Lolindir
08-13-2022, 11:22 AM
Finalizer Saturday Update
08/13/2022
The SWGEmu Development Division
[Added] Newsnet terminal update notes
[Added] Newsnet updates
[Modified] Covert/overt system - tef timer 5 minutes, overt to covert/resignation timer 15 minutes, crackdown to set players overt
[Added] Check for faction pets to require players to be overt in order to use them
[Fixed] Attackable check against neutral player targets
[Fixed] Auto attack delay not always delaying combat abilities
[Reduced] FRS experience loss to non jedi and BH's by half for the first 5 ranks
[Reduced] PvP victim list reset time from 3 days to 12 hours
[Reduced] Max victims in victim list from 20 to 10
[Added] Covert Scanners to ignore dead and incapacitated players
[Fixed] Attackable and aggressive checks for covert/overt
[Fixed] Covert detectors to properly TEF players
[Added] Covert/overt GCW Tef to be 15minutes
[Fixed] AI spamming alert emote for covert players
[Fixed] Command queue issue allowing AI to attack without delays
[Modified] AI behavior tree to only enqueue more attacks when there is less than 2 already queued - Does not apply to postures
[Modified] Dizzy flop to set stand posture only if the a succesful roll occurs
[Fixed] Command queue allowing abilities to ignore the cooldown of previous abilities
[Fixed] Immediate commands to execute when another ability is on its cooldown
[Fixed] Failed stand attempt animation when attempting to stand and dizzy (flop)
[Added] Config flag to enable immediate deduction of FRS maintenance XP
[Fixed] Immediate commands not executing when another command is on cooldown
[Disabled] Skip to CoA3 testing flag
[Disabled] AiMap debug loading of templates
[Enabled] covert/overt for recruiters
[Fixed] TEFs applying with non-faction targets in covert/overt system
[Fixed] isAttackable checks on vehicles
[Fixed] Safety measures players receiving multiple kill observers
[Fixed] CoA3 stability issue when looting caravan leader
[Fixed] Bad string in Safety Measures quest
[Fixed] Waypoint being removed if it exists already when asking for brigand camp locations
[Fixed] No combat area flag not being removed on player logout
[Added] Added configurable option to switch to GCW Covert/Overt system
[Fixed] Escort missions to properly fail in ThemePark logic if escort NPC is killed - Mantis #7177 (https://www.swgemu.com/bugs/view.php?id=7177)
[Fixed] AI should not enter resting state if they have a valid follow object - fix for escort NPCs - Mantis #8600 (https://www.swgemu.com/bugs/view.php?id=8600)
[Fixed] Village Whip escorts to be stationary when spawned until escort begins
[Fixed] Medium naboo house sign direction
[Added] Safety Measures Quest
[Fixed] Journal quests returning active when completed
[Fixed] Drag and Heal Enhance commands giving a execution delay when the command failed
[Fixed] Bad string in CoA3 Imp Coordinator convo
[Fixed] Return to Coordinator WP removed when player is sent to tactical officer
[Fixed] Lookout will now attack the player when they fail the conversation
[Fixed] Flora being able to be removed from loot container once guards are killed
[Fixed] Double system message for lookout mission when mission times out
[Added] Secrets of the Syren quest line for rebels.
[Fixed] stability issue x 3
[Fixed] Issue where non combat queue commands would not be executed if a player had a combat delay and an immediate command enqueued
[Added] DarnDroid quest first part - Mantis #7192 (https://www.swgemu.com/bugs/view.php?id=7192)
[Added] DarnDroid quest second part - Mantis #7192 (https://www.swgemu.com/bugs/view.php?id=7192)
[Added] Cries of Alderaan Act 3
[Added] Dead Eye Prototype for current CoA3 winning faction
[Fixed] Players unable to leave the Feign Death State - Mantis #8647 (https://www.swgemu.com/bugs/view.php?id=8647)
[Added] Additional squad formations
[Added] Ability to manage and despawn squads from lua
[Cleanup] DotPack Command functionality
[Fixed] Stability issue in checkForTef
[Fixed] Stability issue with applyPoison and applyDisease - Mantis #8636
[Added] ability for players in same group regardless of factions to heal one another while in pvp area or while under duress of pvp area TEF
[Added] Players inside no combat area cannot attack targets outside of the area
[Added] Active areas removed from players when unloaded from zone
[Added] PvP status bitmask broadcasted when player enters and exits noCombatArea
[Added] Active areas removed from players when unloaded from zone
[Added] PvP status bitmask broadcasted when player enters and exits noCombatArea
[Fixed] pvpArea TEF removal on death
[Modified] inNoCombatArea to be set false when TanO init transient members
[Modified] Auto attack delay handing for CommandQueue
[Refactor] CommandQueue with proper state handling and CommandQueue class to handle enquing, running and removing commands on creature objects
[Fixed] Auto attack not properly delaying next attack
[Added] Observer for combat queue commands being added to queue
[Fixed] Crafted gambling tables can be sold - mantis #8105 (https://www.swgemu.com/bugs/view.php?id=8105)
08/13/2022
The SWGEmu Development Division
[Added] Newsnet terminal update notes
[Added] Newsnet updates
[Modified] Covert/overt system - tef timer 5 minutes, overt to covert/resignation timer 15 minutes, crackdown to set players overt
[Added] Check for faction pets to require players to be overt in order to use them
[Fixed] Attackable check against neutral player targets
[Fixed] Auto attack delay not always delaying combat abilities
[Reduced] FRS experience loss to non jedi and BH's by half for the first 5 ranks
[Reduced] PvP victim list reset time from 3 days to 12 hours
[Reduced] Max victims in victim list from 20 to 10
[Added] Covert Scanners to ignore dead and incapacitated players
[Fixed] Attackable and aggressive checks for covert/overt
[Fixed] Covert detectors to properly TEF players
[Added] Covert/overt GCW Tef to be 15minutes
[Fixed] AI spamming alert emote for covert players
[Fixed] Command queue issue allowing AI to attack without delays
[Modified] AI behavior tree to only enqueue more attacks when there is less than 2 already queued - Does not apply to postures
[Modified] Dizzy flop to set stand posture only if the a succesful roll occurs
[Fixed] Command queue allowing abilities to ignore the cooldown of previous abilities
[Fixed] Immediate commands to execute when another ability is on its cooldown
[Fixed] Failed stand attempt animation when attempting to stand and dizzy (flop)
[Added] Config flag to enable immediate deduction of FRS maintenance XP
[Fixed] Immediate commands not executing when another command is on cooldown
[Disabled] Skip to CoA3 testing flag
[Disabled] AiMap debug loading of templates
[Enabled] covert/overt for recruiters
[Fixed] TEFs applying with non-faction targets in covert/overt system
[Fixed] isAttackable checks on vehicles
[Fixed] Safety measures players receiving multiple kill observers
[Fixed] CoA3 stability issue when looting caravan leader
[Fixed] Bad string in Safety Measures quest
[Fixed] Waypoint being removed if it exists already when asking for brigand camp locations
[Fixed] No combat area flag not being removed on player logout
[Added] Added configurable option to switch to GCW Covert/Overt system
[Fixed] Escort missions to properly fail in ThemePark logic if escort NPC is killed - Mantis #7177 (https://www.swgemu.com/bugs/view.php?id=7177)
[Fixed] AI should not enter resting state if they have a valid follow object - fix for escort NPCs - Mantis #8600 (https://www.swgemu.com/bugs/view.php?id=8600)
[Fixed] Village Whip escorts to be stationary when spawned until escort begins
[Fixed] Medium naboo house sign direction
[Added] Safety Measures Quest
[Fixed] Journal quests returning active when completed
[Fixed] Drag and Heal Enhance commands giving a execution delay when the command failed
[Fixed] Bad string in CoA3 Imp Coordinator convo
[Fixed] Return to Coordinator WP removed when player is sent to tactical officer
[Fixed] Lookout will now attack the player when they fail the conversation
[Fixed] Flora being able to be removed from loot container once guards are killed
[Fixed] Double system message for lookout mission when mission times out
[Added] Secrets of the Syren quest line for rebels.
[Fixed] stability issue x 3
[Fixed] Issue where non combat queue commands would not be executed if a player had a combat delay and an immediate command enqueued
[Added] DarnDroid quest first part - Mantis #7192 (https://www.swgemu.com/bugs/view.php?id=7192)
[Added] DarnDroid quest second part - Mantis #7192 (https://www.swgemu.com/bugs/view.php?id=7192)
[Added] Cries of Alderaan Act 3
[Added] Dead Eye Prototype for current CoA3 winning faction
[Fixed] Players unable to leave the Feign Death State - Mantis #8647 (https://www.swgemu.com/bugs/view.php?id=8647)
[Added] Additional squad formations
[Added] Ability to manage and despawn squads from lua
[Cleanup] DotPack Command functionality
[Fixed] Stability issue in checkForTef
[Fixed] Stability issue with applyPoison and applyDisease - Mantis #8636
[Added] ability for players in same group regardless of factions to heal one another while in pvp area or while under duress of pvp area TEF
[Added] Players inside no combat area cannot attack targets outside of the area
[Added] Active areas removed from players when unloaded from zone
[Added] PvP status bitmask broadcasted when player enters and exits noCombatArea
[Added] Active areas removed from players when unloaded from zone
[Added] PvP status bitmask broadcasted when player enters and exits noCombatArea
[Fixed] pvpArea TEF removal on death
[Modified] inNoCombatArea to be set false when TanO init transient members
[Modified] Auto attack delay handing for CommandQueue
[Refactor] CommandQueue with proper state handling and CommandQueue class to handle enquing, running and removing commands on creature objects
[Fixed] Auto attack not properly delaying next attack
[Added] Observer for combat queue commands being added to queue
[Fixed] Crafted gambling tables can be sold - mantis #8105 (https://www.swgemu.com/bugs/view.php?id=8105)