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Lolindir
06-07-2015, 08:50 AM
Publish 7: The Source Awakens

06/07/2015
The SWGEmu Development Division



Publish 7: The Source Awakens

System

Greatly Improved server stability
Made some performance optimizations
Fixed many instances where objects were not properly being destroyed from the database

Spawns/World/Missions

Added heralds to all planets that will direct players towards various points of interest
Added dynamic Black Sun spawns to Dathomir, Endor, and Yavin 4
The Endor smuggler outpost now has a functional tavern
Taming a baby at a static spawn will no longer cause that mob to cease respawning
A sarlacc will now erupt and disease anyone nearby when a player approaches too closely
All types of dynamic spawns will now despawn when no player has been in range for 5 minutes (instead of just lair spawns)
Added distant ship flyovers above static cities
Added many more possible destroy missions to all planets and faction terminals (including many humanoid missions)
Reduced the size of a no-build zone on Tatooine

Creatures/NPCs/AI

Many mobs now distinguish between special protections and effectiveness resists when examined
Fixed the resists/armor of many mobs
Wild creatures and wild tamed creature pets will now always have a 2.0 attack speed (not retroactive to existing pets)
Creatures can now have a special attack 2 without having a special attack 1
Fixed special attacks on many creatures
Creatures will now use their special attacks less frequently
Mobs will no longer regen HAM while in combat but will now regen it faster when not in combat
Fixed several other mob details
Most npcs should now have randomly generated names
Many npcs will now be talkative in reaction to their environment
Imperial npcs no longer take disrespectful emotes directed towards them lightly and will respond
Mobs will now be less prone to fleeing when a player approaches
Ai will no longer be aggressive towards vehicles, but will still be able to attack them
Ai can now be aggressive towards players who are riding a mount or vehicle
Adjusted aggro determinations so that aggressive NPCs will aggro more reliably (and from further away)
NPCs are now smarter about selecting attacks and should use their special attacks at a more consistent rate
Mobs are now more likely to engage their enemies in combat (mob vs. mob)
AI awareness is no longer dependent on player movement. As long as players are in range, mobs should be active
Aggressive mobs are much less likely to drop aggro when a player tries to /peace
Tougher mobs should now apply longer lasting states
A mob's resistances will now degrade based on their battle fatigue (beyond 500)
Added loot to some mobs that were dropping none before
Jedi sentinels no longer drop loot, give very little xp when killed, and will respawn faster

Events/Dungeons/Theme Parks/Quests

Added Hero of Tatooine quests
Added generic quests to criminals, scientists, businessmen, and nobles
Rewrote all existing Death Watch Bunker code to fix issues with it
Added new functionality to the Death Watch Bunker
The Bestine Museum curator no longer limits a player to one schematic purchase
Captain Heff should now remove the warren evidence from your datapad when you turn it in
Fixed a couple of issues with Nym's themepark containers

Combat

There is now combat spam for incurred wounds and battle fatigue, posture changes, armor mitigation, and state application/removal
Fixed grenade combat spam
Players can no longer be attacked while loading
Players in the same group can no longer attack each other except when in a duel
/peace will now clear the combat queue
The combat hit equation has been modified to be closer to live
Counter attacks have been fixed and re-enabled. They will no longer delay a player's combat queue
Adjusted melee combat range to account for latency when chasing a moving target
Multiple attributes can now be wounded by a single attack
Mobs now have hit boxes and one will no longer be required to stand inside of larger creatures to hit them in melee
Added generic weapon type checks to combat commands to fix some issues where certain commands could be used with the wrong type of weapon
PvP "House TEFs" have been added. A player executing abilities in PvP will now be ejected from and won't be able to enter a player structure for 5 minutes
It should no longer be possible to incapacitate oneself by using combat abilities
healing now generates less threat
Wearing a PSG should no longer sometimes increase the amount of damage that you take when the attacker has a high AP weapon
Many more actions are now prevented by warcry (or a similar delay)
many more actions are now prevented by the swimming state
Non-damaging state attacks (warcry, intimidate, etc.) are now only subject to the target's state defense (and no longer have to beat their primary defense as well)
Modified the formula for state application/defense chances to be closer to live
Intimidation now lowers min and max damage instead of just max damage
Intimidation from different sources now stack their effect
Intimidation now also lowers primary defenses
Increased the chance to successfully stand while dizzy
Increased the damage and accuracy bonus and the defense penalty from going berserk
The stunned state now imposes a larger damage reduction
Slightly increased the accuracy penalty from the blinded state
Fixed knockdown and posture change delays and dizzy flopping
forced posture changes will now cancel an active burstrun/retreat
Droids are now immune to blind, dizzy, stun, intimidate, delays, and biological dots
Vehicles are now immune to blind, dizzy, stun, intimidate, delays, biological dots, and posture changes
AT-STs and AT-ATs are now immune to blind, dizzy, stun, intimidate, delays, and posture changes
When applying multiple dots of the same type and pool to a target, weaker ones will no longer overwrite stronger ones
Reapplying a dot with the same or greater strength will no longer push back the tick of the existing dot. Instead, it extends it's duration and increases it's strength to that of the new one (if greater)
Weapon dots can now be applied one per weapon rather than one per type of weapon
The damage of dots applied from weapon attacks is now reduced by the target's armor
Bleeds now do damage once every 20 seconds
Fixed the order in which dots are healed
DoTs are no longer automatically cleared from a player or pet that is incapacitated and will resume their damage/wounding when the player/pet recovers
Players must now be within 80m of a mob when it dies to gain xp from the kill
Damage from dots now counts towards kill credit
Disengaging from combat during a battle will no longer clear a player's credit towards loot rights

Professions

Artisan:

The plain short robe can now be crafted with sockets
Vehicle customization kits can now be crafted in a generic crafting tool (requires a newly crafted tool)
Fixed a rounding error when calculating xp for practice mode

Bio-Engineer:

Fixed sampling checks to prevent sampling DNA from droids and other invalid mobs
Refined dna sample stat generation and pet crafting formulas to be closer to live
Bio-engineered pets will have their stats/level checked to see if they align with the new formulas. Any outliers will prompt the owner to have their stats or level fixed

Bounty Hunter:

Bounty missions will no longer fail when your pet gets the killing blow
Bounty missions will no longer fail if a dot gets the killing blow
Arakyd droids can now be used at investigation 1

Brawler:

Lunge attacks can no longer be used while kneeling or prone

Creature Handler:

The transfer command can now be used with a non-CH as a target (provided all the requirements are met)
The special attack commands are now functional
Adjusted the formula for CH xp granted from combat to be closer to live
Newly tamed pets should now automatically follow their owner

Doctor/Medic:

It should no longer be possible to heal/cure while swimming
Cure packs no longer apply their full strength to every dot on the target
Buffing no longer has faction restrictions

Droid Engineer:

Added framework for droid module functionality. Only newly crafted modules will be functional.
Added functionality to the following modules: crafting station, armor, auto-repair, medical, item storage, data storage, repair, stimpack dispenser, effects, detonation, merchant barker, combat, playback, trap, harvest, and structure maintenance modules
Module clusters should now function properly
Droids without combat modules or innate combat capability should no longer attack and should now flee when being attacked
Added some functionality to personality chips
Droids with personality chips are now programmed via conversation

Entertainer:

Soft Logging should no longer stop a player's performance

Ranger/Scout:

Trap throwing speed is now static and no longer based on the speed of a player's equipped weapon
When throwing a trap vs. a target that is not in combat, combat is no longer initiated until the trap lands
Only rangers should now be able to tell when something is stalking them
Area track animals will no longer show droids

Rifleman:

Strafe shot 1 and 2 will now remove the cover state and apply a delay to anyone that has cover removed

Squad Leader:

Group terrain negotiation should now function
All squad leader group modifier should apply and persist more reliably
boost morale should now distribute wounds properly
Squad leader group skill mods and activated commands will now only affect group members in the same building as they are (or only those outdoors if the Squad Leader is outdoors)
It should no longer be possible for a squad leader to incapacitate themselves by using their abilities

Tailor:

Skill mods added to an item from a schematic will no longer overwrite the skill mods an item gains from bio-enhanced components

Weaponsmith:

Components crafted into weapons should now be visible on the final weapon, where appropriate

Items/Loot

Added anti-decay kits to veteran rewards
Added datadisk loot kit and components to loot
Added empty datapad loot kit and components to loot
Added additional checks to prevent trading of no-trade items
Removing a powerup from a weapon now destroys it rather than placing it back in your inventory
When applying an attachment with multiple, same value skill mods, the first listed should now properly be chosen
The chance for a looted item to be exceptional or legendary now scales with the level of the mob it dropped from
Adjusted weapon decay. Weapons now have a chance to decay by 1 point with every attack instead of always decaying by a fraction of a point with every attack.
The chance for a mob to have loot was adjusted on nearly every mob in game. Now, generally, the higher level the mob is, the higher the chance for it to have loot

Pets

Follow other command now works with non-player creature targets
It's no longer possible to store a pet while you are in combat
Faction pets can now only attack and be attacked by opposite faction targets
Pet stims can now only be used on creature pets
The ranged attack and special attack commands can now only be taught to pets that have the corresponding ability/attack
Get patrol point and clear patrol points commands can now be taught
Pet patrol commands are now functional
Pet follow range is no longer based on the pet's equipped weapon
Pets should no longer re-aggro previous targets after death or being stored
It should now be possible to call a pet within any public building

Player

Un-equipping a weapon now properly updates a player's level
Structure permission lists will now automatically remove entries of deleted players and update entries of players whose name has been changed
Faction point caps now only increase for your current faction when you take a promotion
Fixed faction point gains/losses from pvp deathblows
Resigning from a faction now removes any faction you have beyond your new cap
It should no longer be possible to get stuck with an unhealable, non-damaging dot state
Fixed the distances to which spatial chat and emotes will now carry. That distance is now based upon the chat type
A player can now claim a new veteran reward for every 360 days accrued beyond the pre-set milestones
Canceling a crafting session during the add ingredient step can no longer cause some components to be lost. Components will now always return to inventory even if it overfills it
It's no longer possible to store clone data where it is already stored
Clone data will continue to be stored when a player clones
Cloning to a pre-designated facility no longer applies 100 battle fatigue
Player event perks can now be deployed while mounted

Group/Guild

A weekly update is now performed for each guild. During this update, the member list will be cleaned up.
Guild renaming now happens during the guild's next weekly update instead of always 1 week later.
Guilds now must have a minimum of 5 members. If a guild is below the minimum during it's weekly update, it will be disbanded.
Guild management terminals are now automatically associated with the guild of the hall's owner
Maintenance can now be withdrawn from PA halls
A group leader can now select the loot rule to use. Functional rules right now include 'Free For All' and 'Master Looter'

Player Cities

Cities no longer perform their very first update after 24 hours. The first update is now performed after 1 week.
The citizen assessment that a new city (and a city that drops below 10 citizens) performs is now independent of the city update cycle and therefore will no longer delay elections from happening when they are scheduled to do so.
During a city update in which an election takes place, the election is now processed before city contraction/expansion. This ensures that a newly elected mayor gets any mails relevant to the update instead of the old mayor.
Mail is now properly sent to a mayor when a city is first started, after a citizen assessment occurs, any time a citizen is lost or gained, any time a structure is added to a city that wasn't added by the mayor, any time a structure/decoration/terminal/trainer is removed from a city for being outside city limits after city contraction, from a lack of maintenance, or because there were too many for the new city rank
Mail is now properly sent to a player who becomes a citizen via a city's expansion or whose structure is added to a city by any other means
Mail is now sent to all citizens when a mayoral candidate unregisters from an election
A player city must now be rank 3 or higher to set a specialization
A city specialization can now be removed at any time (even when a city is on cooldown for setting a new one)
The defense bonus from the stronghold specialization now only applies to a city's militia members, and only when attacked by another player
Adding a non-garden decoration to a player city now has the proper politician skill check
Fixed the info displayed on all of the city reports
City banned players that later become citizens will have their ban automatically removed. Any citizens already banned in their own city will have their bans lifted automatically
A city must now be at least rank 2 in order to have taxes levied. A city contracting to rank 1 will have all tax rates set to zero
The incumbent will now always win a city election that ends in a tie (if the incumbent is one of those tied for the lead)
Any mayoral candidate that loses their citizenship will now automatically be removed from the race
Whenever a player loses citizenship, their vote in the current mayor election is properly removed
If a mayor is deleted, their city's civic structures are no longer deleted along with them and a new mayor can be elected to take their place
Player city bank terminals, mission terminals, and skill trainers will now only register on the planetary map if their city is registered
A mayor can now align a decoration or mission terminal's facing to north, south, east, or west after it has been placed in the city
A city that doesn't have the funds to pay for it's specialization during it's update will have it removed
A city that doesn't have the funds to pay for it's registration during it's update will be unregistered
A player who has been city banned can no longer use that city's skill trainers or slice that city's mission terminals
City banned players no longer receive the benefit of a city specialization
/cityban, /citypardon, and /grantzoningrights now require both the player issuing the command and the target to be within city limits
When a city contracts, civic structures that required the previous rank are no longer deleted immediately but will be deleted during the following city update if the city does not expand back to the original rank
Skill trainer and mission terminal limits are now enforced when a city contract. Any trainers or terminals beyond the new limits are removed
Garden city rank requirements are now enforced during city updates and gardens are at risk of being destroyed if the city's rank remains below the requirement.

Misc

Newsnet terminals are now usable
Weather effect duration now scales down with severity
Updated player, vendor, guild, and city naming filter checks to be closer to live
Fixed the way in which certain commands are queued so that they will no longer get queued multiple times in some situations
Added/Improved more admin commands for staff

damnubber
06-07-2015, 08:55 AM
You guys rock my socks off! Thanks for all the hard work.

Lusty
06-07-2015, 08:55 AM
Damnit.

Now to read it all.

Components crafted into weapons should now be visible on the final weapon, where appropriate!!!
I've waited 12 years for that to come back, that's awesome.

Tamlee
06-07-2015, 09:02 AM
WOW, lots of stuff! Thanks!

Kaeneth
06-07-2015, 09:09 AM
http://i174.photobucket.com/albums/w89/tracyfm/Approve/yes.gif (http://media.photobucket.com/user/tracyfm/media/Approve/yes.gif.html)

sgtfunkadelic
06-07-2015, 09:15 AM
Thanks to our devs, QA, the code contributors, community testers and everyone else involved in bringing us another great publish! :cheerleader:

cypsake
06-07-2015, 09:18 AM
My body is ready for this.

Cherokaa
06-07-2015, 09:28 AM
Does the components built on to weapons apply to newly crafted weapons only or is it retroactive as well?

Arulius
06-07-2015, 09:38 AM
Combat is about to get interesting.

Thorwine
06-07-2015, 09:43 AM
Thanks to everybody making this publish possible!

Special thanks to washu and Nee, I really enjoyed the teamwork concerning DROIDS over the last weeks and months! :)

Ivojedi
06-07-2015, 09:43 AM
Does the components built on to weapons apply to newly crafted weapons only or is it retroactive as well?

Newly crafted only.

FTroop
06-07-2015, 09:51 AM
Sweet! :bananacha: Great job guys... keep up the good work. :icon_ThumbsUp:

Opiam
06-07-2015, 10:12 AM
Great work team. Your dedication and support to the project is legendary. These changes and additions are most welcome.

Spaced
06-07-2015, 10:13 AM
Amazing Job guys
Thank you
/bow

nee2earth
06-07-2015, 10:13 AM
Special thanks to washu and Nee, I really enjoyed the teamwork concerning DROIDS over the last weeks and months!

./pep-talk Community!

Many thanks to you as well Thorwine. Keep us posted on how things work out on Basilisk in the next few days post-merge.

hereticzen
06-07-2015, 10:27 AM
Any chance you guys are going to take any of the updated textures and incorporate them into the game? I keep getting asked if the game is being improved graphically at all to if not catch up ( no one i think really wants that.. ) but at least utilize the hardware now commonly available? Thanks!

DaloLorn
06-07-2015, 10:28 AM
Added functionality to the following modules: crafting station, armor, auto-repair, medical, item storage, data storage, repair, stimpack dispenser, effects, detonation, merchant barker, combat, playback, trap, harvest, and structure maintenance modules

Look, sir! Droids! ;)

Edit: Just out of curiosity, how come there aren't any references to JTL on the Roadmaps? :confused:

Obzzarver
06-07-2015, 10:32 AM
Great! now the unbearable wait :D

Kelanos
06-07-2015, 10:34 AM
http://i.imgur.com/hVkEqnp.gif

With every update i am ported further and further back to a state of blissful SWG nostalgia. Epic work to every member of the team!

nee2earth
06-07-2015, 10:35 AM
Edit: Just out of curiosity, how come there aren't any references to JTL on the Roadmaps?

No JTL until the 'ground game' is more polished.

----------


Any chance you guys are going to take any of the updated textures and incorporate them into the game? I keep getting asked if the game is being improved graphically at all to if not catch up ( no one i think really wants that.. ) but at least utilize the hardware now commonly available?

Need to search our Forums better you do, yesssssssss...

http://www.swgemu.com/forums/showthread.php?t=108660

Ophelia
06-07-2015, 10:39 AM
Nice Publish thank you Guys:)

DaloLorn
06-07-2015, 10:40 AM
No JTL until the 'ground game' is more polished.

I understand that, I just didn't know putting it up there and waiting for the ground game to be polished were mutually exclusive. I was kind of hoping I'd see how much more 'ground game' is left to be done. :p

Lolindir
06-07-2015, 10:44 AM
I understand that, I just didn't know putting it up there and waiting for the ground game to be polished were mutually exclusive. I was kind of hoping I'd see how much more 'ground game' is left to be done. :pOh, we have a little way further to go before we move out of alpha and in to beta testing ;)

zomgwtfpwn
06-07-2015, 10:46 AM
Thanks devs, QA and everyone contributed for this wonderful patch :)

"Intimidation now lowers min and max damage instead of just max damage"
This is a surprise...I thought Intim only halved max damage o_0...was it like this in live?

ammiemoon
06-07-2015, 10:48 AM
Brilliant!! Thank you!

zomgwtfpwn
06-07-2015, 10:48 AM
That gif is epic in it of itself lol

Vlada
06-07-2015, 10:54 AM
http://i.imgur.com/hVkEqnp.gif

With every update i am ported further and further back to a state of blissful SWG nostalgia. Epic work to every member of the team!

Glorious!!!



<~TheAnswer> just finished merging the engine... now core3

The waiting game continues...

dedaskalion
06-07-2015, 11:08 AM
Thanks devs, QA and everyone contributed for this wonderful patch :)

"Intimidation now lowers min and max damage instead of just max damage"
This is a surprise...I thought Intim only halved max damage o_0...was it like this in live?


Intim now 1/2's damage output - Instead of causing to hit for min damage on weapon every time.

SwingKid
06-07-2015, 11:08 AM
Guild elections?

Mum
06-07-2015, 11:23 AM
On behalf of the NRN and especially the citizens of Aiwha, Naboo I would like to thank all those involved in bringing this game and working on these updates to make it even more fun a MASSIVE THANKYOU!!

Korvukaal
06-07-2015, 11:31 AM
Thank you!

nee2earth
06-07-2015, 11:34 AM
Guild elections?

Still being worked on, as far as i'm aware.

zomgwtfpwn
06-07-2015, 12:32 PM
Intim now 1/2's damage output - Instead of causing to hit for min damage on weapon every time.

say...weapon has damage of 40-100...as I understood intim, it would turn that into 40-50.

Are you saying that it will now turn that into 20-50?

Also...from brawler forum...http://www.swgemu.com/forums/showthread.php?t=133507&page=2&p=1033566&viewfull=1#post1033566
So...none of this is true then?

I am so confused :)

aideware
06-07-2015, 12:52 PM
awesome, thank you guys !

Big-N-Buff
06-07-2015, 01:35 PM
Good stuff. Now who's ready for pub 8 :P

Sharp2255
06-07-2015, 01:39 PM
Awesome work guys. Thanks for all of it.

cryogen
06-07-2015, 01:44 PM
Cool! nice work............

setis
06-07-2015, 01:44 PM
ty ty ty!!!!

Tunkson
06-07-2015, 01:45 PM
Great work on this, thanks for the hard work of the staff and testers!

Of course the expected euphoria about droid modules, yay. I'm going to be busy.

But one thing has me stumped.


"Intimidation from different sources now stack their effect" - This.

Since intimidate now cuts max and min in half (making intimidation more dangerous than stun could ever be), yet it stacks...say you have 5 different sources that are intimidating you (group of Nightsisters). Is that 100-200 damage output going to turn into a 3.15-6.25 damage output?

ceogar
06-07-2015, 01:56 PM
This is really great! Thanks guys n gals!

zomgwtfpwn
06-07-2015, 01:57 PM
"Intimidation from different sources now stack their effect" - This.

Since intimidate now cuts max and min in half (making intimidation more dangerous than stun could ever be), yet it stacks...say you have 5 different sources that are intimidating you (group of Nightsisters). Is that 100-200 damage output going to turn into a 3.15-6.25 damage output?

All we can hope is Def vs. Intimidate is working as intended :P

Smokewood
06-07-2015, 02:15 PM
Patch notes look good.... Good job.

Love the progress

Krytt
06-07-2015, 02:17 PM
Thank you!! Nice update. Really appreciate all the hard work you guys put in on keeping this project moving forward!

shilo
06-07-2015, 02:18 PM
This publish should have been named, "Return of the Droids"!!!

This publish is awesome, and a huge leap forward!!! Thank you SWGEmu team!!!!

Saranar
06-07-2015, 04:13 PM
Thx so much for all your hard work. /Deepbow.

Hoghi
06-07-2015, 04:57 PM
Funny title thread.


/woot4pub7

Serap
06-07-2015, 05:24 PM
That's one thing I hate about Pub Notes - it tells me about all the things I COULD have been doing but didn't know about... ;)

Miztah
06-07-2015, 05:26 PM
The only important thing in the list is the overhead flying ship animations, obviously.

sidewalker
06-07-2015, 05:32 PM
Bravo Zulu.

Barrenger
06-07-2015, 06:03 PM
The only important thing in the list is the overhead flying ship animations, obviously.

I love those animations....question how many patrol points can be placed for a pet?

Ysharros
06-07-2015, 06:20 PM
So much awesome! :bananacha:

nee2earth
06-07-2015, 06:28 PM
....question: how many patrol points can be placed for a pet?

It shouldn't allow more than 10.

If it does, let me know.

Ivojedi
06-07-2015, 06:53 PM
Since intimidate now cuts max and min in half (making intimidation more dangerous than stun could ever be), yet it stacks...say you have 5 different sources that are intimidating you (group of Nightsisters). Is that 100-200 damage output going to turn into a 3.15-6.25 damage output?

By source it doesn't mean mob/player, it means ability. Intimidate 1 and intimidate 2 will stack. Intimidate 1 from 2 different mobs/players will not stack.

DrDax
06-07-2015, 07:00 PM
question: is the corvette in now? sorry don't see the reference in the patch notes, not complaining - just asking. thanks!

nee2earth
06-07-2015, 07:06 PM
question: is the corvette in now? sorry don't see the reference in the patch notes,

Not in yet. Surely something like that would be in the patch notes if it was.

Hoping for Pub8 but we'll see.

TroyMcClure
06-07-2015, 07:40 PM
I didn't see it posted in the Ranger notes but the issue regarding mask scent/camo kits being over tested by mobs and failing even at the Master Ranger level. Has that issue been corrected?

I understand that ties in directly with creature ai. Just wondering if this has been covered off by pub7.


Thanks for all the awesome work and progress devs & qa team!

nee2earth
06-07-2015, 07:44 PM
I didn't see it posted in the Ranger notes but the issue regarding mask scent/camo kits being over tested by mobs and failing even at the Master Ranger level. Has that issue been corrected?



No...

http://www.swgemu.com/bugs/view.php?id=5599

... and no doubt the functionality of all AI-related things will be an on-going tweakfest all the way thru BETA phase.

DrDax
06-07-2015, 07:52 PM
Thanks for the answer Nee.. and to the SWGEMU staff, testers and all ... it's all great stuff !

Miztah
06-07-2015, 08:25 PM
We wanted to get mask scent working properly for Pub7, but we realized that we're going to have to completely revamp the existing system to get it working the way it was on live. Unfortunately, we did not have enough time to properly implement and thoroughly test it without delaying the publish. We'll definitely be looking into it in the near future though.

SwingKid
06-07-2015, 11:08 PM
Still being worked on, as far as i'm aware.

Ahh, we were told it would be in Pub 7 so we could fix the broken LIVE guild.

Lolindir
06-07-2015, 11:15 PM
Ahh, we were told it would be in Pub 7 so we could fix the broken LIVE guild. Way back when that happen, it was in the cards, but we didn't get a full house, just 3 of a kind. Still a good hand though.

Rippster
06-07-2015, 11:38 PM
Nice work guys. What's the timeline on seeing this (http://www.swgemu.com/forums/showthread.php?t=75) updated? Love to see how much green is added. :)

Miztah
06-07-2015, 11:59 PM
I'm sure Scurby will update it when he's not swamped with patch day stuff. Prolly in the next few days.

SwingKid
06-08-2015, 01:51 AM
Way back when that happen, it was in the cards, but we didn't get a full house, just 3 of a kind. Still a good hand though.

Oh indeed, we have just been wanting to get rid of the old guild that we can't do anything with and is taking up our name. :(

Halle
06-08-2015, 03:21 AM
We wanted to get mask scent working properly for Pub7, but we realized that we're going to have to completely revamp the existing system to get it working the way it was on live. Unfortunately, we did not have enough time to properly implement and thoroughly test it without delaying the publish. We'll definitely be looking into it in the near future though.

Ahh, sorry you guys were not able to get this taken care of. I was actually looking forward to it being fixed, though I know it will be in due time. Hopefully at least the babies won't be taking off at lightning speed anymore, though, when trying to tame. :D

Thank you to everyone working on this project to bring us all these awesomely wonderful updates! And to everyone testing to make sure these awesomely wonderful updates are working properly!

Have yet to test some functional droids out, though really really looking forward to trying the harvester droids out. Need to relist all my vendors, then I guess it's time to break out my DE. :)

kojin
06-08-2015, 07:46 AM
next stop the village an jedi :)

arween
06-08-2015, 02:18 PM
Thank you! It's awesome as always :-)
/deepbow

Scurby
06-09-2015, 12:24 AM
Nice work guys. What's the timeline on seeing this (http://www.swgemu.com/forums/showthread.php?t=75) updated? Love to see how much green is added. :)

It's on my list of TODO's. :cool:

Rippster
06-09-2015, 12:31 AM
It's on my list of TODO's. :cool:

No worries, thank you. I've enjoyed watching that thing turn more green over the years, keeps me excited. Can't wait to see the update. Woohoo! :)

Klivian
06-09-2015, 01:46 AM
The only important thing in the list is the overhead flying ship animations, obviously.

I watched them more than I want to admit waiting for shuttles back on live =)

Barrenger
06-09-2015, 02:45 AM
Nice work guys. What's the timeline on seeing this (http://www.swgemu.com/forums/showthread.php?t=75) updated? Love to see how much green is added. :)

love seeing it too, but I'll be even happier when JTL is finally orange

DaloLorn
06-09-2015, 09:34 AM
love seeing it too, but I'll be even happier when JTL is finally orange

That makes two of us. :)

Frunkis
06-09-2015, 10:34 AM
\o/ yay! I am excited about this!

Oskafi
06-09-2015, 03:10 PM
Not sure where to post this: Aggro is a nightmare! I could walk through Kobola cave with no issue and now I get wiped near the middle.. I agro anything and everything. I am also getting bleed from them and never had it before by them. My melee attack goes over 50m if I am being attacked (corpse is that far away). I am stuck killing starport newbie NPC's for my xp now. What sux for me, I was CU player just getting use to pre-cu and this happens. My hunter on Dath aggro's 150m. I know high level players have same issues at their usual spots.

sorry if posted in wrong spot.. it is patch related.

nee2earth
06-09-2015, 05:00 PM
With the new changes (aka progress toward more accurate PRE-cu publish 14.1 emulation) in Pub7 , 'combat difficulty' has increased accross the entire Galaxy.

This is working-as-intended.

The "melee attacks from 50m" thing however shouldn't be happening and is most likely caused by LAG. Melee attacks, give or take present lag, should only be hitting at range 20m max or less (depending also on enemy mob's *hitbox* type) .

Anyways, the point is: Adapt or die.

(But please also remember: We are still very much in ALPHA phase of development, so there will undoubtedly be numerous 'tweaks' made over the coming weeks/months to Combat overall & specific PVE Combat-difficulty. )

Oskafi
06-09-2015, 05:51 PM
With the new changes (aka progress toward more accurate PRE-cu publish 14.1 emulation) in Pub7 , 'combat difficulty' has increased accross the entire Galaxy.

This is working-as-intended.

The "melee attacks from 50m" thing however shouldn't be happening and is most likely caused by LAG. Melee attacks, give or take present lag, should only be hitting at range 20m max or less (depending also on enemy mob's *hitbox* type) .

Anyways, the point is: Adapt or die.

(But please also remember: We are still very much in ALPHA phase of development, so there will undoubtedly be numerous 'tweaks' made over the coming weeks/months to Combat overall & specific PVE Combat-difficulty. )

Combat difficulty is not the issue.. The complaints is the agro range. My son (range) pops off NPC's with ease. My melee pulls everything in the cave just by walking in an area of no mobs in view or my son range attack. I would understand if I was a very low combat level agro higher level npc's, these are the low level npc's all going Rambo at once from unreal agro distance. I'm guessing it may not be so much distance as to ground level (cave or bunker has floors). I don't think your intent was to agro mobs from other levels as to distance.

Another player had same complaint in DWB as to unreal agro. He was a Pre-CU player ( I was not). I'm just basing this off of Pre-CU players. I was a crafter Pre-CU.. I have no idea what combat was like. As you stated, adapt or die.. I am strongly leaning to die (no offense). I am patient and just leveling while changes are made.

I may not like the response.. I do appreciate that you responded and in an impressive time.

Thanks :)

DaWeathermanEd
06-09-2015, 06:18 PM
*happy dance*

nee2earth
06-09-2015, 06:22 PM
Combat difficulty is not the issue.. The complaints is the aggro range.

Can you be more specific? And/or provide some screenshots?

Needless to say, creature-AI will be continuously tweaked all the way thru BETA phase of development.

Bluebirdjones
06-10-2015, 01:02 AM
I can't see any posts or info on this (sorry if this is the wrong place to post),but is the Battle Fatigue supposed to be this high?? i'm hitting 1k max in a few hours,plus i'm getting Battle Fatigue on my Doctor every time i heal someone.I can't ever remember it being this bad.

Also,will entertainers at Ranger camps ever remove Battle Fatigue? are these known issue's being fixed or is this working as intended? thanks in advance for any info guys =)

nee2earth
06-10-2015, 02:04 AM
will entertainers at Ranger camps ever remove Battle Fatigue? are these known issue's being fixed or is this working as intended?

You tell us.

If/when you (or anyone) find out, please file a Mantis Bug Report about it (link in my sig below) .

---
So you filed 2 reports, but you didn't bother to do any *research* beforehand , to determine whether or not what you're reporting is actually a 'bug'.

Please read this link ASAP when you can thanks...

http://www.swgemu.com/forums/showthread.php?t=22463

... And btw: it's working-as-intended...

http://www.swgemu.com/bugs/view.php?id=6357

... I hate long waits, so i researched it myself.

Bluebirdjones
06-10-2015, 04:02 AM
Sorry mate,first time reporting any issue's.I checked the bug tracker for the BF issue,which has happend only since the new publish,and found nothing,which is why i wrote a report.Thanks for the reply.

nee2earth
06-10-2015, 05:35 AM
.I checked the bug tracker for the BF issue,,and found nothing,.

Don't forget to double-check your Mantis search 'filter' settings.

And always remember, the 3 most important things for Mantis Reports: details, research, & facts.

Kaeneth
06-10-2015, 05:47 AM
I haven't totally delved into this and tested for myself yet, but from what I'm reading in the Commando forum, the flamethrower's DoT is no longer bypassing armor, which as a result completely destroys the profession. However from this archive http://web.archive.org/web/20050207012218/http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=82353 it seems that the flamethrower DoT in fact should be bypassing armor as it was before. Was this an intended change for Commando? Was there some other kind of reason to believe that the flamethrower DoT should take armor into account?

nee2earth
06-10-2015, 05:57 AM
but from what I'm reading in the Commando forum, the flamethrower's DoT is no longer bypassing armor,

I saw the Commando forum thread and we are aware of the 'reports'.

Unfortunately no one has filed an official report on Mantis yet; which is really the only way to truly get things addressed (and fixed) .

That link you found is a good one btw, so feel free to use it as *evidence*...if you file the Mantis.

p.s. Did you attempt to reproduce the issue on TCNova yet?

p.p.s. I'm sure it relates to this new change from Pub7 patch-notes on page 1 of this very thread...

"Combat:
The damage of dots applied from weapon attacks is now reduced by the target's armor"

Oskafi
06-10-2015, 02:41 PM
I played around with agro more (deliberately). The extreme agro seems to affect the range NPC's only. Melee NPC's and melee critters agro seems fine.

I know for us, we target our kill and if within range, we are allowed to attack.
Ranged NPC's seem to be able to attack just by being able to target (regardless of range).

It does annoy me that I don't see the others posting about the agro issue allowing me to stand here looking stupid :)

A question for players: Anyone notice a much higher DPS by ranged NPC's? My son is a BH and experienced higher damage as if he had no armor on at all.

As to the other player, I got 14 health 8 action wounds unknown battle fat after fighting a few spawns of NPC's at a Rori city (northern one). Black bar forming so fast caught my attention, I will pay attention to battle fat and report.

dedaskalion
06-10-2015, 03:09 PM
I think NPC's special attacks were modified. Could account for higher DPS.

Erusman
06-10-2015, 11:19 PM
You guys are doing an amazing job!
/deepbow

Sajun
06-12-2015, 02:59 PM
So many awesome additions! <3 you guys!

Oskafi
06-12-2015, 09:42 PM
Agro in caves/bunkers: I pistoleer was at bottom of cave and fan shot agro paralope spawn on top of mountain. That we did get a good laugh watching paralopes running through a cave.

Hunting: What is the point of terrain negotiation if all critters outrun you when you kite hunt. Kite = Running in a circle while shooting target (not getting hit).
Kiting has been done on live and on emu up to pub 7. That toon is useless now to me (MRanger/MCH/MScout/xx44 Marksman).

Those are the only issues I experienced (agro and speed).

GOOD: Med droids work (as to wound heals outside of designated areas), Entertainer droids effects work too well (seizure warning needed, lol).

Oskafi
06-12-2015, 09:48 PM
I think NPC's special attacks were modified. Could account for higher DPS.

Confirmed! NPC's still same to kill, but they do give a better fight now

Intimidation is now used by lowwww level NPC's (Nice addition)
Bleed is now used by the upper low level NPC's now.
Bleed will target 1 of your HAM bars (Health/Action/Mind)

nee2earth
06-13-2015, 02:15 AM
Agro in caves/bunkers: I pistoleer was at bottom of cave and fan shot agro paralope spawn on top of mountain. That we did get a good laugh watching paralopes running through a cave.

Hunting: What is the point of terrain negotiation if all critters outrun you when you kite hunt. Kite = Running in a circle while shooting target (not getting hit).
Kiting has been done on live and on emu up to pub 7. That toon is useless now to me (MRanger/MCH/MScout/xx44 Marksman).



Both known issues.

We'll be tweaking continuously from now all thru BETA phase.

If/when you have time, reporting that type of specific info & intel to our Mantis Bug Tracker (http://www.swgemu.com/forums/showthread.php?t=22463) would be extremely helpful to our Team.

Guido Fawkes
06-14-2015, 04:36 AM
Can you be more specific? And/or provide some screenshots?

Needless to say, creature-AI will be continuously tweaked all the way thru BETA phase of development.

while trying out dwb after patch in the entrance way before i got the door itself open i had the 2 BS in the next room walk through the door and attack.... i didnt screenshot but im sure thats pretty easy to duplicate.... it happened everywhere in there and you would get 2 or 3 on you at same time and i went on several loot runs to dwb before pub 6 to get ready. also just started a commando toon was out leveling and any creature is the same way pretty much i had a sentry hermit spider agro me from around 60m away

Pack-
06-18-2015, 05:25 PM
Wow! This progress is wonderful news! It's amazing to see how far along this project has come. I still remember years and years ago being able to log in and just do basic actions and how happy I was to just be back in the game I once loved. I love your dedication and hard work put into this project SWGEmu Team. Thank you for restoring this masterpiece we all love!

Queedo
06-24-2015, 10:03 PM
Is there weapon dots in PVP yet? Thx

Lolindir
06-24-2015, 10:37 PM
Yes, for some time

Queedo
06-25-2015, 02:03 PM
Awesome , can I have examples? Is it just for combat medic and quest rewards? Or are there loot able weapons like rifles pikes and etc? Thanks!!

makednoce
06-25-2015, 02:34 PM
Awesome , can I have examples? Is it just for combat medic and quest rewards? Or are there loot able weapons like rifles pikes and etc? Thanks!!

Yes lootable weapons of all types.

deadhead
06-26-2015, 12:58 AM
Havnt visited in awhile but things are moving along. Well done folks, hope to see you all on suncrusher sooner than expected it seems.

Bumbi
06-26-2015, 08:02 PM
We wanted to get mask scent working properly for Pub7, but we realized that we're going to have to completely revamp the existing system to get it working the way it was on live. Unfortunately, we did not have enough time to properly implement and thoroughly test it without delaying the publish. We'll definitely be looking into it in the near future though.

If you manage to get mask scent to work on Nova, would it be brought over to Basilisk before publish 8? I'm guessing no as a "completely revamp" sounds unstable :)

Lolindir
06-26-2015, 08:27 PM
If you manage to get mask scent to work on Nova, would it be brought over to Basilisk before publish 8? I'm guessing no as a "completely revamp" sounds unstable :)No, it will not. Only code Basilisk will see is fixes for deadlocks and important bugs found. Rest will have to wait for the next publish.

Bumbi
06-27-2015, 06:03 AM
No, it will not. Only code Basilisk will see is fixes for deadlocks and important bugs found. Rest will have to wait for the next publish.
That's what I thought :( Thanks for the answer.

AoloAce
07-05-2015, 01:06 AM
Events/Dungeons/Theme Parks/Quests
Captain Heff should now remove the warren evidence from your datapad when you turn it in

----------------------------------------------------------------------------------------

Clarification please.

For those that have already completed it & obtained the badges will continue to have the evidence disks stuck in their data pads?

I still can't delete mine.

Would there be any benefit in attempting to talk to the Capt?

nee2earth
07-05-2015, 03:24 AM
For those that have already completed it & obtained the badges will continue to have the evidence disks stuck in their data pads?

I still can't delete mine.

Would there be any benefit in attempting to talk to the Capt?

No and unfortunately, as of now, there's nothing you can do.

It'll get fixed eventually.

AoloAce
07-05-2015, 04:55 AM
thank you for the clarification.

Darkra
07-11-2015, 02:12 AM
Beautiful work guys. Keep it up. :)

101kismet
07-14-2015, 09:45 PM
So, when are vet rewards going to be enabled again? Seems like they've been disabled for awhile... At least for me.

Vlada
07-14-2015, 09:54 PM
So, when are vet rewards going to be enabled again? Seems like they've been disabled for awhile... At least for me.

When they are fixed. The issue with ADK's seems to be resolved but there seems to be an issue with /claim that still needs fixing.

dudeofet
08-01-2015, 02:36 AM
I just noticed one of the update points noted mob battle fatigue. I got to speak with someone from the original dev team in passing about a year back; they mentioned that the team had screwed up battle fatigue badly just before launch so they turned the functionality off on the servers and quietly left it that way.

By getting it working you guys have actually solved a bug the SOE team never did, you guys rock!

nee2earth
08-01-2015, 06:37 AM
. I got to speak with someone from the original dev team in passing about a year back
!

If you talk to this "someone" again, please have him/her see the following sticky thread...

http://www.swgemu.com/forums/showthread.php?t=119372

...and to PM me as well, since many questions do i have about certain more subtle (and nearly impossible to find Internet research on) aspects & systems of original Pre-cu Publish 14.1 era.

Joshino
08-14-2015, 05:17 PM
Looks like you are making great progress, congrats all! :)

kyrm347
08-31-2015, 03:52 AM
I have been gone a long time from these boards, but I lurked and saw that Droids, for the most part, are In and Functional. I congratulate you and wish to say your were right and I was wrong. I had given up hope to see Droids back. Thanks for proving me wrong. :)

RYK3RxDARREN
09-19-2015, 02:29 AM
Well done lads!

moonnstarz3
09-22-2015, 07:23 PM
I have been gone a long time from these boards, but I lurked and saw that Droids, for the most part, are In and Functional. I congratulate you and wish to say your were right and I was wrong. I had given up hope to see Droids back. Thanks for proving me wrong. :)

Oh that was me as well! Also, Creature Handler! Which is why I came back this summer and now I am hooked.

I wish I could help with the EMU but alas I am a lowly Accountant/Financial Analyst. Great Jobs guys!!!

junbao
09-24-2015, 04:07 PM
Late to the party, though can't hurt to say that you're doing very well with the emu. Thanks!

NINJITSUBOB
11-14-2015, 07:48 PM
So, not to prey, and I love everything about this swgemu, but I just had a question.
It involves the DWB loot. Ive tried looking through the forums for it. I've been looking for confirmation for a few days to be honest, and I'd just like a yes or no.

Are blacksun razor knuckler schematics lootable on the live server?
I've gotten confirmation on a few servers, but I'm having the hardest thing getting a yes or no on this for this server.

Sorry if the answer is obvious

Lolindir
11-14-2015, 10:29 PM
No. It was not part of 14.1

NINJITSUBOB
11-15-2015, 12:58 AM
K thank you

nee2earth
11-15-2015, 02:24 AM
.

Are blacksun razor knuckler schematics lootable on the live server?




.......


No. It was not part of 14.1

QFE , although... It's important to remember: Adding a technically on-the-cusp-of-Pre-cu item like this is literally as easy as moving a mini-Gundark across a Dejarik Board. (http://www.starwars.com/databank/dejarik)

I'm sure, once we achieve our 1.0 Project Goal , these types of non-14.1 additions will be revisited & re-examined (for 'SunCrusher' ) .

Patience.

Jollyjumper99
12-23-2015, 06:34 PM
When it pub 8 coming?

Lolindir
12-23-2015, 07:22 PM
We don't give out ETAs on SWGEmu. The next publish isn't ready. When it is, we will announce it.

odwill
12-23-2015, 08:44 PM
Fantastic work team! You all continue to impress me after all of these years. Don't forget to enjoy time with friends and family over the holidays!

Jollyjumper99
12-24-2015, 03:26 AM
I was just a little confused as for the past few years, there are usually 2 publishes a year. (I.e one around June and the second around November/December). Probably just a
coincidence that I became too accustomed too. Keep up the good work on SWG.

DaloLorn
12-24-2015, 10:17 AM
I was just a little confused as for the past few years, there are usually 2 publishes a year. (I.e one around June and the second around November/December). Probably just a
coincidence that I became too accustomed too. Keep up the good work on SWG.

This, and/or the coming publish is bigger or more complicated.

Fuzzypalms
12-24-2015, 11:48 AM
Publish 8 will definitely be worth the wait! Its very exciting to see each new commit. I'm having more fun testing on Nova than killing Singing Mountain Clan on Basilisk :)

nee2earth
12-24-2015, 03:35 PM
or the coming publish is bigger or more complicated.

If only there were a checklist people could go to see multiple page tabs on what might be included in the next publish...

https://docs.google.com/spreadsheets/d/1lynwBOjRS5XYGege_W2aCEdmKWZRWvf6hi43l2eDt_4/edit?pref=2&pli=1#gid=0

...and what's currently already on TCNova for Community-testing. :policeman:

DaloLorn
12-24-2015, 04:08 PM
If only there were a checklist people could go to see multiple page tabs on what might be included in the next publish...

https://docs.google.com/spreadsheets/d/1lynwBOjRS5XYGege_W2aCEdmKWZRWvf6hi43l2eDt_4/edit?pref=2&pli=1#gid=0

...and what's currently already on TCNova for Community-testing. :policeman:

I know. Doesn't really give you a 'completion percentage', though, at least not for the amount of work it'll take to finish things up. :p

Miztah
12-24-2015, 05:13 PM
We don't really have a set method we use to decide when to release a publish. We'll discuss occasionally as the checklist starts getting larger, and eventually we'll decide whether or not we've reached the point here we want to push out what we've got. Often times, we've got to take into account how long it will take some of the larger tasks we're in the middle of to complete, whether or not we should hold off on those tasks until next publish or hold off on the publish until the tasks are complete. As of right now, we've got enough things stuff still in the pipeline that we're not ready to push out a publish just yet. That, and a good portion of the stuff we've added still needs testing (Nee's been working his *** off, but unfortunately he's been pretty much working alone lately).

Jollyjumper99
12-24-2015, 06:08 PM
This is all very reassuring stuff, I cannot wait for publish 8 :) Keep up the good work.

chayn
01-15-2016, 11:37 PM
We don't really have a set method we use to decide when to release a publish. That, and a good portion of the stuff we've added still needs testing (Nee's been working his *** off, but unfortunately he's been pretty much working alone lately).

The curse of the private servers.... they help, I know.... but still, I wish I knew enuf to help.... with some degree of accuracy...

PRONG
02-21-2016, 08:49 AM
Awesome!!!

kaufen
05-03-2016, 01:36 PM
Awesome work guys. Thanks for all of it.

DemonThinker
05-27-2016, 09:16 AM
Holy smokes you guys update alot! Thanks for the updates.

Livy2K
06-02-2016, 09:44 PM
rip pub 7. u had a good innings