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