MMO News, Reviews & Opinions

Welcome, Guest
Username: Password: Remember me
  • Page:
  • 1

TOPIC: SWGEmu: Publish 1: The Warren and Vendors

SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28139

  • Kazara
  • Kazara's Avatar
  • NOW ONLINE
  • Community Manager
  • Posts: 5203
  • Thank you received: 37
Lots of fixes!! Best of all is the vendor system being enabled - - that will make a great difference! :)

www.swgemu.com/forums/index.php

Publish 1: The Warren and Vendors

Publish 1: The Warren and Vendors


Artisan

Fixed a couple of exploits involving surveying.
Updated the sample cool down timer from 18 seconds to 25 seconds.
Lowered the timeout for delivery and crafting missions.
Fixed a bug that would cause a harvester to randomly stop running after removing resources, despite it appearing to still be functioning.
Fixed an issue with the resource spawner that was preventing it from spawning resources that are required to spawn during resource shifts.

Merchant

Added the ability for merchants to control vendors out of structures to which they have been given permission.

Weaponsmith

Fixed a display error that was causing some weapons to display a speed lower than the cap of 1.0.

Brawler

Fixed an issue where the unarmed stun effect would not stick.

Image Desinger

Image Designers will now receive half experience after completing a session with themselves.

Marksman

Fixed a bug causing erroneous carbine special combat spam to be displayed in the combat log.

Bounty Hunter

Temporarily removed the informants at the Bounty Hunter terminals in Coronet.

Medic

The Tend Wound ability will now heal for the appropriate amount, as well as factor in battle fatigue.
Changed the battle fatigue messages received when servicing a patient to be more accurate.
Changed the healing relationship between patient and healer to properly reflect GCW status.

Scout

Fixed some error messages with camp sites.
Fixed a bug causing the power of medical enhancements and wound treatments applied in camps to be 0.

POIs/Caves

Set the Acklay and Fire Breathing Spider respawn timers to 2 hours and 1 hour respectively.
Populated the Weapons Development Facility on Naboo.
Populated the Mauler Stronghold on Naboo.
Populated the Narglatch Cave on Naboo.
Populated the Tusken Bunker on Tatooine.
Populated the Sennex Cave on Tatooine.
Populated the Hutt Hideout on Tatooine.
Populated the Fort Tusken POI on Tatooine.
Populated the Squill Cave on Tatooine.
Populated the Drall Cave on Corellia.
Populated the Rouge Coresec Base. on Corellia.
Populated the Arafathu Cave on Corellia.
Populated the Lord Nyax POI on Corellia.
Populated the Rebel Hideout POI on Corellia
Populated the Dantari Village on Dantooine.
Populated The Warren POI on Dantooine.
Populated the Force Crystal Hunter Cave on Dantooine.
Populated the Janta Cave on Dantooine.
Populated the Kunga Cave on Dantooine.
Populated the Mokk Stronghold on Dantooine.
Populated the Rancor Cave on Dathomir.
Populated the Spiderclan Cave on Dathomir.
Populated the Droid Engineer Cave on Lok.
Populated the Blue Leaf Temple on Yavin 4.
Populated the Woolamander Palace on Yavin 4.

Bazaar/Vendors

Bazaars and Vendors have been re-enabled.

Crafting

Fixed an exploit with the splitting of factory crates and resources.
Updated some erroneous crafting schematics with their proper values.
Crafting the Tatooine Guild Hall will now produce the style 2 Guild Hall deed. Existing deeds will not be affected.
Fixed an error with the display of the Max Percentage.

Combat

Fixed an issue causing creatures and NPCs to consider (con) incorrectly to the player.
Fixed a bug allowing Armor Piercing and Armor Penetration to work despite the relevant armor or weapon being broken.
Fixed a bug preventing damage mitigation from being factored properly.
Fixed armor decay to use the amount of damage inflicted rather than the amount of damage absorbed when calculating decay.
Changing your weapon will not adjust the consider (con) level of nearby creatures and NPCs.
Fixed a bug that was allowing Combat Medics to throw poisons and diseases from an incredible distance.
Fixed some issues with state chances.
Melee classes will now receive their 25% damage bonus.
Added melee accuracy modifiers depending on the player's position.
Fixed a bug causing ranged aim modifiers to be added to accuracy even when the player was not using the aiming ability, giving the player outrageous accuracy.
Fixed a bug that was preventing head protection on all Kashyyykian armors.
Special Attack Costs for weapons should now be properly reduced by secondary attributes, and deducted while performing special abilities.
Players in a group will now receive a 20% experience bonus from defeated creatures.
The amount of experience awarded for defeating creatures has been fixed.

Player Cities

Fixed a bug allowing new mayors to inadvertently circumvent the planet’s player city cap.
Fixed a bug causing militia members of player cities to be removed after a server reset.
Fixed a bug allowing only the winner of the election to receive experience from votes cast in his or her favor.
Fixed a bug limiting the amount of experience the election winner receives to 300 experience. It will now award 300 experience per vote.
Fixed a bug preventing more than one bank installation to be added to a player city.

Missions

Fixed a bug with some missions spawning creatures other than those mentioned in the mission details (i.e. Dune Bantha missions spawning Dune Beetles and Voritor Lizard missions giving Quenkers)
Group strength is now considered when selecting missions from terminals, and considering (con) an opponent’s strength.
World/Miscellaneous
Fixed a bug where a player would get stuck in slicing mode or teaching when disconnecting with the respective interface up.
Fixed some issues with creatures showing as non-enemies instead of enemies.
Fixed an issue preventing weather from cycling on some planets.
Changed elevator terminals to be more responsive, and work in all buildings in which they are present.
Decreased the static spawn timers for many creatures and NPCs on various planets.
Vynocks now have accurate Pre-CU statistics.
Song Rasps will no longer spawn with negative amounts of HAM, making them invincible.
Installations of deleted characters will now be destroyed, along with their contents, at each server save interval.
Fixed a bug with radial menu permissions, allowing access to a radial menu when it should have been prevented.
Fixed an exploit that was allowing individuals to change the name that was sent in instance messages, allowing them to impersonate staff.

Please note that Bazaars and Vendors have not been stress tested and should still be considered experimental. Use them with caution, and don't put up your most valuable items immediately.
_____________________________________________
MMOFringe Chat Box is available to all logged-on users. Register & join the discussion!
Last Edit: 10 months 3 days ago by Kazara.
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28140

  • Suvroc
  • Suvroc's Avatar
  • OFFLINE
  • Fringe Dweller
  • Posts: 246
  • Thank you received: 2
Awsome!
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28142

  • Kazara
  • Kazara's Avatar
  • NOW ONLINE
  • Community Manager
  • Posts: 5203
  • Thank you received: 37
Suvroc wrote:
Awsome!

It surely is! :)

I have had more fun playing SWGEmu than any of the MMO's I have played in recent years despite the disconnects, down times, bugs and the occasional lag (it is alpha after all). In fact, my enjoyment of SWG has made me decide not to bother with GW2 at this time. Evidently, the game is attracting more players - - we are hitting server cap frequently at prime time now.
_____________________________________________
MMOFringe Chat Box is available to all logged-on users. Register & join the discussion!
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28148

  • Shayde
  • Shayde's Avatar
  • OFFLINE
  • Kitchen Staff Supervisor
  • Ex-Agent to the Stars.
  • Posts: 3291
  • Thank you received: 20
Only downside.. everyone's busted-assed speeders are now really busted.
Shayde
Agent to the STARS!
CEO - SEA Resource Consortium
-5544 3101 Just outside Theed
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28150

  • Kazara
  • Kazara's Avatar
  • NOW ONLINE
  • Community Manager
  • Posts: 5203
  • Thank you received: 37
Shayde wrote:
Only downside.. everyone's busted-assed speeders are now really busted.

I knew that was going to be addressed sooner or later (it was stated in a thread I read). Looks like I have to make some new vehicles and start paying attention to timely repairs now. The vehicle market will be booming after the servers come back up...I wish I had enough quality resources to take advantage.

I wasn't too happy about the increased cool-down timer for sampling, but I can live with it. :P

It is amazing how much the emu devs have accomplished. It is truly impressive. I won't be going anywhere for a long time - - glad I didn't bother pre-ordering GW2.
_____________________________________________
MMOFringe Chat Box is available to all logged-on users. Register & join the discussion!
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28152

  • Shayde
  • Shayde's Avatar
  • OFFLINE
  • Kitchen Staff Supervisor
  • Ex-Agent to the Stars.
  • Posts: 3291
  • Thank you received: 20
Do speeders take that badassed iron?

If so I need to get some made with it, maybe they'll decay slower. The repair costs for them at a garage is just plain ridiculous.

Or can you make repair kits?
Shayde
Agent to the STARS!
CEO - SEA Resource Consortium
-5544 3101 Just outside Theed
Last Edit: 10 months 3 days ago by Shayde.
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28154

  • Kazara
  • Kazara's Avatar
  • NOW ONLINE
  • Community Manager
  • Posts: 5203
  • Thank you received: 37
Alas, there are no repair kits for vehicles that I know of. I agree, the garage repair fees are ridiculously high. A speeder about 2/3 or 3/4 down in 'health' costs like 11k+ credits to repair. I could be wrong, but didn't repairs cost around 5k in the original pre-CU? I suspect player cities will be planting garages ASAP to make some serious credits.

The quality of the resources definitely counts towards the durability of the vehicle, so the better quality, the longer time between repairs. I believe shock resistance is the important stat that will determine the hit points your vehicle will have. Of course, you can just get a crate of disposable (made with grind resources) bikes which would be cheaper in the long run than the costly repairs. This was a common trend back in the old days when aggressive critters/NPC's could easily take out your vehicle.
_____________________________________________
MMOFringe Chat Box is available to all logged-on users. Register & join the discussion!
The administrator has disabled public write access.

Re: SWGEmu: Publish 1: The Warren and Vendors 10 months 3 days ago #28160

  • Suvroc
  • Suvroc's Avatar
  • OFFLINE
  • Fringe Dweller
  • Posts: 246
  • Thank you received: 2
Thats why I made a Master Artisan. I's rather just make my own vehicles whenever I want them.
The administrator has disabled public write access.
  • Page:
  • 1
Time to create page: 0.959 seconds