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 Post subject: 13.1 patch notes for TC
PostPosted: Sat Feb 19, 2005 6:53 am 
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Full Version notes

TC-Gorath
Publish 13.1

Galactic Civil War (GCW) and Temporary Enemy Flags (TEF)

The Galactic Civil War (GCW) will be heating up as players fight for control of the planets. The system is broken into two major components. The introduction of an improved flagging system for factionally aligned players (removal of "Temporary Enemy Flags" - TEFs) and the introduction of a GCW tracking system that allows players to battle over planets and win control of cities for their faction. Click here to read the document on these changes and don’t forget to check out the FAQ! If you have any further questions when you are done, check out the forums where a discussion is taking place on these changes.

* The new pvp factional bases are now purchasable from faction recruiters, and the PVE bases have had their prices reduced by half.
* For now, when you buy a factional base (of any type), you'll get two more base deeds of PvE type for free of one level lower, each. (Buy a PvP or PvE HQ, and get a PvE field hospital and a PvE forward base, or something similar)
* Players are now capped at three factional bases of any type
* Removed covert detectors
* Enemy characters are now allowed to perform secure trades.
* Some very important persons with a vested interest in the Galactic Civil War are rumored to be making appearances at their stronghold cities.

Group Friendly Looting

* Group Looting in Star Wars is a variety of methods for how players in Star Wars Galaxies can distribute loot. These systems will allow the group leader to determine what type of looting system his group will use. Click here to read all about the changes to group looting as we know it and click here to join in on the discussion about the group looting changes.

Player Event Perks
Every week there are a many player-run events held across the galaxy. These events can be anything from PvP tourneys and role-playing events to murder mysteries or dance parties. To help players more easily run these events, the Event Team has been working on some special tools and perks that will soon appear on Test Center. Be aware that some options and perks may change between Test Center and live. Click here to read more about the Player Event Perks and click here to join in on the discussion.

* Removing no build zones from event perks.
* Correcting "Flag Game" text on the rental deed description to refer to "Special Forces" instead of "Overt" to match new PvP rules.

Force Sensitive

* The Phase 4 version of Captain Sarguillo in the Village of Aurilia will now grant his second quest to players who had already worked for him in a previous instance of Phase 4

Server Fixes

* Improved Server Stability
* Fixes for crashing to desktop

Structures

* Fixed an issue where if you drop a bag in a house, leave the house, and come back later, and open the bag, you don't see the contents of the bag until you pick it up.
* Faction bases -- Terrain should flatten properly with bases now.

Veteran Rewards

* If you have triggered more than one veteran reward at the same time, the announcement will remind you that you need to claim the first reward before the second will be offered.
* The command /claimVeteranReward will now bring up the choices for the new veteran rewards, in addition to the Sorosuub. This will also fix an issue where players choose the option to be reminded in a week for rewards and they change their mind but have to wait out the week, now players can type /claimVeteranReward to reinitiate the process.

Combat

* Fixed a bug where a dead or incapacitated person could shutdown a factional base before it blew up.
* Removed instadeathblows

Pets

* Made pets not attack neutral AI (ATST's vs. krayts)

Space

* Changed escort ship on Rori rebel story mission so that it highlights as an ally
* Fixed plasma conduit repair bug

UI

* Using commands targeted by name now works for targets on vehicles and mounts.
* The UI hud effectors will no longer override opacity. UI elements will appear at 100% opacity instead of 80%.
* Fixed a issue players were experiencing when they didn't have a target and typed an action
* Ground radar optimizations/fixes

Muscian / Entertainer / Dancer

* Fixed /stopwatch/stoplisten canceling buffs out
* Entertainer mind wound healing has been toned down. There is still a twice as much gain in experience for healing mind wounds than there was prior to Publish 13.0.

Harvesting / Resources

* There will no longer be a penalty to harvesting while in a group. Instead, there will now be a 20% harvesting bonus if you are in a group and at least one group member is within 64m of you when you harvest. If there is a Ranger present in your group and is within 64m of you, the group harvesting bonus will be 30% for you when you harvest. If there is a Master Ranger present in your group and is within 64m of you, the group harvesting bonus will be 40%.
* Creatures will now yield more milk after being successfully milked.
* Its been a bountiful season. The success chances of getting mollusks and crustaceans while shellfish harvesting has been increased. Expect to see higher yields from your shellfish harvesting!
* Searching a creature lair will have a higher chance of finding eggs as well as a lower chance of finding nothing or finding a jar of bugs. You might also want to try searching the lair again; there might be a chance you missed something!
* Increased the amount of resources spawned, so that rare resources will be slightly more common.

Structures

* Fixed the lack of an “hour” suffix in the residency renewal statement
* Fixed housing maintenance so it now works properly

New Players

* A single-waypoint mode is active for new players. This mode is selectable via the waypoint tab in the datapad.
* Single waypoint mode keeps only one player waypoint active.

Spawn

* Fixed problem with mission lairs disappearing

Chat

* Numpad keys turned off for non-modal chat, except for NumLock and Enter
o If a non-numpad key is mapped to a function it will still go to chat for non-modal
o Modal chat will turn off functionality while chatting

Message Edited by Tiggs on 02-18-2005 11:38 AM

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 Post subject:
PostPosted: Sat Feb 19, 2005 6:55 am 
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"There will no longer be a penalty to harvesting while in a group"

oh goody , hopefully this will help harvesting for my AS :D

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 Post subject:
PostPosted: Sat Feb 19, 2005 8:09 am 
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If the keep this up, people just might start to come back!


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PostPosted: Sat Feb 19, 2005 1:00 pm 
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Indeed !!!

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 Post subject:
PostPosted: Sat Feb 19, 2005 1:04 pm 
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It's actually more than just no penalty, there is actually a bonus for groups.

Tiggs wrote:
There will no longer be a penalty to harvesting while in a group. Instead, there will now be a 20% harvesting bonus if you are in a group and at least one group member is within 64m of you when you harvest. If there is a Ranger present in your group and is within 64m of you, the group harvesting bonus will be 30% for you when you harvest. If there is a Master Ranger present in your group and is within 64m of you, the group harvesting bonus will be 40%.


SWG-Runesabre wrote:
The bonuses do not stack. The code determines the highest possible bonus to apply and goes from there. If you have two Master Rangers in the group in addition to yourself and both are within 64m of you, you will get a 40% bonus. If you have a non-Master Ranger and a Master Ranger in your group in addition to youself and they are both within 64m of you, the code will choose the highest bonus to apply when you harvest, which in this example would be 40%.


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PostPosted: Mon Feb 21, 2005 10:10 am 
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i have the feeling that it actually took a game like WoW and a lot of players leaving SWG (to WoW or EQII) to make the devs work harder and/or rething parts of their game design... so i feel kind of ripped off when i imagine that the devs started making the game really good (i dont want to imply that they didnt try to make it good) or at least listened to player input when there was strong competition... that just saddens me a bit, but anyways those changes seem cool!


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PostPosted: Mon Feb 21, 2005 10:16 am 
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More like it took WoW to make LucasArts wake up and invest properly in the game. With all the other problems to be dealt with, the game has been in need of these new devs for ages.


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PostPosted: Mon Feb 21, 2005 10:29 am 
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/agree with Obo

I'm sure that the people that used to do SWG wanted a ton of programming/licensing/crreativity help and have been screaming for it for ages. If you look at the economics, it just makes more sense from a suit's perspective to invest $1 mil more in personnel than it does to give up on a $500 million genre.

Realistically, sweeping architectural, balance and design changes don't just happen. They're EXPENSIVE in terms of designers, programmers, testers, artists, etc.

Just another example of why you gotta love capitalism. More big-dogs fighting each other for our money = more value for our money. (But less revenue for us budding game designers. :( )

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PostPosted: Mon Feb 21, 2005 11:06 pm 
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yes indeed, the game is changing again. already the changes in effect now are having vast affects on the galaxy. its not the same swg it was when i was noob thats for sure. they have addressed some of my old complaints so far, like the ATST issue and solo'ing. Both of which i believe unbalanced the game.

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PostPosted: Thu Feb 24, 2005 12:45 pm 
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13.1 is now live.

The shuttle beacon is just cool
Image
You get the option of a Lambda, the shuttleport shuttle, the normal starport transport (drop down) or the Theed transport (fly in low and turn).
When you use the beacon the second time, it takes off again. And you can use it as many times as you want in the time period.


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PostPosted: Thu Feb 24, 2005 12:50 pm 
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I love the new ground texture. ;)

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PostPosted: Thu Feb 24, 2005 2:46 pm 
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The shuttle is cool.

Love the changes.


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