Chrysaor Mesaj tarihi: Eylül 26, 2003 Paylaş Mesaj tarihi: Eylül 26, 2003 said: 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 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 weap Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği… Paylaş Daha fazla paylaşım seçeneği… Takipçiler 0
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