Umfangreiches Update

Liebe Starwars Freunde, heute ist es nun soweit und das nächste angekündigte Publish geht an den Start. Wie im Vorfeld schon bekannt gemacht wurde handelt es sich nicht um ein kleines Update, sondern um einige sehr umfangreiche Änderungen und Erweiterungen.

Wer jetzt Interesse hat all die Änderungen zu erfahren kann gerne auf <b>mehr</b> klicken und sich ordentlich belesen. Natürlich erfahrt ihr auch InGame oder über unsere <a href="">Update Seite</a> welche Änderungen euch erwarten.<h3>* The Droid Invasion is up! *</h3>
<img height="112" src="" width="150" border="1"></p>
<p><strong>Crafting Experimentation Note</strong>
On Tuesday, March 16th, players will notice a change in crafting experimentation
that is part of the current publish. Based on customer feedback, this change to
crafting experimentation will be removed FROM the game on Wednesday, March 17th.
Click here for
<a href="" target="_BLANK" style="color: #0DCBE4; font-family: arial, helvetica, sans-serif; font-size: 12px; text-decoration: none">
more information</a>
<p>*** Droid Invasion Major Features ***</b> </p>
<h3> </h3>
<p><b>Droid & Droid Engineer Enhancements</b> </p>
<li style="margin-left: 6px">Droid Damage REPAIR Kits and Droid Wound REPAIR
Kits </li>
<li style="margin-left: 6px">Droid Battery consumption rate halved (enabling
them to last twice as long) </li>
<li style="margin-left: 6px">Droids will no longer be susceptible to poisons,
bleeds, /warcry or /intimidate </li>
<li style="margin-left: 6px">Combat Droids will have all the fighting
functionality of a regular combat-capable creature (up to CL10) </li>
<li style="margin-left: 6px">These options will function like creature pets.
<li style="margin-left: 6px">All players will have the ability to own and
operate these combat droids. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">The normal crafting process is used, and a combat
module is included in the droid. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Combat module is crafted in exactly the same
fashion as other droid modules, using a draft schematic, resource ingredients,
and previously crafted component ingredients. </li>
<li style="margin-left: 6px">Combat modules can be crafted at varying quality
levels, which can be seen when the module is examined. </li>
<li style="margin-left: 6px">Combat modules stack and if more than one of them
is placed in a single droid, they have a cumulative effect. </li>
<li style="margin-left: 6px">To have the strongest combat droid, six 100% combat
modules must be used in constructing a droid.

<b>Preliminary Combat Balance Changes: </b>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.
<li style="margin-left: 6px">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.
<li style="margin-left: 6px">Carbineer Specials have been improved: </li>
<li type="circle" style="margin-left: 6px">The dizzy effect in
/fullAutoArea1 &
/fullAutoArea2 have been improved </li>
<li type="circle" style="margin-left: 6px">/burstShot2 was changed FROM a single
target to an AE cone attack </li>
<li type="circle" style="margin-left: 6px">/actionShot2 now hits all targets in
the area of effect. </li>
<li style="margin-left: 6px">Defense / To-Hit Fixes: </li>
<li type="circle" style="margin-left: 6px">Melee attackers now get a To Hit
bonus when attacking targets with ranged weapons. </li>
<li type="circle" style="margin-left: 6px">Dodge enhancing Food now decreases
your chance of being hit. </li>
<li type="circle" style="margin-left: 6px">Accuracy increasing food now
increases your chance to hit your target. </li>
<li type="circle" style="margin-left: 6px">Dead Eye buff now increases your
chance to hit your target. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">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.

<b>Crafting System Enhancements: </b>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.

<b>Bounty Hunter Jedi Tracking Missions: </b>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.

<b>Junk Dealer Revamp: </b>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

<b>Vertical Item Movement: </b>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:
<li style="margin-left: 6px">/moveFurniture UP (1-500) </li>
<li style="margin-left: 6px">/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.

<b>Lighting Objects: </b>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

<b>Camp Restrictions Removed: </b>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:
<li style="margin-left: 6px">There is a 15 second delay after you call for a
vehicle/mount/pet/droid before it will generate. </li>
<li style="margin-left: 6px">If combat occurs during that 15 second period, it
will stop the call FROM completing. </li>
<li style="margin-left: 6px">A player will not be able to call a vehicle/mount/pet/droid
during combat for 30 seconds after combat is concluded. </li>
<li style="margin-left: 6px">A player will not be able to call a mount/pet/droid
while mounted or on a vehicle. </li>
<li style="margin-left: 6px">Camps have retained their original vehicle/mount/pet/droid
calling abilities so that either method can be used by players.

<b>Player City Garages: </b>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.

<b>Sliced Weapon Tag: </b>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.

<b>GCW Changes: </b>

<li style="margin-left: 6px"><b>Adding repetitive defenses: </b>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.
<li style="margin-left: 6px"><b>Enemies cannot enter HQs until all turrets are
destroyed: </b>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.
<li style="margin-left: 6px"><b>Fixed maintenance on HQs: </b>Maintenance will
function correctly on Faction HQ’s
<li style="margin-left: 6px"><b>Flame DoT removal items: </b>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.
<li style="margin-left: 6px"><b>Status Effect Changes: </b>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.
<li style="margin-left: 6px"><b>Turret Target Locks: </b>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.
<li style="margin-left: 6px"><b>Vulnerability Times: </b>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.
<li style="margin-left: 6px"><b>Zero HP Turrets: </b>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.

<b>Bestine Quest Enhancements: </b>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!

<b>New Mounts: </b>Players have new mounts available in Publish 7: Bantha and Cu

<b>*** Publish Notes Itemized List *** </b>
<b>Armor</b> </li>
<li style="margin-left: 6px">Fixed the rancor padded armor segments so that they
work with padded armor.

<b>Art</b> </li>
<li style="margin-left: 6px">Fixed to Wookiee male and human/Zabrak waist,
trandoshan neck blendshapes </li>
<li style="margin-left: 6px">Fixed issue with Twilek male hats that caused a
white skull cap </li>
<li style="margin-left: 6px">Fixed shadow streamer on Geonosian skirts </li>
<li style="margin-left: 6px">Added sound event triggers to Acklay animations
<li style="margin-left: 6px">Fixed back-facing polygons on Geonosian skirts

<b>Avatar</b> </li>
<li style="margin-left: 6px">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.
<li style="margin-left: 6px">Made some back end code changes to the way /unstick
works in interiors. </li>
<li style="margin-left: 6px">Fixed issue with some polygons on twilek and human
faces incorrectly lighting

<b>Bazaar / Vendor</b> </li>
<li style="margin-left: 6px">Fixed problem where retrieving items FROM the
bazaar sometimes results in the deletion of the item if your inventory is full

<b>Client Stability Enhancements</b> </li>
<li style="margin-left: 6px">Improve rendering performance on FFP cards such as
Geforce1 and 2. </li>
<li style="margin-left: 6px">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). </li>
<li style="margin-left: 6px">Fixed a client crasher when ranged combat
animations are used.

<b>Combat</b> </li>
<li style="margin-left: 6px">Fixed targeted pool bleeds to do their initial
damage to the correct pool instead of random. </li>
<li style="margin-left: 6px">Added a cap to defensive skill mods (block, dodge &
counterattack) to prevent near invulnerable defenders. (Correspondent Issue)
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">Made droids, vehicles and turrets immune to dizzy,
blind and stun. </li>
<li style="margin-left: 6px">Made droids, vehicles and turrets immune to wookiee
roar, intimidate and warcry. </li>
<li style="margin-left: 6px">Made droids, vehicles and turrets immune to poison
and disease. </li>
<li style="margin-left: 6px">Added a fire blanket doctors can use to remove fire
DoT’s FROM a player. (Correspondent Issue) </li>
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">Removed the random factor in medical enhancements.
<li style="margin-left: 6px">Fixed the Knockdown effect with /chargeshot2 </li>
<li style="margin-left: 6px">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.

<b>Community</b> </li>
<li style="margin-left: 6px">Fixed client side friend list group/comment fields
losing information when logging in different characters.

<b>Crafting</b> </li>
<li style="margin-left: 6px">Objects manufactured in another player’s station
will have their creator as the manufacturing schematic’s creator, not the
station’s owner. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">Fixed factory crates containing scatter pistols,
launcher pistols or fwg5 pistols so that the pistols can be removed FROM crates.
<li style="margin-left: 6px">Allowing color customization when crafting Chef’s
Apron </li>
<li style="margin-left: 6px">When crafting a Crafter’s Apron, you will no longer
be able to choose a shirt appearance

<b>Death and Decay</b> </li>
<li style="margin-left: 6px">Changed /activateClone to only work while dead.

<b>GCW</b> </li>
<li style="margin-left: 6px">Players will no longer be able to access a base
terminal if they are dead or incapacitated. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">HQ’s: Fixed maintenance cycle on HQs. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Fixed rebel tactical ctr so that turrets no longer
spawn inside walls </li>
<li style="margin-left: 6px">Turrets: Stopped turrets FROM death blowing pets
<li style="margin-left: 6px">Turrets: Fixed a problem where turrets would
continue to target and attack an object that was no longer in range. </li>
<li style="margin-left: 6px">HQ’s: Fixed a problem with the object terminal
spawning in middle of hallway in outpost. </li>
<li style="margin-left: 6px">HQ’s: Stabilized the HQ vulnerability times. Times
should never flux by more then 1 hour + or -. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">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.

<b>Grouping</b> </li>
<li style="margin-left: 6px">Players will now receive a system message when a
group member loots an item FROM a corpse. (Correspondent Issue)

<b>GUI</b> </li>
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">Many text changes and fixes to Loading Screens </li>
<li style="margin-left: 6px">Mission browser is no longer able to be left open
across the planet.

<b>Holocron / Knowledge Base</b> </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Holocron (Ctrl-H): Added a section on houses. </li>
<li style="margin-left: 6px">Updated knowledge base with player garages </li>
<li style="margin-left: 6px">Our Knowledge Base has recently been updated with
helpful information. You must perform a Knowledge Base search before submitting
a Customer Service ticket.

<b>NPCs</b> </li>
<li style="margin-left: 6px">Improved combat animation sequences for whiphids,
Boss Nass and Ewoks </li>
<li style="margin-left: 6px">AI enhancement: Prevent NPCs FROM getting stuck
when trying to avoid other NPCs while moving through doorways.

<b>Pets</b> </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Fixed Factional pets to be able to attack Covert
targets and turrets. </li>
<li style="margin-left: 6px">Pets lower than level 10 will now grow correctly
and be called at the correct level.

<b>Player Cities</b> </li>
<li style="margin-left: 6px">Fixed bug that prevented player Shuttle Port FROM
being re-deeded

<b>Player Structures</b> </li>
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">Housing and movement distances have been increased
to 1-500 </li>
<li style="margin-left: 6px">Players not on a building’s admin list cannot open
containers in the building anymore. </li>
<li style="margin-left: 6px">Player Garages: Garages in a registered city should
now appear on a /find command. </li>
<li style="margin-left: 6px">Player Garages: Mayors can now place a service fee
on using their player garages. </li>
<li style="margin-left: 6px">Player Garages: Cityban will prevent a player FROM
using a city garage. </li>
<li style="margin-left: 6px">Player Garages: You can not place multiple garages
within 200m of another. </li>
<li style="margin-left: 6px">Player Garages: You must be within 64m to use a

<b>Professions: Architect</b> </li>
<li style="margin-left: 6px">Adjusted draft schematics for the mid and master
level armoire to produce the correct item. </li>
<li style="margin-left: 6px">New lights: Made it so that lamps and candles can
be experimented on to increase lifespan.

<b>Professions: Bounty Hunter</b> </li>
<li style="margin-left: 6px">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) </li>
<li style="margin-left: 6px">Gave bounty hunter droids the ability to track down
Jedi. (Correspondent Issue) </li>
<li style="margin-left: 6px">Fixed some typos in Jedi bounty hunter descriptions.
<li style="margin-left: 6px">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.

<b>Professions: Brawler</b> </li>
<li style="margin-left: 6px">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)

<b>Professions: Carbineer</b> </li>
<li style="margin-left: 6px">Changed dizzy effect on
/fullAuroArea1 &
/fullAutoArea2 to last 20 seconds (Correspondent Issue) </li>
<li style="margin-left: 6px">Changed /burstShot2 FROM single target to AE cone
attack (Correspondent Issue) </li>
<li style="margin-left: 6px">Changed /actionShot2 to cause bleeds to all targets
in AE cone. (Correspondent Issue) </li>
<li style="margin-left: 6px">Moved Nym Slugthrower certification to Novice

<b>Professions: Chef</b> </li>
<li style="margin-left: 6px">Spices that reduce your attributes will not
incapacitate you. </li>
<li style="margin-left: 6px">Removed the pet-only requirement FROM Vercupti.
<li style="margin-left: 6px">Food attribute modifiers should clear upon player
death as originally intended.

<b>Professions: Commando</b> </li>
<li style="margin-left: 6px">Changed particle animation on the Heavy Acid Rifle.
(Correspondent Issue) </li>
<li style="margin-left: 6px">Fixed a problem where some of the speed and
accuracy modifiers for the Heavy Acid Rifle were not being applied (Correspondent
Issue) </li>
<li style="margin-left: 6px">Adjusted Commando skill titles to be appropriate
for the skill line.

<b>Professions: Creature Handler</b> </li>
<li style="margin-left: 6px">Fixed CHs being able to tame a Bio Engineered pet
higher level than they can control </li>
<li style="margin-left: 6px">Fixed Non Creature Handlers FROM being able to call
a non-aggressive Bio Engineered pet of any level. </li>
<li style="margin-left: 6px">Added system messages for when you toggle your
pet’s ranged attack mode on or off

<b>Profession Combat / Medic Doctor / Medic</b> </li>
<li style="margin-left: 6px">Medicines: Fixed a problem with the power of cure
dot medicines not being displayed.

<b>Professions: Droid Engineer</b> </li>
<li style="margin-left: 6px">Added droid wound and damage REPAIR kits. (Correspondent
Issue) </li>
<li style="margin-left: 6px">Droid Battery consumption rate halved. (enabling
them to last twice as long) (Correspondent Issue) </li>
<li style="margin-left: 6px">Droids will no longer be susceptible to poisons,
bleeds, /warcry or /intimidate. (Correspondent Issue) </li>
<li style="margin-left: 6px">Combat Droids will have all the fighting
functionality of a regular combat-capable creature (CL10) </li>
<li style="margin-left: 6px">Fixed the sound effect for the heavy melee attack
using an r2 unit. </li>
<li style="margin-left: 6px">The advanced binary LOAD lifter now has 3 module
slots available to it instead of just one. </li>
<li style="margin-left: 6px">Fixed a 0% crafting attribute bug. </li>
<li style="margin-left: 6px">Fixed bug where LE REPAIR Droid’s left arm animated
incorrectly </li>
<li style="margin-left: 6px">Tweaked droid crafting formulas for the min and max
range of a crafted droids HAM and damage stats </li>
<li style="margin-left: 6px">Repair modules should now work in the power droid
<li style="margin-left: 6px">"Conversing" Droids can now be REPAIR droids if
they have a REPAIR module in them.

<b>Professions: Fencer</b> </li>
<li style="margin-left: 6px">Fixed dodge animations in 1 handed sword actions to
not play during locomotion (Correspondent Issue)

<b>Professions: Jedi</b> </li>
<li style="margin-left: 6px">Jedi will no longer lose pre-crafted or dropped
loot components when a critical fail occurs while crafting a lightsaber. (Correspondent
Issue) </li>
<li style="margin-left: 6px">Saber REPAIR – Weapon REPAIR kits can no longer
fail and outright destroy sabers. Sabers can still slowly decay to uselessness
after multiple repairs. </li>
<li style="margin-left: 6px">Added safeties for jedi so they cannot be turned
overt by scans

<b>Professions: Pistoleer</b> </li>
<li style="margin-left: 6px">Moved Republic Blaster certification to Novice

<b>Professions: Politician</b> </li>
<li style="margin-left: 6px">Mayors of player cities should now be able to
remove citizens FROM the city militia even if they are offline or far away. </li>
<li style="margin-left: 6px">Added craftable player garages for architect. (Correspondent
Issue) </li>
<li style="margin-left: 6px">Added ability for politicians to place player
garages in cities. (Correspondent Issue) </li>
<li style="margin-left: 6px">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)

<b>Professions: Rifleman</b> </li>
<li style="margin-left: 6px">Made vehicles, droids and turrets immune to the
delay effect of strafe shot. (Correspondent Issue)
<b>Professions: Scout / Ranger</b> </li>
<li style="margin-left: 6px">Scout/Ranger: Fixed Tamable information when
examining a creature to SHOW as tamable if it is </li>
<li style="margin-left: 6px">ever </li>
<li style="margin-left: 6px">possible for a baby to be spawned. </li>
<li style="margin-left: 6px">Fixed Level display when Ranger/Scout examines a
crafted pet.

<b>Professions: Smuggler</b> </li>
<li style="margin-left: 6px">Made droids, vehicles and turrets immune to the
delay effect of panic shot. </li>
<li style="margin-left: 6px">Changed panic shot to not switch your combat target.
<li style="margin-left: 6px">The delay effect of panic shot will break on damage
to the target. </li>
<li style="margin-left: 6px">Fixed broken old spices </li>
<li style="margin-left: 6px">Spices that reduce your attributes will not
incapacitate you.

<b>Server Stability Enhancements</b> </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Fixed a bug that could cause players logging INTO
an interior to become ghosted if the interior was near a server boundary. </li>
<li style="margin-left: 6px">Fixed a "ghosting" bug. </li>
<li style="margin-left: 6px">Fixed possible loss of player DATA that occurs
while player is logged out and logs back in fairly soon thereafter. </li>
<li style="margin-left: 6px">Fixed a bug where there was an intermittent loss of
/tip that occurs.

<b>Theme Parks / Missions / Quests</b> </li>
<li style="margin-left: 6px">Fix to Lady Valarian missions FROM "Ind". He now
gives negative Jabba faction on his second mission. </li>
<li style="margin-left: 6px">Added some more NPC’s to one of the Lady Valarian
missions. </li>
<li style="margin-left: 6px">Adding in mission failure and notification if your
Rebel Theme Park delivery, retrieve, or smuggle mission contact dies before the
mission is complete </li>
<li style="margin-left: 6px">Added badge to the Library trivia game

<b>Vehicles / Mounts</b> </li>
<li style="margin-left: 6px">Added new mounts: Bantha and Cu Pa

<b>World</b> </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Night lighting adjusted on Talus and Dathomir. </li>
<li style="margin-left: 6px">Door visuals: The player now keeps a door open when
within range of the door but not moving. </li>
<li style="margin-left: 6px">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. </li>
<li style="margin-left: 6px">Increased scan chances for standard Stormtrooper
patrols, </li>
<li style="margin-left: 6px">Fixed bug where deleting a user-made waypoint would
also DELETE any static quest mission waypoints </li>
<li style="margin-left: 6px">Many fixes and improvements to shellfish harvesting</li>

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