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 Post subject: In testing
PostPosted: Sun Jun 26, 2005 11:14 pm 
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Test Center Version 0.124821 Correspondents and Fan Fest Fixes and Balance Changes Animations
Added in missing Fencer animations
Added in missing Pikemen animations
Added in missing Swordsmen animations
Weapons and Damage

Fixed elemental damage type on the red color crystal
Fixed weapon elemental damage. All weapons with an elemental damage amount should now be correctly doing their elemental damage.
Changed Lightning Rifles movement modifier to emulate Rifles instead of commando weapons
Jedi Defender
Avoid Incapacitation - Increased Force cost to activate
Jedi Healing

Force Sap - Lowered duration and debuff amount
Force Heal - Increased cooldown and execute timers
Total Heal - Increased cooldown and execute timers
Added Mind and Action costs to most Healer abilities
Jedi Powers

Force Choke - Armor will no longer prevent Force Choke damage
Mind Blast - Added State effects to ability
Improved Mind Blast - Ability is now single target ability
Force Throw - Added State effects to ability
Force Throw - Is now a cone attack
Force Cloak - Increased cooldown timer
Reduced Force cost of Powers abilits by 50%
Jedi Enhancer

Force Armor - Now adds to your Jedi Innate Jedi Armor
Force Armor - Takes a substantial less amount of Force per incoming damage
Force Shield - Takes a substantial less amount of Force per incoming damage
Transfer Force - Increased cooldown timer
Drain Force - Increased cooldown timer
Stasis - Increased cooldown timer
Force Speed - Increased duration of Buff
Added slight Mind and Action costs to most Enhancer abilities
Jedi Lightsabers

Reduced action cost of Light saber moves
Reduced Force cost on Saber moves
Advanced Saber Throw - Removed Cone effects from ability
Improved Saber Throw - Removed Knockdown effect from ability
Increased Damage Potential of all Saber Throws
Doctor/Combat Medic

Significantly reduced Healing execute timers and cooldowns on all healing abilities
Reduced aggro generated by Healing by 50% on all healing abilities
Reduced Mind costs all healing buffing abilities
Significantly reduced Healing execute timers and cooldowns on all Combat Medic Offensive abilities
Significantly increased amount of Doctor/CM healing
Cybernetics

Increased refresh rate on Revive ability from Cybernetic arms
Increased damage ranges on Cybernetic arms
Rifleman

Sniper Shot - Added 20 meter minimum range
Bounty Hunter

Duelist Stance - Increased amount of defense skill added
General Combat

Increased Action cost of KnockdownRecovery
Other Publish Notes: Smuggler New Slicing Changes!
The ?cut blue/red wire? element has been removed from weapon and armor slicing.

While slices to weapon and armor will always succeed, each slice will add a small amount of customization points to the sliced object. Any piece of weaponry or armor may have up to a total of 100 points worth of slices. The better a slice is, the more points it adds to the item until it reaches 100 points.

However, the more customizations added to an item (the closer to a complete 100 points), the more prone to sudden breakage during use it becomes. The build up is very slow, but 100% customized items may break once every couple weeks.

These breakages may be fixed only by a smuggler with slicing skill equal to or greater than the weapon's customization level. A broken weapon or armor piece is de-equipped and cannot be used until fixed by a smuggler. Examining the item displays its customization level, its percentage chance of breaking (usually quite small), and whether it is broken or not.

Each item (weapons/armor) will have a set of customization categories. Each category will require a number of slices of increasing value in order to get the full value of the category. These slices must be applied in order. For example, a weapon will have a category called ?Increase Firing Rate? which has a maximum of 4 slices, each of increasing quality. Each of these slices then has a cost and results in an increase in firing rate.

Here is a list of the new slices:

Weapons

Increase Firing Rate
Enhanced Damage
Increased Critical Hit Chance
Armor

Enhanced Resilience
Impact Deflections
Hardening (Crit save chance)
Armor Break Defense
Entertainers
Entertainers will now heal players from a greater distance.
Jedi
Added warmup timer to Jedi Saber Power attack
Force Sensitive Village
Fixed issue that prevented the Power Crystals in Mellichae's camp from being destroyed. Improved handling of enemies defending the Power Crystals in Mellichae's camp.
Force Cloaked Jedi will take damage from turret attacks.
Battlefields

Removed PVP and PVE battlefields and replaced them with nobuild zones
Quests / Content:

Secrets of the Syren

Chapter 3 of the Secrets of the Syren quest is now live.
Geonosian Bunker:

Fixed an spawning error that would cause too many "an enhanced kwi" to spawn.
Space Kashyyyk:

The Imperial Station mission for the Imperial Guard Interceptor will now grant the correct badge. If you have already completed the mission, speak with the station again to get your service record corrected.
Content: Kkowir Forest

If you currently have the arena champion quest active Chief Kerritamba will regrant the quest to enter the arena.
Content: Space Kashyyyk

Fixed an issue with some of the Wookiee Resitance Fighters that made them unattackable. Content: Space Kashyyyk
Players who answered "Their numbers are thin. They are no threat to us" can now continue with the Eyma quest line
Avatar Platform

Fixed bug with lockbox spawning inside wall on the Avatar platform.
Added loot to the checkpoint lockbox on the Avatar platform.
Player Structures

Fixed an issue where players were able to stick naboo medium style 1 house right up against each.
Loot

Fixed an issue that caused loot items to not be assigned the proper levels/attributes.
Armor / Cybernetics

Can no longer wear biceps from other armor sets over the Mabari jacket
Fixed issue with Wookiee Ceremonial Right biceps and bracers
Fixed the cybernetic proc effects. Cybernetic limbs with proc effects that trigger on a sucessful hit will now execute correctly
Weapons

Art: sped up two handed sword animations
Shipwright

You are now given another chance to name a reverse engineered component after attempting to use a reserved name.
Fixed issue that prevented renaming of a reverse engineered component when using the last charge of a Component Analysis Tool.
Unused engine acceleration and deceleration stats of 0.0 are no longer shown in the reverse engineering results dialog.
UI


If you have nothing targeted, and take damage, you automatically target what damaged you.
Fixed a bug when hovering over an icon in the command browser would give a tooltip with an internal slash command
Turning off the hud, and then targeting something using tab or F1, would cause a hud targeting element to appear
Fixed a bug that players with pre-CU characters get a running man for their role icon the first time they log in
Fixed a problem with junk dealer names not appearing properly on the overhead map.
The group direction arrow will now update when the player is out of range.
Fixed a bug where non-targetable flora and buildings would make targeting genuinely targetable objects difficult
Using WASD keys in MMORPG Modeless will no longer break you out of the radial menu. The radial menu will position itself in 3D once activated.
Fixed a bug where the HAM bar wasn't showing over the head of your assist target
BazaarUI: save sort settings for columns
Fixed a bug where the default attack would not work for combat commands if you were using the assist system (i.e. if you had a group member targeted)
Player Cities

City banned players can no longer travel to the banned city by selecting "Use Travel Ticket" from the ticket's radial menu or by using the ticket from the toolbar
Garage Fee/tax should be displayed in the City Status window now.
GCW

Fixed Crackdown NPCs, all Crackdown NPCs should now have the correct name, appearance and faction.
Japanese

Less IME spam when playing in Japanese.
Resource category names are now localized. These newly understood names will take time to move across the land.


I would like you to notice the Shipwright with the reversed engineering.


BTW has anyone reverse engineered an JSF?

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 Post subject:
PostPosted: Mon Jun 27, 2005 2:40 am 
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Joined: Wed Feb 11, 2004 10:59 am
Posts: 586
I dont think its possible to RE a JSF because its a quest reward....


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 Post subject:
PostPosted: Mon Jun 27, 2005 4:21 am 
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Joined: Mon Sep 03, 2001 8:01 pm
Posts: 5412
Location: The Seaside, UK
Yeah, RE doesn't work like that unfortunately. It's not really Reverse Engineering it's more tweeking loot components.

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