden.
Quests: The two "force" quests at the Jedi temple ruins on Dantooine can no longer be taken by players who are already Jedi.
Bestine Politician Event: Players will now get the option to ask for their reward when the candidate they voted for was in office.
Creature Handler: Ranged Attack training now works on BE created pets with ranged attacks.
Dancer/Musician: Performance buffs now add buff amount to current value instead of just setting the maximum value.
Doctor: Fixed the use command on the Fire Blanket.
Doctor: Fire Blanket now usable from the hotkey bar.
Pets: PCD will display damage and other combat stats for pets.
Treasure Map: Fixed a problem where all treasure maps were falsely stating that it was a fake when you tried to use them. Some treasure maps should now work when they are used.
Vendors/Bazaar: The purchasing of a container now displays a warning message about the name of the container not reflecting the contents of the container.
Misc: Fixed some text errors on the Junk Dealer and Underworld Smuggler loading screens.
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Postby Marcallo » Sat Mar 27, 2004 5:19 pm

Feather, maybe it's time for a new update topic? LOL
Dog carcass in alley this morning, tire tread on burst stomach. This city is afraid of me. I have seen it's true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout "Save us!"...

...and I'll look down, and whisper "no."

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Postby Lightfeather » Sat Mar 27, 2004 5:29 pm

Noooo! this thread will live on forever! I'll change the topic so it's not so... dated.
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Postby Lightfeather » Tue Apr 06, 2004 7:36 pm

Update notes for April 2nd, 2004
Misc: Removed april fools Krayt mini-invasion (10% scale)event from starports.

Update notes for April 1st, 2004
Misc: Implemented Krayt dragon mini-invasion at several starports.
Player Cities: Temporarily removed the inactive citizen check for player cities.

Update notes for March 31st, 2004
Missions: All mission terminals should now allow players to accept missions from them.

Update notes for March 30th, 2004
Wookiees: Added Kashyyykian Ceremonial Armor.

Entertainers: Added additional check to make NPCs stop their entertained mood when player stops performing.

Furniture Movement: Improved the functionality of /movefurniture.

GCW: Added a feign death check for the Power Regulator, Security, Override, and Uplink terminals in the HQs.

GCW: Players can no longer access faction base terminals if they are feigned death.

Imperial Shakedown: Added functionality so that Jedi don't get turned overt when being scanned.

Items: Added some checks to prevent cases where items would go missing in houses occasionally until the next server restart.

Missions: Changed the mission terminal UI so that you can no longer open it from anywhere on the planet.

Rifleman: Added certification to use Berserker Rifle at Rifleman - Abilities 3

Weapon Certifications: Fixed several weapon certification typos.

Misc: Added "Current Announcement" functionality to the first loading screen.
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Postby Flac » Mon Apr 19, 2004 8:17 pm

Ha ha ha.

Vehicles / Mounts
Vehicles will no longer auto-heal when left out and stored after a player has taken a transport to another location.

Oh man the return of the griefers cometh.
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Postby pixleyes » Tue Apr 20, 2004 6:07 pm

True Flac, but it will boost the vehicle sales market significantly. I have not sold a vehicle in weeks. Very glad they are doing this. Now if only i could earn money directly from repairs made at a garage I place...

"war is bad for business"
"war is good for business"

2 rules from the Feringi Rules of acquisition.
Talmer Deadglow - Ultima Online/inactive
Blix Nado - Star Wars Galaxies/active
Leeluu - City of Heroes-Guardian/inactive
Doc Neutronic - City of Heroes-Freedom/active
P'aagra - Lineage II/inactive
Connery - WoW-Ner'Zuhl/inactive
Scarr - WoW-Bonechewer/inactive
OPFOR - BF1942(FH)/active
Skip - My Dull and Boring Life/inactive

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Postby Lightfeather » Tue Apr 27, 2004 11:59 am

*** Droids Rebuilt ***
Major Publish Features
Added 10 new droid modules!!! See your local Droid Engineer for the hottest droids in the galaxy.
Reduced the wait time on shuttle ports to 5 minutes (Starports are still 10 minutes).
Fixed a bug commonly referred to as the 'armor hole'
Added additional novice player tutorial to improve the initial experiences of a new players to Star Wars Galaxies. Once the current tutorial has finished, new players will have novice profession quests to complete that will make being a new player more fulfilling.


Update notes for April 27th, 2004
Profession: Droid Engineer
Added an Interplanetary Survey Droid - This droid is capable of using survey tools and traveling to other planets to report on the resources present on that planet.

Added Merchant Barker Module to the DE skill tree: This module allows for the owner to input a short message that is continuously transmitted to nearby players as they walk by. It also allows him or her to place a waypoint in the droid that is given to any player that requests it via the radial menu on the droid.

Added Structure Maintenance Module to the DE skill tree: This module will allow a player to pay maintenance on structures they own from a remote location.

Added Auto Droid Repair Module to the DE skill tree: When this module is activated, it sends out a 'healing pulse' which repairs every other nearby friendly droid within a 15' radius. The pulse fires every 10 seconds and heals an amount equal to the droid's Auto Repair Power. The more auto-repair modules that are added to a droid, the higher this attribute will become.

Added Stimpack Dispenser Module to the DE skill tree: This skill allows a player with Pharmacology IV to load up a properly equipped droid with Stimpack A's. Once loaded, any player within the droid master's group may issue a /requestStimpack command to receive healing.

Added Musician Playback Module to the DE skill tree: This module allows an entertainer or a musician to record a musical track onto the droid. The droid will then be able to play back the music that was recorded as accompaniment in the player's band. Multiple modules of this type will stack and allow multiple musical tracks to be recorded, although only one track can be played at a time.

Added Entertainer Lighting Effects Module to the DE skill tree: These droid modules can have up to 5 unique lighting effects that can be used by dancers and musicians.

Added Scout Trap Module to the DE skill tree: This module will allow any player with the novice scout ability to program and arm a droid with player made scout traps which will then fire when given the command by the player.

Added Creature Harvester Module to the DE skill tree: This module will allow any character with the Novice Scout ability to program and control an equipped droid to advance on the look-at target of the player and harvest the resources on the creature. The player can preset the droid to harvest one of the three types: meat, hide or bone. Or the player can just let the droid pick a random resource type.

Added Detonation Module to the DE skill tree: This module grants Bounty Hunters and Smugglers the ability to destroy his droid causing damage to every enemy target nearby. The destruction is ordered by the /detonateDroid command or via the droid's radial menu.

Droid deeds now have the appearance of the droids they represent and are customizable. The customization will carry over to the droid pet when generated. (Correspondent Issue)

Fixed Droidsmith Tool Belt schematic to use the proper item in the Tool Set slot.

Fixed a problem with installed modules not displaying properly when examining droid deeds and control devices. (Correspondent Issue)

To reclaim radial menu space, the droid pet Store and Recharge radial menu selections, as well as droid Inventory and Datapad selections (if available) will now show up as sub menus under the Droid Options root menu.

You can now see the number of charges available when crafting or examining a droid repair/reconstruction kit

Pets

Anyone can use a droid customization kit on a droid pet (although experienced droid engineers will have more customization options available). (Correspondent Issue)

Made "Recharge" the default option on the "Droid Options" menu.

Droid customization kits now have an extended lifespan before the custom colors fade. (Correspondent Issue)

Displaying remaining battery power when examining a droid pet (Correspondent issue)

Increased the effectiveness of combat droids so that they are more effective.

Gameplay
Dantooine now has more hardware to support increased load

Reduced the wait time on shuttle ports to 5 minutes (Starports are still 10 minutes).

Fixed a bug commonly referred to as the 'armor hole'

Changed some profession titles to remove redundant or inconsistent names

Fixed a bug that prevented the Tusken Robe and Helmet from dropping. (Correspondent Issue)

Changed references from "coins" during group looting to "credits".

Exploring the Talusian Aqualish Cave will now grant the correct exploration badge

Added hooded dress for Trandoshan females

GCW

Imperial Crackdown: Deployed elite novatroopers to support the crackdown on illegal activity

Now players can manually control turret targeting for turrets that protect bases. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base.

Special Changes
Added additional novice player tutorial to improve the initial experiences of a new players to Star Wars Galaxies. Once the current tutorial has finished, new players will have novice profession quests to complete that will make being a new player more fulfilling.

Image Designer Tent: The Image Designers are moving into the galaxy! Image Designers now have professional tents in Theed, Moenia, Coronet, Bestine and Vreni Island. Look to see them have additional features for the Image Designer Mini Publish.

Art
Made Stormtrooper black palette color darker
Fixed an issue with some polygons on twilek and human faces lighting incorrectly
Fixed hood issues on Grand Healer's Robe for Humans, Twilek and Mon Calamari (Correspondent Issue)
Fixed seam on Bantha mount

GUI
Door/camera interaction: the camera now maintains its distance behind a player when walking through a doorway when the camera has line of sight to the player.
Fixed a problem with power of cure dot medicines not being displayed.
Fixed a problem with the examination of armor components which would prevent it from showing health encumbrance.

Player Cities
Added bio engineer trainers to the list of possible skill trainers

Fixed an issue where in some cases the city specialization would not be applied.

Player Structures
Tatooine player garage ramp edge fixed: both sides now crossable
When you delete a character, all harvesters and installations that the character owns will be deleted after next server restart.

Profession: Bounty Hunter

If a Bounty Hunter with a Jedi bounty mission is incapacitated by the Jedi, the Jedi loses his Bounty Hunter enemy flag.

Profession: Entertainer

Players need to watch a performer for at least 2 minutes before entertainer buffs can be applied.

Profession: Jedi

Tweak to Jedi Bounty Hunter TEF clearing. There is a 30 second wait before the TEFs are cleared giving the Jedi a moment to perform a deathblow if he/she so desires.

Profession: Pistoleer
Fixed problem with dodge; dodge no longer stops Pistoleer from running while in combat (Correspondent Issue)

Profession: Scout

Fixed a problem where traps could not be thrown indoors.

Vehicles / Mounts

Vehicles will no longer auto-heal when left out and stored after a player has taken a transport to another location.

Removed fidget action from Cu Pa while mounted
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Lightfeather
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Postby Lightfeather » Sun May 16, 2004 1:45 pm

Update notes for May 14th, 2004
Houses/Structures
Disabled the /rotate command on houses and structures. This was unintended functionality that when used could cause problems with the structure. The command should continue to work for items inside structures.
Update notes for May 12th, 2004
Image Designer Makeover
Publish 8.1 brings us the Image Designer profession enhancements


Image Design Building (tents): The new Image Designer tents located in Theed, Moenia, Coronet, Bestine and Vreni Island are now active. These locations are where players will go for Stat Migration and Image Design.
Stat Migration: Image Designers now have the sole ability to migrate player stats. The process will take 10 minutes and requires the Image Modification Booth located inside the ID tents. This functionality has been revoked from the general player base and now requires an Image Designer.
Image Modification Booth: Image Designer booths grant the ability to facilitate the new stat migration aspect of the profession and reduces the amount of time needed to perform an ID change in half.
Holo-Emotes: A new type of "holo-emote" particle effects have been added to the game. Image Designers will sell these limited use, special use emotes to players. There are 16 unique holo-emotes that represent a "holographic" image for a short period of time.
Increased Colors for all Palettes: Hair color, Skin/Fur Color, Lip Color, Cosmetics, Eye Color, Markings and the existing tattoos will all have new colors added to their current palette choices.
Price Information on UI: During the Image Modification session, the Image Designer and client can now agree to a price for the displayed design changes. Only upon selecting the confirm button for the Image Designer's changes in the "after" window will the client be billed and the changes take effect in a secure fashion.
Dynamic, Real-Time Updating to Client's Interface: The image designers and their client's interface windows will be linked and dynamically synchronized. Both players will see the "before" and "after" images as it is happening.
Image Designer Bug Fixes: Changing a client's hair style from bald can now be undone, eye shapes and eye angles now alter the proper areas, and IDs have the ability to change all male freckles. (i.e. Zabrak and Twi'lek).
There is a known issue where hair color changes may not take effect until after the player relogs.
Additional Changes:
Droid Modules

Fixed structure maintenance modules
Guild Hall
Increased the time that it takes for PA hall to decay from lack of maintenance to about 30 days
HQ's
Fixed the vulnerability time to not fluctuate after a server is restarted
Manual Turrets
Fixed a code string with the AT-ST when using a manual turret.
Made sure that players needed to be declared to use manual turrets
Players can no longer use manual turrets if dead or feigned
New User Experience
Added warning to the new player final quest info and counter window to relate that the counter does not automatically update without being re-opened
Stat Migration
Image Designers now have the sole ability to migrate player stats. The process will take 10 minutes and requires the Image Modification Booth located inside the ID tents. This functionality has been revoked from the general player base and now requires an Image Designer.
Tips
Tip email confirmation should now be received
Turrets
Set turrets to a higher level so that they will death blow
Update notes for May 4th, 2004
AI: AI should deathblow more frequently now the higher level the enemy is.
Combat: Players should no longer be able to attack from inside a building if they cannot see their target.
GCW: Covert detectors will again place a TEF on appropriate players.
Item Manipulation: You can now swap weapons even if your inventory is full
Survey Missions: Survey missions that fail due to the player being too close to the mission giver will report how close the player is to the mission giver and how far away they need to be.
New User Experience: Brawler and marksmen can now get credit for their quests when in a group.
New User Experience: Fix for losing a crafted cdef pistol when choosing a marksman weapon style.
UI: Attribute Modifiers window now has a close button.
UI: Added a directional arrow to the group member UI window. The direction arrow shows the direction of the group member relative to the camera's viewpoint. This should be useful when quickly trying to find group members. If the player is out of range, the arrow turns gray. If the group member is targeted, the arrow shows up blue; otherwise, the arrow shows up as the same color as the overhead text for the group member.
Vendor/Bazaar: When purchasing an item using instant sale, if the item would normally be able to be retrieved from that location, the item will automatically be put into your inventory if possible.
Misc: Examining a creature will now report the combat difficulty of the creature (as in the /con command).
Update notes for April 29th, 2004
HQ's
HQs should now display vulnerability times when first dropped.
Corellian Corvette
There should no longer be a fuel problem with the destroy missions.
Battle Droids have been redeployed on the neutral corvette missions.
Update notes for April 28th, 2004
Droid Modules
A stimpack droid will no longer grant a stimpack to a player that has wounds but is at full health.
Imperial Crackdown
After successful operations, the Imperial Novatroopers have been relieved of their duties in the Imperial Crackdown.
Imperial Crackdown NPC's will give less of a faction and XP rewards when killed in combat.
Manual Turrets
Rank 4's should now be able to use the manual turrets
New User Experience
The "Using a Travel Voucher" window will reappear when logging back in if you logged out while it was on your screen. This is to prevent cases where the voucher could not be used.
Fixed numerous typos in the quest text.
Now new players can share listeners with band members for the final Entertainer task.
Medic final quest counter will now give the correct count.
Stormtrooper Respect
Corrected some punctuation and grammar errors.
Structures
Structures should now report the correct amount of credits needed to repair them at all times.
Tutorial
Added prompt to continue with the tutorial after the melon has been removed from the crate.

Major Publish Features
Added 10 new droid modules!!! See your local Droid Engineer for the hottest droids in the galaxy.
Reduced the wait time on shuttle ports to 5 minutes (Starports are still 10 minutes).
Fixed a bug commonly referred to as the 'armor hole'
Added additional novice player tutorial to improve the initial experiences of a new players to Star Wars Galaxies. Once the current tutorial has finished, new players will have novice profession quests to complete that will make being a new player more fulfilling.


Update notes for April 27th, 2004
Profession: Droid Engineer
Added an Interplanetary Survey Droid - This droid is capable of using survey tools and traveling to other planets to report on the resources present on that planet.

Added Merchant Barker Module to the DE skill tree: This module allows for the owner to input a short message that is continuously transmitted to nearby players as they walk by. It also allows him or her to place a waypoint in the droid that is given to any player that requests it via the radial menu on the droid.

Added Structure Maintenance Module to the DE skill tree: This module will allow a player to pay maintenance on structures they own from a remote location.

Added Auto Droid Repair Module to the DE skill tree: When this module is activated, it sends out a 'healing pulse' which repairs every other nearby friendly droid within a 15' radius. The pulse fires every 10 seconds and heals an amount equal to the droid's Auto Repair Power. The more auto-repair modules that are added to a droid, the higher this attribute will become.

Added Stimpack Dispenser Module to the DE skill tree: This skill allows a player with Pharmacology IV to load up a properly equipped droid with Stimpack A's. Once loaded, any player within the droid master's group may issue a /requestStimpack command to receive healing.

Added Musician Playback Module to the DE skill tree: This module allows an entertainer or a musician to record a musical track onto the droid. The droid will then be able to play back the music that was recorded as accompaniment in the player's band. Multiple modules of this type will stack and allow multiple musical tracks to be recorded, although only one track can be played at a time.

Added Entertainer Lighting Effects Module to the DE skill tree: These droid modules can have up to 5 unique lighting effects that can be used by dancers and musicians.

Added Scout Trap Module to the DE skill tree: This module will allow any player with the novice scout ability to program and arm a droid with player made scout traps which will then fire when given the command by the player.

Added Creature Harvester Module to the DE skill tree: This module will allow any character with the Novice Scout ability to program and control an equipped droid to advance on the look-at target of the player and harvest the resources on the creature. The player can preset the droid to harvest one of the three types: meat, hide or bone. Or the player can just let the droid pick a random resource type.

Added Detonation Module to the DE skill tree: This module grants Bounty Hunters and Smugglers the ability to destroy his droid causing damage to every enemy target nearby. The destruction is ordered by the /detonateDroid command or via the droid's radial menu.

Droid deeds now have the appearance of the droids they represent and are customizable. The customization will carry over to the droid pet when generated. (Correspondent Issue)

Fixed Droidsmith Tool Belt schematic to use the proper item in the Tool Set slot.

Fixed a problem with installed modules not displaying properly when examining droid deeds and control devices. (Correspondent Issue)

To reclaim radial menu space, the droid pet Store and Recharge radial menu selections, as well as droid Inventory and Datapad selections (if available) will now show up as sub menus under the Droid Options root menu.

You can now see the number of charges available when crafting or examining a droid repair/reconstruction kit

Pets

Anyone can use a droid customization kit on a droid pet (although experienced droid engineers will have more customization options available). (Correspondent Issue)

Made "Recharge" the default option on the "Droid Options" menu.

Droid customization kits now have an extended lifespan before the custom colors fade. (Correspondent Issue)

Displaying remaining battery power when examining a droid pet (Correspondent issue)

Increased the effectiveness of combat droids so that they are more effective.

Gameplay
Dantooine now has more hardware to support increased load

Reduced the wait time on shuttle ports to 5 minutes (Starports are still 10 minutes).

Fixed a bug commonly referred to as the 'armor hole'

Changed some profession titles to remove redundant or inconsistent names

Fixed a bug that prevented the Tusken Robe and Helmet from dropping. (Correspondent Issue)

Changed references from "coins" during group looting to "credits".

Exploring the Talusian Aqualish Cave will now grant the correct exploration badge

The Tailor's schematic "Grand Healer's Robe" can now be worn by Trandoshan females when previously they could not.

GCW

Imperial Crackdown: Deployed elite novatroopers to support the crackdown on illegal activity

Now players can manually control turret targeting for turrets that protect bases. This will give defenders a much greater chance of success in defending their HQ and make attackers have to be more organized when attacking a base.

Special Changes
Added additional novice player tutorial to improve the initial experiences of a new players to Star Wars Galaxies. Once the current tutorial has finished, new players will have novice profession quests to complete that will make being a new player more fulfilling.

Image Designer Tent: The Image Designers are moving into the galaxy! Image Designers now have professional tents in Theed, Moenia, Coronet, Bestine and Vreni Island. Look to see them have additional features for the Image Designer Mini Publish.

Art
Made Stormtrooper black palette color darker
Fixed an issue with some polygons on twilek and human faces lighting incorrectly
Fixed hood issues on Grand Healer's Robe for Humans, Twilek and Mon Calamari (Correspondent Issue)
Fixed seam on Bantha mount

GUI
Door/camera interaction: the camera now maintains its distance behind a player when walking through a doorway when the camera has line of sight to the player.
Fixed a problem with power of cure dot medicines not being displayed.
Fixed a problem with the examination of armor components which would prevent it from showing health encumbrance.

Player Cities
Added bio engineer trainers to the list of possible skill trainers

Fixed an issue where in some cases the city specialization would not be applied.

Player Structures
Tatooine player garage ramp edge fixed: both sides now crossable
When you delete a character, all harvesters and installations that the character owns will be deleted after next server restart.

Profession: Bounty Hunter

If a Bounty Hunter with a Jedi bounty mission is incapacitated by the Jedi, the Jedi loses his Bounty Hunter enemy flag.

Profession: Entertainer

Players need to watch a performer for at least 2 minutes before entertainer buffs can be applied.

Profession: Jedi

Tweak to Jedi Bounty Hunter TEF clearing. There is a 30 second wait before the TEFs are cleared giving the Jedi a moment to perform a deathblow if he/she so desires.

Profession: Pistoleer
Fixed problem with dodge; dodge no longer stops Pistoleer from running while in combat (Correspondent Issue)

Profession: Scout

Fixed a problem where traps could not be thrown indoors.

Vehicles / Mounts

Vehicles will no longer auto-heal when left out and stored after a player has taken a transport to another location.

Removed fidget action from Cu Pa while mounted.
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