Lolindir
11-04-2013, 01:12 PM
Publish 4: DNA sampling, Themeparks, Player City Maintenance, New Loot...
System
Improved server stability
Added several unit tests for code verification
The server now recognizes where terrain has been modified (no more getting stuck when exiting a faction base)
Behind the scenes AI updates have begun
POI/Cave/World - Added spawns to the following locations:
Corellia: Kor Vella, Rebel Hideout
Dantooine: Lizard Cave
Endor: Jinda Ritualist Cave, Ewok Tree Village x2
Lok: Nym pirate cave
Naboo: Mordran POI, Kaadara, Abandoned Imperial Outpost
Rori: Narmle, Rebel Outpost, Restuss, Hyperdrive Research Facility, Poachers vs. Creatures battle
Tatooine: Mos Taike, Ruined Village, Jawa Traders, Imperial Detachment HQ, Several static spawns
Yavin4: Light/Dark Jedi Enclaves
Creatures/NPCs
Fixed resources, resists, attacks, weapons, and loot on several mobs
Marauder and Jinda clan NPCs now have loot
Non-GCW faction points are now awarded from kills
Static spawn creatures that are milked and killed will now be milkable again after they respawn
Ragtag npcs on Corellia are once again attackable
Fixed some npc type lairs that were incorrectly marked as creature lairs for spawning purposes
Junk dealers should now buy many types of looted junk (newly dropped junk only)
Zero resists and vulnerabilities were being displayed and handled backwards. This is now fixed.
Creatures will now heal their lair for an amount based upon their level instead of all creatures always healing their lairs for a static amount
NPCs with lairs no longer heal the lair
Tusken Banthas now appear with saddles
Some static spawns now have a randomized respawn timer
Force choke has been reworked and re-enabled
Missions
There are no longer missions for every type of creature that spawns in the wild
Fixed descriptions on faction missions
Added missions for many types of npc targets
Theme Parks/Quests
Added support in the themepark logic for a new type of mission
Added the Imperial Themepark
Added Marauder Themepark
Added Diktat Quest
Added Zeelius Kraymunder quest
Added Biribas Tarun quest
Hedon Istee's quest is once again available and should function more reliably
Weapons and armor given out as reward will now have full condition
Jabba's themepark: tweaked several missions, added faction rewards, and entry restrictions
Themepark/task mission targets should no longer spawn inside buildings
Made adjustments to decrease the likelihood of a themepark/task mission failing to spawn
Dungeon
Updated appearance, attacks, weapons, loot, and position of many mobs in the Geonosian Lab
Rebreathers now properly protect from gas clouds in the Geonosian Lab
Rebreathers can now be looted in the Geonosian Lab
Added destructible debris to the Geonosian Lab
Test spawns have been removed from the roof of the Death Watch Bunker
Items
Fixed certification for executioner's hack
Tusken rifles now deal energy damage
Backpacks and weapons with skill mods will now show the mods, and they'll properly be applied/removed when the item is equipped/unequipped
The Gamorrean Battleaxe, jagged vibroblade, and grooved two-handed sword now have their dots
Nyax necklace now has it's skill mod
Newly crafted generic crafting tools can now be used to craft furniture of low enough complexity
Fixed max range on featherweight fwg5 and modified republic blaster
Featherweight fwg5 now has it's skill mods and correct damage type
Newly crafted modified republic blaster, enhanced E-11 carbines, and nightsister energy lances will have their dots
Loot
Added locked containers, satchels, and cargo pockets, and some other types of junk loot
Armor, grenades, and heavy weapons can now drop as loot
Looted weapons now have a chance to have a DOT (or even two or three) on them
Looted weapons and wearables now have a chance to have skill mods on them
Many stormtroopers have been seen carrying wanted posters
Janta knives can now be found
Many new loot schematics are now available
Added firework packager and parts
Added some painting/posters
Added picture/viewscreen printers and parts
Reinforced kliknik shells now only drop from the Geonosian klikniks
Loot can now be found in yellow named variety, which have one or more increased stats
Looted weapons and weapon components can no longer have a higher minimum damage than maximum damage
Added skill buff enhancements to loot
Skill mods on looted items should now be somewhat more appropriate to the item type
Added some gungan loot
Added some jawa loot
Legend tells of the existence of a bracer that imbues great power into a nightsister (at least that's what the fashion mavens say)
Player Cities / Politician
Garage service fee can now be collected, and displays on the city status report
Property tax can now be collected
Removed unnecessary radial menu options from civic structures' structure terminals
Removed everyone but the mayor from all civic structure permission lists
Civic structures now have a 250 item storage limit
Politicians can no longer place civic structures in a city where they are not the mayor
Shuttleports will now function right away if moved
Streetlamps, statues, and fountains can now be placed as outdoor decorations in cities
Fixed max treasury withdrawal
An email is now sent to citizens when a mayor withdraws credits from the city treasury
Cities can now be renamed
City Specializations can now be removed
City expansion/contraction will now add/remove citizens
Player whose residence is a commercial structure should no longer arbitrarily lose citizenship
City maintenance is now charged for City Halls, registration, civic structures, mission terminals, skill trainers, and decorations
Emails are now sent for city maintenance and when a structure is repaired
Maintenance report now show the cost for decorations
Placing a skill trainer or mission terminal now costs an up front fee from the city treasury
When a city contracts, amenities outside the new radius are now properly destroyed
A city that contracts to below rank 3 will automatically be unregistered
Combat
An area attacks will now only consume 1 charge of a powerup
Accuracy from food (snow cake) no longer gives twice the expected bonus
Armor Rating and Penetration are now properly ignored when the target is vulnerable to the attacker's damage type
It should no longer be possible to attack while knocked down
Lairs, turrets, and other attackable non-creature objects will no longer always take 10X damage. Creature lairs will still take increased damage after spawning all their mobs
Special attacks with damage multipliers will now use them when calculating damage vs. lairs and turrets
The strength of dots from special attacks is no longer reduced by the armor/resists of the target
Fire dots will now add battle fatigue along with wounds, and the number of wounds inflicted increase as the target's battle fatigue increases
Dots will no longer automatically clear when a player logs off (but persist for their duration just as buffs do)
GCW
Jamming an uplink terminal now correctly requires the investigation 2 skill
Slicing a security terminal now correctly requires the slicing 1 skill (and no longer gives you the success message twice)
Override terminal slicing now grants 1000 dna sampling xp
Fixed turrets resists
Turret's armor rating now works and an attackers armor penetration now works versus turrets
Invalid deeds are no longer listed when choosing a defense to donate to a base
faction bases will now only appear on the planetary map to a member of the same faction
When a player faction base is destroyed, it's mobs should no longer continue to respawn
Several world GCW bases are now randomly populated with either rebel or imperial forces
Four of the world GCW bases now count toward planetary control and player can "bust" them to change which side controls them
The faction cost penalty for not having planetary control no longer applies to both sides in the case of a tie
Professions
Architect:
Garden schematics now have their additional templates
Crafting of crafting stations now uses artisan assembly and experimentation
Artisan:
Vehicle customization kits now function
Fixed powerups to always have 100 uses
Bio-Engineer:
DNA sampling is now available!
DNA templates can now be crafted
Pet deeds can now be crafted (but have no stats, and cannot be tamed)
Flavor tissues now work as expected
Bounty Hunter:
All tiers of BH missions have more possible targets
Increased BH mission payouts somewhat to be more in line with 14.1
Adjusted droid tracking success calculation to better support higher level targets
Probe droids will no longer remain in the world when a player logs off, and now require you have a biological signature before they can be called
Carbineer:
Burst shot 2 is now a cone attack
Combat Medic:
Strength Area Disease Medpack C's can now be crafted
Dot packs are now affected by heal recovery food
Fixed the range at which a combat medic can throw their dots
Trying to throw a dot while out of range no longer delays the use of another dot pack
Examining a ranged or area stimpack should now list all of it's relevant attributes
Commando:
Flamethrower specials now apply a fire dot.
Doctor:
Applying a stronger resist buff now reports the increase in strength rather than the new strength
Cure packs and state heal packs are now affected by heal recovery food
Jedi:
Always in motion, the future is
Medic:
Dragging an incapacitated/dead player between a building and the outside world no longer warps the target to close to 0,0
Increased the power of first aid
Fixed injury treatment speed for stims, cures, and state heals
Fixed stim pack and wound pack use to properly consume a charge of heal recovery food
Merchant:
Vendors will now display maintenance rate and time remaining
An item's listed price on a vendor will now include any sales tax
Musician:
Added /changeband, /stopband, and /startband
A group can now only have 1 song playing at one time
Static, outdoor instruments can no longer be moved
Pistoleer:
Pistol accuracy while standing skill mod now works (old skill tapes with the mod won't work)
Rifleman:
Fixed movement during and after taking cover
Scout:
Searching lairs, foraging, and medical foraging are now separate and can all be used in the same place without causing the others to find nothing
It is no longer possible to search an npc type lair
Smuggler:
Slicing 1 is now required to slice terminals
Added Underworld 1 faction point discount
Faction perk costs will now reflect a smuggler's discount in the recruiter conversation
Squad Leader:
Formup now always removes all stun and dizzy effects on group members
Retreat now only has HAM cost for the squad leader and not all group members
Teras Kasi:
Power boost has been fixed and re-enabled
Player
Some species now have eating sounds
Passive wound regeneration (such as in a med center) will now also heal wounds on secondary stats
Spice downers are 100% yuckier
Clone request windows no longer offer cloning at every facility on the planet (only closest and pre-designated)
Closest cloning facility should never list one in a city in which you are city banned
Guild/Group
Guilds can now be added to structure permission lists
PA halls now have medical modifier like other player houses
Misc
Structure Status will now display time remaining
Planetary chat is now available!
Quality on fishing poles should now matter
Windows during fishing should now close when they're supposed to and not stack up on the screen
Starting to fish without bait on the pole no longer creates free bait
Event Coordinators can now buff, area buff, and area rez players during events
A renamed waypoint can now have just as long of a name as a newly created one
Certain locations will now automatically eject players who log out inside of them (Geonosian Lab, Death Watch Bunker, Warren, Bestine ID Tent, and Mos Eisley Med Center)
Examining a vehicle now shows the owner
System
Improved server stability
Added several unit tests for code verification
The server now recognizes where terrain has been modified (no more getting stuck when exiting a faction base)
Behind the scenes AI updates have begun
POI/Cave/World - Added spawns to the following locations:
Corellia: Kor Vella, Rebel Hideout
Dantooine: Lizard Cave
Endor: Jinda Ritualist Cave, Ewok Tree Village x2
Lok: Nym pirate cave
Naboo: Mordran POI, Kaadara, Abandoned Imperial Outpost
Rori: Narmle, Rebel Outpost, Restuss, Hyperdrive Research Facility, Poachers vs. Creatures battle
Tatooine: Mos Taike, Ruined Village, Jawa Traders, Imperial Detachment HQ, Several static spawns
Yavin4: Light/Dark Jedi Enclaves
Creatures/NPCs
Fixed resources, resists, attacks, weapons, and loot on several mobs
Marauder and Jinda clan NPCs now have loot
Non-GCW faction points are now awarded from kills
Static spawn creatures that are milked and killed will now be milkable again after they respawn
Ragtag npcs on Corellia are once again attackable
Fixed some npc type lairs that were incorrectly marked as creature lairs for spawning purposes
Junk dealers should now buy many types of looted junk (newly dropped junk only)
Zero resists and vulnerabilities were being displayed and handled backwards. This is now fixed.
Creatures will now heal their lair for an amount based upon their level instead of all creatures always healing their lairs for a static amount
NPCs with lairs no longer heal the lair
Tusken Banthas now appear with saddles
Some static spawns now have a randomized respawn timer
Force choke has been reworked and re-enabled
Missions
There are no longer missions for every type of creature that spawns in the wild
Fixed descriptions on faction missions
Added missions for many types of npc targets
Theme Parks/Quests
Added support in the themepark logic for a new type of mission
Added the Imperial Themepark
Added Marauder Themepark
Added Diktat Quest
Added Zeelius Kraymunder quest
Added Biribas Tarun quest
Hedon Istee's quest is once again available and should function more reliably
Weapons and armor given out as reward will now have full condition
Jabba's themepark: tweaked several missions, added faction rewards, and entry restrictions
Themepark/task mission targets should no longer spawn inside buildings
Made adjustments to decrease the likelihood of a themepark/task mission failing to spawn
Dungeon
Updated appearance, attacks, weapons, loot, and position of many mobs in the Geonosian Lab
Rebreathers now properly protect from gas clouds in the Geonosian Lab
Rebreathers can now be looted in the Geonosian Lab
Added destructible debris to the Geonosian Lab
Test spawns have been removed from the roof of the Death Watch Bunker
Items
Fixed certification for executioner's hack
Tusken rifles now deal energy damage
Backpacks and weapons with skill mods will now show the mods, and they'll properly be applied/removed when the item is equipped/unequipped
The Gamorrean Battleaxe, jagged vibroblade, and grooved two-handed sword now have their dots
Nyax necklace now has it's skill mod
Newly crafted generic crafting tools can now be used to craft furniture of low enough complexity
Fixed max range on featherweight fwg5 and modified republic blaster
Featherweight fwg5 now has it's skill mods and correct damage type
Newly crafted modified republic blaster, enhanced E-11 carbines, and nightsister energy lances will have their dots
Loot
Added locked containers, satchels, and cargo pockets, and some other types of junk loot
Armor, grenades, and heavy weapons can now drop as loot
Looted weapons now have a chance to have a DOT (or even two or three) on them
Looted weapons and wearables now have a chance to have skill mods on them
Many stormtroopers have been seen carrying wanted posters
Janta knives can now be found
Many new loot schematics are now available
Added firework packager and parts
Added some painting/posters
Added picture/viewscreen printers and parts
Reinforced kliknik shells now only drop from the Geonosian klikniks
Loot can now be found in yellow named variety, which have one or more increased stats
Looted weapons and weapon components can no longer have a higher minimum damage than maximum damage
Added skill buff enhancements to loot
Skill mods on looted items should now be somewhat more appropriate to the item type
Added some gungan loot
Added some jawa loot
Legend tells of the existence of a bracer that imbues great power into a nightsister (at least that's what the fashion mavens say)
Player Cities / Politician
Garage service fee can now be collected, and displays on the city status report
Property tax can now be collected
Removed unnecessary radial menu options from civic structures' structure terminals
Removed everyone but the mayor from all civic structure permission lists
Civic structures now have a 250 item storage limit
Politicians can no longer place civic structures in a city where they are not the mayor
Shuttleports will now function right away if moved
Streetlamps, statues, and fountains can now be placed as outdoor decorations in cities
Fixed max treasury withdrawal
An email is now sent to citizens when a mayor withdraws credits from the city treasury
Cities can now be renamed
City Specializations can now be removed
City expansion/contraction will now add/remove citizens
Player whose residence is a commercial structure should no longer arbitrarily lose citizenship
City maintenance is now charged for City Halls, registration, civic structures, mission terminals, skill trainers, and decorations
Emails are now sent for city maintenance and when a structure is repaired
Maintenance report now show the cost for decorations
Placing a skill trainer or mission terminal now costs an up front fee from the city treasury
When a city contracts, amenities outside the new radius are now properly destroyed
A city that contracts to below rank 3 will automatically be unregistered
Combat
An area attacks will now only consume 1 charge of a powerup
Accuracy from food (snow cake) no longer gives twice the expected bonus
Armor Rating and Penetration are now properly ignored when the target is vulnerable to the attacker's damage type
It should no longer be possible to attack while knocked down
Lairs, turrets, and other attackable non-creature objects will no longer always take 10X damage. Creature lairs will still take increased damage after spawning all their mobs
Special attacks with damage multipliers will now use them when calculating damage vs. lairs and turrets
The strength of dots from special attacks is no longer reduced by the armor/resists of the target
Fire dots will now add battle fatigue along with wounds, and the number of wounds inflicted increase as the target's battle fatigue increases
Dots will no longer automatically clear when a player logs off (but persist for their duration just as buffs do)
GCW
Jamming an uplink terminal now correctly requires the investigation 2 skill
Slicing a security terminal now correctly requires the slicing 1 skill (and no longer gives you the success message twice)
Override terminal slicing now grants 1000 dna sampling xp
Fixed turrets resists
Turret's armor rating now works and an attackers armor penetration now works versus turrets
Invalid deeds are no longer listed when choosing a defense to donate to a base
faction bases will now only appear on the planetary map to a member of the same faction
When a player faction base is destroyed, it's mobs should no longer continue to respawn
Several world GCW bases are now randomly populated with either rebel or imperial forces
Four of the world GCW bases now count toward planetary control and player can "bust" them to change which side controls them
The faction cost penalty for not having planetary control no longer applies to both sides in the case of a tie
Professions
Architect:
Garden schematics now have their additional templates
Crafting of crafting stations now uses artisan assembly and experimentation
Artisan:
Vehicle customization kits now function
Fixed powerups to always have 100 uses
Bio-Engineer:
DNA sampling is now available!
DNA templates can now be crafted
Pet deeds can now be crafted (but have no stats, and cannot be tamed)
Flavor tissues now work as expected
Bounty Hunter:
All tiers of BH missions have more possible targets
Increased BH mission payouts somewhat to be more in line with 14.1
Adjusted droid tracking success calculation to better support higher level targets
Probe droids will no longer remain in the world when a player logs off, and now require you have a biological signature before they can be called
Carbineer:
Burst shot 2 is now a cone attack
Combat Medic:
Strength Area Disease Medpack C's can now be crafted
Dot packs are now affected by heal recovery food
Fixed the range at which a combat medic can throw their dots
Trying to throw a dot while out of range no longer delays the use of another dot pack
Examining a ranged or area stimpack should now list all of it's relevant attributes
Commando:
Flamethrower specials now apply a fire dot.
Doctor:
Applying a stronger resist buff now reports the increase in strength rather than the new strength
Cure packs and state heal packs are now affected by heal recovery food
Jedi:
Always in motion, the future is
Medic:
Dragging an incapacitated/dead player between a building and the outside world no longer warps the target to close to 0,0
Increased the power of first aid
Fixed injury treatment speed for stims, cures, and state heals
Fixed stim pack and wound pack use to properly consume a charge of heal recovery food
Merchant:
Vendors will now display maintenance rate and time remaining
An item's listed price on a vendor will now include any sales tax
Musician:
Added /changeband, /stopband, and /startband
A group can now only have 1 song playing at one time
Static, outdoor instruments can no longer be moved
Pistoleer:
Pistol accuracy while standing skill mod now works (old skill tapes with the mod won't work)
Rifleman:
Fixed movement during and after taking cover
Scout:
Searching lairs, foraging, and medical foraging are now separate and can all be used in the same place without causing the others to find nothing
It is no longer possible to search an npc type lair
Smuggler:
Slicing 1 is now required to slice terminals
Added Underworld 1 faction point discount
Faction perk costs will now reflect a smuggler's discount in the recruiter conversation
Squad Leader:
Formup now always removes all stun and dizzy effects on group members
Retreat now only has HAM cost for the squad leader and not all group members
Teras Kasi:
Power boost has been fixed and re-enabled
Player
Some species now have eating sounds
Passive wound regeneration (such as in a med center) will now also heal wounds on secondary stats
Spice downers are 100% yuckier
Clone request windows no longer offer cloning at every facility on the planet (only closest and pre-designated)
Closest cloning facility should never list one in a city in which you are city banned
Guild/Group
Guilds can now be added to structure permission lists
PA halls now have medical modifier like other player houses
Misc
Structure Status will now display time remaining
Planetary chat is now available!
Quality on fishing poles should now matter
Windows during fishing should now close when they're supposed to and not stack up on the screen
Starting to fish without bait on the pole no longer creates free bait
Event Coordinators can now buff, area buff, and area rez players during events
A renamed waypoint can now have just as long of a name as a newly created one
Certain locations will now automatically eject players who log out inside of them (Geonosian Lab, Death Watch Bunker, Warren, Bestine ID Tent, and Mos Eisley Med Center)
Examining a vehicle now shows the owner