pre-notes on next Big patch 2/2

GCW

- Made faction recruiters warn players who are resigning from a faction that they will lose all their faction perks.
- Battlefield start locations will have improved placement.
- Clothes issued to naked Rebels
- Fixed the enhancement medicine radial menu so that target self actually targets self.
- Changed the display for insufficient skill in consumable use so that it more clearly indicates what is required.
- Added support for refreshable battlefield status UI.
- Fixed radial menu range of looting.
- Added new command, "/notepad", allows modifications to a text file that gets saved as "notes.txt" in the user's base profile directory.
- Added clientside mail saving with the /mailSave command.

Professions



Armorsmiths

- Armorsmiths should now be able to fully colorize their armor without having to be tailors. The Armor Customization skill mod determines how many colors the armorsmith can pick from (note, some items may not have all colors available for selection. The available colors depends on the palettes used for that item).

BioEngineer

- Bioengineers component stacking Tailor Component stacking. Effects from SEPERATE slots will now stack correctly. A MAXIMUM of 6 effects can exist per final crafted item.

Creature Handler/Pets

- Improved standing trick 1 for some cats.
- Fixed pet GUARD command so pets will guard players when commanded to
- Creatures will no longer attack each other to defend themselves from a pet of the same social group.
- Pets: TRICK1 and TRICK2 will not automatically heal all of a pets mind wounds and damage. Per use, TRICK1 will heal up to 20% of the creature's mind, focus and willpower wounds and damage while TRICK2 will heal up to 40% of the creatures mind, focus and willpower wounds and damage.
- Pets: Embolden: This is now a 60 second buff for 15% of the creatures Health Action and Mind which cannot be repeated more often than once per 5 minutes (per pet).
- Fixed bug that allowed you to call pets anywhere after logging out in a camp (er, after logging back in again).
- Pets can no longer fight while swimming.

Combat Medics

- Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself.
- Changed the attribute weightings on combat medical components to fix a problem where it was not possible to get resources to fill all of the requirments. These items now use decay resist and quality for determining experimentation.
- Changed the area of effect selection logic on combat medic attacks to exclude dead and incapacitated targets.
- Moved the schematics for combat medical components to the combat medic skill tree.
- Combat medical components now use combat medic experimentation and assembly for crafting purposes.
- Added an additional 10 Combat Medic Effectiveness to the Ranged Healing Distance branch so that total effectiveness equals 100.

Droid Engineer

- Destroyed droids and incapacitated pets will auto-store if not quickly revived.

Medics

- Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.
- Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions.
- /healState and /healEnhance no longer require an argument. It will automatically select a medicine if nothing is specified. This enables these commands to be used in the toolbar.

Smuggler

- The maximum effectiveness of sliced armor can no longer exceed 90%.

Tailors

- The following Tailor schematics now give Tailor xp instead of GCXP: High Quality Boots, Large Headwrap, Sunguard, Warm Hat, Wookiee Battle Padding, Wookiee Traveler's Helm.
- The following tailor schematics now properly craft objects with socket slots: High Quality Boots, Doctor's Dress, Light Bustier, Traders Flight Suit.

Weaponsmith

- Added the ability to craft metal staves to novice weaponsmith.
- Added the DLT20 rifle to novice weaponsmith.



Travel

- When purchasing travel tickets, If a player too far away from the destination location, the ticket is refunded.



Vendors

- Vendor ad barking and planetary map registration now persist, so you won't have to reset them after a server restart. Note that you'll need to reenable ad barking one time for this to start working on your vendor.
- Vendor maintenance is now enabled. Vendors now cost about 15 cr/hr to maintain. Maintenance of droid and terminal vendors has been fixed.
- All vendor types now have proper rotation controls prior to initialization. Initializing the vendor will remove the rotation options.
- Will now allow vendor/auction multiselect for both retrieve & - withdraw functionality.Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.
- Increased sale timer from 7 days to 30 days for player vendor sales.
 
Top Bottom