Hokum
28.11.2003, 13:28
Девелоперы обещают, что все это придет к простым пользователям в середине декабря, а пока - выкладываю здесь описание новых вкусностей/гадостей/потенциальной горы глюков, которые нас ждут!
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Nov 25th Update Notes:
Improved client stability.
Badges
New exploration badges have been added throughout the galaxy.
Badges will be awarded for achieving Master Titles (and you keep the badge even if you revoke the skill).
Bio Engineer
New Cloning System implemented (Creature level is now fully dependent on final creature stats. Stats are fully dependent on level of DNA samples used. Gnort DNA will create Gnort-like creatures, Rancor DNA-will create Rancor-like creatures, etc.).
Character
Added heal self and heal other animations to kneeling posture.
Disallowed use of /wookieeRoar if the resulting pool drain would cause the user to become incapacitated.
Make Attribute mods due to food, spice, etc, not incapacitate players.
Chef
The Terratta food schematic will now download to your crafting tool.
Combat
All new HAM cost system for combat - Special moves take from the max value, but regenerate much, much faster. The end result is that HAM spent on special moves regenerates MUCH faster than damage, so it should make combat more dynamic.
Made it so if two players are fighting and both /peace, combat will end (previously the player who /peaced first had to do it again for combat to end).
Added to-hit bonus for melee vs. ranged weapon attacks. This is a replacement for the damage multipliers and a sub-feature for the damage mitigation addition. If you use a ranged weapon against a melee combatant, you are easier to hit.
Damage-over-time (DoT) effects (bleeding, poison, etc.) will no longer cause pets to randomly aggro on nearby PvP enemies.
Players now get a TEF when using DoTs (poisons, disease, etc).
Performance buffs now modify the players base attribute not their current max attribute.
Added melee/ranged damage mitigation 1-3 abilities. These abilities are spread through the elite professions and will limit the damage ranges that can be done to you. If an NPC/Creature attacker does 1-100 points of damage, is using a melee weapon, and you have damage mitigation 3, the actual damage range that can be done to you is actually 1-40. There are 3 damage mitigation abilities for ranged, and 3 for melee. They do not stack.
Fixed a problem where not every target was getting the appropriate messaging from an area of effect combat medic DoT attack.
Neutral players can no longer drag incapacitated players that have a TEF. Dragging a TEF'd player can result in the TEF being passed along to the player doing the dragging.
Added the standard PvP checks for dragging an incapacitated player. This means that you can only drag a player in the same cases that you could heal him.
Added full body standing ranged combat animations for Ewoks
Corrected standing ranged combat weapons for Hutts.
Creatures and NPCs will no longer be able to poison or disease vehicles and droids.
DECLARED players will be set to COVERT when they logout, and set back to DECLARED 60 seconds after the next time they login.
(Preventing attacks during Login/Logoff)
DECLARED players will be changed to COVERT when traveling until 60 seconds after arriving at their destination.
Added standing ranged combat animations for Jawas and Selonians.
Added line of sight checks to all healing commands. Because of this, it is no longer possible to perform healing actions on targets outside of a building if you are inside it (or vice versa).
Fix for 1pt general combat xp when specific combat xp types are capped
AI will now "see" a player that stands up from Incapacitation and may attack (including Feign Incapacitation).
Fixed a bug with training mobs that flee from private structures, which caused them to move very slowly afterwards.
Fixed an annoying bug which would result in characters being stuck in combat mode for long periods of time after being targetted by an npc.
Cut the follow distance in half for a follower and a leader when they are in combat with each other.
Added rifle butt animations
Combat Skill Changes
* Rifle *
Removed old rifle crawl skill mods (unused)
Increased rifle accuracy
Increased rifle Aim Accuracy
Increased melee defense
Increased ranged defense
Increased block mods
Increased ranged defense mods
* Pistol *
Improved dodge mods
Improved melee defense modifiers
* Carbine *
Improved accuracy modifiers
Improved counterattack modifiers
* Unarmed *
Added new passive defense modifiers
Increased damage at novice/master boxes
Increased defensive modifiers
Increased accuracy modifiers
* Melee *
Added /centerOfBeing and mods for brawler and all melee weapons - This command will give a temporary defensive bonus for the weapon it is used with. You will dodge, counterattack and block more when under the influence of this command.
Made all weapon ranges under 10 meters 10 meters - this will diminish the number of "out of range" messages you get.
Fixed bug with all counterattack/dodge/block calculations.
Doubled takeCover defensive bonuses
Lowered rifle melee damage penalty
Lowered heavy weapon melee damage penalty
Lowered carbine melee damage penalty.
* OneHandMelee*
increased accuracy modifiers
increased dodge modifiers
increased dizzy defense modifiers
increased melee defense modifiers
increased ranged defense modifiers
* TwoHandMelee *
Increased counterattack modifiers
Increased stun defense modifiers
Moved 2hswordhit2 down 1 box to fill the empty finesse box
Increased counterattack and accuracy on the 4th finesse box to compensate for mindhit2 move
* Polearm *
Increased blocking skill modifiers
Increased stun defense skill modifiers
Improved Melee/Ranged Defensive Modifiers
Increased accuracy modifiers
Combat Medic
Combat medic skill mods can no longer increase the range of medicines beyond 64m.
The maximum experimental range for ranged healing and DoT medicines has been capped at 48m.
Droids and vehicles are no longer affected by combat medic area of effect poison and disease attacks.
Commands
Added /g command for groupsay.
Fixed the insufficient funds error message for bank tips.
Fixed a menu issue related to "shutdown" of a player HQ in a countdown sequence.
Fixed several bugs with /tip that would cause funds to hang.
/tip update to hopefully improve response time for cases where payments would lag
Crafting
Fixed not being able to use ingredients in an equipped backpack (or other container) in crafting.
Changed the chemical dispersion mechanisms (both normal and advanced) so that their damages may be modified.
Fixed mission draft schematics showing up in the "genetics" tab. They now correctly show up under the "mission" tab.
Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again.
The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.
Secure trades are canceled when any crafting command is done.
Changed the error message if you try to use an equipped item as an ingredient in crafting to be more specific.
Fixed bug where old component data would still be used on the crafting try after a critical failure.
Added checks to make sure you can't extract an item from a factory crate you don't own.
Fixed bug where dividing stacks of factory crates could bug your inventory to where it would say "full" at 59/60 or lower.
Creature Handler
The creature handler skill tree has been re-organized: The "control level" skillmod has been removed. You can call any pet up to the limit of your additional pets skillmod, but no more levels at one time than your "tame level" skillmod. The tame level skillmod also determines the maximum level pet you can call or tame. The Tame Level skillmod has been redistributed throughout the tree, so only master creature handlers can call the highest level pets.
The Transfer command has moved to the Master Creature Handler skillbox. The "train as mount" ability has moved to Management IV.
Creature Handlers will only receive 1 xp for using a pet to kill something less than half the level of the pet.
Using baby high-level creatures to kill low-level creatures will result in less xp being granted than previously. For purposes of determining xp only, the creature's level will be considered to be no less than half of the creature's adult level. e.g. A baby gurreck was previously considered to be a level 5 creature even though an adult gurreck is level 50. Now a baby gurrek will be considered to be level 25 minimum, which will eventually increase as the pet grows until it has reached its adult level.
XP awarded to Creature Handlers when their pet kills something will be divided by the current number of active pets.
All currently tamable creatures remain at the same chance of spawning.
Some new tamable creatures were added with the same chance of spawning as current ones.
Some rare to very-rare to impossibly-rare baby types will spawn which did not previously spawn.
Sometimes (rarely) lairs will spawn more than the current max of 2 babies.
Creature Trade-In Program
With the Creature Handler changes that are going into effect, players with pets from levels 10-15 will no long be usable, there will be a pet trade-in program. Player get attached to their pets, players will be able to visit Creature Handler NPC's and get a device to drag to the datapad. The device will transform their pets, carrying over it's name and commands to the new pet. The new pet will be of the same type, but of the correct level. Your favorite pet will stay your favorite pet :)
================================
Nov 25th Update Notes:
Improved client stability.
Badges
New exploration badges have been added throughout the galaxy.
Badges will be awarded for achieving Master Titles (and you keep the badge even if you revoke the skill).
Bio Engineer
New Cloning System implemented (Creature level is now fully dependent on final creature stats. Stats are fully dependent on level of DNA samples used. Gnort DNA will create Gnort-like creatures, Rancor DNA-will create Rancor-like creatures, etc.).
Character
Added heal self and heal other animations to kneeling posture.
Disallowed use of /wookieeRoar if the resulting pool drain would cause the user to become incapacitated.
Make Attribute mods due to food, spice, etc, not incapacitate players.
Chef
The Terratta food schematic will now download to your crafting tool.
Combat
All new HAM cost system for combat - Special moves take from the max value, but regenerate much, much faster. The end result is that HAM spent on special moves regenerates MUCH faster than damage, so it should make combat more dynamic.
Made it so if two players are fighting and both /peace, combat will end (previously the player who /peaced first had to do it again for combat to end).
Added to-hit bonus for melee vs. ranged weapon attacks. This is a replacement for the damage multipliers and a sub-feature for the damage mitigation addition. If you use a ranged weapon against a melee combatant, you are easier to hit.
Damage-over-time (DoT) effects (bleeding, poison, etc.) will no longer cause pets to randomly aggro on nearby PvP enemies.
Players now get a TEF when using DoTs (poisons, disease, etc).
Performance buffs now modify the players base attribute not their current max attribute.
Added melee/ranged damage mitigation 1-3 abilities. These abilities are spread through the elite professions and will limit the damage ranges that can be done to you. If an NPC/Creature attacker does 1-100 points of damage, is using a melee weapon, and you have damage mitigation 3, the actual damage range that can be done to you is actually 1-40. There are 3 damage mitigation abilities for ranged, and 3 for melee. They do not stack.
Fixed a problem where not every target was getting the appropriate messaging from an area of effect combat medic DoT attack.
Neutral players can no longer drag incapacitated players that have a TEF. Dragging a TEF'd player can result in the TEF being passed along to the player doing the dragging.
Added the standard PvP checks for dragging an incapacitated player. This means that you can only drag a player in the same cases that you could heal him.
Added full body standing ranged combat animations for Ewoks
Corrected standing ranged combat weapons for Hutts.
Creatures and NPCs will no longer be able to poison or disease vehicles and droids.
DECLARED players will be set to COVERT when they logout, and set back to DECLARED 60 seconds after the next time they login.
(Preventing attacks during Login/Logoff)
DECLARED players will be changed to COVERT when traveling until 60 seconds after arriving at their destination.
Added standing ranged combat animations for Jawas and Selonians.
Added line of sight checks to all healing commands. Because of this, it is no longer possible to perform healing actions on targets outside of a building if you are inside it (or vice versa).
Fix for 1pt general combat xp when specific combat xp types are capped
AI will now "see" a player that stands up from Incapacitation and may attack (including Feign Incapacitation).
Fixed a bug with training mobs that flee from private structures, which caused them to move very slowly afterwards.
Fixed an annoying bug which would result in characters being stuck in combat mode for long periods of time after being targetted by an npc.
Cut the follow distance in half for a follower and a leader when they are in combat with each other.
Added rifle butt animations
Combat Skill Changes
* Rifle *
Removed old rifle crawl skill mods (unused)
Increased rifle accuracy
Increased rifle Aim Accuracy
Increased melee defense
Increased ranged defense
Increased block mods
Increased ranged defense mods
* Pistol *
Improved dodge mods
Improved melee defense modifiers
* Carbine *
Improved accuracy modifiers
Improved counterattack modifiers
* Unarmed *
Added new passive defense modifiers
Increased damage at novice/master boxes
Increased defensive modifiers
Increased accuracy modifiers
* Melee *
Added /centerOfBeing and mods for brawler and all melee weapons - This command will give a temporary defensive bonus for the weapon it is used with. You will dodge, counterattack and block more when under the influence of this command.
Made all weapon ranges under 10 meters 10 meters - this will diminish the number of "out of range" messages you get.
Fixed bug with all counterattack/dodge/block calculations.
Doubled takeCover defensive bonuses
Lowered rifle melee damage penalty
Lowered heavy weapon melee damage penalty
Lowered carbine melee damage penalty.
* OneHandMelee*
increased accuracy modifiers
increased dodge modifiers
increased dizzy defense modifiers
increased melee defense modifiers
increased ranged defense modifiers
* TwoHandMelee *
Increased counterattack modifiers
Increased stun defense modifiers
Moved 2hswordhit2 down 1 box to fill the empty finesse box
Increased counterattack and accuracy on the 4th finesse box to compensate for mindhit2 move
* Polearm *
Increased blocking skill modifiers
Increased stun defense skill modifiers
Improved Melee/Ranged Defensive Modifiers
Increased accuracy modifiers
Combat Medic
Combat medic skill mods can no longer increase the range of medicines beyond 64m.
The maximum experimental range for ranged healing and DoT medicines has been capped at 48m.
Droids and vehicles are no longer affected by combat medic area of effect poison and disease attacks.
Commands
Added /g command for groupsay.
Fixed the insufficient funds error message for bank tips.
Fixed a menu issue related to "shutdown" of a player HQ in a countdown sequence.
Fixed several bugs with /tip that would cause funds to hang.
/tip update to hopefully improve response time for cases where payments would lag
Crafting
Fixed not being able to use ingredients in an equipped backpack (or other container) in crafting.
Changed the chemical dispersion mechanisms (both normal and advanced) so that their damages may be modified.
Fixed mission draft schematics showing up in the "genetics" tab. They now correctly show up under the "mission" tab.
Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again.
The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.
Secure trades are canceled when any crafting command is done.
Changed the error message if you try to use an equipped item as an ingredient in crafting to be more specific.
Fixed bug where old component data would still be used on the crafting try after a critical failure.
Added checks to make sure you can't extract an item from a factory crate you don't own.
Fixed bug where dividing stacks of factory crates could bug your inventory to where it would say "full" at 59/60 or lower.
Creature Handler
The creature handler skill tree has been re-organized: The "control level" skillmod has been removed. You can call any pet up to the limit of your additional pets skillmod, but no more levels at one time than your "tame level" skillmod. The tame level skillmod also determines the maximum level pet you can call or tame. The Tame Level skillmod has been redistributed throughout the tree, so only master creature handlers can call the highest level pets.
The Transfer command has moved to the Master Creature Handler skillbox. The "train as mount" ability has moved to Management IV.
Creature Handlers will only receive 1 xp for using a pet to kill something less than half the level of the pet.
Using baby high-level creatures to kill low-level creatures will result in less xp being granted than previously. For purposes of determining xp only, the creature's level will be considered to be no less than half of the creature's adult level. e.g. A baby gurreck was previously considered to be a level 5 creature even though an adult gurreck is level 50. Now a baby gurrek will be considered to be level 25 minimum, which will eventually increase as the pet grows until it has reached its adult level.
XP awarded to Creature Handlers when their pet kills something will be divided by the current number of active pets.
All currently tamable creatures remain at the same chance of spawning.
Some new tamable creatures were added with the same chance of spawning as current ones.
Some rare to very-rare to impossibly-rare baby types will spawn which did not previously spawn.
Sometimes (rarely) lairs will spawn more than the current max of 2 babies.
Creature Trade-In Program
With the Creature Handler changes that are going into effect, players with pets from levels 10-15 will no long be usable, there will be a pet trade-in program. Player get attached to their pets, players will be able to visit Creature Handler NPC's and get a device to drag to the datapad. The device will transform their pets, carrying over it's name and commands to the new pet. The new pet will be of the same type, but of the correct level. Your favorite pet will stay your favorite pet :)