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Vlada
07-18-2012, 09:50 PM
Publish 1: The Warren and Vendors

07/18/2012
The SWGEmu Development Division



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.


~ The SWGEmu Development Division

Valkyra
07-18-2012, 09:52 PM
awww yeeeee

ashur
07-18-2012, 09:52 PM
Epic !!!!!!!!!!! even tho i didnt read it yet

wabbit
07-18-2012, 09:52 PM
Great work

Pegaso platoon
07-18-2012, 09:53 PM
Great news guys. Love it

Valkyra
07-18-2012, 09:54 PM
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.

^^^^^
From what Dannuic said in IRC to me, that should solve the 'rifles hitting in PvP everytime' scenario. (I know AZIronman would like that)

cru jodo
07-18-2012, 09:55 PM
Please read, esspecially the big blue text. Should help prevent a mass of trouble tickets in the future if everyone is aware.

Loc-nar
07-18-2012, 09:55 PM
Victory!!!

n3cr0
07-18-2012, 09:56 PM
Hurray! Been waiting for this!

swgGurl972
07-18-2012, 09:56 PM
No fix to the xp given by mission mobs? Or the insane difficulty in killed random world mobs?

Yiddo2012
07-18-2012, 09:56 PM
Awesome updates, loving my return to SWG and loving the support you guys give.

Darkubus
07-18-2012, 09:56 PM
Nice Work!!! Cant wait to try it out

Aceblade
07-18-2012, 09:58 PM
No fix to the xp given by mission mobs? Or the insane difficulty in killed random world mobs?

That has also been fixed per my knowledge.

oldmidget92
07-18-2012, 09:59 PM
so is the warren quest in or is it just NPCs

Waypoc
07-18-2012, 09:59 PM
Awesome awesome. Great work!

Draga
07-18-2012, 09:59 PM
You forgot "Added accuracyBonus to MANY skills that lacked them, primarily melee classes, and carbineer" :P.


~Boogles

KrazyTrumpeter05
07-18-2012, 10:00 PM
huge, awesome, amazing update! so excited :D

Reiko
07-18-2012, 10:00 PM
Ooo nice I felt like damage mitigate wasn't working.

Only thing I was hoping to see that isn't here was fixing the lekku color bug for females

wabbit
07-18-2012, 10:01 PM
BIG blue doesn't stand out much i missed it at first hehe.

swgGurl972
07-18-2012, 10:01 PM
That has also been fixed per my knowledge.


Awesome. Can't wait to get on later this evening

Draga
07-18-2012, 10:02 PM
That has also been fixed per my knowledge.

Yes it was fixed :)!

psyclown02
07-18-2012, 10:03 PM
I'm just glad all those caves are populated.

Isrem
07-18-2012, 10:03 PM
Devs, you are amazing!

Mystyrys
07-18-2012, 10:03 PM
Please read, esspecially the big blue text. Should help prevent a mass of trouble tickets in the future if everyone is aware.

You could post it in all caps in red at log in and a MOD in chat and you will still get a mass of trouble tickets. :P

But I am sooo looking forward to making ugly vendors again! Yee haw!

masterscoobydoo
07-18-2012, 10:03 PM
nice update guess my armor condition won't be reset now since i just buy a 9 piece set yesterday already lost 10k condition on few pieces LOL

Lew_bria90
07-18-2012, 10:04 PM
Well done all great patch i cant wait to get clearin some of those caves out! :D

Utso
07-18-2012, 10:05 PM
Awesome work guys!@!

deltadawg
07-18-2012, 10:06 PM
Ooo nice I felt like damage mitigate wasn't working.

Only thing I was hoping to see that isn't here was fixing the lekku color bug for females

THIS! Please stop the merge and fix this asap!111111

GikiRofat
07-18-2012, 10:06 PM
so is the warren quest in or is it just NPCs

Curious as well and when it says population to xxx is that increasing mob or reducing spawn timer cause I've been to lord nyaxx poi and there are mobs.

elusive_fox
07-18-2012, 10:07 PM
Great work! Congratulations on an awesome first patch. :)

Inde
07-18-2012, 10:07 PM
as for the mayor xp on votes.. any chance the mayors that have just had an election will load in with all the xp they missed? just had an election cycle on monday so wondering if we have to wait another 3 weeks to get any decent politician xp

jecko
07-18-2012, 10:08 PM
Big big big congrats for the huge amount of work! It's only getting better (and more addictive) every day!

edkume
07-18-2012, 10:09 PM
Great work and thank you to everyone that has helped make this happen!!!!

dharbert
07-18-2012, 10:10 PM
I'm not going to be a big fan of the increase from 18 to 25 seconds sample time, but other than that it looks ok.

Why the roughly 38% increase in sample time? That's quite a jump. I could see maybe 20% to 25%, but 38? Really?

omfgsection
07-18-2012, 10:10 PM
Great work devs. Thank you for the hard work!

LaFarsa
07-18-2012, 10:11 PM
Congratulations to everyone involved in this project! *****

Scimi
07-18-2012, 10:12 PM
massive awesomeness

Aceblade
07-18-2012, 10:13 PM
as for the mayor xp on votes.. any chance the mayors that have just had an election will load in with all the xp they missed? just had an election cycle on monday so wondering if we have to wait another 3 weeks to get any decent politician xp

Sadly this is not retroactive.

MasterLFD
07-18-2012, 10:15 PM
I may have missed it but will the lair's giving very little XP be addressed?

Inde
07-18-2012, 10:15 PM
Sadly this is not retroactive.

doh lol but I figured. at least we know its there next round :)

Nikaty
07-18-2012, 10:19 PM
move along nothing to see here! oops sorry

cRush
07-18-2012, 10:20 PM
Appended two missing notes:

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.

pro4never
07-18-2012, 10:21 PM
Flawless! This covers just about everything I can think of that currently bothers me :D

Jacobi Orakassi
07-18-2012, 10:22 PM
Couldn't be more happy with pub 1, you all are doing an awesome job !

darxide
07-18-2012, 10:24 PM
I'm not going to be a big fan of the increase from 18 to 25 seconds sample time, but other than that it looks ok.

Why the roughly 38% increase in sample time? That's quite a jump. I could see maybe 20% to 25%, but 38? Really?

Talk to SOE about that one. That's how it was in Pub 14.1


Also, this thread. Win.

yorston71
07-18-2012, 10:24 PM
Corsec poi on lok being populated as well?

Great Job as always to everyone involved!!

danydaniel2
07-18-2012, 10:26 PM
Great, finally bazaars!

4nic8r
07-18-2012, 10:26 PM
Fixed a bug where a player would get stuck in slicing mode or teaching when disconnecting with the respective interface up.

Yay!!

That one hit me, and was soo annoying. Glad its fixed.

bigvoltron
07-18-2012, 10:26 PM
When I used to play this game, there were huge dinosaurs running around and other really large creatures. Are they in the game yet?

Gaje
07-18-2012, 10:27 PM
Appended two missing notes:

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.


Awesome

Great job on the update guys

Thanks for your time devoted, this is turning into something very real and enjoyable :D

Saulan
07-18-2012, 10:27 PM
Appended two missing notes:

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.


And the xp from destroying Lairs as well?

matlav75
07-18-2012, 10:27 PM
great job! thanks to the team

TacoMagic
07-18-2012, 10:28 PM
-Fixed bug that was preventing hotpants from being sent to TA en masse.*

Best update ever!



*May not actually be in patch

JarenWelen
07-18-2012, 10:28 PM
I see cRush mentioned XP gain for creatures has been adjusted, but is this applicable for lairs too?

Great to see so much being added, thumbs up!

cRush
07-18-2012, 10:29 PM
The lairs themselves aren't giving the proper experience yet. We are still working out how that total was calculated.

Irsk Holfir
07-18-2012, 10:29 PM
Great work guys !!! Really looking forward to bazaars and normal group play !

loftkilla
07-18-2012, 10:30 PM
Sweet, stoked for an economy to be born...

viss
07-18-2012, 10:30 PM
Great news, awesome job guys !!! Keep on the good work and a BIG thank you

dharbert
07-18-2012, 10:31 PM
Since the sample time got increased from 18 to 25 seconds (38%), I guess there is no longer any need to migrate your stamina to 700 in order to never run out of action while sampling?

TacoMagic
07-18-2012, 10:32 PM
Since the sample time got increased from 18 to 25 seconds (38%), I guess there is no longer any need to migrate your stamina to 700 in order to never run out of action while sampling?

I'm sure there will be a new magic number. Just give us crafters a few days to figure it out.

NomadSoul
07-18-2012, 10:33 PM
The Whole SWGEMU team are GODS!!! /bow /bow /ty /tyvm /hug /loveyouall

swgGurl972
07-18-2012, 10:33 PM
This thread is better than sex

swedefrog
07-18-2012, 10:33 PM
Brill Fantastic yes yes yes yipee ...... thankyou.....

laminouk
07-18-2012, 10:35 PM
IMO this one patch was better than any original if not all of them.

"Prober buzzin" one hyper child said to me today...

Ive just reached that age where i am starting to feel old.

But this patch makes me feel young again, Thanks Guys. Proper Job. ^^/

dharbert
07-18-2012, 10:35 PM
I'm sure there will be a new magic number. Just give us crafters a few days to figure it out.

Since the sample time got increased by 38%, the stamina requirement of 700 should decrease by 38% to around 435 stamina. I am by no means a math whiz, but that seems to be about right.

oMek
07-18-2012, 10:37 PM
Great work guys! Just wait i was waiting for to really start playing!

nivel
07-18-2012, 10:37 PM
Thank you all very much, your hard work and dedication is much appreciated. :Thanx:

cRush
07-18-2012, 10:37 PM
Since the sample time got increased by 38%, the stamina requirement of 700 should decrease by 38% to around 435 stamina. I am by no means a math whiz, but that seems to be about right.

No, the time was not Pre-CU accurate. It has been set to the proper value. Nothing else needs adjusting about it.

TacoMagic
07-18-2012, 10:38 PM
Since the sample time got increased by 38%, the stamina requirement of 700 should decrease by 38% to around 435 stamina.

Doesn't quite work that way.

Using that math, if sampling time was doubled (100% increase) you could sample with 0 stamina and be fine.

laminouk
07-18-2012, 10:38 PM
Wipe ? :P please ^^/

Laron
07-18-2012, 10:39 PM
nice to see all these caves/dungeons/pois populated. now everyone wont be farming in the same few places

Hazy227
07-18-2012, 10:41 PM
just a question but did you guys fix the BH armor being super OP? and if you did does that mean the ones that are looted already would have been changed?

Morgil
07-18-2012, 10:41 PM
Awesome job guys, can't wait to get back online and finally get my shop opened.

dharbert
07-18-2012, 10:41 PM
nice to see all the caves/dungeons/pois populated. now everyone wont be farming in the same few places

I'm sure there will still be hundreds of combat afk'ers surrounding Eisley, Cornonet, Theed, etc.....

Kairavi
07-18-2012, 10:42 PM
Since the sample time got increased by 38%, the stamina requirement of 700 should decrease by 38% to around 435 stamina. I am by no means a math whiz, but that seems to be about right.

IIRC, in live it was 650. All I did in live was craft, and for some reason that number is stuck in my mind.

Nique The Sneak
07-18-2012, 10:44 PM
! :) :) :) !

cRush
07-18-2012, 10:45 PM
IIRC, in live it was 650. All I did in live was craft, and for some reason that number is stuck in my mind.

The amount of Stamina used actually depends on your Quickness I believe (or it should if it doesn't currently).

Elenphia
07-18-2012, 10:45 PM
excellant, Very exciting update.
"The Warren and Vendors"
Are the Warren quests working?

MasterLFD
07-18-2012, 10:45 PM
I'm sure there will still be hundreds of combat afk'ers surrounding Eisley, Cornonet, Theed, etc.....

Decreased the static spawn timers for many creatures and NPCs on various planets.

Will still be people out there and for longer it appears..

Achilles223
07-18-2012, 10:45 PM
Excellent stuff, I cannot wait to go surfing the Bazaar and hunting through the shops, great work!

CatLadyMeow
07-18-2012, 10:47 PM
This thread is better than sex You must not get out much huh?

Achilles223
07-18-2012, 10:50 PM
"The Warren and Vendors"
Are the Warren quests working?

I am also intrigued to find this out?

Sady
07-18-2012, 10:54 PM
Awesome work-- best dev's ever :D

Takura
07-18-2012, 10:56 PM
Good Stuff

sgtfunkadelic
07-18-2012, 10:57 PM
Fantastic Publish, thank you very very much to all involved in making this happen :)

diceted
07-18-2012, 10:57 PM
Amazing Work! Woohoo cant wait to get home and try all this out!

You Devs rock!

PRONG
07-18-2012, 10:57 PM
TL /DR



j/k


10char

Lolindir
07-18-2012, 11:00 PM
This thread is
http://weknowmemes.com/wp-content/uploads/2012/02/full-of-win.jpg

Really, great work devs! :D

jubba
07-18-2012, 11:03 PM
This is great news! Fine job Devs and THANK YOU!!!

tcmike
07-18-2012, 11:07 PM
Since the sample time got increased by 38%, the stamina requirement of 700 should decrease by 38% to around 435 stamina. I am by no means a math whiz, but that seems to be about right.

Well if that holds true, twileks should be able to sample now without running out of action. (400 natural Stamina max) Now if my twilek could dance without running out of action... lol

I haven't seen any artisans anywhere sampling at anything other than 200 action cost per pull. So I'm guessing quickness doesn't count when sampling is involved. Unless that is part of the patch too?

Demarco
07-18-2012, 11:07 PM
Did the exploding swoops get included in this patch?? I don't see it in the list .... I know if it's not listed I should asume it's not being installed, BUT... I thought I read Vlada saying there was a fix for the swoops to stay broken and having to be replaced if not maintained, was in place that just needed to be patched in a week or so back in post somewhere.

So are the broken speeders in or out?

cru jodo
07-18-2012, 11:07 PM
excellant, Very exciting update.
"The Warren and Vendors"
Are the Warren quests working?

As best as I have been informed, the warren will be in place as well as the themepark. However, as with anything new, expect potential bugs and issues, and be ready to play, test, and report. You guys are a very key part of this process.

pro4never
07-18-2012, 11:08 PM
just a question but did you guys fix the BH armor being super OP? and if you did does that mean the ones that are looted already would have been changed?

Yes, unless they reverted the changes it's armor is cut aprox in half and the drop rate reduced iirc.

NONE of the changes are retroactive, just wait for the existing armor to filter out of the economy due to breaking.

tcmike
07-18-2012, 11:13 PM
Ooo nice I felt like damage mitigate wasn't working.

Only thing I was hoping to see that isn't here was fixing the lekku color bug for females

Its more than just that. It seems that some of the brighter colors that get unlocked by master Image Designers, won't take on customers. When you do get the eye color, or lekku color to take, it then gets re-set when the server re-sets. My Nova twi is supposed to have bright orange markings on her lekku, I can manage to get them there finally but they de-fault back to a dull purplish color.

ct2020
07-18-2012, 11:13 PM
Great stuff!

Asangar
07-18-2012, 11:13 PM
Publish 1: The Warren and Vendors


Ah that sounds good, it looks to me as: its the beginning of the end!, and in this case its a good thing!

"wipes tear from eye" :-))

ksam
07-18-2012, 11:18 PM
Great post :)

maxjam
07-18-2012, 11:18 PM
Re. Politician XP

Can we get a definitive answer whether you need opponent to be running against you to get xp from or whether incumbents with no challengers get all the XP.

Apart from that minor query, top job - I'm so pleased I found the emu project, keep up the good work! A lot of people really appreciate your efforts :)

gharlane
07-18-2012, 11:22 PM
Fantastic ! Thanks to all for your hard work.

Vlada
07-18-2012, 11:27 PM
Re. Politician XP

Can we get a definitive answer whether you need opponent to be running against you to get xp from or whether incumbents with no challengers get all the XP.

Apart from that minor query, top job - I'm so pleased I found the emu project, keep up the good work! A lot of people really appreciate your efforts :)

(07/19/12-01:26) <@cRush-home> yes
(07/19/12-01:26) <@cRush-home> they have to be running against you
(07/19/12-01:26) <@cRush-home> votes not cast do not count

macwheeler
07-18-2012, 11:31 PM
I don't see anything listed about special attacks being changed/fixed? The damage modifiers, speed, states and HAM costs etc? I know this is on Nova and I know it was a point of contention for a while, is it now being pushed live to Basilisk?

cRush
07-18-2012, 11:35 PM
I don't see anything listed about special attacks being changed/fixed? The damage modifiers, speed, states and HAM costs etc? I know this is on Nova and I know it was a point of contention for a while, is it now being pushed live to Basilisk?

Might want to look again.

Vlada
07-18-2012, 11:36 PM
Special Attack Costs for weapons should now be properly reduced by secondary attributes, and deducted while performing special abilities.

This?

macwheeler
07-18-2012, 11:37 PM
Might want to look again.

I have looked twice, maybe you would like to look again? I see HAM costs should now be calculated properly, I also see something about state chances, I see nothing specifically mentioning changes/fixes to special attacks including damage modifier, speed and states.

Aceblade
07-18-2012, 11:38 PM
Did the exploding swoops get included in this patch?? I don't see it in the list .... I know if it's not listed I should asume it's not being installed, BUT... I thought I read Vlada saying there was a fix for the swoops to stay broken and having to be replaced if not maintained, was in place that just needed to be patched in a week or so back in post somewhere.

So are the broken speeders in or out?

Yes, was included.

Demarco
07-18-2012, 11:40 PM
Yes, was included.

Oh my! Business will be jumping on the speeder market in a couple hours!!! This is great news!!!

macwheeler
07-18-2012, 11:41 PM
This?

I am talking specifically about the updates made in changeset 5585.

Frunkis
07-18-2012, 11:42 PM
Killer! omg i love this place!

Sumane
07-18-2012, 11:42 PM
Did the exploding swoops get included in this patch?? I don't see it in the list .... I know if it's not listed I should asume it's not being installed, BUT... I thought I read Vlada saying there was a fix for the swoops to stay broken and having to be replaced if not maintained, was in place that just needed to be patched in a week or so back in post somewhere.

So are the broken speeders in or out?

come to NINE mall, we will have plenty of swoops for sale when the server is back up :)

On topic, Im liking the SOE "Publish" style updates :) anyone mentions "Chapters" will get a swift blow to the head.

ebola
07-18-2012, 11:44 PM
great work :)

Vlada
07-18-2012, 11:44 PM
I am talking specifically about the updates made in changeset 5585.

Probably. ;)

evkav
07-18-2012, 11:45 PM
I am toooooooooooooooooooooooooooooooooooooooooooooo happy (: /cheer EmuTeam

cru jodo
07-18-2012, 11:45 PM
I don't see anything listed about special attacks being changed/fixed? The damage modifiers, speed, states and HAM costs etc? I know this is on Nova and I know it was a point of contention for a while, is it now being pushed live to Basilisk?

Each of these changes are changes that have been posted in the weekly updates. They are simply being patched to the basalisk server. As for exact to the numbers details, I couldn't really quote you that. I'm not a coder, only a communicator. I just try to keep you guys in the know.

macwheeler
07-18-2012, 11:48 PM
Probably. ;)

I give in.

Demarco
07-18-2012, 11:50 PM
come to NINE mall, we will have plenty of swoops for sale when the server is back up :)

On topic, Im liking the SOE "Publish" style updates :) anyone mentions "Chapters" will get a swift blow to the head.

Yeah... just don't BANK tip while you're there...LMAO!!!

cRush
07-18-2012, 11:55 PM
I don't see anything listed about special attacks being changed/fixed? The damage modifiers, speed, states and HAM costs etc? I know this is on Nova and I know it was a point of contention for a while, is it now being pushed live to Basilisk?

The modifiers were changed back to basically what they were before, with some changes about how that modifier is calculated. Nothing the end user will really notice as a difference, so why report it? That's why they aren't in the notes.

macwheeler
07-18-2012, 11:58 PM
The modifiers were changed back to basically what they were before, with some changes about how that modifier is calculated. Nothing the end user will really notice as a difference, so why report it? That's why they aren't in the notes.

Apologies, I thought that patch notes included all changes that effected game play. So there is more being added in this publish than is listed in the patch notes? Silent fixes and suchlike?

Darxun Xanos
07-18-2012, 11:58 PM
OMG YES! Epic work!!! :D

Azlad
07-18-2012, 11:59 PM
Each of these changes are changes that have been posted in the weekly updates. They are simply being patched to the basalisk server. As for exact to the numbers details, I couldn't really quote you that. I'm not a coder, only a communicator. I just try to keep you guys in the know.

I don't get why this actually made it to the test server in the first place. Screenshots and personal experience determined that the guide was essentially extremely flawed. From states such as "immobilized" and "evading" to making the skills work like their descriptions (which a lot of them never did), the JTL Prima guide looks like the most flawed document and furthest thing form how the game actually functioned. For example, Fan shot is listed as a single target ability when we all know it was the only cone attack Pistoleers ever had. Bodyshot 3 has a lower multiplier than Bodyshot 2, etc. On top of that, wasn't that guide made for the JTL launch when patch 14.1 is what the team is going for? Just confused by all of the contradictions and blatant inconsistencies that have been pointed out by the community in the JTL Prima Guide.

I've been monitoring that thread closely (http://www.swgemu.com/forums/showthread.php?t=46404) and it seems like numerous people, including cRush, have commented on the guide's massive flaws. I don't understand why something so debated and untested at the moment would be pushed out to the play server so quickly. As posted in the 7/15 update (http://www.swgemu.com/forums/showthread.php?t=47674) under Dannuic's updates, he specifically states that the tweaks need some testing as well. Is 7/15 to 7/18 all the time needed to test the values and confirm them? Just seems shady and unnecessarily rushed.

Vlada
07-19-2012, 12:00 AM
Apologies, I thought that patch notes included all changes that effected game play. So there is more being added in this publish than is listed in the patch notes? Silent fixes and suchlike?

Yes, there are some things that are being added that are not really relevant to general game play, like CSR commands.

macwheeler
07-19-2012, 12:01 AM
Yes, there are some things that are being added that are not really relevant to general game play, like CSR commands.

And changes to several dozen special attacks.

Azlad
07-19-2012, 12:05 AM
And changes to several dozen special attacks.

Surprised that this was not included in the patch notes as it has a massive effect on almost everyone, and that the values are so massively debated and in some cases blatantly flawed.

nathiesk
07-19-2012, 12:07 AM
This is so awesome.

And thanks for fixing the Vynocks, I was getting tired of seeing them all over Corellia lol

cRush
07-19-2012, 12:07 AM
I don't get why this actually made it to the test server in the first place. Screenshots and personal experience determined that the guide was essentially extremely flawed. From states such as "immobilized" and "evading" to making the skills work like their descriptions (which a lot of them never did), the JTL Prima guide looks like the most flawed document and furthest thing form how the game actually functioned. For example, Fan shot is listed as a single target ability when we all know it was the only cone attack Pistoleers ever had. Bodyshot 3 has a lower multiplier than Bodyshot 2, etc. On top of that, wasn't that guide made for the JTL launch when patch 14.1 is what the team is going for? Just confused by all of the contradictions and blatant inconsistencies that have been pointed out by the community in the JTL Prima Guide.

I've been monitoring that thread closely (http://www.swgemu.com/forums/showthread.php?t=46404) and it seems like numerous people, including cRush, have commented on the guide's massive flaws. I don't understand why something so debated and untested at the moment would be pushed out to the play server so quickly. As posted in the 7/15 update (http://www.swgemu.com/forums/showthread.php?t=47674) under Dannuic's updates, he specifically states that the tweaks need some testing as well. Is 7/15 to 7/18 all the time needed to test the values and confirm them? Just seems shady and unnecessarily rushed.

A) Immobilized and Evading are states that are still in the client, and always have been in the client, and a full dump from SOE would have included these states, which was the line of thought when we encountered the guide from the JTL era.
B) Fan shot is also listed as a single target attack in the tool tip in game, which makes it obvious, when considering that a dump was made for Prima from SOE, why they listed it also as a single shot attack.
C) Prima never updated the information in the guide from the pre-launch Prima guide. We assumed that they did. When we found out that they didn't, we investigated SOE forums, and still found that modifiers weren't quite right, but were very much closer than before we changed them.
D) Stop being an asshat trying to make a big deal out of nothing. We are doing our best to recreate this game. What exactly are you doing? Just seems shady that you come on the forums and talk trash instead of help the effort.

papilove
07-19-2012, 12:11 AM
I don't get why this actually made it to the test server in the first place. Screenshots and personal experience determined that the guide was essentially extremely flawed. From states such as "immobilized" and "evading" to making the skills work like their descriptions (which a lot of them never did), the JTL Prima guide looks like the most flawed document and furthest thing form how the game actually functioned. For example, Fan shot is listed as a single target ability when we all know it was the only cone attack Pistoleers ever had. Bodyshot 3 has a lower multiplier than Bodyshot 2, etc. On top of that, wasn't that guide made for the JTL launch when patch 14.1 is what the team is going for? Just confused by all of the contradictions and blatant inconsistencies that have been pointed out by the community in the JTL Prima Guide.

I've been monitoring that thread closely (http://www.swgemu.com/forums/showthread.php?t=46404) and it seems like numerous people, including cRush, have commented on the guide's massive flaws. I don't understand why something so debated and untested at the moment would be pushed out to the play server so quickly. As posted in the 7/15 update (http://www.swgemu.com/forums/showthread.php?t=47674) under Dannuic's updates, he specifically states that the tweaks need some testing as well. Is 7/15 to 7/18 all the time needed to test the values and confirm them? Just seems shady and unnecessarily rushed. ban this clown please.

jaguar34
07-19-2012, 12:11 AM
D) Stop being an asshat trying to make a big deal out of nothing. We are doing our best to recreate this game. What exactly are you doing? Just seems shady that you come on the forums and talk trash instead of help the effort.


here here!! cRush!!

Draga
07-19-2012, 12:11 AM
Azlad should get a temp-ban from teh forum for being such an armchair-neckbeareded programming nerd. Nerd being in-place of a more less-forum appropriate word.

GTFO Azlad....just saying.

Kyle
07-19-2012, 12:12 AM
I don't get why this actually made it to the test server in the first place. Screenshots and personal experience determined that the guide was essentially extremely flawed. From states such as "immobilized" and "evading" to making the skills work like their descriptions (which a lot of them never did), the JTL Prima guide looks like the most flawed document and furthest thing form how the game actually functioned. For example, Fan shot is listed as a single target ability when we all know it was the only cone attack Pistoleers ever had. Bodyshot 3 has a lower multiplier than Bodyshot 2, etc. On top of that, wasn't that guide made for the JTL launch when patch 14.1 is what the team is going for? Just confused by all of the contradictions and blatant inconsistencies that have been pointed out by the community in the JTL Prima Guide.

I've been monitoring that thread closely (http://www.swgemu.com/forums/showthread.php?t=46404) and it seems like numerous people, including cRush, have commented on the guide's massive flaws. I don't understand why something so debated and untested at the moment would be pushed out to the play server so quickly. As posted in the 7/15 update (http://www.swgemu.com/forums/showthread.php?t=47674) under Dannuic's updates, he specifically states that the tweaks need some testing as well. Is 7/15 to 7/18 all the time needed to test the values and confirm them? Just seems shady and rushed.

People always remember exactly how things worked at every patch, there is never any question there. The guide isn't perfect, and from JTL, not launch. I can't count how many times people remember things that never existed in the game, or are just plain retarded. People remember different things from different patches. The guide is overall way more accurate than collective memory. There are scrapbook guides to fill in some blanks and confirm points. The only thing memory is good for is a starting place to find real information and to fill in blanks when information just doesn't exist, which is rare. Let me guess, you could do better?

Lolindir
07-19-2012, 12:14 AM
I've been monitoring that thread closely (http://www.swgemu.com/forums/showthread.php?t=46404) and it seems like numerous people, including cRush, have commented on the guide's massive flaws. I don't understand why something so debated and untested at the moment would be pushed out to the play server so quickly. As posted in the 7/15 update (http://www.swgemu.com/forums/showthread.php?t=47674) under Dannuic's updates, he specifically states that the tweaks need some testing as well. Is 7/15 to 7/18 all the time needed to test the values and confirm them? Just seems shady and unnecessarily rushed.
You are aware that bas is also a test environment?

Arulius
07-19-2012, 12:14 AM
Thanks for all the hard work Dev team.

Ateth
07-19-2012, 12:15 AM
Well if that holds true, twileks should be able to sample now without running out of action. (400 natural Stamina max) Now if my twilek could dance without running out of action... lol

I haven't seen any artisans anywhere sampling at anything other than 200 action cost per pull. So I'm guessing quickness doesn't count when sampling is involved. Unless that is part of the patch too?

Quickness and Strength do not count towards non combat activities..the ammount of health, mind or action you use for say dancing, sampling, buffing/healing are always the same so far as I know. It only affects SAC costs for combat activities

Azlad
07-19-2012, 12:18 AM
A) Immobilized and Evading are states that are still in the client, and always have been in the client, and a full dump from SOE would have included these states, which was the line of thought when we encountered the guide from the JTL era.
B) Fan shot is also listed as a single target attack in the tool tip in game, which makes it obvious, when considering that a dump was made for Prima from SOE, why they listed it also as a single shot attack.
C) Prima never updated the information in the guide from the pre-launch Prima guide. We assumed that they did. When we found out that they didn't, we investigated SOE forums, and still found that modifiers weren't quite right, but were closer than before we changed them.
D) Stop being an asshat trying to make a big deal out of nothing. We are doing our best to recreate this game. What exactly are you doing? Just seems shady that you come on the forums and talk trash instead of help the effort.

Wow, did not mean to piss you off. I just did a little reading and I clearly was not understanding why some things were being pushed through so quickly. I thought, as this is a project based extensively on your expertise and the communities awareness and resources, it would be a good idea to discuss this since it was missing in the patch notes and a lot of people seemed to have conflicting opinions. I appreciate your work, and I am eternally grateful for everything you guys do, but I always knew the team for being focused more so on quality instead of quantity. It felt rushed (just my opinion) and I was concerned. Thank you for addressing my concerns in an organized post, I really appreciate that.

A) I had no idea those were still in the client from the original beta, but the guide including the states seemed to look like the guide makers did 0 research and just copied whatever info they saw first. You know first hand that a lot of the skills never worked like their descriptions. The guide lists every skill as it functions according to the in game tool tip, so I was very worried that this might become some kind of iron clad document when I felt it was lacking in correspondence. Thank you for pointing that out for me.

B) That makes a lot of sense, the wording itself is the most confusing part in the end it seems, not the actual functioning of the skill. It makes sense to me now that since this is how the targeting system works, it would be listed as a single target attack in that manner.

C) I'm glad to hear that the modifiers are closer now, but still kind of concerned why we didn't test them more thoroughly before throwing them on Basilisk. I am sure now though, that we will see how the tweaked values behave.

D) Never my intention, sorry for offending you. I too, want to see this game recreated at its best. I think being open and pointing things that a lot of people seem to have missed is an important factor, and that it goes hand in hand with the open source nature of the project.

Sorry again, for offending you or anyone else on the team.

Eldacar
07-19-2012, 12:18 AM
Azlad should get a temp-ban from teh forum for being such an armchair-neckbeareded programming nerd. Nerd being in-place of a more less-forum appropriate word.

GTFO Azlad....just saying.

From the forums? Ban this moron from the game.. don't need idiots like this around here.

TacoMagic
07-19-2012, 12:21 AM
Just seems shady and unnecessarily rushed.

No, that's perfectly normal paranoia. Everyone in the universe gets that.

cRush
07-19-2012, 12:21 AM
C) I'm glad to hear that the modifiers are closer now, but still kind of concerned why we didn't test them more thoroughly before throwing them on Basilisk. I am sure now though, that we will see how the tweaked values behave.

Because they calculate out to be exactly what they were before...we just changed the way they were calculated.

Azlad
07-19-2012, 12:21 AM
People always remember exactly how things worked at every patch, there is never any question there. The guide isn't perfect, and from JTL, not launch. I can't count how many times people remember things that never existed in the game, or are just plain retarded. People remember different things from different patches. The guide is overall way more accurate than collective memory. There are scrapbook guides to fill in some blanks and confirm points. The only thing memory is good for is a starting place to find real information and to fill in blanks when information just doesn't exist, which is rare. Let me guess, you could do better?

I definitely could not do better, but I think according to the open source nature of the project it is important to do a lot of testing and get a lot of insight since this seems to be a relatively grey area at the moment. I was never attempting to belittle or begrudge anyone on the team. Instead, I thought it would be important to discuss something that for some reason was not listed in the patch notes and is a massive change to game play. I think you guys are ****ing extraordinary in both your efforts and diligence towards the project, but I also believe that the community has a lot to offer.

People remember what they want to remember from patches, but in the end I think its important to remember that this document is flawed just like anyone elses memory, screenshots, and opinions.

Dame
07-19-2012, 12:22 AM
Wow, did not mean to piss you off. I just did a little reading and I clearly was not understanding why some things were being pushed through so quickly. I thought, as this is a project based extensively on your expertise and the communities awareness and resources, it would be a good idea to discuss this since it was missing in the patch notes and a lot of people seemed to have conflicting opinions. I appreciate your work, and I am eternally grateful for everything you guys do, but I always knew the team for being focused more so on quality instead of quantity. It felt rushed (just my opinion) and I was concerned. Thank you for addressing my concerns in an organized post, I really appreciate that.

A) I had no idea those were still in the client from the original beta, but the guide including the states seemed to look like the guide makers did 0 research and just copied whatever info they saw first. You know first hand that a lot of the skills never worked like their descriptions. The guide lists every skill as it functions according to the in game tool tip, so I was very worried that this might become some kind of iron clad document when I felt it was lacking in correspondence. Thank you for pointing that out for me.

B) That makes a lot of sense, the wording itself is the most confusing part in the end it seems, not the actual functioning of the skill. It makes sense to me now that since this is how the targeting system works, it would be listed as a single target attack in that manner.

C) I'm glad to hear that the modifiers are closer now, but still kind of concerned why we didn't test them more thoroughly before throwing them on Basilisk. I am sure now though, that we will see how the tweaked values behave.

D) Never my intention, sorry for offending you. I too, want to see this game recreated at its best. I think being open and pointing things that a lot of people seem to have missed is an important factor, and that it goes hand in hand with the open source nature of the project.

Sorry again, for offending you or anyone else on the team.

The internet, where you will be crucified for a single post because people aren't actually speaking to each other; just typing.

DigiSWG
07-19-2012, 12:23 AM
Thank you Devs, keep the ball rolling!

Azlad
07-19-2012, 12:24 AM
Because they calculate out to be exactly what they were before...we just changed the way they were calculated.

Well then I completely misunderstood how everything was being factored in and I completely apologize. I thought I was raising awareness and hoping for a community discussion/opinion when I was actually being more counter productive. Thanks for taking the time to educate me on how the game works and how these factors were being calculated in. Clearly I had a misunderstanding of the mechanics at the very core (which is probably why I am a terrible coder to begin with).

muqluk
07-19-2012, 12:24 AM
From the forums? Ban this moron from the game.. don't need idiots like this around here.

For what? Expressing an opinion? Just because it's not a well-liked opinion doesn't make it ban worthy.

Quit jumping on the 'hate Azlad' band wagon - he said something that rubbed cRush the wrong way - cRush is a big boy, he can take care of his own problems.

Who knows, it may be you that says something that goes over badly in the future you know.

jsteuck
07-19-2012, 12:25 AM
This is very good news!!! Thanks Devs!

Lolindir
07-19-2012, 12:26 AM
Actually feel a bit sorry for you there Azlad, you got a bit more heat than you deserved.

Kyle
07-19-2012, 12:26 AM
http://www.youtube.com/watch?v=SHoNWwhzh3M

You just picked the wrong thread to pick a fight, lol. You just get to be that guy for a minute and its back to usual later.

Azlad
07-19-2012, 12:27 AM
Azlad should get a temp-ban from teh forum for being such an armchair-neckbeareded programming nerd. Nerd being in-place of a more less-forum appropriate word.

GTFO Azlad....just saying.


ban this clown please.


From the forums? Ban this moron from the game.. don't need idiots like this around here.

Damn, just pointing out some things I noticed from reading the forums diligently. Haters gonna hate.

papilove
07-19-2012, 12:27 AM
http://www.youtube.com/watch?v=SHoNWwhzh3M

You just picked the wrong thread to pick a fight, lol. You just get to be that guy for a minute and its back to usual later. Hahahahahaha

Vlada
07-19-2012, 12:28 AM
Everyone take a chill pill and get back to telling Devs how awesome they are.

Would be a shame to close this thread.

TacoMagic
07-19-2012, 12:28 AM
Actually feel a bit sorry for you there Azlad, you got a bit more heat than you deserved.

I concur.

That said, he did jump into a currently simmering fray as a knee-jerk reaction caused by incomplete knowledge. People are still tender in the damage calculation area, so touching it gets you snapped at a bit.

Once Bas is back up, most people will forget about the whole thing.

Summer
07-19-2012, 12:30 AM
Everyone take a chill pill and get back to telling Devs how awesome they are.

Would be a shame to close this thread.

http://i707.photobucket.com/albums/ww72/Diana_Wolfskill/Funny%20Stuff/notworthy.jpg

Azlad
07-19-2012, 12:31 AM
http://www.youtube.com/watch?v=SHoNWwhzh3M

You just picked the wrong thread to pick a fight, lol. You just get to be that guy for a minute and its back to usual later.

Haha I don't mind being that guy. Not gonna let rage get to me. I really didn't mean to offend any of you guys, you guys are resurrecting my favorite game of all time. The only game I still consistently tell stories to people about long after it has been buried. This project is so freaking amazing, and the only reason I posted anything in the first place was because at the end of the thread I listed in the dev discussion I still had absolutely no idea what was being implemented, how it was going to work, and what was going to change.

I love calculating my damage out and crunching numbers in general for theorycrafting my character on paper, so when I had a lot of blanks left I just figured I would post some things that I noticed and felt were undocumented. Didn't expect to incite massive rage. Thanks for taking the time to respond to me, and cRush too. Just shows that you guys have no problem showing everyone what you do, how you do it, and why you do it. If anything, it adds more power to the project.

Eldacar
07-19-2012, 12:33 AM
For what? Expressing an opinion? Just because it's not a well-liked opinion doesn't make it ban worthy.

Quit jumping on the 'hate Azlad' band wagon - he said something that rubbed cRush the wrong way - cRush is a big boy, he can take care of his own problems.

Who knows, it may be you that says something that goes over badly in the future you know.

You are correct and I apologize. Should never have posted.

TacoMagic
07-19-2012, 12:33 AM
Haha I don't mind being that guy. Not gonna let rage get to me. I really didn't mean to offend any of you guys, you guys are resurrecting my favorite game of all time. The only game I still consistently tell stories to people about long after it has been buried. This project is so freaking amazing, and the only reason I posted anything in the first place was because at the end of the thread I listed in the dev discussion I still had absolutely no idea what was being implemented, how it was going to work, and what was going to change.

I love calculating my damage out and crunching numbers in general for theorycrafting my character on paper, so when I had a lot of blanks left I just figured I would post some things that I noticed and felt were undocumented. Didn't expect to incite massive rage. Thanks for taking the time to respond to me, and cRush too. Just shows that you guys have no problem showing everyone what you do, how you do it, and why you do it. If anything, it adds more power to the project.

The unit of measurement you're looking for is the Kahn.

I believe this thread briefly hit around 7 Kahns.


http://youtu.be/ajsNJtnUb7c

cRush
07-19-2012, 12:35 AM
Haha I don't mind being that guy. Not gonna let rage get to me. I really didn't mean to offend any of you guys, you guys are resurrecting my favorite game of all time. The only game I still consistently tell stories to people about long after it has been buried. This project is so freaking amazing, and the only reason I posted anything in the first place was because at the end of the thread I listed in the dev discussion I still had absolutely no idea what was being implemented, how it was going to work, and what was going to change.

I love calculating my damage out and crunching numbers in general for theorycrafting my character on paper, so when I had a lot of blanks left I just figured I would post some things that I noticed and felt were undocumented. Didn't expect to incite massive rage. Thanks for taking the time to respond to me, and cRush too. Just shows that you guys have no problem showing everyone what you do, how you do it, and why you do it. If anything, it adds more power to the project.

I apologize then since it seems you are heartfelt. I think the problem was that your tone doesn't fit the norm around here, and matched more of the condescending idiots we get occasionally who accuse us of doing everything wrong intentionally, and trying to sabotage the game we are working our *** off to recreate (doesn't make sense right?)

So, I'm sorry, for what it's worth, for immediately putting you into that category, based solely upon the tone of your writing.

PS. If you want to number crunch, you should keep that to the developer section.

TheCegorach
07-19-2012, 12:35 AM
"Changed the healing relationship between patient and healer to properly reflect GCW status."

Does this mean that one *will* be able to heal a factioned player who's off-duty?

crazydavey69
07-19-2012, 12:39 AM
All right, everyone calm down now. This is not the fight you want to pick, you want to pick a fight in a newly populated cave hidden somewhere amongst our great pixels! Enjoy the game, and awesome job devs!

Wattson
07-19-2012, 12:39 AM
Woohoo! The harvester fix. No more paranoia. No more wasted credits/powers.

MORE COWBELL!111

Azlad
07-19-2012, 12:39 AM
I apologize then since it seems you are heartfelt. I think the problem was that your tone doesn't fit the norm around here, and matched more of the condescending idiots we get occasionally who accuse us of doing everything wrong intentionally, and trying to sabotage the game we are working our *** off to recreate (doesn't make sense right?)

So, I'm sorry, for what it's worth, for immediately putting you into that category, based solely upon the tone of your writing.

No apology necessary. I do tier 1-3 tech support for my University so I figure my writing reeks of loss of faith in humanity. Honestly I never post much on here. I have been lurking since 06 and I think I was the Pistoleer correspondent for like... 3 weeks on the old forums, so I have seen plenty of people mobbed and shown the door. Worst thing to do is respond to rage with rage. Thanks for showing me how the calculations were actually working, it makes a lot of sense to me now. I was thinking it was a simple A*B = C ordeal when it seems to be much more (ridiculously) complicated than that. Thanks again for your hard work.

laminouk
07-19-2012, 12:43 AM
cRush can we have a server wipe ;D

Vlada
07-19-2012, 12:45 AM
cRush can we have a server wipe ;D

We can.

Joshino
07-19-2012, 12:45 AM
No apology necessary. I do tier 1-3 tech support for my University so I figure my writing reeks of loss of faith in humanity. Honestly I never post much on here. I have been lurking since 06 and I think I was the Pistoleer correspondent for like... 3 weeks on the old forums, so I have seen plenty of people mobbed and shown the door. Worst thing to do is respond to rage with rage. Thanks for showing me how the calculations were actually working, it makes a lot of sense to me now. I was thinking it was a simple A*B = C ordeal when it seems to be much more (ridiculously) complicated than that. Thanks again for your hard work.

Well you just spoiled everyone's fun, I hope your happy.





The lynching is off now, we'll have to go back to those damn...

lightshot1
07-19-2012, 12:56 AM
just thinking the other day that they need to have a patch notes so we can see the progress of the basilisk server, AND IT CAME TRUE

laminouk
07-19-2012, 12:57 AM
We can.

because we can, does that mean we will ?

CatLadyMeow
07-19-2012, 12:59 AM
We can. Nooooo!!!! No server wipes!!!! Hehe. And Cheers to the swoops and vehicles! I can earn money now in the game! Yay! Kudos to eveyone for all their hard work.

sadeous
07-19-2012, 01:00 AM
All I have to say is.....



http://www.valkyr.com.au/community/attachments/awww-yeah-jpg.2955/

Demarco
07-19-2012, 01:08 AM
To the end of the feud and peace through out the lands...


http://youtu.be/GjjZGyYcH9E

drasten
07-19-2012, 01:09 AM
I'd just like to thank the Dev's of this game for bringing back something to me that I loved so well. When a friend of mine told me to try this, it was hard to turn to it because of what happened to the original. The fact that you guys are working so hard, on your own time, on your own free will, to bring something that wasn't broke, back to life is wonderful. I applaud your efforts and thank you for the time you did. SWG is a game that was never supposed to be like everything else. It was a world, it was where you lived. It is now a sense of community that is SO gone from today's MMO's. Keep up the good work, I bet we will see some great things in the future!

Keeshi
07-19-2012, 01:09 AM
Now its time to test the crap out of the vendors and bazzars :D

jeffreycor
07-19-2012, 01:11 AM
cRush can we have a server wipe ;D

Kill him with fire!! ;)

laminouk
07-19-2012, 01:11 AM
To the end of the feud and peace throught the lands...

http://www.youtube.com/watch?v=GjjZGyYcH9E

thanks for the cherry on the swgemu cake :)

laminouk
07-19-2012, 01:13 AM
Kill him with fire!! ;)

being the first people on a fresh install. baby, thats worth pillow n sofa

hbkiwi
07-19-2012, 01:16 AM
so we can kill more Jawa's now?

Snipe1968
07-19-2012, 01:19 AM
THANK YOU!!! to all of you who have worked so hard to bring to bring back such a great game.

TacoMagic
07-19-2012, 01:19 AM
so we can kill more Jawa's now?

I'd be happy if they doubled the spawn rate for Ewoks so that I could kill them twice as fast.

DrextonHalo
07-19-2012, 01:21 AM
Trying to weave through replies and see if anyone already asked this.
Cant seem to see it.
My apologies if someone already did.

My question is, are the DWB mobs going to still be dropping 30-70% BH armor, or has that bug been fixed?
I see no mention of a fix for that.

dharbert
07-19-2012, 01:28 AM
I didn't notice it in the patch notes, but have you fixed mobs chasing you across the entire planet even after you have hit "peace" 200 times?

sadeous
07-19-2012, 01:30 AM
I just wanted to let everyone know........I dream about unicorns sometimes.......yea....

varaben
07-19-2012, 01:32 AM
Wow I just came back a few days ago to see how it was going and a huge patch comes through! Very nice. I am having to start a new character since I haven't played since the last wipe. This should help :). Thanks guys.

dharbert
07-19-2012, 01:48 AM
I didn't notice it in the patch notes, but have you fixed mobs chasing you across the entire planet even after you have hit "peace" 200 times?

Nope, just logged in and got chased for 2000 miles by a couple of womp rats. Could you please turn creature retreat back on?

cru jodo
07-19-2012, 02:00 AM
Nope, just logged in and got chased for 2000 miles by a couple of womp rats. Could you please turn creature retreat back on?

Rome wasn't built in a day. Trust me, they are working on all aspects of getting the project done, creature AI included.

Mantequillas
07-19-2012, 02:04 AM
Something is wrong with update, as a Doctor I am no longer able to TendDamage or TendWound....

edit: In addition, it seems that sampling (artisan profession) is a little messed up too, at first it worked ok but now it doesn't repeat itself automatically - I had to set up a macro to repeatedly sample.

micasmith
07-19-2012, 02:09 AM
Something is wrong with update, as a Doctor I am no longer able to TendDamage or TendWound....

Me either, and other bugs seen as well

Masis
07-19-2012, 02:27 AM
Repetitive Sampling is broken. I have to hit the actual Sample button every time I need to take another sample.

Masis
07-19-2012, 02:30 AM
Perhaps this is intentional? An attempt to combat AFKers?

dharbert
07-19-2012, 02:35 AM
Repetitive Sampling is broken. I have to hit the actual Sample button every time I need to take another sample.

It's working for me. No need to hit the sample button again.

Mantequillas
07-19-2012, 02:37 AM
It's working for me. No need to hit the sample button again.

It worked for me at first too. Then I moved and started again and couldn't get it to sample automatically... no big deal for the immediate present, I just set a macro up to do my bidding. - it's definitely no longer working for me, anyhow.

Masis
07-19-2012, 02:55 AM
Are the Blue Frogs supposed to be in game? If so, will the be activated soon?

diceted
07-19-2012, 02:57 AM
and HAm costs seem to be way out of wack. Almost capping myself and buffed on Blue mobs

rwp389
07-19-2012, 03:06 AM
that was fun while it lasted> and the ham didnt kill you :)

rwp389
07-19-2012, 03:07 AM
Are the Blue Frogs supposed to be in game? If so, will the be activated soon?
he made a funny

Downspout
07-19-2012, 03:33 AM
I'm not going to be a big fan of the increase from 18 to 25 seconds sample time, but other than that it looks ok.

Why the roughly 38% increase in sample time? That's quite a jump. I could see maybe 20% to 25%, but 38? Really?

brotha, a hand samplah will still be able to pull resources at about 6x the rate of a medium harvey.

Downspout
07-19-2012, 03:43 AM
Everyone take a chill pill and get back to telling Devs how awesome they are.

Would be a shame to close this thread.

I knew these *******s were just doing it for the glory!

EatingTheNight
07-19-2012, 04:05 AM
i could not imagine being a dev would be enough to make me go crazy so props to you guys

rpratt3880
07-19-2012, 04:10 AM
Something is wrong with update, as a Doctor I am no longer able to TendDamage or TendWound....

edit: In addition, it seems that sampling (artisan profession) is a little messed up too, at first it worked ok but now it doesn't repeat itself automatically - I had to set up a macro to repeatedly sample.

ran in to this on one toon sampling but not the other. both in same location on same resource, running same macro. is it maybe an issue with the function call because its being started by macro?

also noticed an increase in surveying cost to stats. before at survey 4, it wasnt really noticeable. since merge, it is hitting for almost 1/3 mind each time I survey.

on a seperate note I had several guild members who were doing term missions report problems to me since the merge before the server crashed. specifically with rebel and imp term missions. the mission spawns NPC's at the location, but they arent factional NPC's and are not attackable (basically look like the spawns you would get on live from the faction terms if you were "off duty"). is it possible the changes to NPC spawns is inadvertantly causing this? is anyone else running in to this who could verify?

all of these are minor things though, and my guild / myself offer a hearty thank you for all your hard work and dedication in getting an update patch out just over 30 days from the server being put online! you guys rock! and your definitly on the christmas card list :D

Mantequillas
07-19-2012, 04:24 AM
Since the servers went down the second time and came back up, tenddamage now works but for only 2 points a pop....

Mystyrys
07-19-2012, 04:42 AM
Unable to place shuttleport? Says city can only support one structure of this type. We have 85 citizens and our mayor has the necessary skills. ?

Solus Bellator
07-19-2012, 04:43 AM
Congratulations to all involved with the EMU, yet another milestone reached. This is awesome! Here's to many more to come. 3 cheers to you guys, and to the players that help make this place quite colorful indeed.

bigevil
07-19-2012, 04:50 AM
SWEET MARY! Go on leave. Skip the forums for a day or two and look what happens. Its chaos and bliss intertwined.

maxjam
07-19-2012, 05:26 AM
(07/19/12-01:26) <@cRush-home> yes
(07/19/12-01:26) <@cRush-home> they have to be running against you
(07/19/12-01:26) <@cRush-home> votes not cast do not count

Thanks for the (very) quick answer!


Okay I have noticed a couple of minor issues with votes/housing that may or may not need attention;

1. When 2 candidates are running for Mayor you get 3 options. <Name1> (incumbent) <Name1> (challenger) <Name 2> (challenger) The mayors name appears both as an incumbent and a challenger - I'm guessing this is a minor error and the incumbent will get all the votes cast for him depending on whether citizens choose the incumbent or challenger option?

2. After voting someone redeeded their house and dropped it elsewhere in the city, their vote is still cast on the terminal. I had 3 before and 3 after redeeding - is this a bug or will the vote get removed at a server reset?

3. I have a house in the city that belongs to a character that someone has deleted. IIRC last nights patch was supposed to remove these? Or will it take a server reset to kick in?


Apologies if this is the wrong place to put these, unless I'm being blind the bugs forum isn't immediately obvious :/

feistin
07-19-2012, 05:58 AM
I love the SWGEmu Team.
Now, try and take over the world....

Pelikang
07-19-2012, 06:30 AM
Awesome awesome. Great work!

Merlyn_Gabriel
07-19-2012, 06:32 AM
some issues:
delivery mission npcs are not showing up for me.
repetitive sampling is also not working for me.

aside from this....
A huge thank you for all the work.

Killum
07-19-2012, 07:36 AM
What can I say except,,,THANK YOU :))

hbkiwi
07-19-2012, 07:49 AM
Something is wrong with update, as a Doctor I am no longer able to TendDamage or TendWound....

edit: In addition, it seems that sampling (artisan profession) is a little messed up too, at first it worked ok but now it doesn't repeat itself automatically - I had to set up a macro to repeatedly sample.

anyone else getting this i was sitting there doing my tenddamge on a ent and getting 1point only but still 100xp

ParthGalen
07-19-2012, 08:07 AM
great stuff! rock on!

Thorwine
07-19-2012, 08:12 AM
Thank you for this Publish 1... you guys rock! :)

jaximus
07-19-2012, 09:10 AM
The Warrens quest is bugged. Before activating the door switches, the door opens but you can't go in it to get to the core. Hit the two Data Terminals to allow access into the reactor room, and the door locks, and the NPC tells you to go activate them again....... And during this time the door won't open and you can't go through it. Walking near the door takes your fusion cores regardless. The door lock is backwards and opens when you don't have the fusion cores, but locks when you do.

Vlada
07-19-2012, 09:15 AM
Remember, all bugs need to be reported.

Folky
07-19-2012, 09:50 AM
Thanks to everyone who decides to use their free time to work on this amazing project - much kudos to you all.

Artemis-x-
07-19-2012, 10:09 AM
Thanks to everyone who decides to use their free time to work on this amazing project - much kudos to you all.
same from me too!

ashur
07-19-2012, 10:11 AM
www.swgemu.com/bugs


DO IT

Lolindir
07-19-2012, 10:39 AM
www.swgemu.com/bugs


DO IT


http://www.youtube.com/watch?v=JoqDYcCDOTg

Vuzen Rai
07-19-2012, 10:46 AM
I haven't had a chance to get in game and try anything out yet, its looks like a lot of effort went into this publish and quite a bit more to fix some of the bugs thereafter. A big thank you to all involved for your continued efforts! :)

Haruno
07-19-2012, 10:49 AM
Awesome patch guys ! Now it's bug finding time. ;)

jkev1
07-19-2012, 11:04 AM
Thanks for the awesome patch

jaximus
07-19-2012, 11:39 AM
Workin on it, my brother submitted the report last night so I was making it more publicly known than anything before players bother going to complete it. We were working on this together last night and after about 4 or 5 hours of running around wasting time, buffs, money, and patience, he went to bed... I continued attempting to find a workaround to post a guide until the servers shut down... Still no dice.

karnax
07-19-2012, 12:03 PM
Hats off to you devs, this first publish is literally awesome! Can't wait to hop on Basilisk later and try this all out :)

SirMH
07-19-2012, 12:48 PM
Ty for all the goods :) but the server are not online ;P

Steeny
07-19-2012, 01:13 PM
This is wonderful! Great work.

XON
07-19-2012, 02:02 PM
Very good job swgemu team!!! /tiphat

Merlyn_Gabriel
07-19-2012, 03:31 PM
you guys are so awesome!

Owebb
07-19-2012, 04:21 PM
/waves to Merlyn

Keep up the great work devs!

wulfman_ga
07-19-2012, 04:35 PM
Good work overall. Had no time to test everything and also noticed some bugs, but that is to be expected after a huge update like this one.

Thanks to the team :)

oh and hello Owebb, we need to enlist you back into ISOC :)

Owebb
07-19-2012, 06:04 PM
/salute Col Wulfman

LocUK
07-19-2012, 06:07 PM
brilliant guys :D

ExplosiveCheese
07-19-2012, 09:42 PM
Nice, I don't care if the bazarrs and vendors are experimental, I'm just happy we got them back. :)

aanu
07-19-2012, 09:43 PM
Excellent! Woot!

Ham4478
07-19-2012, 10:02 PM
Great patch :)

jaximus
07-19-2012, 10:07 PM
Awesome patch guys ! Now it's bug finding time. ;)

See, it wouldn't be like this if people would spend some TIME on NOVA. Sure, there'd be minor setbacks, but the lack of testers on the TC is going to make updates cause HUGE issues that will have the servers on and off for days.

I haven't seen a post as such, and if there is, direct me to it, but I wish they would tell us everything they want to update in the next merge so we know exactly what we should be testing on NOVA to prepare for the next merge instead of just playing around with stuff that's irrelevant to the next update.

I'm a new player, so if there is such a thing, please feel free to direct me. My noob card is going to be expiring soon, so I'm running out of excuses for not knowing!! :P

dharbert
07-19-2012, 10:07 PM
Now if it would only stay online for more than 17 minutes at a time.....

brando004
07-20-2012, 12:25 AM
Ik its being remaintained a lot but I bet it just keeps crashing

Kyotita
07-20-2012, 02:59 AM
Awesome update (even with the bugs). Can't wait to see what you work on next! keep it up emu team &^^

gordonh
07-20-2012, 06:02 AM
Great patch, but when will you fix the /tend so that ENTs can still be healed.

Currently you can only heal for 2pts of damage, just like what was happening with wounds before.

RegularJohn
07-20-2012, 09:15 AM
Awesome patch! Cant wait to get online.

shayane
07-20-2012, 09:16 AM
This worked OK on Nova

I only heal 1 point ^^
all or most mobs are red so one-shot
cannot put my house on tatoo
missions I get destroyed
cannot delete one toon
town areas are full of afk/macro mobs killers including 2 accounts (same name but the sirxxxxxxx differs with same combat macro)

Mind you great work - I am just informing not complaining (or just a little :) )

advent014
07-21-2012, 05:50 AM
sir I have some question and I'm new in the forum... where can I look to see the version of the server? is it already 1.0 and jedi are implemented?

Vlada
07-21-2012, 07:08 AM
No on our Assemble timeline, no, no.

tcmike
07-21-2012, 02:07 PM
Great patch, but when will you fix the /tend so that ENTs can still be healed.

Currently you can only heal for 2pts of damage, just like what was happening with wounds before.

I know right? I felt so bad for the Cnet ents I gave them some stamina food/drinks. I hope they enjoy! Its Teltier Noodles and Accagarram that do the trick, keep them actioned up.

cRush
07-21-2012, 02:11 PM
I know right? I felt so bad for the Cnet ents I gave them some stamina food/drinks. I hope they enjoy! Its Teltier Noodles and Accagarram that do the trick, keep them actioned up.

You do realize that /tenddamage is not the primary heal of medics. In fact, it's not meant to even be a very strong heal. Now that it's fixed, a Master Medic will heal for between 50-60 dmg per use.

Get some stimpacks.

jaskier69
07-21-2012, 02:40 PM
anyone know if factional destroy mishes are bugged?i tried pick em being imp combatant i was unable to attack rebel npcs at mish waypoint,though i was able to atack base ...wchich caused they attacked me ,but i was'nt able to shoot back even when they shoot at me ...kinda weird

Ramakin
07-21-2012, 06:27 PM
You do realize that /tenddamage is not the primary heal of medics. In fact, it's not meant to even be a very strong heal. Now that it's fixed, a Master Medic will heal for between 50-60 dmg per use.

Get some stimpacks.

When you say its now fixed, do you mean on Nova currently or on Both.

cjw4g63
07-21-2012, 10:00 PM
yay,good job guys. This is amazing work here!!

hawkeflite
07-23-2012, 10:42 PM
Good work Devs
Each publish is bringing me closer to getting my JTL back which i cant wait for!

stevengw
07-29-2012, 12:14 PM
re: Fixed some issues with creatures showing as non-enemies instead of enemies.

could you also do the same with the Imperial missions from Theed! The criminals cant be attacked!
Or maybe the Rebs have hacked the terms?

Rise Of Cpu
07-31-2012, 06:18 AM
this patch rustled my jimmies (srs)

Garrion
07-31-2012, 09:48 PM
Just curious, but why was weapons adjusting creature con changed? This was in 14.1, the CU destroyed it. It made getting more xp with a lower lvl pet better when the weapon would sink the xp you would get from creatures. (con has an affect on creature xp)

Shadowreap
08-07-2012, 07:41 AM
one concern if ID'rs only get half the exp to grind on themselves... wouldnt that make id'rs rarer then they are now?

eargosedown
08-07-2012, 05:20 PM
one concern if ID'rs only get half the exp to grind on themselves... wouldnt that make id'rs rarer then they are now?

No, as before they got NO exp on themselves, and only XP on others--meaning, you can now grind on yourself, and don't need someone else/an afk alt taking up a server slot to level it out =]

cRush
08-08-2012, 02:06 PM
Just curious, but why was weapons adjusting creature con changed? This was in 14.1, the CU destroyed it. It made getting more xp with a lower lvl pet better when the weapon would sink the xp you would get from creatures. (con has an affect on creature xp)

It was a typo. Con wasn't working properly before the publish. The exp scaling based on creature level (what you mistake as con here) is not implemented yet.

doc355
08-11-2012, 07:31 PM
Fantastic publish. My discs have been shipped!!! Can't wait to log on. :)

bigevil
08-11-2012, 07:33 PM
Fantastic publish. My discs have been shipped!!! Can't wait to log on. :)

Almost there....Stay on target! hehe. :)

doc355
08-11-2012, 07:40 PM
Hey big!

Looked on the BH forums....was there a reason the informants have been removed? I assumed either

1 - it was buggy and wasn't working properly
2 - I forgot that they removed them pre CU and not CU/NGE

Just curious.