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Lolindir
06-04-2016, 07:27 AM
Publish 8: A Galaxy Divided

06/04/2016
The SWGEmu Development Division


Publish 8: A Galaxy Divided


System

Improved server stability
Made some performance optimizations
Made some adjustments to reduce server memory usage
Fixed some memory leaks
Fixed some more causes of database bloat
Spawns/World

Improved and optimized how random world spawning works. A player no longer needs to be moving for things to spawn nearby
All planets now have a chance to dynamically spawn various spawns that are not unique to the planet (faction spawns, thugs, dark jedi, etc.)
Added/changed several static spawns, especially within non-player cities
Added some spawns to the Talus Imperial vs. Rebel Battle POI
Added spawns to the Tatooine Imperial Oasis
Added spawns to the Rori Black Sun Bunker
Added many public starship crafting stations
Added the Naboo kidnapped royalty and associated heralds
Many Jabba's Palace mobs now have animations or patrol about the palace
There have been some non-existent buildings showing up on some planet's planetary maps. These have been removed.
Increased the diameter of the the village "fog" area
When trying to place a structure, the ground around a dynamic spawn is now yellow
Creatures/NPCs/AI

Fixed stats and/or other details on many mobs
Mobs now regen HAM at a percentage of the max per tick
Mobs should no longer aggro through locked doors
Mobs no longer instantly stand after a posture change
The use of certain emotes on imperial npcs will now cause them to knock the player down, in addition to them being fined
Npcs will no longer use intimidate or force intimidate
Npcs that give a quest will now have the appropriate overhead icon. Please report any non-JTL ones that are still missing.
Events/Dungeons/Theme Parks/Quests

Much work has been done on the village, force sensitive, and jedi but it is incomplete and not ready for mass testing. They will therefore remain disabled for this publish
Added the theater manager quest series
Added Act 2 of the Cries of Alderaan story line (Requires the badge from Act 1 in order to start)
Added Kima Nazith quest line
Added Melios Purl quest line
Added Pooja Naberrie quest line
Added Shaki Hamachil quest line
Added Shibb Nisshil quest line
The item rewards from Thrawn's final mission in the Imperial theme park should now always be a matching helm and suit
Escort mission targets no longer take on the player's faction when the player is on leave. This prevents them from being attacked by mobs that the player cannot attack.
Fixed a few theme park spawns that would attack each other when they shouldn't
Fixed Cries of Alderaan message not appearing in inventory if the fragments were combined with a full inventory
Newly acquired warren evidence can now be deleted from a player's datapad
Turning in the warren evidence will now properly grant a faction point award
The life day quests can now be repeated each year
Player

The new player tutorial has been completely rewritten and re-enabled
New players are now sent the new-player starting email
The new player creation lockout timer is now 1 hour (down from 24 hours)
Changed HAM regeneration rates to be more in line with live
Fixed several full inventory checks that didn't take into account the items within containers
Surrendering a skill will no longer remove abilities that are also granted by another skill that the player has
Getting an item from a factory crate will now always place the item into the player's inventory
Triple incaps should more reliably cause death and the span that they must be within is now 10 minutes (down from 15)
Added 6-month expiration to in-game mail. Because of the large number of old mails on Basilisk, we're throttling the expiration. This means that not all old mails will be deleted right away. There is no predictable order that the deletions will take place in. Any mail over 6-months old is at risk and might be deleted at any time.
Fixed the sender format of in-game mails
LD duration is now 3 minutes
/logout will now properly remove a player from the world if they are in a safe location, rather than setting them LD
Logging in while still LD will no longer make your player invulnerable while loading
A player's action queue is now cleared when they are set LD
A player will no longer auto-attack while LD
Speak language commands no longer appear in the command browser
The various language commands (/basic, /dosh, etc.) now cause the player to speak in the appropriate language for the given message
A decay report is now presented to a player upon cloning
Combat

The /assist command is now functional
It is no longer possible to attack mobs behind locked doors
Auto attacks are no longer sent to the client to queue but instead just executed server side. This will prevent them from sometimes getting queued after another attack is queued due to latency.
Auto attacks will now fire at an interval closer to a player's attack speed
The attack command will no longer queue with higher priority than other commands
Using /peace will now clear the combat queue
All attacks that hit a single pool will now also do a small percentage of the damage to the other two pools as well
Attacks that blind, dizzy, intimidate, or stun will now refresh the duration of those states if they are already present on the target
Defense vs. Intimidate is no longer functional
The intimidation state applied from multiple sources will no longer stacks it's effect
Warcry, and similar delays, will now delay more types of actions including posture changes, squad leader commands, and species' innate abilities
Increased the range at which combat spam will appear from 70m to 85m
Fire dots should no longer be reduced by armor
Fire and Disease DoTs can now incapacitate their target
Creature special attacks with a DoT component will now apply the DoT to pool that was hit with the attack instead of always applying to health
DoT timers are properly reset when a DoT is cured so that dots applied later do not tick at incorrect intervals.
Dots should now tick more reliably at the proper intervals
The amount of battle fatigue applied by a fire DoT will now be static for each tick instead of possibly increasing with each tick if the target has high BF already.
Weapon fire dots no longer cause excessive amounts of wounds
Fixed many issues with combat animations
Combat commands that include a posture change now properly animate
Attacks that incapacitate or kill a target will now animate properly
Area of Effect attacks should now animate towards the proper target
Default attacks should now play a much larger variety of animations
Many attacks now have multiple animations that are used under the appropriate conditions instead of always using the same one
The use of consumable heavy weapons should now animate properly
Using the last grenade or heavy weapon in a stack should now show the correct animation
Added combat flytext that denotes hit location
GCW

Fixed the layout of several different faction base types (newly placed bases only)
A faction base can no longer be placed where there are already 3 faction bases within 600m
All faction bases now have stronger defenders more in line with live
Faction bases should no longer bug out and prevent entry after the turrets are destroyed
A single defense can now be donated to a PvP faction base during each vulnerability
PvE faction bases can no longer have any defenses donated or removed via the HQ terminal
Faction Base terminals should now have functionality that is closer to live
A player must now remain at a faction base's HQ terminal for 60s in order to shutdown a base destruction sequence
Added many missing system messages related to faction bases
Players of the appropriate faction rank can now view the vulnerability status of a faction base
Only Special Forces faction bases will now register on the planetary map
Doctors/Dancers/Musicians can now register within SF faction bases of the appropriate type
Added faction perks for players registered within SF faction Bases
Turrets now attack faster
Each turret type now has a different damage type
Fixed the armor rating and resists of some turret types
Turrets can now attack non-player targets
Auto-fire turrets will no longer focus fire a single target but will instead change targets periodically
Turrets are no longer aggressive towards non-faction targets
Faction mobs should no longer ever attack their own faction's turrets
All GCW stronghold cities should now have mobs of the appropriate faction spawning within them
GCW planetary control is now checked and adjusted periodically rather than changing on the fly
Added factional spawns to non-stronghold, non-player cities on Corellia, Naboo, and Tatooine. The controlling faction is checked when spawning and re-spawning to determine which side's mob to spawn.
Faction recruiters now have conversation options to check the status of the GCW on their planet
/gcwstatus now directs players to visit a faction recruiter or a newsnet terminal to check the status of the GCW
Added field faction status change
The pvp rating system (and /showpvprating) are now functional
Attacking an opposing player's vehicle will now cause a tef
Triple incapping someone during a duel will no longer give a tef to their opponent
Professions

Armorsmith:

The imperial PSG schematic now has the proper effectiveness ranges and now utilizes the proper resource attributes for base effectiveness
Artisan:

Adjusted mind/action drain amounts for surveying and sampling
Dismounting is no longer required prior to sampling (it will automatically dismount you)
Fixed a bug with experimentation success calculations which caused experimentation results to always be better than they should be
Survey tools now only have pre-cu range options
Newly crafted Dustcrepe should now be functional
Bio-Engineer:

Adjusting a bio-engineered pet's stats will now properly recalculate based on the adult level instead of on the current level
Fixed stun resist not being passed on to pets during crafting
Adjusted damage and resists formula for crafted pets
Being attacked as a result of a failed dna sample attempt will now remove mask scent
Bounty Hunter:

Increased the damage and wounds caused by torso shot's fire dot
Fast blast now hits all 3 pools and has a high accuracy bonus
Npc bounty mission success/failure is now determined by who gets loot rights rather than by who gets the killing blow
Fast Blast and Spray Shot now have their proper weapon type restrictions
Brawler:

Fixed the animation of 1h and 2h lunge2 attacks
Creature Handler:

Changed the taming process to be more like live
Creature Handling xp is now awarded separately for each pet instead of in one lump
Changed the creature training success formula to be more forgiving to lower skilled creature handlers
The Creature Taming Bonus skill mod on SEAs is no longer disabled
Droid Engineer:

Players can now download the waypoint from a droid with a merchant barker module installed
Entertainer:

Adjusted action drain amounts for entertaining and flourishing
It is now possible to listen and watch at the same time regardless of which action you perform first.
Fixed the bug that caused buffs to not be given reliably
/bandflourish now only gives xp to the one who uses the command and not to the entire band
It is now possible to drop an instrument to play when a different one is already dropped
The sing emote is now properly entertainer only
Image Designer:

We think we fixed the issue where players could end up bald after an image design session. Please report if it still happens.
Ending up with a hair object in inventory after an image design should no longer happen
Marksman:

The point blank area 1 skill is now an area of effect rather than a cone effect
Medic/Doctor/Combat Medic:

/healdamage will no longer sometimes not work if a player with no Combat Medic skills is carrying some ranged stimpacks
/quickheal can now be used in combat
All medical commands with a mind cost should now have the cost adjusted based on the player's focus
Area heals now properly check all potential targets for validity before healing them
Revived players will now have a 60s grogginess debuff
/healstate and /healenhance can now be used without arguments
/healstate now plays the proper client effect
Merchant:

Removed the female Bith vendor option
Newly created vendors now have the vendor search option enabled by default
Vendors that run out of maintenance are now unregistered and have vendor search disabled
Vendor Ad-barking is now functional
It is once again possible to transfer a structure containing a vendor
More bazaar/vendor pages can be filtered by category
Fixed pagination on various bazaar/vendor screens
Pistoleer:

Removed the knockdown effect from disarming shot 2
Added a knockdown effect to pistol melee defense 2
Politician:

Fixed an issue that could sometimes cause a mayor to lose citizenship in their own city
Civic structures can no longer be transferred
Ranger/Scout:

It should no longer be possible to get scouting xp via mask scent more than one time per creature
Mobs no longer continuously check against mask scent/camo. If a player succeeds once, the mob won't notice them as long as they stay within range
Area track results will no longer include transport shuttles
The resource concentration thresholds for each harvest adjustment (skinny, fat, etc.) have been changed. All steps above skinny should now be more prevalent.
Added the flytext for snare/root traps
Smuggler:

Adjusted the amount of xp granted from most types of slices
Slicing armor with negative encumbrance will no longer increase the encumbrance
The feign death skill is now functional
Tailor:

Newly crafted Crafting Aprons can now be worn by Wookiees and Ithorians
Crafting apron schematics that take a crafting tool as an ingredient can now be crafted with individual (non factory crate) tools
Items/Loot

Newly crafted or looted personal shield generators now have lightsaber resistance
looted janta and donkuwah knives now always have their static dot
Fixed the values on static janta knife dots
Looted Bounty Hunter Armor now always has its default color scheme
Added bubble tank schematic to loot
Fixed the range check on the /loot command
Vehicles will now decay over time as long as they are called. The decay rate is dependent on the type of vehicle.
Removed the Nightsister armguard from loot and added it and the Rebel Endor Helmet as options to the Veteran Rewards System
Powerups now have a yellow name
Fixed the position of many housing signs
With publish 7 we made the chance for exceptional and legendary item loot be modified by the level of the mob. That modifier's effect has been reduced.
Fixed some helms that appeared as armor to appear as clothing (newly acquired ones only)
Fixed several item types that would not properly update their charges left when going from 2 to 1 charge
Pets

Added guard command functionality
Added ranged attack command functionality
Added befriend command functionality
Pets should now properly disengage when their owner ends a duel with their target
Pets are no longer immune to being attacked while their master is dead
Pet's max HAM is now reduced as their vitality drops
Newly tamed humbabas and savage humbabas can now be trained as a mount
Pets are now considered valid targets for AI threat evaluations. This should allow pets to tank if they are not out damaged
Droid medical bonuses are now removed from the owner if the droid dies, is incapacitated, runs out of power, or is out of range
Items can now be placed in a droid's item storage compartment while in a full house
The gallop cooldown is now tied to the mount and not the rider
Pets can no longer be told to follow or attack a target behind a locked door
Group/Guild

Changed the group level formula. Each individual member now has a more significant impact on the final level instead of 90%+ of it being decided by the highest level member
A Group's level should now properly be recalculated any time one of it's members' level changes (changing weapons, learning/dropping a skill, etc.)
Added the lottery and random group loot rules
looted credits are now split among nearby group members
Group loot messages should now always display the player and item names properly
Out of range group members will now properly display their planet or a directional arrow pointing in their direction
A guild leader can now claim ownership of a guild hall owned by an inactive member (one that hasn't logged in for more than 28 days)
All guild prompts should now properly include names
A guild will now cleanup their sponsored players list during it's weekly update
Added guild elections. These can be manually enabled by a guild leader and will also trigger automatically during a guild's weekly update if it has an inactive leader (30 days since last being online) or no leader
/guildstatus no longer requires the one using the command to be in a guild
A guild leader can now leave the guild. Elections will begin automatically.
Missions

Fixed some mission details changing after logging off and back on again
Mission descriptions are now displayed on examine, and the mission waypoint title are now correct
Entertainer mission terminals can now send player's to player cities to perform
Hunting missions now only target creatures
Significantly increased hunting mission payouts
Deliver missions can now be taken on the adventure planets at any of their outposts
Deliver/crafting missions should now actually send you to the start and end locations that they advertise instead of a random one near the advertised positions
Adjusted the deliver/crafting mission reward formula to not only consider the distance between the start and end npcs, but also the distance to the start npc
Doubled the xp reward for completion of a bounty mission
Bounty hunter mission terminals can no longer be sliced
Adjusted which mobs are attached to some destroy missions (especially npc ones) so that the range of levels of the mobs are not as wide.
Standardized the span of levels that destroy missions will be available at. This should make it easier to find certain missions that had a short span before and make missions that had a long span less prevalent.
When looking for destroy missions in a group there is a threshold where a higher group level will not increase the minimum level of missions shown. This is to prevent high level groups from having no missions show up when none on the planet are high enough (and has been this way for several publishes). That threshold is now set on a per planet basis. Planets with higher level missions have a higher threshold.
Changed the formula for calculating the credit rewards of destroy missions. Being in a group no longer gives a significant boost, but the new baseline is higher than what payouts were while in a group before. A player's/group's level now has a small impact on the max potential payout (higher level groups can see higher paying missions).
Fixed grouped mission payouts to function as they did at 14.1. The payout is divided by the number of total players instead of only by the number of players in range. A player must be in range to receive their portion.
Misc

Redesigned the random name generator for players, npcs, and resources with different rules based on species or resource class. Random names should be more similar to how they were on live
Added the following decoration type player event perks: AT-AT, AT-ST, bantha, fruit stand, gravestone, meat rack
Added all venue type player event perks
Added the following game type player event perks: jukebox, capture-the-flag, lottery droid, scavenger hunt chests, shuttle beacon
Added the following personnel type player event perks: recruiters, honor guards
The self powered harvester veteran reward is now functional and available
Fixed a few potential causes of client crashes
Added the ability to create and moderate custom chat rooms
The auto-joined 'General' chat room no longer exists. Players can opt to join the main 'Chat' room via the channel browser for a public, galaxy-wide chat room
When chatting in a chat room, "Core3" is no longer appended before the player name on each message
Added and/or improved many abilities for staff

Vlada
06-04-2016, 07:35 AM
Lucky for us, its gonna be a long downtime.

slavapon
06-04-2016, 07:43 AM
what with exceptional and legendarys ? 1/100.000 and 1/1.000.000?

Newsound
06-04-2016, 07:48 AM
Sweeeeeet!!! /hi5

redro
06-04-2016, 07:53 AM
Incredible. Well done to all involved, looks to be a great publish.

masterbb12
06-04-2016, 08:07 AM
Awesome! Jukebox for the player events/story teller vendor. I hope to see more of this implemented in the game, it was great for RP and guild events. Been waiting for this, good job guys.

chillistra
06-04-2016, 08:23 AM
Vet rewards enabled again? not seeing anything in notes

snash123
06-04-2016, 08:29 AM
That's one hell of a publish guys, well done! Just itching now to get playing again, but hey the wait (no matter how long) will so be worth it.

Zarek
06-04-2016, 08:31 AM
ok, I dont pretend to understand a lot of whats written above, however if it gets us closer to the game we all knew and loved back in the day, with a few upgrades that were lacking way back when, then its all good.

Keep up the good work guys. You all do an awesome job.

hybridtheory
06-04-2016, 08:44 AM
"The feign death skill is now functional"

It is time.

Kelsonator
06-04-2016, 08:45 AM
Well done girls and boys.

detroitmarauder
06-04-2016, 09:00 AM
Wow, lots of good stuff with this publish!

/Salute EMU Staff

Lantern
06-04-2016, 09:01 AM
Very Nice keep up the good work !

Khai-Han
06-04-2016, 09:01 AM
Gotta bookmark this for a full read tomorrow. Great job guys!

RokGod
06-04-2016, 09:16 AM
Great Job Devs.

Thank You.


EDIT: Im guessing this means all vet rewards are enabled again?

Gutboy Barrelhouse
06-04-2016, 09:22 AM
A guild leader can now claim ownership of a guild hall owned by an inactive member (one that hasn't logged in for more than 28 days)

Added guild elections. These can be manually enabled by a guild leader and will also trigger automatically during a guild's weekly update if it has an inactive leader (30 days since last being online) or no leader

"These 2 new additions are now the new griefing tools to use, the forum drama will be something to see in this publish. Said Gutboy Barrelhouse of Raid"

Exakun
06-04-2016, 09:32 AM
Fixed grouped mission payouts to function as they did at 14.1. The payout is divided by the number of total players instead of only by the number of players in range. A player must be in range to receive their portion.



I want to make sure I understand this correctly; if you have a mission paying 10k, 10 people in the group, and you're the only player in range when the mission completes, is your payout 1k or 10k? I really hope it's not the former because that would be horrible.

Gutboy Barrelhouse
06-04-2016, 09:35 AM
I want to make sure I understand this correctly; if you have a mission paying 10k, 10 people in the group, and you're the only player in range when the mission completes, is your payout 1k or 10k? I really hope it's not the former because that would be horrible.

You get 1k yourself, it is 14.1 accurate. It caused the biggest loss of subscriptions (even greater than the NGE) according to Raph.

Exakun
06-04-2016, 09:41 AM
Understandably, the way combat profs made their starting money was solo grouping. That change basically makes grouping up the worst possible thing you could ever do.

Smokewood
06-04-2016, 09:55 AM
Understandably, the way combat profs made their starting money was solo grouping. That change basically makes grouping up the worst possible thing you could ever do.

What?

It actually makes groups more desirable.

Get your 10 people and do 20 missions together... imagine that.

hybridtheory
06-04-2016, 10:02 AM
Understandably, the way combat profs made their starting money was solo grouping. That change basically makes grouping up the worst possible thing you could ever do.

Just get yourself a atst and make your own solo group.

Ferren
06-04-2016, 10:19 AM
Just get yourself a atst and make your own solo group.

You still only get half.

Gutboy Barrelhouse
06-04-2016, 10:19 AM
What?

It actually makes groups more desirable.

Get your 10 people and do 20 missions together... imagine that.

And get the XP split based on damage done? And having to do in your case 20 missions to get the same payout as doing 2 yourself.

larswikman
06-04-2016, 10:25 AM
You still only get half.

Even tho the atst is not in group when mission is completed?

Moste
06-04-2016, 10:30 AM
Hmm... Join solo group... get missions... disband from group... complete mission for full value... rinse and repeat?

Gutboy Barrelhouse
06-04-2016, 10:33 AM
Hmm... Join solo group... get missions... disband from group... complete mission for full value... rinse and repeat?

The mission payout is based on the amount of group members at the time the mission is taken, not when completed.

Exakun
06-04-2016, 10:42 AM
What?

It actually makes groups more desirable.

Get your 10 people and do 20 missions together... imagine that.

You need to coordinate a large group.
You need to complete all 20 missions to receive the equivalent payout of your own 2 missions while solo grouping.
Your group loses overall payout if even one person is slightly out of range.
Harvesting corpses becomes tedious if there's multiple scouts nearby.
If you're fighting humanoids, you have to share loot.
Newer players get practically no combat XP in this scenario.

I started playing on Basilisk less than a week ago and I'm grinding through my first profession in the few hours between work and sleep. I'm a poor unguilded hermit that only knows his two friends that joined at the same time. On live I'd always go to Dant Mining Outpost for grinding but when I looked there it was a ghost town. Since you need buffs for any non-trivial combat, I've essentially been tethered to Mos Eisley. Solo grouping was getting me much better (though still very easy) missions and the grind was correspondingly much better.


Just get yourself a atst and make your own solo group.

That would require a ton of grinding considering I'm completely faction neutral, and I don't really like PvP. If I had to choose I'm honestly leaning more towards Rebel.

slavapon
06-04-2016, 10:44 AM
Loot, what about exceptional and legendarys , devs answer plz

Lolindir
06-04-2016, 10:46 AM
If you had read the weekly updates I post every sunday, you would know the answer ;)
It have been changed.

RokGod
06-04-2016, 11:20 AM
If thats true... 1k for a 10k mish when 10 in the group, than that should definately be a 14.1 deviation. Jeesus.

Necroscope86
06-04-2016, 11:26 AM
Some good updates here guys... but out of everything im just happy im not going to keep losing my horns!

Aseafoo
06-04-2016, 12:01 PM
Adding public starship crafting station seems a bit pointless to me.

Lolindir
06-04-2016, 12:22 PM
Adding public starship crafting station seems a bit pointless to me.For some, emulating a dead game is also pointless ;)

Enkidunnu
06-04-2016, 12:25 PM
Ok, since no one asked in 3 pages of posts...:)

Why is the ADK not mentioned? I assumed it would be in pub 8 since there where no issues with it afaik on Nova...

1maliciousSOB
06-04-2016, 12:29 PM
Some good updates here guys... but out of everything im just happy im not going to keep losing my horns!

yes you have ive been wearing all pub 7.... muhahaahahahaahaha

Smokewood
06-04-2016, 12:30 PM
You need to coordinate a large group.
You need to complete all 20 missions to receive the equivalent payout of your own 2 missions while solo grouping.
Your group loses overall payout if even one person is slightly out of range.
Harvesting corpses becomes tedious if there's multiple scouts nearby.
If you're fighting humanoids, you have to share loot.
Newer players get practically no combat XP in this scenario.

I started playing on Basilisk less than a week ago and I'm grinding through my first profession in the few hours between work and sleep. I'm a poor unguilded hermit that only knows his two friends that joined at the same time. On live I'd always go to Dant Mining Outpost for grinding but when I looked there it was a ghost town. Since you need buffs for any non-trivial combat, I've essentially been tethered to Mos Eisley. Solo grouping was getting me much better (though still very easy) missions and the grind was correspondingly much better.



That would require a ton of grinding considering I'm completely faction neutral, and I don't really like PvP. If I had to choose I'm honestly leaning more towards Rebel.

Your tears are so tasty.

Why on earth would you use mission terminals to grind out your professional XP?
It is much quicker to just run around and kill everything you see, changing planets once you out-level the current one.

Sharing loot? OMG!!! Say it isn't so!!!!! lol, it's an mmo for pete's sake.

DR and entertainer buffs are available everywhere you turn. Try the auction chat channel.

shilo
06-04-2016, 12:58 PM
I forget what mission payouts were like on live after 14.1. i was a Ranger at the time, so I only did resource contracts. However, if what I am reading is true then the disparity between established players and new players is going to become insurmountable. New players will never be able to make enough money to compete with older established players on Basilisk.

Yes Basilisk is a test server, and the developers do not care about what happens on it. However, if you are looking to attract new people to the project than this will definitely turn then off from this project.

Exakun
06-04-2016, 01:00 PM
Your tears are so tasty.

omg so #triggered :rolleyes:
If you read any inflection in text it's all in your head; I was just listing out the cons. The changes are unsavory but I can always go ungrouped or look for workarounds.



Why on earth would you use mission terminals to grind out your professional XP?
It is much quicker to just run around and kill everything you see, changing planets once you out-level the current one.

Because I get waypoints to the exact type of creatures I want to kill, and random lairs don't drop money. Equipment doesn't grow on trees.



Sharing loot? OMG!!! Say it isn't so!!!!! lol, it's an mmo for pete's sake.

Sure, but why would you want to gamble on getting a drop you want against 9 people you don't know on missions you could easily solo? If you're out with friends it's a completely different story.



DR and entertainer buffs are available everywhere you turn. Try the auction chat channel.

I'll keep that in mind. I think I went out there the first day I started playing and I hadn't really touched general or auction chats. I was expecting fewer players to be there than live, but I was shocked that there was not a single other person in /who range.

Jade_Enigma
06-04-2016, 01:05 PM
I'll keep that in mind. I think I went out there the first day I started playing and I hadn't really touched general or auction chats. I was expecting fewer players to be there than live, but I was shocked that there was not a single other person in /who range.

If you're on Dantooine, you should be working out of Fanfar. Doc and entertainer buffs around the clock for the last three years.

Veryn
06-04-2016, 01:16 PM
Wow you guys have been busy! A lot of things I'm certainly looking forward to. The group system seems odd, but from what I've read, and mind you it's still early and only on my first cup of coffee, it seems that this publish is urging people away from solo groups and suggesting smaller groups. Which would be great for new players who are still getting their bearings. Get 5-6 newbies together and go at it. Plus hunting missions HAVE HAD THEIR PAYOUTS SIGNIFICANTLY INCREASED. So I'm guessing you could even go ungrouped, get swamp rat missions, and make enough money early on to get the gear you need to advance.

Pre-pub 8 the only time to group up and actually do things together (crazy concept for an mmo) was to do DWB or Geo caves or some other high end content.

Dark Side adepts won't instantly stand up after PCD! Thank the maker. Too many other notable changes to comment on while still in a pre-sunrise daze but all in all, great job on all the hard work.

Oh and yay! I won't keep losing my horns!

Exakun
06-04-2016, 01:16 PM
If you're on Dantooine, you should be working out of Fanfar. Doc and entertainer buffs around the clock for the last three years.
I'll be sure to check that out, thank you!

Fomy
06-04-2016, 01:29 PM
Vet Rewards and ADKs back?

arween
06-04-2016, 01:49 PM
Awesome !
Just incredible !
Deep bow to all of the swg emu team

ForceFielding
06-04-2016, 01:58 PM
Thanks for the update lot of good stuff to explore, surprised by

Nightsister Armguards are removed as loot (they found definitive proof of this??? .. how can you prove a negative?)
... and yet Ewok Crossbows (500x rarer than armguards in Live .. like these things dropped on Lowca during a single weekend type rare) are still going to be so unrare they are just 200k bazaar fodder???

Loving it though ...

dharbert
06-04-2016, 02:03 PM
This publish contains a lot of welcome changes, especially the pet/droid commands for guard/befriend and tanking. I can see the 0% battery medical droid change affecting some AFK buffbots/medbots, but it's the way it should be. Personally, I'm all for removing all functions from a droid if the battery level reaches 0%, otherwise what is the purpose of a droid battery? Currently you can craft all day long on a droid with crafting station modules and a dead battery. I'm not sure if entertainer effect droids function at 0% battery, I'll have to test that out.

bjarnespz
06-04-2016, 02:03 PM
X All faction bases now have stronger defenders more in line with live.

any1 know how hard these will be?

Poobacca
06-04-2016, 02:05 PM
Does the Rori Black Sun bunker mobs have a chance to drop BH armor and jetpack bases?

Virezon
06-04-2016, 02:07 PM
I guess if we keep asking they cant continue to ignore.......Are ADK's back?

Smokewood
06-04-2016, 02:16 PM
I guess if we keep asking they cant continue to ignore.......Are ADK's back?

It's been answered multiple times... YES

Poobacca
06-04-2016, 02:20 PM
Where are "safe" locations for logging out?

Poobacca
06-04-2016, 02:24 PM
Does Intim1 and Intim2 still stack?

"Added faction perks for players registered within SF faction Bases"

Ooo, does anyone remember what these "perks" were?

Livy2K
06-04-2016, 02:27 PM
Does Intim1 and Intim2 still stack?

It shouldnt

CmdrPwn
06-04-2016, 02:44 PM
Nightsister Armguards are removed as loot (they found definitive proof of this??? .. how can you prove a negative?)

I'm not so sure, but it's probably a better idea to have it as a veteran reward.

http://web.archive.org/web/20050318231657/http://forums.station.sony.com/swg/board/message?board.id=Shadowfire&message.id=214017

WraitheOza
06-04-2016, 02:45 PM
It's a good time to be a SWGEmu player. Thank you to our entire volunteer team for a continued outstanding job. There are things I would've liked to see happen, but didn't. You know what? Doesn't matter. I'm patient and am along for the ride. Congrats on your new publish!

/kowtow EMU Staff

Virezon
06-04-2016, 02:45 PM
It's been answered multiple times... YES

So I don't think I've gone completely crazy.....show me a link where it was answered? thx

Reead
06-04-2016, 02:52 PM
So I don't think I've gone completely crazy.....show me a link where it was answered? thx

Yeah, not seeing it here either. No one has given any sort of official confirmation.

As always, great work devs. Thank you so much for your time and effort!

jisleyjr
06-04-2016, 02:55 PM
Very impressive list of changes.



Artisan:
Survey tools now only have pre-cu range options

Sorry if this has been answered before, but what ranges will be available? Does this mean no more 512 and 1024m ranges?

Dyzfunctionz
06-04-2016, 02:55 PM
Outstanding!

emperornergal
06-04-2016, 03:03 PM
Commando tapes not fixed?

Repair tapes still working?

1maliciousSOB
06-04-2016, 03:14 PM
most commando tapes never worked in live so expecting that is simply naive

CmdrPwn
06-04-2016, 03:20 PM
Does this mean no more 512 and 1024m ranges?

Yes


Repair tapes still working?

Yes, but they might not be in Publish 9 http://www.swgemu.com/bugs/view.php?id=6539

Lolindir
06-04-2016, 03:31 PM
I guess if we keep asking they cant continue to ignore.......Are ADK's back?Sure we can continue to ignore it. When the server are back, you will have your answer. In other words, I'm not sure.

nee2earth
06-04-2016, 03:39 PM
Currently you can craft all day long on a droid with crafting station modules and a dead battery..

iirc, That should be fixed once Pub8 is on Basilisk.

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

Commando tapes not fixed?

Where's the Mantis (or Pre-cu evidence links) about that? (i can't search for it at this very moment)

---------


Repair tapes still working?

----------> http://www.swgemu.com/bugs/view.php?id=6539


-------

Remember gang: We are aiming to emulate original SWG Pre-cu Publish 14.1 era , as best as humanly possible.

Our 'end' version 1.0 will be the beginning of something truly special.

Everything up until then though is, well, ALPHA & BETA phase of testing & development.

Of course, that also depends greatly on one's own...point of view. :mrgreen:

(speaking of which, i'll be stuck on EARTH til "late" tonite Saturday night, but hope all goes well and /salute to our Team & Community! --- Still the BEST community in history of MMO's, for still the BEST game in history of MMO's...imho. )

Takhomasak
06-04-2016, 03:40 PM
I have been reading the checklists monthly for years, always read the front page, check mantis, test unstable occasionally.. and still there was FAR MORE in this publish than I realized, awesome!

stiggeztoo
06-04-2016, 03:43 PM
so awesome! keep up the great work and thanks so much for doing it!

MaelDiablo
06-04-2016, 04:32 PM
I was at a party last night before the server went down and it is there where Miztah answered the question, will veteran rewards and ADK's be back this publish. I guess you had to be there to know the answer. :p

KikeLakoc
06-04-2016, 04:35 PM
And Mael lives up to his last name. Mr. Diablo. So evil :P

Smokewood
06-04-2016, 04:39 PM
I was at a party last night before the server went down and it is there where Miztah answered the question, will veteran rewards and ADK's be back this publish. I guess you had to be there to know the answer. :p

The answer was, "Unfortunately - yes"

Jade_Enigma
06-04-2016, 04:47 PM
I was at a party last night before the server went down and it is there where Miztah answered the question, will veteran rewards and ADK's be back this publish. I guess you had to be there to know the answer. :p

Is that one of those parties where the forum mods spike the punch and then get surly drunk, the CSR's make lude remarks about the Twi'lek dancers, and the Event Coordinators dance on the tables in skimpy clothing?

I've head all about THOSE parties. :-P

noopor
06-04-2016, 04:56 PM
Seriously great work WAY TO GO

MaelDiablo
06-04-2016, 04:57 PM
Is that one of those parties where the forum mods spike the punch and then get surly drunk, the CSR's make lude remarks about the Twi'lek dancers, and the Event Coordinators dance on the tables in skimpy clothing?

I've head all about THOSE parties. :-P

Seeing that Miztah was already in underwear, yes. :D

Dengaar Ageis
06-04-2016, 05:04 PM
Great work guys!!! Thanks for the all the hard work you guys put in!!! Can't wait to get on my commando.

Why was Survey devices put back to Pre-CU levels? Was it harming the economy?

Smokewood
06-04-2016, 05:16 PM
It's loading....

Lolindir
06-04-2016, 05:26 PM
Is that one of those parties where the forum mods spike the punch and then get surly drunk, the CSR's make lude remarks about the Twi'lek dancers, and the Event Coordinators dance on the tables in skimpy clothing?

I've head all about THOSE parties. :-PWho told?!? :p

Wyndam
06-04-2016, 05:49 PM
Seeing that Miztah was already in underwear, yes. :D

Somehow he managed to lose his clothes before he even showed up, so I guess wherever he came from was at least as good a party as ours ;)

xtramob
06-04-2016, 05:53 PM
Who told?!? :p

Right, was supposed to be kept on the hush!


Great work you guys, excited for this publish.

Sentari
06-04-2016, 05:58 PM
Thank you DEVs and Support teams. You are much appreciated.

Wr3ckl3ss
06-04-2016, 07:04 PM
OK>>> For Us who are Master Bounty Hunters/ smug for slicing ...we dont need more xp we do it for the high lvl mobs and 100k$-130k$+ rewards and now with the PSG that have light saber resistance we could finaly take down these dark force mobs we get after lvl 350...please if not reconsider this make it possible to get a mob of that quality.

Khai-Han
06-04-2016, 07:13 PM
Everyone talking about vet rewards and no one seems to care about Def. Vs. Intimidate not working anymore.


Defense vs. Intimidate is no longer functional

Smokewood
06-04-2016, 07:28 PM
Everyone talking about vet rewards and no one seems to care about Def. Vs. Intimidate not working anymore.

First off, it isn't supposed to work.
Second, did you see the line that says NPC will no longer use intimidation?

setis
06-04-2016, 07:55 PM
First off, it isn't supposed to work.
Second, did you see the line that says NPC will no longer use intimidation?

hmm...so being mch with a lvl 70 bioeng pet with intimidate will be op. Thank you Devs/CSR for all the new stuffs, fixes and pet love :)

Serrabell
06-04-2016, 08:19 PM
Awesome, thanks guys and gals :)

Veryn
06-04-2016, 08:36 PM
Everyone talking about vet rewards and no one seems to care about Def. Vs. Intimidate not working anymore.
Cause we knew it was going buh bye. NPC mobs won't intim anymore so /shrug.

Tunkson
06-04-2016, 09:27 PM
Yay! My BH won't need 4 hours for a 352 anymore! Huzzah!

Well done devs and staff.

bigevil
06-04-2016, 09:30 PM
Indeed. Great work to all of you that work so hard. Your hard work is truly loved and appreciated. Thank you to all. :)

Feign Death works. :p good thing cause I'm not very good.....LOL

novak64
06-04-2016, 09:47 PM
so being mch with a lvl 70 bioeng pet with intimidate will be op.
Not in this reality.

ibormanor
06-04-2016, 10:49 PM
/Cheer for the updates.

Poobacca
06-05-2016, 12:17 AM
Feign Death works.

Apparently the server itself is feigning death.

I will be done with the new mission content by tomorrow... when will pub 9 come? :)

bigevil
06-05-2016, 12:30 AM
.. when will pub 9 come? :)

"....when its finished."

:p

ibormanor
06-05-2016, 12:34 AM
"....when its finished."

:p

/agree Yes, when it is finished.

Madhattr
06-05-2016, 12:57 AM
Where are "safe" locations for logging out?

Some college campuses I hear.

nee2earth
06-05-2016, 01:15 AM
Why was Survey devices put back to Pre-CU levels? Was it harming the economy?

No, but it was "harming" the accuracy % of our emulation for 1.0

Poobacca
06-05-2016, 03:38 AM
Is the TEF system part of this pub? (I could have sworn they were in the weekly updates). Same goes for calling/using driods in caves.

novak64
06-05-2016, 03:48 AM
Is the TEF system part of this pub? (I could have sworn they were in the weekly updates). Same goes for calling/using driods in caves.TEFs were removed in pub 13.1 so sadly have no place here.

Hoghi
06-05-2016, 04:57 AM
dammit livy2k

shilo
06-05-2016, 05:30 AM
New mission payouts may break Basilisk for new players. Established people have gotten rich off of 20-50k Janta missions, and 90-160k sliced BH missions. Now that the max payout will be extremely lower, new players will be at a competitive disadvantage to established players. The glass ceiling between established and new player players just turned into a concrete wall!

This will be fine and dandy at 1.0 however, since everyone will be starting from the same place.

AatomskK
06-05-2016, 05:39 AM
New mission payouts may break Basilisk for new players. Established people have gotten rich off of 20-50k Janta missions, and 90-160k sliced BH missions. Now that the max payout will be extremely lower, new players will be at a competitive disadvantage to established players. The glass ceiling between established and new player players just turned into a concrete wall!

This will be fine and dandy at 1.0 however, since everyone will be starting from the same place.

This realy bums me out. I just started playing so i have no idea what the higher paying missions will be like but is it still worth it to go BH/Mpistol/smug for slicing mission terms? I know we cant slice Bounty ones now so im just wondering what will be the best route to take.

bigevil
06-05-2016, 05:51 AM
New mission payouts may break Basilisk for new players. Established people have gotten rich off of 20-50k Janta missions, and 90-160k sliced BH missions. Now that the max payout will be extremely lower, new players will be at a competitive disadvantage to established players. The glass ceiling between established and new player players just turned into a concrete wall!

This will be fine and dandy at 1.0 however, since everyone will be starting from the same place.

I guess for good or ill, it kinda encourages people to participate in the economy now. Hunt, harvest, farm, resourcing, loot whoring, lol, etc. Do more than simply grind missions. Can still grind same ones for loot or critter resources though.

Standby for possibly multiplayer experience. :p LOL

shilo
06-05-2016, 06:05 AM
I guess for good or ill, it kinda encourages people to participate in the economy now. Hunt, harvest, farm, resourcing, loot whoring, lol, etc. Do more than simply grind missions. Can still grind same ones for loot or critter resources though.

Standby for possibly multiplayer experience. :p LOL

I agree, but in a server that has been existing for nearly 4 years. Established players still have the deep pockets, and assets to play the game solo. While new players will never be able to reach that point, unless they join a guild and are helped by older players. Starting this game, and creating a crafting empire solo is just about over now.


This realy bums me out. I just started playing so i have no idea what the higher paying missions will be like but is it still worth it to go BH/Mpistol/smug for slicing mission terms? I know we cant slice Bounty ones now so im just wondering what will be the best route to take.

non sliced BH missions go upwards of 90k I believe. It will be the best source of credits I believe now.

novak64
06-05-2016, 06:29 AM
People will still be able to group with CH pets/ATSTs and pull high paying missions. The highest payouts will be harder to get now, but you can still pull 25-50k a mission.

Guido Fawkes
06-05-2016, 06:33 AM
people play this game to run missions 24/7 and continue to log in to do so?
seems boring to me

emperornergal
06-05-2016, 08:55 AM
people play this game to run missions 24/7 and continue to log in to do so?
seems boring to me

most people grind missions occasionally to gain capitol for new investments.

Some people grind missions to gather materials for their alt crafters or vendors.

AatomskK
06-05-2016, 09:00 AM
People will still be able to group with CH pets/ATSTs and pull high paying missions. The highest payouts will be harder to get now, but you can still pull 25-50k a mission.

Changed the formula for calculating the credit rewards of destroy missions. Being in a group no longer gives a significant boost, but the new baseline is higher than what payouts were while in a group before. A player's/group's level now has a small impact on the max potential payout (higher level groups can see higher paying missions).
Fixed grouped mission payouts to function as they did at 14.1. The payout is divided by the number of total players instead of only by the number of players in range. A player must be in range to receive their portion.

im not sure what that means but i was told that being in a grp and finishing a mission splits the payout with the group even if they are out of range . So my understanding is that if are in a 2 man grp and one is out of range you still only get 50% of the payout and i guess the rest just vanishes? I dont know if this is true or not

Muzz
06-05-2016, 09:08 AM
I don't see it in the patch notes but has droid auto harvesting only working for the group leader issue been fixed?

aikobro
06-05-2016, 09:18 AM
does this mean im going to have to dust of my "group forming in science outpost" spam macro and actually start playing with other players........................................... ........umm i think i remember how to play nice with other lol
but seriously well done guys :)

gtome
06-05-2016, 10:45 AM
I don't know, I kinda like the idea of playing a game with others... You know, that is the point after all! Anything that pushes community involvement is a great thing!

Ryjarob
06-05-2016, 11:00 AM
All attacks that hit a single pool will now also do a small percentage of the damage to the other two pools as well


Skills like scatterhit and combohit can be used to try and gain wounds on multiple bars at once (i.e. for krayts, etc).
Does the above change mean that we can now potentially mimic this effect with a single-pool special? (like headshot3 on a wound dxr)

WraitheOza
06-05-2016, 11:21 AM
Is that one of those parties where the forum mods spike the punch and then get surly drunk, the CSR's make lude remarks about the Twi'lek dancers, and the Event Coordinators dance on the tables in skimpy clothing?

I've head all about THOSE parties. :-P

Sorry, late with this but..

I think literally HALF the server eventually showed up. Awesome time, and one of the reasons I play SWG :)

/respect

-V

Ivojedi
06-05-2016, 12:08 PM
I guess for good or ill, it kinda encourages people to participate in the economy now. Hunt, harvest, farm, resourcing, loot whoring, lol, etc. Do more than simply grind missions. Can still grind same ones for loot or critter resources though.

Standby for possibly multiplayer experience. :p LOL

I figured that maybe spin groups would make a comeback. I guess time will tell.

Veryn
06-05-2016, 12:14 PM
I figured that maybe spin groups would make a comeback. I guess time will tell.

Forgive my ignorance, but what's a spin group? A melee group with spin attack that aoes lairs? haha

Cobacca
06-05-2016, 01:00 PM
I know that the server may not have been fully up and functional - but in the few brief minutes I was online earlier I typed /claim and it said that "vet rewards are temporary(sic) disabled".

sebastion54
06-05-2016, 01:21 PM
it looks as though we might be waiting a while longer for those adk's............ still listing in game as disabled.

amberdoesit
06-05-2016, 01:22 PM
it looks as though we might be waiting a while longer for those adk's............ still listing in game as disabled.

Sad, since that's what many have been waiting for.

sebastion54
06-05-2016, 01:24 PM
Sad, since that's what many have been waiting for.

Yep, i am personally waiting for the corvette, wonder how long that will be.

Fomy
06-05-2016, 01:28 PM
I am hoping there is some mistake with the VET Rewards and they should be enabled lol.

sebastion54
06-05-2016, 01:31 PM
correct me if i am wrong, but i did not read anything in the patch notes stating that they were being enabled again

amberdoesit
06-05-2016, 01:32 PM
correct me if i am wrong, but i did not read anything in the patch notes stating that they were being enabled again

You are correct. I think most of "assumed" they'd be in with the pub

Vlada
06-05-2016, 01:39 PM
(06/05/16-15:37) <%TA> no vet rewards untill we verify we're stable

Patience, it will happen.

T Ro
06-05-2016, 01:39 PM
server is up, no vet rewards

Fomy
06-05-2016, 01:40 PM
Patience, it will happen.
It's been a year almost lol, go go rewards!

Vlada
06-05-2016, 01:41 PM
Also


(06/05/16-15:37) <@Vlada> What about stuff from missing vendors?
(06/05/16-15:39) <%TA> bad news there, we couldnt run the full db read ran out of space for log files
(06/05/16-15:40) <%TA> couldnt even run reozes update
(06/05/16-15:40) <%TA> had to change the data lazily
(06/05/16-15:40) <%TA> anyway after this is stable i'll come back to this

amberdoesit
06-05-2016, 01:45 PM
It's been a year almost lol, go go rewards!

Stable could mean a day, month, 6 months, year. Guess we'll wait to see.

bammie
06-05-2016, 01:52 PM
Are commits enabled?

reoze
06-05-2016, 03:37 PM
Saving? Yes it is.

Kaeneth
06-05-2016, 03:53 PM
Commando is now working very well. Very excited to be able to finally play mine.

kamchakk1952
06-05-2016, 04:31 PM
"Fixed grouped mission payouts to function as they did at 14.1. The payout is divided by the number of total players instead of only by the number of players in range. A player must be in range to receive their portion."

I tried this new payout system on Nova. With my toon running solo, the mission payouts on Dantooine range from 8000 to 14000 credits. I then went IMP and aquired an AT-ST wihch I grouped with, and parked at the Agro Outpost. The mission payouts jumped to a range of 18000 to 25000 credits.
I then made another toon (an entertainer) with an AT-ST and dropped my AT-ST. We grouped and the payouts were still good (25000 max) but when it was paid out, I was given only half the payout, about 10 to 12K with the rest given but not paid to the entertainer, the ent was too far away.
So my question is this, if I want full and high payouts, I have to be Imperial with an AT-ST, this doesn't seem right since I want to be Rebel ... how can I make equal money??

Omens
06-05-2016, 04:50 PM
Awesome work !!!

Smokewood
06-05-2016, 05:26 PM
"Fixed grouped mission payouts to function as they did at 14.1. The payout is divided by the number of total players instead of only by the number of players in range. A player must be in range to receive their portion."

I tried this new payout system on Nova. With my toon running solo, the mission payouts on Dantooine range from 8000 to 14000 credits. I then went IMP and aquired an AT-ST wihch I grouped with, and parked at the Agro Outpost. The mission payouts jumped to a range of 18000 to 25000 credits.
I then made another toon (an entertainer) with an AT-ST and dropped my AT-ST. We grouped and the payouts were still good (25000 max) but when it was paid out, I was given only half the payout, about 10 to 12K with the rest given but not paid to the entertainer, the ent was too far away.
So my question is this, if I want full and high payouts, I have to be Imperial with an AT-ST, this doesn't seem right since I want to be Rebel ... how can I make equal money??

Im going to assume this for now.

Group with the ent and at-st, get missions, drop group, run mission, rinse and repeat.

HEX223
06-05-2016, 05:27 PM
(06/05/16-15:37) <@Vlada> What about stuff from missing vendors?
(06/05/16-15:39) <%TA> bad news there, we couldnt run the full db read ran out of space for log files
(06/05/16-15:40) <%TA> couldnt even run reozes update
(06/05/16-15:40) <%TA> had to change the data lazily
(06/05/16-15:40) <%TA> anyway after this is stable i'll come back to this

The MicroSith Corporation is responsible for evil transaction logs. They destroy balance in the universe.

shilo
06-05-2016, 06:14 PM
People will just pull out an AT-ST and set it to follow them. then have a second toon with an AT-ST follow the main character. Then pull 4 missions, and split full payout between both toons.

Smokewood
06-05-2016, 06:18 PM
People will just pull out an AT-ST and set it to follow them. then have a second toon with an AT-ST follow the main character. Then pull 4 missions, and split full payout between both toons.

Why would it need to follow you? Just grab the missions and then store it...

macwheeler
06-05-2016, 07:10 PM
I read the part of the patch notes that deals with auto attack. Did this change to the way auto attack works also facilitate a fix for counterattack?

nee2earth
06-05-2016, 07:16 PM
I read the part of the patch notes that deals with auto attack. Did this change to the way auto attack works also facilitate a fix for counterattack?

umm wat?

'counterattack' has already been fixed

macwheeler
06-05-2016, 07:21 PM
umm wat?

'counterattack' has already been fixed

Counterattack has not worked for a long time. It's been working like block, and not returning any damage on the attacker. Last I checked the bug tracker, a fix was tried, but it was putting the counterattack outgoing damage in to the combat queue.

So I figured the new auto attack functionality might have solved the counterattack issue.

Just tried it though, and still no damage being turned back on the attacker, it's still working exactly like block.

kamchakk1952
06-05-2016, 07:22 PM
People will just pull out an AT-ST and set it to follow them. then have a second toon with an AT-ST follow the main character. Then pull 4 missions, and split full payout between both toons.

Thats fine if they are Imperial. What does a Reb do, they have no AT-ST to pull out?

Smokewood
06-05-2016, 07:23 PM
Counterattack has not worked for a long time. It's been working like block, and not returning any damage on the attacker. Last I checked the bug tracker, a fix was tried, but it was putting the counterattack outgoing damage in to the combat queue.

So I figured the new auto attack functionality might have solved the counterattack issue.

Just tried it though, and still no damage being turned back on the attacker, it's still working exactly like block.

Counter attack for my carbineer has been working fine for a very long time.
Mobs hit me and they take damage.

macwheeler
06-05-2016, 07:28 PM
Counter attack for my carbineer has been working fine for a very long time.
Mobs hit me and they take damage.

I just stood in front of a pack of mobs, and let them hit on me for a few minutes. Not once did counterattack return any damage. Although thinking about it, that might have been because I was /peace on them, perhaps that stopped the counterattack damage. I shall try again!

malice
06-05-2016, 07:32 PM
Im going to assume this for now.

Group with the ent and at-st, get missions, drop group, run mission, rinse and repeat.

Tried, it didnt work, made about 10-13k from 25k. I think it matters who is in the group and what range they are when you accept the mission, not after you drop it.

nee2earth
06-05-2016, 07:35 PM
Counterattack has not worked for a long time.

Just tried it though, and still no damage being turned back on the attacker, it's still working exactly like block.

Then you need to collect Pre-cu evidence and file a NEW Mantis bug report (with ss's , details, intel , etc. etc. )

I'll *link* the old report with yours, whenever you file it.

macwheeler
06-05-2016, 07:36 PM
Then you need to collect Pre-cu evidence and file a NEW Mantis bug report (with ss's , details, intel , etc. etc. )

I'll *link* the old report with yours, whenever you file it.

Sorry, you need pre-CU evidence that counterattack is a damage reflect and not a straight copy of block?


Sorry, you need pre-CU evidence that counterattack is a damage reflect and not a straight copy of block?

I take it all back, if I don't /peace and then let critters hit on me, they do receive reflected damage from counterattack. My bad :)

Veryn
06-05-2016, 08:12 PM
Counter attack for my carbineer has been working fine for a very long time.
Mobs hit me and they take damage.

ditto. On my swordsman too. for as long as I can remember.

CmdrPwn
06-05-2016, 08:16 PM
I take it all back, if I don't /peace and then let critters hit on me, they do receive reflected damage from counterattack. My bad :)

That's interesting, I thought it only worked like dodge and block.

http://www.swgemu.com/archive/scrapbookv51/data/20070126192845/

"Whenever I counterattacked, I also fired an attack at the exact same timestamp just about every time. With dodge, my buddy "lost" an attack round every time he dodged."

kamchakk1952
06-05-2016, 08:25 PM
Im going to assume this for now.

Group with the ent and at-st, get missions, drop group, run mission, rinse and repeat.

I've just tried this, My ent has an at-st, we grouped, I pulled 2 missions each for approx 20K payout, dropped group, ran the missions, was paid about 10K per mission.

macwheeler
06-05-2016, 08:28 PM
That's interesting, I thought it only worked like dodge and block.

http://www.swgemu.com/archive/scrapbookv51/data/20070126192845/

"Whenever I counterattacked, I also fired an attack at the exact same timestamp just about every time. With dodge, my buddy "lost" an attack round every time he dodged."

There was a common misconception stemming way back to the original carbineer correspondent that counterattack when it triggered, made your next attack unstoppable (never missed) but that was put to bed years ago, it's simply the same as block (stops the incoming attack), but with a damage return as well when it fires. No idea on the math behind how much damage though, it's not a lot.

The attack you would have been seeing is the outgoing damage return, we don't get to see that here, it's not in the combat log.

cmurphy50
06-05-2016, 09:03 PM
Patch notes are the best

novak64
06-05-2016, 09:20 PM
I've just tried this, My ent has an at-st, we grouped, I pulled 2 missions each for approx 20K payout, dropped group, ran the missions, was paid about 10K per mission.Than it's working correctly.
You should only get full payout if there was no other player in group when you accepted the mission.

bigevil
06-05-2016, 09:23 PM
So if you pull pets with no second toon and keep them at terminal? What is payout?

novak64
06-05-2016, 09:42 PM
So if you pull pets with no second toon and keep them at terminal? What is payout?Grouped with only pets, then you should receive the full payout.

bigevil
06-05-2016, 09:47 PM
Grouped with only pets, then you should receive the full payout.

Noted. :) Max critters on solo toon. Gracies. :p

malice
06-05-2016, 10:02 PM
here is a gallery I made explaining the payouts on Dant.

http://imgur.com/a/lSAwi

novak64
06-05-2016, 10:19 PM
here is a gallery I made explaining the payouts on Dant.

http://imgur.com/a/lSAwiYour gallery isn't very clear on some points. Was the ATST group just you and your ATST or was it an ATST belonging to a leader of a solo group?
They way it works now, if you group solely with your own pet, you should receive full mission payout, being grouped with others is when you should be seeing the reduction.

malice
06-05-2016, 10:30 PM
Your gallery isn't very clear on some points. Was the ATST group just you and your ATST or was it an ATST belonging to a leader of a solo group?
They way it works now, if you group solely with your own pet, you should receive full mission payout, being grouped with others is when you should be seeing the reduction.

So you are saying the ATST will pay you instead of the ATST? Is this after you grab a mission while remaining grouped? I dont have an ATST because I am factionless atm.

novak64
06-05-2016, 10:38 PM
So you are saying the ATST will pay you instead of the ATST? Is this after you grab a mission while remaining grouped? I dont have an ATST because I am factionless atm.I am saying that if you are on Dath, grouped with a pet, and take a 20k rancor mission, you will receive a payout of 20k.
If you take that same mission, grouped with a pet and 4 other players, drop group and complete mission, you will receive a payout of 4k.

malice
06-05-2016, 10:41 PM
I am saying that if you are on Dath, grouped with a pet, and take a 20k rancor mission, you will receive a payout of 20k.
If you take that same mission, grouped with a pet and 4 other players, drop group and complete mission, you will receive a payout of 4k.

Did you test this with improved job markets or after dropping out of group with the ATST?

novak64
06-05-2016, 10:49 PM
Yes, I did.

cisres1
06-05-2016, 11:51 PM
Simple Question..

Any information about the droid factory crate bug being fixed?

Arim
06-05-2016, 11:56 PM
I am saying that if you are on Dath, grouped with a pet, and take a 20k rancor mission, you will receive a payout of 20k.
If you take that same mission, grouped with a pet and 4 other players, drop group and complete mission, you will receive a payout of 4k.


ADD: If you pick a mission before joining a group then complete the mission while grouped you will receive a split portion.

dharbert
06-06-2016, 12:08 AM
Simple Question..

Any information about the droid factory crate bug being fixed?

Nothing about that was done with droids this publish. From what I've seen of previous developer posts, it was simply too in-depth of an issue to include with this publish and the bugs are still being worked out on Nova.

cisres1
06-06-2016, 12:29 AM
Nothing about that was done with droids this publish. From what I've seen of previous developer posts, it was simply too in-depth of an issue to include with this publish and the bugs are still being worked out on Nova.

bummer, was hoping for the fix

dharbert
06-06-2016, 01:00 AM
bummer, was hoping for the fix

They tried to fix it on Nova but it introduced another droid bug that is ten times as bad. Fortunately, none of that made it to this publish.

Fatbill121
06-06-2016, 02:37 AM
I am saying that if you are on Dath, grouped with a pet, and take a 20k rancor mission, you will receive a payout of 20k.
If you take that same mission, grouped with a pet and 4 other players, drop group and complete mission, you will receive a payout of 4k.

Sounds like the top credit grinding template could be something like MCH/MTKA/Smugx1xx with a bit left over.... not enough to master rifles.

Interesting but strange....

sebastion54
06-06-2016, 11:10 AM
Tried Axkva Min for the first time since patch (actually since 2004 in all honesty), 1 shot instant kill something along the lines of "Axkva Min invades your psyche for 5714 damage"

Was not fun, either I am doing something extremely stupid or ........ i dunno.

Lolindir
06-06-2016, 11:20 AM
Tried Axkva Min for the first time since patch (actually since 2004 in all honesty), 1 shot instant kill something along the lines of "Axkva Min invades your psyche for 5714 damage"

Was not fun, either I am doing something extremely stupid or ........ i dunno.Remember, she is one of the top mobs in SWG, she is supposed to be badass. With that said, we are in the alpha stage of testing and many things will need to be fine tuned.

Generally, if a mob is harder than it originally was, we will adjust the mob eventually (not saying this mob is incorrect btw, just talking generally).

sebastion54
06-06-2016, 12:43 PM
Remember, she is one of the top mobs in SWG, she is supposed to be badass. With that said, we are in the alpha stage of testing and many things will need to be fine tuned.

Generally, if a mob is harder than it originally was, we will adjust the mob eventually (not saying this mob is incorrect btw, just talking generally).

I understand her mob level, and relevance as one of the top mobs in the game.

She is currently hitting for more then we can have however as a stat (either H/A/M) and armour is not mitigating even a part of this damage (i was wearing stun armour).

According to the combat log it didn't even tell me which pool it hit, i assume it is mind due to the wording.

When i attempted tonight i had 2 characters, a doc and a swordsman def stacker. Both went from almost full bars to dead so quick i actually choked on my drink and spat it over the keyboard.

One copped "Axkva Min uses the force to invade your psyche and wreak havoc for 4795 points of damage" - Swordsman

Doc died literally 30 seconds later "Axkva Min uses the force to invade your psyche and wreak havoc for 5477 points of damage"

From what i can see it is on a 30 sec timer and you'd need a bloody large group to be able to dps her down fast enough and still have some lucky random alive to rez everyone else (or just ninja the loot =P).

As i said before, i quit in live before 14.1 so maybe she was like this at that final point. If that is the case then i don't see her being killed anytime soon.

MaelDiablo
06-06-2016, 01:16 PM
At least she won't be afk camped now. :D

sebastion54
06-06-2016, 01:29 PM
Lol, ok you win for now =P

CmdrPwn
06-06-2016, 02:08 PM
Tried Axkva Min for the first time since patch (actually since 2004 in all honesty), 1 shot instant kill something along the lines of "Axkva Min invades your psyche for 5714 damage"

That's her mind blast attack which is lightsaber damage. You should be using the imp PSG with an ADK on it. After a 35% effectiveness slice you should be able to get one with about 63% lightsaber protection. Always keep her intimidated and use synthsteak.



From what i can see it is on a 30 sec timer and you'd need a bloody large group to be able to dps her down fast enough and still have some lucky random alive to rez everyone else (or just ninja the loot =P).

As i said before, i quit in live before 14.1 so maybe she was like this at that final point. If that is the case then i don't see her being killed anytime soon.

This is me fighting her on Nova


https://www.youtube.com/watch?v=bB39mMZrALs

Sound
06-06-2016, 03:33 PM
Astonishing amount of work. Thank you dev's and contributer's!

bigevil
06-06-2016, 06:44 PM
When i attempted tonight i had 2 characters, a doc and a swordsman def stacker. Both went from almost full bars to dead so quick i actually choked on my drink and spat it over the keyboard.

So funny....:) LOL

Axkva Min be like......

http://s33.postimg.org/5gmdnp6dr/Axkva_Min1.jpg (http://postimage.org/)
upload pic (http://postimage.org/)

Khai-Han
06-06-2016, 07:13 PM
First off, it isn't supposed to work.
Second, did you see the line that says NPC will no longer use intimidation?

Every single NPC has stopped intimidating? Or just mid-lvl ones?

About Def. Vs Intim, was it useless back on live?

CmdrPwn
06-06-2016, 07:36 PM
Every single NPC has stopped intimidating?

About Def. Vs Intim, was it useless back on live?

Yes to both. There's still a few dozen animals that can use intimidate. I'm not sure how it works for CH pets.

dharbert
06-06-2016, 10:10 PM
If any dev sees this, you can still craft using a droid crafting station that has 0% battery. I just tried it out on my DE. The battery has been dead in my crafting droid for months and I can still access higher-tier schematics and craft with it at 0% battery.

nee2earth
06-06-2016, 10:15 PM
If any dev sees this,

We see every single post, all the time.

It might sometimes be a matter of when not about "if" .

-----------



you can still craft using a droid crafting station that has 0% battery. I just tried it out on my DE. The battery has been dead in my crafting droid for months and I can still access higher-tier schematics and craft with it at 0% battery.

The only Mantis bug report (http://www.swgemu.com/forums/showthread.php?t=22463) i see that relates to what you describe is this old one...

http://www.swgemu.com/bugs/view.php?id=5270

... so feel free to file a *new one* (with appropriate evidence, details, intel, screenshots, etc. etc. etc. )

kamchakk1952
06-06-2016, 10:43 PM
I am almost positive that the actions I was taking didn't shut down the server, however, I was doing EXACTLY the same thing at Exactly the same step, both times that the connection to SWG was lost today. I was delegating faction points from one toon of mine to another. I had delegated 3500 points (500 at a time) and was attempting to delegate a final 100 points at which time .. upon pressing the mouse button .. the connection to SWG was lost and the server went down (two times in one day). Just an FYI .. strange coincidence most likely.

dharbert
06-06-2016, 11:03 PM
... so feel free to file a *new one* (with appropriate evidence, details, intel, screenshots, etc. etc. etc. )

Nee, I created a new Mantis ticket for this issue, but I placed it under Nova instead of Basilisk. Is there any way you can move it over to Basilisk or do I need to create a new ticket?

junkeep
06-06-2016, 11:32 PM
I am almost positive that the actions I was taking didn't shut down the server, however, I was doing EXACTLY the same thing at Exactly the same step, both times that the connection to SWG was lost today. I was delegating faction points from one toon of mine to another. I had delegated 3500 points (500 at a time) and was attempting to delegate a final 100 points at which time .. upon pressing the mouse button .. the connection to SWG was lost and the server went down (two times in one day). Just an FYI .. strange coincidence most likely.

tested on dev enviro your in the clear lol :)

nee2earth
06-07-2016, 12:36 AM
Nee, I created a new Mantis ticket for this issue, but I placed it under Nova instead of Basilisk. Is there any way you can move it over to Basilisk or do I need to create a new ticket?

I've already taken care of it...

http://www.swgemu.com/bugs/view.php?id=7048

...and then some.

Your job is done. :mrgreen:

dharbert
06-07-2016, 02:34 AM
Nee, here's another one for you. Since vehicles now take damage while in use, I thought this might be relevant. I found through testing on Basilisk that you can still ride a swoop after it has reached zero condition and has been "disabled". The message will pop up that your vehicle has been disabled, but you can still ride around on it and it has sparks coming out of it and it doesn't make the usual swoop sound. It's like the sound is muted or cutting in and out. As long as you don't dismount it, you can still ride around on it, but if you dismount it you can't get back on it.

nee2earth
06-07-2016, 03:40 AM
Nee, here's another one for you. Since vehicles now take damage while in use, I thought this might be relevant. I found through testing on Basilisk that you can still ride a swoop after it has reached zero condition and has been "disabled". The message will pop up that your vehicle has been disabled, but you can still ride around on it and it has sparks coming out of it and it doesn't make the usual swoop sound. It's like the sound is muted or cutting in and out. As long as you don't dismount it, you can still ride around on it, but if you dismount it you can't get back on it.

File another Mantis about that plz (with screenshots) as soon as you can.

Poobacca
06-07-2016, 07:30 AM
I have tried all the new missions available and all work. Completed Imp DeadEye Act2. Working on the Rebel one. Got the encoded disc. I need to craft the dead eye decoder. I have been killing meatlumps for awhile now. None of these parts were looted. Devs please reply, are they in the loot tables?
Has anyone else looted these parts yet?

Locate six components of the Dead Eye Decoder (either by killing local thug-faction NPCs or buy them from players/bazaar):
Data Reader Housing
Micro-Processor Core
Optical Reader
Power Core
Translation Circuitry
Vid Screen

Implementor
06-07-2016, 07:56 AM
Got a translation circuitry off some random dant npc (mokk, janta, kunga, one of those types)

Poobacca
06-07-2016, 04:57 PM
The guides said that they drop off of meatlumps and thug faction mobs, surprised you got it from them. Can a dev chime in if they drop off of meatlumps as per the guide. BTW, implementor, what are they condsidered when you hover over them? An item, a generic item?

Implementor
06-09-2016, 05:26 AM
Got a second one of those thingies (optical reader) off a mokk today. Hovering over says generic item

enak
06-12-2016, 10:10 AM
got a vid screen today off a janta

Oaken
06-12-2016, 02:03 PM
got a vid screen today off a janta

Looks like the Janta's are starting to use modern technology :P

vertwheal
06-12-2016, 06:24 PM
Thank you for the continued hard work devs.

oMek
06-12-2016, 10:21 PM
no vet rewards? been waiting to come back after they returned :(

Fomy
06-13-2016, 04:27 AM
no vet rewards? been waiting to come back after they returned :(

They will be enabled "soon", they are just waiting for the server to be a bit more stable with Pub 8 and then will re-enable.

snash123
06-23-2016, 12:01 PM
Is anyone else having problems with their ingame mailing? I dont seem to be able to receive email and those I send the recipient does not receive either.

Its been like this for a few days now, so thought would mention as I cant seem to find any postings regarding this.

Farelli
06-23-2016, 12:29 PM
This was a bug that was patched this morning:



http://www.swgemu.com/forums/showthread.php?t=182678

Rodd
06-27-2016, 03:55 PM
I love you guys

ninesters
07-27-2016, 12:03 AM
nice number 8!!

Zarniwoop
07-27-2016, 01:56 PM
Just saw this. What an amazing amount of hard work. Thank you all so much for all you do.


If thats true... 1k for a 10k mish when 10 in the group, than that should definately be a 14.1 deviation. Jeesus.

I agree that this is one thing I would desperately like to see deviate from 14.1 after Suncrusher is released.

Some of my best memories are in large hunting parties from live, and this will make certain that players never get to experience grouping of really any sort.

That said, the future is unwritten and yay for such massive progress!

xXDeathXx
08-01-2016, 10:35 AM
Awesome stuff, but it seems in groups the payouts are broken getting missions for like 20k+ and only getting like actual 2k-3k payouts whats that about ?

Thanks for your hardwork btw for the upkeep of the servers and patches its awesome

Fred G
08-22-2016, 01:44 AM
Anyone else unable to use "Additives" when crafting food/drink items. I have tried crafting several food and dirnk items today that have a slot for light, medium and heavy food additives and while I have those additives they do not chow up and cannot be loaded into the schematic. Makes it difficult to craft quality goods to sell.

LordSniper
08-23-2016, 09:21 PM
The games come a long way guys, hats off to the devs

Fomy
09-05-2016, 09:28 PM
Any news on the Vet Rewards?

Vlada
09-05-2016, 11:12 PM
Any news on the Vet Rewards?

Yes.

No Vet rewards yet.

BatchElder69
09-10-2016, 04:45 AM
•It should no longer be possible to get scouting xp via mask scent more than one time per creature

uhhhh, what be the meaning or what is the execution of this?

Are you saying that "while inside it's 'notice' circle" you only get one chunk of Scout XP from MS for that creature
Or
You only get one chunk of Scout XP per 'that' creature period.... even if you leave Agro "notice" Range and come back in range, it will have to die/respawn before you get more Scout XP

BatchElder69
09-10-2016, 04:49 AM
•It should no longer be possible to get scouting xp via mask scent more than one time per creature

uhhhh, what be the meaning or what is the execution of this?

Are you saying that "while inside it's 'notice' circle" you only get one chunk of Scout XP from MS for that creature, If you Leave 'notice range' and reenter you get Xp again
Or
You only get one chunk of Scout XP per 'that' creature period.... even if you leave Agro "notice" Range and come back in range, it will have to die/respawn before you get more Scout XP

nee2earth
09-10-2016, 05:01 AM
•It should no longer be possible to get scouting xp via mask scent more than one time per creature

uhhhh, what be the meaning or what is the execution of this?



The execution: http://review.swgemu.com/#/c/3831/

The meaning: self-evident.

The additions: http://www.swgemu.com/bugs/view.php?id=7055

The future: http://review.swgemu.com/#/c/4979/

The oracle: http://www.swgemu.com/forums/content.php?r=154-Configuring-mIRC ( /join #openqa )

sedwards424
09-10-2016, 10:38 AM
Have there been any thoughts on bringing the Bestine Elections back?

Miztah
09-10-2016, 01:05 PM
Bestine Elections are a work in progress, should be coming with the next publish if all goes well.

sedwards424
09-11-2016, 03:58 PM
Excellent Miztah, thanks for the feedback! Do want to add that you guys have done a wonderful job with the game.

BatchElder69
09-13-2016, 01:06 AM
Ahhhh
I see Nee, there was spam Scout XP from the mobs spamming checks while you're in range (links 2 and 3)
4th link is busted.

So as in live I "should" be able to ride my bike In and Out of "Red Mob XYZ's"(typically Dragons) notice range on Lok and get Scout XP each pass after a 30 second cool down.
I'll look through my Pic's in the link below and see if I have some showing that.

nee2earth
09-13-2016, 01:19 AM
4th link is busted.

The 4th link works just fine.

The 5th link might be "busted" though. (it works sometimes, doesn't work other times. Not sure why but i'll check with Vlada later. )

--------


So I "should" be able to ride my bike In and Out of "Red Mob XYZ's"(typically Dragons) notice range on Lok and get Scout XP each pass after a 30 second cool down.
.

You seem to be describing/remembering how things worked on EMU's old Liberator server.

Not how things were during original SWG Pre-cu publish 14.1 era (Feb. 2005 to April 30th 2005) .

Regardless, once we get dannuic's next AI-revamp implemented, i'm sure there will be many more tweaks with 'Mask Scent' functionality.

BatchElder69
09-14-2016, 12:30 AM
skimmed through the pics and can's find them so all's moot.
I dropped and relearned Scout/Ranger enough for various reasons in live, I was proficient at leveling them and that was a way to get scouting XP. :)

nee2earth
09-14-2016, 01:13 AM
I dropped and relearned Scout/Ranger enough for various reasons in live, I was proficient at leveling them and that was a way to get scouting XP.

I was Master Ranger during both Pre-cu and also during CU.

But I never level'd that way (with vehicles) .

Reason being, in my experience at least, i always got much better 'odds' (and therefore greater/faster XP) by using the walk or prone method.

This is also how SOE designed it to work too.

Memories are memories though, and all that matters is how well we have it coded properly by the time 1.0 arrives.

JohnFromSteam
10-24-2016, 05:47 AM
First off, it isn't supposed to work.
Second, did you see the line that says NPC will no longer use intimidation?
PvP. Why isn't it suppose to work? It's EMU, the main point is emulation but also making it better, not dime for dime

Lolindir
10-24-2016, 06:03 AM
PvP. Why isn't it suppose to work? It's EMU, the main point is emulation but also making it better, not dime for dimeThat is not in our mission statement. We are going to emulate as close to 14.1 as possible. Changes past that, will have to come after SWGEmu are done.

JohnFromSteam
10-24-2016, 07:05 AM
That is not in our mission statement. We are going to emulate as close to 14.1 as possible. Changes past that, will have to come after SWGEmu are done.

Oh well. I guess that's reasonable

SlickSith
10-27-2016, 09:04 AM
That is not in our mission statement. We are going to emulate as close to 14.1 as possible. Changes past that, will have to come after SWGEmu are done.

This is why I believe in SWGEMU. Tired of all these server's and there knockoff brand of SWG. I want my game back not someone's view of how it should have been.

BunkerBob
10-27-2016, 11:03 PM
I just want tapes and armor attachments fixed, just so other profs can compete better.

LeFox
12-07-2016, 11:18 PM
I like it, nice work guys. Quick question though, i came back from taking a break and i was wondering can mobs hit you through locked doors? I remember going to Death Watch Bunker and getting destroyed by one of the members inside. I couldnt hit them because they were behind a door. This has also happened in several other areas. I was just wondering if this has been fixed in this Pub or any of the previous.

nee2earth
12-08-2016, 02:55 AM
I like it, nice work guys. Quick question though, i came back from taking a break and i was wondering can mobs hit you through locked doors? I remember going to Death Watch Bunker and getting destroyed by one of the members inside. I couldnt hit them because they were behind a door. This has also happened in several other areas. I was just wondering if this has been fixed in this Pub or any of the previous.

It should be fixed with upcoming 'Publish 9' .

But i would suggest you login our TCNova server and give it a try there, if/when you have the time.

stoopidllamas
01-01-2017, 11:49 PM
I read on a very old post that cries of alderaan chapter 1 you can no longer obtain the items to complete this quest line? Since Chapter 2 was added are we able to obtain the chapter 1 items now? Or are we still forced to pay for it over the ah? I wasnt playing during that time but Id really like to try this story line out.

drake groth
05-31-2017, 05:22 AM
A few of us were discussing some Pub 8 code in relation to Combat Bleeding Defense.
If a developer happens to have free time any help would be great. =)

Back in Pub 6 the following was said:


Combat

Bleeds from weapon dots will now consider the target's bleed resist skill
Bleeds from special attacks will now consider the target's combat bleeding defense skill
Poison and disease from weapon dots and combat medics will now consider the target's poison/disease resist skill
Fires from weapon dots will now consider the target's fire resist skill


We were reviewing the Pub 8 code and were confused by the following:

http://i.imgur.com/falh5WE.jpg

It looks like an integer is set for "resist" which checks the Combat Bleeding Defense skill mod.
It has an If Statement for a potency check(chance to stick a dot) and it throws the resist integer in there.
It looks almost as if the Combat Bleeding Defense skill mod reduces the chance for all four DOT types to stick.
Would it be possible to get any clarification on this? It's been like 9 years since I last looked at any C++ code.
I'm sure we're just reading it wrong, but... just to be safe.

nee2earth
06-06-2017, 10:58 AM
If a developer happens to have free time any help would be great.

Would it be possible to get any clarification on this?

... just to be safe.

Since that mod rarely (if at all? ) goes any higher than like +38 , the chances of it ever truly affecting 'other weapon dots' during PvP would've been slim and barely noticeable.

Nevertheless, I'm not exactly sure why/when it was coded that way , and after some extensive testing on both TCNova & my IDE , as well as discussing it within IRC #opendev channel, i have just pushed a fix (http://review.swgemu.com/#/c/5756/) (available on TCNova for Pub9 testing now) .

Be sure to follow our 'Weekly Update' posts (http://www.swgemu.com/forums/forumdisplay.php?f=179) each Sunday.

And thanks for posting your inquiry properly & patiently here on the Forums.

drake groth
06-07-2017, 02:22 AM
That's great news, i'll keep an eye out for the weekly update posts.