Patch aujourd'hui ? (pour Ebolaz :) )

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Bon voilà pour répondre à ta question sur l'autre partie du forum:

Citation :
To answer the original question, we are looking at tomorrow for the big update.

Kevin "Q-3PO" O'Hara
SWG Community Relations Manager
10-07-2003 09:30 AM
(forum officiel)
http://forums.station.sony.com/swg/b...658176#M658176

Peut-etre... peut-etre pas, enfin j'ai bien l'impression que le gros patch est donc vraiment pour aujourd'hui....
(il s'agissait d'une réponse donnée à qqun qui demandait quant le patch en question était prévu).
Le gros patch ?
Celui avec monture/ville de joueurs ?
J y crois pas ce serai trop beau
* croise les doigts *
[edit] j'me doutais que c etais pas ca * se fait des rêves *
Nan, le patch avec monture, tout comme les villes, c'est dans 1 mois environ (d'abord villes puis montures dans la foulée, qqs jours après).
La c'est le patch plutôt correctif, avec bcps de choses pour BE, la suite de l'évent (pas sur ça), pas mal de corrections, des nouveautés en freindlist etc... un nouveau "gros" donjon (à voir ceci dit).
Bref rien de transcendantal en soit, mais pas mal de petites choses pouvant être intéressantes, sachant qu'il faut donc attendre encore un bon mois pour du vrai nouveau qui bouge
changement mineur ?
le correctif des patch du BE ?

ben chuis pas de cet avis mouah...
ben faut dire aussi que le fait d'avoir un master BE sous la main influence mon opinion, mais de totue facon, je vais enfin pouvoir me GAVER de bonus !
ca va pas etre mineur comme changement...
Yup Opo, de mon coté je vais lancer les grosses fab de vetements avec tissus (si ceux ci passent bien en usine...), mais ce n'est pas un changement qui touche directement tout le monde, voilà pourquoi je disais "mineur".

Rebeb, tu t'es bien identifié sur la premiere page ?
chez moi en tout cas c'est comme cela que ça marche...
(ps: fais tout dnas la meme fenetre explorer)
Hum, ça c'est autre chose il me semble, il faut être memebre du club jesaisplusquoi (dsl oublié), mais on s'enregistre ailleurs sur leur site de la meme maniere "detournée"...
A l'occasion si je retrouve ça je le posterai, mais de tete je ne m'en souviens plus du tout.
Citation :
mais ensuite, il me demande toujours d'etre member...et erreur 404 si je veux m'enregistrer...
Idem... c'est quand même le merdier leur système d'authentification je trouve.
Ca se confirme pour le patch, si vous allez dans le chat du launchpad, l'annonce en haut est la suivante: " All servers will be coming down at 4AM PDT (7AM EST/12PM GMT) for an update. Servers downtime estimated do be between 3 to 4 hours. We apologize...".

Vu la durée du downtime, je flaire en effet le big patch.
Faites chauffer les modems!
__________________
Ebo.

http://banners.wunderground.com/weathersticker/big2_metric_cond/language/www/global/stations/61984.gif

http://img151.imageshack.us/img151/6595/titreim3.jpg
La seule chose que moi je sais c'est que le patch d'aujourd'hui devrai modifier la friendlist en permettant des groupes d'amis, des couleurs pour les connectés, et permettre les commentaires
- Friend list
- BE (tissus, vetements buffés)
- reparation d'armes
- new donj (parait il sympa)
- changement sur le bazard
- changement sur les couleurs
- pas mal de petits changements à droite à gauche en vrac

En vrac, et si t'es motivé, ça doit donner un truc comme ça: (sachant que ce n'est pas la version finale je pense, j'ai pas regardé sur le TC hier).

Citation :
We are still working on this update. These notes are not final. Items could be added or removed.



MAJOR FEATURES

An Imperial Research Facility on Dantooine headed by the premier cyborg specialist Colonel Teraud has been revealed. Rumors of unrest surround 'The Warren' (as it is called), after an Imperial Inquisitor sent to investigate the Colonel's progress has failed to report back any findings.

Bartender Rumors added for Monthly Fiction current events.



AI AND WORLD

Fixed a bug that would cause mission objectives and creature lairs to respawn infinitely.

Vader and Palpatine (and imperial officers) now default to Imperial Mood so they don't scratch, yawn, etc.

Missions on advanced planets will now scale correctly based on character level.

Added chance to draw mission above your level on starting planets.

Updated creature spawning on Dathomir and Endor.

Made Cowardly Gurrecks smaller.

Added random quest giving NPC's to Talus and Corellia.

Changed generic outpost to science and trade outpost on dathomir.

Removed the Gorax from a static quest so players can't spawn it on demand.

Fixed retrieve quest for Nien Nunb (part of the Rebel Theme Park). You can now converse with the Trader who is supposed to give you a hyperdrive repair part.

Increased min distance for missions in small city regions

Any player can now use the bug bomb grenade

Fixed missing mission objective on rebel faction destroy missions

Raised HP cap on lairs from 3k to 10k

Capped the max number of components that can be found off a single creature in loot at 10.

Fixed many quest bugs for static quests and theme parks

Fixed a problem with the floor in the Emperor’s palace where you could walk through a wall.



COMBAT

Fix combat spam so that armor that is attacked by a higher-rated weapon will correctly report back the damage it prevented.

Changed all delay moves to be on a 30 second timer

Sped up grenade throws

Added some failsafe clearing of dot states to help prevent the states sticking after the dot is removed.

Made AT-ST & AT-AT vulnerable to DT_blast

Modified turret armor ratings vs DT_energy

Modified turret weapon damage types (block=blast & tower=kinetic)

Fixed knockdown/stun exploit with AI by clearing dizzy state on knocked-down AI when it attempts to stand

Removed bleeding effects from droids and vehicles

Decreased unarmed move costs

Fixed bugs with state defense modifiers

Brought pistolmeleedefense2 (pistolwhip 2) cost in line with pistolwhip 1

Removed knockdown from disarming shot

Decreased knockdown delay to 5 seconds

Fixed surprise shot and change surprise shot so it doesn't remove cover

Increased vibroknuckler range to 5 meters

Increased movement accuracy penalties/defensive bonuses

Decreased cost of all knockdown moves

Increased damage of all knockdown moves

Fixed a problem that prevented several loot armor components from not providing their special protections.

Reduced the encumbrance of the padded armor segment.

Tweaked component loot values on armor segments and enhancements to correspond with changes made to draft schematics.

Fixed a problem with some loot weapon component enhancements increasing attack delay instead of decreasing it.

Decreased 2h move costs

Decreased polearm move costs

T21 improvements

Fixed some bad Armor Piercing ratings on weapons. The T-21 has been set to Heavy and the Tusken Rifle set to Light.

Modified process for granting general combat xp (should always be at least 10% of total combat damage)

Upped combat xp grant range to 80m

Decreased pistolwhip 1/2 damage

Increased move costs for lowblow

Fixed panic shot cone size, delaying user, and not effecting multiple people

09-25-2003 08:27 AM

Reply

Re: Update Notes [ NEW ] Options

Vass
Developer
Posts: 224
Registered: 06-25-2003



continued...



CRAFTING

When manufacturing an item that takes components, you do not have to extract the components from the crate to put in the input hopper. You can just put the crate in, and the manufacturing station will get the components as needed.

Whenever a structure is reduced below 50% damage due to maintenance, its owner is warned via e-mail.

Made double clicking work on factory crates in crafting

Fixed containers (crafting stations and vendors especially) to calculate their inventory space correctly.

Fixed an issue with factory crates not showing the stats of the contained items.

Fix crafting lock-up if you try to use 2 crafting tools at once.

Added "empty harvester" button to discard ALL resources

Added more info when you examine a manufacturing factory.

Fixed missing items purchased from vendors

Fixed crafting manufacture schematic limit to 100

Fixed damage experimentation ranges on the warhead stabilizer component so that they are displayed correctly.

Changed the resource attribute weights on warhead components to use Decay Resist and Quality.

Changed experimentation on munitions components to use weapon experimentation.

Changed resource requirements for medium warheads (grenades) to require more generic resources instead of specific ones.

Fix for crafting stations screwing up item limits in houses and better feedback to players for not being able to pick up crafting stations with items in them

You can no longer access hoppers while in your inventory and you can’t pick up crafting stations that have items in the hoppers

Fix for missing components after crafting

Added new schematics for droid repair kits

Send message to player if he loses a component during crafting due to his inventory being full.

Prevent deletion of manufacture stations if the hoppers or schematic slot is not empty.

Removed targeting computer slot from the tangle gun.

Reduced the HAM costs on advanced sword core and vibro blade components.

Altered the artisan-granted harvester and generator schematics to grant general crafting XP instead of specialized architect XP.

Updated crafting requirements for the lightning rifle

Raised the resource cost of the C22 grenade by 8 metal so that it costs more than the C12 grenade. Increased the experience to compensate.

Added 'premium' column to vendor listing

Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.

Items with low hitpoints are now unrepairable.

The difficulty to repair an item now increases as the item becomes more damaged.

Skilled crafters gain bonuses for the repair of items within their field.




PETS

Fix for pet auto-store exploit

Fixed problem where pets in droids could not be moved to the owner's datapad unless the pet knew the "transfer" command

You have to go outside to call a pet (and still must be in a city, camp or near your declared-residence).

Pets will no longer eat food when they aren't wounded.

Pets are no longer considered by /boostmorale.

Pets will wait to complain about health, action or mind wounds until they have lost at least 20% of those attributes to wounds.

Fixed super-annoying bug with pet control devices which prevented the 'CALL' option menu from showing up for several seconds

09-25-2003 08:28 AM

Reply

Re: Update Notes [ NEW ] Options

Vass
Developer
Posts: 224
Registered: 06-25-2003



continued...



PROFESSIONS

Armorsmith - Slightly increased the crafting effectiveness ranges on Padded, Composite, and RIS armor segments.

Armorsmith - Fixed a problem with the advanced Ubese segment which prevented it from working in Ubese schematics.

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

Armorsmith - Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type.

Armorsmith - Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type.

Armorsmith - Fixed a problem where adding special protections to armor did not remove any underlying vulnerabilities

Bio-engineer - DNA Sampling: made creatures that are being sampled from not attackable while sampling occurs

Bio-engineer - DNA Sampling: made dna sampling more relative to creature level (high skill/low level = high success; low skill/high level = high failure)

Bio-engineer - DNA Sampling: made aggro & spook chances more consistent with skill level and # times sampled

Bio-engineer - DNA Sampling: changed dna sampling animation

Bio-engineer - Tissue Engineering: Updated tissue descriptions to include information about bonuses given.

Bio-engineer - Tissue Engineering: Removed Charigra & Personaphene tissues

Bio-engineer - Tissue Engineering: Removed experimental durability from tissue experimental attributes as it had no effect.

Bio-engineer - Tissue Engineering: Added the new Mask Scent skill to the Scent Camouflage & Scent Neutralization tissues.

Bio-engineer - Tissue Engineering: Made all tissues and pet medicines craftable in Food & Chemical Factories

Bio-engineer - Tissue Engineering: Made multiple tissue enhanced components used in different slots of a clothing schematic stack better. (Components with no enhancements will no longer wipe the final enhancements.)

Bio-engineer - Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.)

Bio-engineer - Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing tissues and clothing crafted with those tissues will still report the Medicine Use modifier but they will not be counted for determining the level of medicine to be used.)

Bio-engineer - Tissue Engineering: Updated tissue descriptions to include information about bonuses given.

Bounty Hunter - Fixed bounty hunter targets turning white

Bounty Hunter - added 5 charges to probots

Bounty Hunter - added 10 charges to seekers

Bounty Hunter - Lowered average level of bounty mission mark.

Combat Medic - Added line of sight checks for combat medic dot attacks

Dancer - Increased the effect of dance mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours.

Droid Engineer - Fix for a few droids and droid schematics were not granting XP for their being crafted.

Droid Engineer - Now a pet droid won't ever have any armor unless it was crafted onto it.

ImageDesigner - display a selection index number on the slider page to help users communicate and remember changes

ImageDesigner - add a palette UI for color changes

ImageDesigner - add human male freckles customization

Merchant - adding merchant ability to update player shop signs

Merchant - Fixed bug where vendors sucked up too much space in your inventory

Musician - always have play option on placed instruments (ommni box, nalargon), but give a failure message if they have another instrument equipped

Musician - Increased the effect of musician mind buffs. See Dancer above.

Ranger: The flora component of camo kits has been removed.

Ranger: Camo kits now yield more uses and have a wider experimentation range.

Ranger: Camo kits now work properly when crafted in a factory.

Ranger: The duration for conceal has been fixed, it was half what it should have been.

Rangers are now notified when a creature begins to stalk them.

Scout: Mask Scent / Conceal is now properly removed when you initiate combat.

Scout: When examining creatures, the "Aggressive" trait will now be correct.

Scout: A novice scout can now examine a creature to determine if it is a "Stalker."

Scout/Ranger: Non-aggro creatures will not attack you when mask scent or conceal breaks.

Scout/Ranger: Aggro creatures will only attack you when mask scent or conceal breaks if you are within 40 meters.

Smuggler: Fixed an exploit that allowed you to retain an upgrade kit during slicing and still get xp.

Tailor - Fixed tailor customization: The master box now grants an additional 55 .

Teras Kasi - /meditation: fixed /powerBoost

Weaponsmith - Added the ability for weaponsmiths to craft the reinforcement core and advanced reinforcement core components.

Weaponsmith - Added the reinforcement core as a required component to gaderiffi baton, stun baton, two-handed axe, and power hammer. The addition of the component will enable the armorsmith to impart component bonuses on these items (making them more in line with other weapons). Slightly reduced the HAM costs on the gaderiffi baton, stun baton, two-handed axe, and power hammer to compensate for the extra HAM cost given by using the reinforcement core.

09-25-2003 08:28 AM

Reply

Re: Update Notes [ NEW ] Options

Vass
Developer
Posts: 224
Registered: 06-25-2003



continued...



PVP AND GCW

Fixed a bad start locations for several battlefields.

Battlefield markers snap to terrain (fixes several problems with battlefield behavior)

You can no longer pick up HQ Terminals

Added HQ kickbacks for missions taken from HQ terminals (missions taken from HQ terminals grant credits equals to 5% of reward toward HQ maintenance and factional missions taken from HQ terminals grant +5% faction point reward bonus)

No longer allow neutral players to help neutral non-players with enemy flags of any sort

Now allow donation of mines to minefields by same faction personnel regardless of owner.

Added armor, increased hp and up range to 70 meters to faction perk turrets

Upped default hp for covert detectors

Fixes for factional buildings working correctly on server restart

GCW terminal fixes

Streamlined doctor faction perks (+25% effect)

Added musician & dancer faction perks (+10% effect to heal wound/shock & +25% mind buff value)

Allow doctor,musician,dancer faction perks to work whereever they can factionally register

Adding factional hqs to planetary map for player registration capabable hqs

When purchasing battlefield reinforcements, players are only held to the faction declared minimums if they are actually declared.

Various Imperial/Rebel factional dungeon bug fixes

Disallowing terminals inside of factional HQs from registering with the planetary map

Integrating minefields for tower turrets

/delegateFactionPoints command added. The conversion ratio is based on the delegating players rank

Added additional HQ specific data to the structure status window



UI

Character Sheet - now display value and max value for each attribute in the text field (buffs update the attribute value as well as the max attribute value)

Guild member lists allow more than 50 entries.

Made /dragIncapacitatedPlayer visible in action list

Fixed auction table columns resetting sizes every close/reopen

Added travel lines between destinations on galaxy map

Can no longer split resources on Vendor, Bazaar or Trade Window screen.

Bio-Engineered Tissues now have their own sort category on the Commodities Market.

Fixed chat rooms getting deleted when group is disbanded

Added group and advertise chat bubbles

Fixed more palette throughout, brighter text on darker buttons

Fixed radial menu, more contrast between bright and dark

Made 'instant sale' the default action when selling items on the bazaar

Community Screen - Badges should now display properly

Community Screen - Fixed tips

Community Screen - Added a "Spoken Language" option to coincide with the /language command.

Holocron - added a "Report A Bug" button to help players avoid creating inappropriate CSTickets

Holocron - Added an explanation of armor protection

Made auction windows auto-refresh for available

Now saves the auto-afk time, response message, and whether auto-afk is enabled.

FriendList: Added comment field per friend. (client-side only)

FriendList: Added group field per friend. (client-side only)

FriendList: Added confirmation option when removing friends.

FriendList: Added option whether to notify when a friend comes online/offline. This is specified per friend. Disabling this option on a name in the friend list also disables the name from showing when using /friend. This option is for keeping someone in your friend list who you want to keep in touch with, but don't necessarily want to know everytime they come online/offline. The UI will always display all friends online/offline status regardless of whether you want the notifications.

FriendList: Added option to hide offline friends from the UI and /friend.

FriendList: In the FriendList UI, the online status now shows in the color specified in Options->ChatColor->OnlineStatus.

FriendList: Updated /friend to show group sorted friends. Offline friends are hidden by /friend if the option is specified in the FriendList UI.

FriendList: Added /friendcomment
Sachant que la liste ne semble plus sur le site oficiel ?!?
Citation :
Provient du message de Jargal
Oui mais tout ça ne nous dis pas quand ce sera UP ...
Regarde le dernier message d Ebolaz en page 1 du sujet ...
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