• Lolindir

    by Published on 01-16-2014 06:43 PM   

    SWGEmu End of Year Update 2013


    January 2014
    SWGEmu Team






    SWGEmu End of Year Update 2013















    Table of Contents
    • Project Update
    • Staff Updates
    • Quick Stats
    • Staff Round-Table
    • Closing
    SWGEmu Project Updates

    Major Additions/Changes



    Staff Updates


    SWGEmu is Recruiting!

    SWGEmu is an ever-changing and growing organization where new talent is always being sought out. We especially would like to mention the need for more developers, please see this thread for more information.


    SWGEmu is also in need of other positions filled. For any one interested in spending some of there free time toward this project, please consider to join in on our SWGEmu Internship Program



    Quick Stats

    Developer Code Commits:
    • Total Commits 2013: 1518
    • Total Lines of Code (LoC):

      Code:
      --------------------------------------------------------------------------------
      
      Language                      files          blank        comment           code
      
      --------------------------------------------------------------------------------
      
      HTML                          12391         122129          37170        3275804
      
      Lua                           24285         503016         634064        1745391
      
      SQL                              27           1365           2102         453995
      
      C++                             803          77915          35329         252730
      
      C/C++ Header                   2335          85161          80692         183178
      
      Javascript                        6           2571             60         158311
      
      Bourne Shell                     25           8384          10194          60209
      
      IDL                             225           8676              2          30596
      
      m4                               17           2265            303          19361
      
      make                             15            531            614          10746
      
      Python                           29           1571           2433           4289
      
      C                                 1            619            359           3160
      
      Bourne Again Shell                2            190            280           1921
      
      CSS                               4            231             38           1163
      
      CMake                            16            158            302            500
      
      PHP                               1             37              2            256
      
      C#                                1             29              5            107
      
      XML                               1             30              0            105
      
      MSBuild scripts                   1              0              7             42
      
      DOS Batch                         2              0              0              4
      
      --------------------------------------------------------------------------------
      
      SUM:                          40187         814878         803956        6201868
      
      --------------------------------------------------------------------------------

    Registration Statistics:
    • May 12, 2013 - 510 accounts registered
    • September 26, 2012 - 72 accounts registered
    • May 2013 - 4957 accounts registered
    • October 2013 - 3013 accounts registered
    • 2013 - 48,533 accounts registered; average 4044.42 per month
    User Activity Statistics (Users online in one day):
    • Most users online: February 24, 2013 - 2458 users
    New thread statistics (Posted threads):
    • June 2013 - 4625
    • October 2013 - 2524
    Most viewed thread: Project Status List
    Most replied thread: What are you listening to right now?
    Most popular forum: Basilisk Trade Forum



    Staff Round-Table


    bluree - Developer
    Quote Originally Posted by bluree View Post
    2013 was a great year for the project as a whole. 2 Major publishes, the switch to Gerrit/Jenkin, increase in community/dev activity, and the new & improved SWGEmu lp client.

    Although I have been away from the project/game the last several months due to RL and work, I am ramping up for a full time return shortly to start squashing some bugs and contributing to the Jedi progression. The project is a long way from completion but looking back at this past year I am very excited and optimistic about what 2014 will bring us.

    A big special thanks to our EC/Support/CSR/QA/Mod folks. The work you guys do for us all on a daily basis isn't always easy, fun and often times thankless but you guys still do an amazing job and we all appreciate the hardwork.

    Oh, and happy new year everyone, party hard!!!!
    elpete - Developer
    Quote Originally Posted by elpete View Post
    It's been a great year. My first full year with the project. I have learned so much from the team. It goes to show that a hobby can have a lot of real world benefits.

    I think one of the major high points of the project was the move to the new Gerrit/Jenkins - the Community should be thanking those that made this move. That makes contributing so much quicker/easier. We also got some new devs, QA and staff that are great and easy to work with.

    I think it's really awesome that BE, DE, CH, and mounts are now starting to appear on Nova. What great progress by the guys and gals working on that.

    It was busy year for me. I was involved with the team and spent tons of time working on GCW and Player Cities which made it to Basilisk. Thanks to the whole community, QA, Staff and Devs in getting all the research & testing done. One thing I learned about myself is that I probably prefer bug fix / QA more so than new feature implementation.


    Work picked up a lot toward the end of the year and I was AWOL for a bit. I'm back to fixing occasional bugs and hope to continue doing so.
    Ivojedi - Developer
    Quote Originally Posted by Ivojedi View Post
    It's been a little over a year since I started contributing code to this project. Time sure does fly!

    To be honest, when I first decided to start submitting patches, I wasn't sure if they'd be approved or not. I only had the barest idea of what I was doing. I've never been a professional programmer, and hadn't done any coding for about a decade. I started with small tweaks and was surprised when they were approved. I kept branching out and doing larger and larger things. I've certainly made mistakes and have had to rewrite a lot of my own code multiple times to get it approved (and even afterwards when it broke things). I've certainly learned a lot this past year and I want to give special thanks to the other developers (especially TheAnswer, Loshult, and ElPete) for putting up with my inexperience and helping me along the way.

    I was completely surprised the day I was promoted to developer. I never expected it, given my limited experience and ability. Since then, as before, I've tried to familiarize myself with more and more of the code base and become as competent as I can be. There's still a lot I do not know and much that is outside of my experience or beyond my ability. Regardless, I want to do what I can to keep this project moving along, and to learn more as I go.

    It's been an honor to have had the opportunity to help this past year to rebuild this game that we all love and miss. I have every intention of continuing to do so. I'm currently working on pets and hope to have them in as functional a state as possible in time for our next publish to Basilisk. In the mean time (and beyond too!), I'd like to encourage you all to spend time on Test Center Nova. The more bugs we can catch and squash the better. QA team members, Community Testers, and all the others who choose to regularly spend time on Nova have my deepest respect. Without you all, our game would not be as good as it is. Hats off to you all!

    Loshult - Developer

    Quote Originally Posted by loshult View Post
    I'm really glad that we decided to switch source version control system to Git and to use Gerrit/Jenkins as our review and verification. It has simplified the review process for us developers. I remember that I before the switch almost spent all my time on this project reviewing, applying and compiling patches from community contributors. With Gerrit and Jenkins this process became quick and easy. Two really big publishes this year and the size of the list of changes in each weakly update shows how much faster our progression has been since then.

    We have also introduced the Google Test framework together with the Google Mock framework as our unit test and software integration test frameworks. We can now create unit test for our new code, ensure that the tests passes with every commit through the verification in Jenkins. Hopefully this will save us at least a couple of bugs every now and then. For the Lua part of the code we now use the Busted unit test framework.

    A big thank you to everyone who help us get closer to our goal! Developers, QA, Event Coordinators, CSR, Forum Moderators, Testers, Players, Community and whoever else that I forgot to mention! Let us hope that 2014 will be as progressive as last year and we will soon(tm) be at our goal!
    Oru - Developer
    Quote Originally Posted by Oru View Post
    2013 was such a busy year but my time was not mostly spent working on the emu. First baby born, switched jobs with more responsibilities and what little time i had left i worked on future engine improvements and managing the NPO.

    After all it is so nice to see that the project goes on in good hands even without me being around too often. There has been such a great progress and seems things go on quite smooth compared to previous years.

    Hope to see the project gets close to completion this year, keep up the good work guys!
    Scurby - Lead Quality Assurance
    Quote Originally Posted by Scurby View Post
    It has been an amazing year. I look back at the time I was writing this last year.... I was brand new to the project. I had very little idea what do to or how to do it. I have learned so much in this last year. Just enough to realize that I have a lot left to learn. One of the things that have had the biggest impact on me this past year are the people I have met. The opportunity to interact and get to know them has been an opportunity I would never have experienced any place else. I have had the opportunity to learn more about this game than I ever thought possible. Not just the game, but how it is put together and the people that have made it possible. My awe from a year ago has turned into true respect and admiration for all those who give their time to volunteer. My deepest thanks to everyone for giving me this opportunity to be of service to the project and the community.

    Pub 3 was huge. 10 months of hard work. It brought the GCW to life again. Those wars are still waging across Basilisk. Themeparks, POI's, Caves, and Quests helped to fill out a lot of the old feel of the game. Pub 4 was even bigger. In 3 months time. That went by so fast it seems time stood still. It brought the ability to master the Bio-Engineer profession. Imperial and Marauder themeparks. And DOTS. Tons of new loot items were added. Now we are into Pub 5. Creature Handler and Driod Engineer have begun to take shape. Watching pets and droids follow players around on Nova has ignited that old feel yet again. And yes, even the Jedi progression is getting some serious attention. It's been a truly amazing year for me.

    I look forward to 2014 and the changes it will bring. I get excited to see what will come next or what new person I will meet. Most of all, I want to thank our community for all the support and dedication to the project.

    PS. Get on Nova and lend a hand. There is always something to do.
    nee2earth - Quality Assurance
    Quote Originally Posted by nee2earth View Post
    To all Staff & Community:

    I have a tendency to get overly sentimental about such things (SWG being one) but as Han Solo might say: Don't get all mushy on me kid!

    So i shall just keep it short & sweet...And say this:

    These words i type to all of you here are spawned with the utmost gratitude, respect, and pride for recently being able to chat/test/work in a more official capacity each free day as a new member of the SWGEMU Team.

    I am very much looking forward to 2014 and helping out as much as possible; while hopefully learning as much as possible too.

    Happy Holidays to you all...and to all, a good next Year!

    ./bow, Nee
    Vlada - Lead Moderator
    Quote Originally Posted by Vlada View Post
    Another great year is behind us. Though not much has changed on our website and IRC, but development wise 2013 is probably the year when we progressed the most. Basilisk looks more and more like a real play server. With every publish its getting harder and harder to explain to people that we are still in Alpha development phase. Our community is growing, our numbers on Facebook page and our Facebook group are going up at the steady pace. I should also mention our twitter and G+ page too. Like every year we had our ups and downs, but we are still here, going strong and we are step closer to our goal.

    I want to thank our great SWGEmu team for everything they do day in and day out, and I want to thank you all, the greatest and most dedicated community any game has ever had, for your continuous support and... well for being made of awesome.

    Happy New SWGEmu Year folks!!!
    Bigevil - Community relations
    Quote Originally Posted by bigevil View Post
    Happy 2014 everyone! Last year saw many major landmarks reached, and a wonderful swelling of community support and volunteerism. So many new people have joined the team and made amazing contributions to push things along at a heady pace! Red names, blue names, green names....kind of blue names...you get the idea.

    The strides the team makes each week in development, support, testing, etc leave me excited for our future. They continue to amaze me with their steadfast devotion of time and effort to get us to the end goal. The time that each one of you in the community put towards testing, playing, and reporting what you find makes the job of the really smart people around here (not me) a lot easier. Please continue to do so, and we will realize our shared dream in due time.

    Those among the community that continue to peruse the forums and offer sage advice to newcomers and those in question, I thank you. Its the collective experience and shared desire that make this a special place. Continue to submit your findings, report wrong doing, help out your fellow players, and be genuine movers in the community. With all your help and support, we will be able to give the team the tools and support they need to see this endeavor through.

    So, continue to help out other players in game, offer suggestions with merit, submit ideas and reports, draft guides for knowledge enhancement, and make our little corner of the galaxy a better place. Happy New Year!
    Lolindir - Moderator
    Quote Originally Posted by Lolindir View Post
    The time have come to say goodbye to 2013 and welcome 2014. I came in as an moderator this year and I have found the experience interesting and insightful. There have been a few additions to staff this year, but more have left than come aboard. My wish for 2014 is that there would be more people interested in spending there free time aiding the project as members of staff.


    The project it self had a bit of a slow start of the year, but have really picked up pace toward the end. We have seen two publishes merged with Basilisk in a short time and currently we can see CH pets/droids on Nova and Jedi unlock been worked on, even some AI work have been started. Really excited to see what the project have in store for us in 2014!


    I would like to thank every one making this project possible, from coders, testers, support to the ones donating there hard earned cash so we can hold both our servers up and running, thank you all.
    Niffer - Lead CSR/EC
    Quote Originally Posted by Niffer1976 View Post
    The CSR/EC Team has been busy this year. We no longer are 2 teams and now work together to help our community with issues and events.

    CSR--(Customer Support Representative)
    We work hard trying to get everyone's tickets answered as well as live chat support. Everyone has been great working with us to determine if their issue is a bug or just something simple. Live Support has shown to be a great addition to support. With every new system there are pros and cons but as of right now things seems to be going smoothly. Everyone seems to be passing by the rules and not reading them to understand they can not have Multiple Accounts. The CSR's are working to get these entered and get players back playing as quickly as possible but you must read the rules and see what information we need to make the process go a little quicker.

    EC--(Event Coordinator)
    Our Events are picking up and that is good to see. Developers have helped us work up 2 different types of mobs now, we now have event mobs for those guilds or cities that wish to have a private event or we have our regular lootable mobs for public events. Staff will be hosting a Staff Event every month starting in January. Not every event will give out a badge but there will be lootable mobs. We ask that even if all you require is a system message for a player event that you fill out an event form as we now have a calendar that staff uses to keep up with the events. Your event will be placed on our calendar so no other event is scheduled at the same time. We hope to see our calendar grow for the upcoming year.

    We have lost a lot of Staff Support members and we have gained some as well. Each and every one did great and are doing great in helping us keep this project going. For those no longer with us, you will be missed and we thank you for the work you put in as volunteers for this project. As for those that are with us now, It is great having you here and get ready here comes 2014.

    Happy Holidays!!




    Closing


    We would like to take this opportunity to thank each and everyone of our community members for your support, donations and your time spent with our project. 2013 had a slow start, but picked up momentum towards the end, letting us see pets and droids running around on Nova and commits toward creature AI. With your continued support we hope to keep our momentum and take our project to new heights in 2014.



    We are proud to be part of such a dedicated community. Happy New Year!








    ~The SWGEmu Team
    by Published on 10-25-2013 11:47 AM   

    Basilisk Publish 4 Merge

    October 25th 2013
    The SWGEmu Team



    Basilisk Publish 4 Merge - November 4th 2013



    On Monday, November 4th, (exact time will be added later), Basilisk will be taken offline. Unfortunately we do not have an ETA on when it will be back. During this time, the code from Nova will be merged with the Basilisk code.

    This means that any changes that were made on Nova, will now be on Basilisk.



    As it is with every merge, its expected to be unstable for the next week or so and bugs are
    inevitably gone pop up. Any and all bugs found should be reported on our Bug Tracker (Mantis). If you don't know how to report bugs, you can find more info here.



    Basilisk patch notes will be added at the beginning of the merge.
    • If you need support please submit a ticket to support.
    • As always TC: Nova and Basilisk server status are available on our front page www.swgemu.com or on our IRC #serverstatus channel.
    We apologize for this inconvenience and thank you for your continuous support. We hope to see you on Basilisk as soon as it's back online.




    ~ The SWGEmu Team
    by Published on 06-30-2013 01:57 PM   

    Basilisk Publish 3 Merge

    June 2013
    The SWGEmu Team





    Basilisk Publish 3 Merge - July 2nd 2013



    On Tuesday, July 2nd, at 8AM EST (check your local time here), Basilisk will be taken offline and unfortunately we do not have an ETA on when it will be back. During this time, the code from Nova will be merged with the Basilisk code.

    This means that any changes that were made on Nova, will now be on Basilisk.



    This merge is large and we expect it to be unstable for the next few weeks and bugs are expected.
    Any and all bugs found should be reported on our Bug Tracker (Mantis). If you don't know how to report bugs, you can find more info here.



    Basilisk patch notes will be added at the beginning of the merge.
    • If you need support please submit a ticket to http://support.swgemu.com.
    • As always TC: Nova and Basilisk server status are available on our front page www.swgemu.com or on our IRC #serverstatus channel.


    Courtesy of sgtfunkadelic


    We apologize for this inconvenience and thank you for your continuous support. We hope to see you on Basilisk as soon as it's back online.




    ~ The SWGEmu Team
    by Not Published

    Weekly Update

    05/17/2020
    The SWGEmu Development Division

    We are using Jenkins & Gerrit. ...
    by Not Published

    Weekly Update

    05/17/2020
    The SWGEmu Development Division

    We are using Jenkins & Gerrit. ...
    by Not Published   

    Publish 9: Secrets of the Force, Redux

    08/09/2017
    The SWGEmu Development Division


    Publish 9: Secrets of the Force, Redux

    System
    • Improved server stability
    • Fixed some memory leaks
    • Made many server performance optimizations
    • Added a much more graceful server shutdown procedure
    Spawns/World
    • Updated some newbie spawns to be non-aggressive
    • Fixed it so that mobs that spawn together in the same dynamic spawn will never fight each other
    • Easy and Medium spawn zones around cities will now only spawn mobs from their respective spawn list instead of also spawning things from the world spawner
    • Non-trainer NPCs that have the appearance of a trainer no longer register on the planetary map as a trainer
    • NPCs that are indoors now register on the planetary map (trainers, junk dealers)
    • Added a few junk dealers that were missing
    • The names of some outposts on the map have been fixed
    • Added crafting contractors' functionality
    • Fixed some lairs on Yavin IV that weren't spawning their boss mobs
    • Added a couple wild spawns that were missing
    • The Nightsister Stronghold cave's spawns are now more accurate to live
    • Axkva Min now calls for assistance when engaged
    Creatures/NPCs/AI
    • Fixed an issue that sometimes caused players to not be able to see spatial chat from an NPC
    • Philosophers will now respond when conversed with
    • Fixed a creature area attack that wasn't properly an area attack
    • Added proper AI pathfinding within the world and from the world into a building
    • Some dynamically spawned NPCs will now have a random mood set
    • NPCs will no longer sometimes spawn with a weapon in hand that they'll never use
    • Added proper random name generation for droids
    • Fixed AI now uses height in it's aggro distance calculation and will no longer sometimes aggro from too far away in hilly locations
    • Fixed some instances where corpses would talk
    • When a mob leashes for moving too far away from it's home location, any DoTs on it will be removed
    Events/Dungeons/Theme Parks/Quests
    • Added the Village Jedi progression system. This includes everything from getting glowy through to the village outro, the Padawan Trials, the Jedi professions, visibility system, player bounty hunting, and the Knight Trials. The Force Ranking System is disabled for now as it is still under development.
    • Added the Corellian Corvette dungeon and associated quests and loot
    • Added the Nightsister Stronghold tasks
    • Added the Singing Mountain Clan tasks
    • Added Bardo Klinj task
    • Added Brennis Doore task
    • Added Captain Eso task
    • Added Crev Bombaasa task
    • Added CX-425 tasks
    • Added Dalla Solo task
    • Added Damalia Korde task
    • Added Dannik Malaan task
    • Added Denell Kel Vannon task
    • Added Dilvin Lormurojo task
    • Added Durgur Pyne task
    • Added Ebenn Q3 Baobab task
    • Added Gravin Attal task
    • Added Green Laser task
    • Added Grobber and Zekka Thyne tasks
    • Added Grondorn Muse task
    • Added Ignar Ominaz task
    • Added Jazeen Thurmm task
    • Added Joz Jodhul task
    • Added Jusani Zhord task
    • Added Kritus Morven task
    • Added Lethin Bludder task
    • Added Megan Dr'lar task
    • Added Rep Been task
    • Added Scolex Grath task
    • Added Serj-X Arrogantus task
    • Added Skinkner task
    • Added Venthan Chassu task
    • Added Vinya Maysor and Karrek Flim tasks
    • Added Vraker Orde tasks
    • Added Warden Vinzel Haylon task
    • Added Yith Seenath task
    • Added the rest of Gilker Budz' tasks
    • Talon Karrde no longer has tasks for players, instead his lieutenant Zakarisz Ghent now does
    • Targets for themepark/task quests will now only spawn once the player is close to their location
    • Added some missing conversation options to some themepark/task givers and targets
    • When speaking to a themepark/task quest giver while having another quest underway, the giver will now have the option to quit their current task
    • Escorts will now stop if a player gets too far away and will require the player to converse with them to continue
    • Added the heralds for the geonosian lab (including the one that also acts as a junk dealer for the geo relics)
    • Added some other heralds that were missing
    • Fixed the mark of intellect quest to properly require the player to have spoken to the hermit first
    • The mark of altruism quest now properly requires completion of the hermit's pre-quest
    • Fixed the blumbush painting schematic so that the Bestine Museum Curator will actually give it to a player that purchases it
    • Death Watch Bunker security waves will now despawn after 5 minutes if not killed
    • DWB security waves now trigger on damage instead of on a timer
    • DWB security waves now path through their rooms looking for intruders
    Combat
    • Fixed the color of some combat log entries
    • Mobs will now use secondary defenses
    • Only one pool can now be wounded per attack instead of each pool having a separate chance on each attack
    • Auto attacks now have the same min range calculation as enqueued attacks
    • DOT absorption now functions properly
    • Fixed some instances where a player can get stuck in a feigned death state
    • Food damage mitigation now applies after armor mitigation
    • Wookiee roar no longer goes on cooldown if the target is out of range when used
    • Secondary targets of AoE/cone attacks will now properly give the attacker a TEF where appropriate
    • Combat damage vs. targets vulnerable to the damage type will no longer change when the target's regular resists are reduced
    • Attacks that add a DoT will no longer add the DoT to a corpse if the attack kills the target
    GCW
    • Players must now be Special Forces in order to delegate faction points
    • Player names now properly flash while changing faction status
    • Planetary control scores are now updated hourly instead of in real time (the winner was already updated hourly which caused some confusion when the scores changed but the winner hadn't updated yet)
    • Fixed some issues with /delegate when the target is at or near their faction point cap
    • PvP TEF now also blocks entry to player city civic structures
    • A base's security terminal can now be properly repaired after a failed slice
    • Faction bases now have an explosion animation when destroyed
    • A player's faction insignia will now only show to opposite faction and neutral players if they are overt
    Professions

    Architect:
    • Fixed an issue with making heavy mineral miner deeds in a factory
    Artisan:
    • Fixed the filling on Dustcrepe
    Bio-Engineer:
    • Fixed effectiveness resists not changing during experimentation
    • Tissues now have the correct cover mod
    Bounty Hunter:
    • NPC bounty mission targets will now travel towards a starport and travel to a different planet when they get there
    • Adjusted bounty droid success formula to improve success rates at higher skill mods
    • Droids should no longer sometimes report incorrect distances
    Droid Engineer:
    • Droids made in factories should no longer lose their modules after removal from the crate
    • Droids with no power can no longer function as crafting stations
    • Crafting station modules no longer allow a player to experiment when crafting with a generic crafting tool
    • Recharging droids now heals their battle fatigue
    • Detonation droids should now detonate properly
    • Detonation droids now do their 10 second warmup when called instead of when ordered to detonate
    • Droids with harvest modules will now always harvest when set to auto harvest instead of only working if their owner was the group leader
    Entertainer:
    • Added group xp bonus
    • Added xp bonuses for audience response
    • Fixed flourish xp to diminish over time when no new flourishes are performed
    Image Designer:
    • Fixed some customization details not getting updated properly
    Medic/Doctor/Combat Medic:
    • Healing and buffing now properly take into account the target's battle fatigue
    • Tend wound now accepts parameters to specify which attribute to heal
    Merchant:
    • Fixed the intervals for warning and deletion of empty vendors
    Politician:
    • City Decorations can no longer be placed within no build zones (such as near POIs)
    Ranger/Scout:
    • Camouflage no longer checks constantly causing it to break prematurely
    • Rangers can now remove camouflage from themselves
    • Rangers can now get scouting xp from concealing other players
    • Camo kit crafting now uses camouflage skill for assembly/experimentation
    • Fixed the layout of some camps
    • Camouflage now only works on the planet where it was applied
    • Area Track now gives the correct direction when the ranger or target is indoors
    • Fixed the duration of camouflage and added an animation to it's application
    Rifleman:
    • Sniper shot should work correctly now
    Smuggler:
    • Slicing a weapon with a powerup on it will now destroy the powerup
    Squad Leader:
    • Group skill mods now persist properly on group members instead of falling off after 5 minutes
    • Group skill mods are now added/removed/updated on group members properly when needed (SL trains/surrenders a skill, faction and faction status changes, travel, player bounty combat, SL death/incapacitation/revival, SL leaving group)
    Weaponsmith:
    • Fixed the stock component slot on DH17 carbines to be optional instead of required
    Items/Loot
    • Droid repair kits can once again be used by any player
    • Food/drink that apply their affect as a reaction to an external event will now properly have a default duration of 60 minutes
    • Fixed factory run times
    • Looted weapons will no longer have skill mods for other weapon types
    • The Two-Handed Axe now has it's correct armor piercing
    • Added the Eyes of Mesra to loot
    • Fixed the max crate size for many items when created in a factory
    • Exceptional and Legendary items can now drop from any level enemy
    • Increased the chance for skill mods and dots to be found on looted items
    • Exceptional and legendary items now have a much greater chance to have skill mods and/or dots on them than standard loot
    • Poison and disease resist buff pack Cs now bestow their absorption mod
    • Fixed the armor piercing on Nightsister Energy Lances
    • Clothing/armor's name now turns yellow after an attachment is added
    • New BE enhanced clothing will have a yellow name
    • Weapons with DoTs and looted items with skill mods will have a yellow name
    Pets
    • Squad Leader buffs should now be able to affect pets
    • Healing of pets now conforms to the same faction status rules as healing of players
    • Pets can now sit or lie down in response to certain emotes
    • Pets capable of sitting down will now do their sit trick animation when performing a trick
    • Pets and vehicles can no longer be stored while their owner is in combat or dead
    Misc
    • Added several system messages that were missing
    • Fixed some structure commands that sometimes tried to target a structure other than the player's target
    • Fixed the /emptymail command to properly delete mail
    • The /find command will now draw it's yellow path when used within static cities
    • Fixed moods that weren't setting their proper animation
    • Added species xp bonuses
    • Added the race droid player event perk
    • Added the scavenger droid player event perk
    • Fixed some player event perks that could not be re-deeded
    • Lotto droids no longer break after a server restart
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