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In testing http://avian-gamers.net/forums/viewtopic.php?f=48&t=14974 |
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Author: | Azzameen85 [ Sun Jun 26, 2005 11:14 pm ] |
Post subject: | In testing |
Quote: 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? |
Author: | Sel Arin [ Mon Jun 27, 2005 2:40 am ] |
Post subject: | |
I dont think its possible to RE a JSF because its a quest reward.... |
Author: | X2-PB [ Mon Jun 27, 2005 4:21 am ] |
Post subject: | |
Yeah, RE doesn't work like that unfortunately. It's not really Reverse Engineering it's more tweeking loot components. |
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