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
  • [Fixed] AI should not enter resting state if they have a valid follow object - fix for escort NPCs - Mantis #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
  • [Added] DarnDroid quest second part - Mantis #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
  • [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