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  • shaaktii
    #6935
    A Publish 7 feltöltése folyamatban..

    Publish 7: The Source Awakens

    System

    Greatly Improved server stability
    Made some performance optimizations
    Fixed many instances where objects were not properly being destroyed from the database

    Spawns/World/Missions

    Added heralds to all planets that will direct players towards various points of interest
    Added dynamic Black Sun spawns to Dathomir, Endor, and Yavin 4
    The Endor smuggler outpost now has a functional tavern
    Taming a baby at a static spawn will no longer cause that mob to cease respawning
    A sarlacc will now erupt and disease anyone nearby when a player approaches too closely
    All types of dynamic spawns will now despawn when no player has been in range for 5 minutes (instead of just lair spawns)
    Added distant ship flyovers above static cities
    Added many more possible destroy missions to all planets and faction terminals (including many humanoid missions)
    Reduced the size of a no-build zone on Tatooine

    Creatures/NPCs/AI

    Many mobs now distinguish between special protections and effectiveness resists when examined
    Fixed the resists/armor of many mobs
    Wild creatures and wild tamed creature pets will now always have a 2.0 attack speed (not retroactive to existing pets)
    Creatures can now have a special attack 2 without having a special attack 1
    Fixed special attacks on many creatures
    Creatures will now use their special attacks less frequently
    Mobs will no longer regen HAM while in combat but will now regen it faster when not in combat
    Fixed several other mob details
    Most npcs should now have randomly generated names
    Many npcs will now be talkative in reaction to their environment
    Imperial npcs no longer take disrespectful emotes directed towards them lightly and will respond
    Mobs will now be less prone to fleeing when a player approaches
    Ai will no longer be aggressive towards vehicles, but will still be able to attack them
    Ai can now be aggressive towards players who are riding a mount or vehicle
    Adjusted aggro determinations so that aggressive NPCs will aggro more reliably (and from further away)
    NPCs are now smarter about selecting attacks and should use their special attacks at a more consistent rate
    Mobs are now more likely to engage their enemies in combat (mob vs. mob)
    AI awareness is no longer dependent on player movement. As long as players are in range, mobs should be active
    Aggressive mobs are much less likely to drop aggro when a player tries to /peace
    Tougher mobs should now apply longer lasting states
    A mob's resistances will now degrade based on their battle fatigue (beyond 500)
    Added loot to some mobs that were dropping none before
    Jedi sentinels no longer drop loot, give very little xp when killed, and will respawn faster

    Events/Dungeons/Theme Parks/Quests

    Added Hero of Tatooine quests
    Added generic quests to criminals, scientists, businessmen, and nobles
    Rewrote all existing Death Watch Bunker code to fix issues with it
    Added new functionality to the Death Watch Bunker
    The Bestine Museum curator no longer limits a player to one schematic purchase
    Captain Heff should now remove the warren evidence from your datapad when you turn it in
    Fixed a couple of issues with Nym's themepark containers

    Combat

    There is now combat spam for incurred wounds and battle fatigue, posture changes, armor mitigation, and state application/removal
    Fixed grenade combat spam
    Players can no longer be attacked while loading
    Players in the same group can no longer attack each other except when in a duel
    /peace will now clear the combat queue
    The combat hit equation has been modified to be closer to live
    Counter attacks have been fixed and re-enabled. They will no longer delay a player's combat queue
    Adjusted melee combat range to account for latency when chasing a moving target
    Multiple attributes can now be wounded by a single attack
    Mobs now have hit boxes and one will no longer be required to stand inside of larger creatures to hit them in melee
    Added generic weapon type checks to combat commands to fix some issues where certain commands could be used with the wrong type of weapon
    PvP "House TEFs" have been added. A player executing abilities in PvP will now be ejected from and won't be able to enter a player structure for 5 minutes
    It should no longer be possible to incapacitate oneself by using combat abilities
    healing now generates less threat
    Wearing a PSG should no longer sometimes increase the amount of damage that you take when the attacker has a high AP weapon
    Many more actions are now prevented by warcry (or a similar delay)
    many more actions are now prevented by the swimming state
    Non-damaging state attacks (warcry, intimidate, etc.) are now only subject to the target's state defense (and no longer have to beat their primary defense as well)
    Modified the formula for state application/defense chances to be closer to live
    Intimidation now lowers min and max damage instead of just max damage
    Intimidation from different sources now stack their effect
    Intimidation now also lowers primary defenses
    Increased the chance to successfully stand while dizzy
    Increased the damage and accuracy bonus and the defense penalty from going berserk
    The stunned state now imposes a larger damage reduction
    Slightly increased the accuracy penalty from the blinded state
    Fixed knockdown and posture change delays and dizzy flopping
    forced posture changes will now cancel an active burstrun/retreat
    Droids are now immune to blind, dizzy, stun, intimidate, delays, and biological dots
    Vehicles are now immune to blind, dizzy, stun, intimidate, delays, biological dots, and posture changes
    AT-STs and AT-ATs are now immune to blind, dizzy, stun, intimidate, delays, and posture changes
    When applying multiple dots of the same type and pool to a target, weaker ones will no longer overwrite stronger ones
    Reapplying a dot with the same or greater strength will no longer push back the tick of the existing dot. Instead, it extends it's duration and increases it's strength to that of the new one (if greater)
    Weapon dots can now be applied one per weapon rather than one per type of weapon
    The damage of dots applied from weapon attacks is now reduced by the target's armor
    Bleeds now do damage once every 20 seconds
    Fixed the order in which dots are healed
    DoTs are no longer automatically cleared from a player or pet that is incapacitated and will resume their damage/wounding when the player/pet recovers
    Players must now be within 80m of a mob when it dies to gain xp from the kill
    Damage from dots now counts towards kill credit
    Disengaging from combat during a battle will no longer clear a player's credit towards loot rights

    Professions

    Artisan:

    The plain short robe can now be crafted with sockets
    Vehicle customization kits can now be crafted in a generic crafting tool (requires a newly crafted tool)
    Fixed a rounding error when calculating xp for practice mode

    Bio-Engineer:

    Fixed sampling checks to prevent sampling DNA from droids and other invalid mobs
    Refined dna sample stat generation and pet crafting formulas to be closer to live
    Bio-engineered pets will have their stats/level checked to see if they align with the new formulas. Any outliers will prompt the owner to have their stats or level fixed

    Bounty Hunter:

    Bounty missions will no longer fail when your pet gets the killing blow
    Bounty missions will no longer fail if a dot gets the killing blow
    Arakyd droids can now be used at investigation 1

    Brawler:

    Lunge attacks can no longer be used while kneeling or prone

    Creature Handler:

    The transfer command can now be used with a non-CH as a target (provided all the requirements are met)
    The special attack commands are now functional
    Adjusted the formula for CH xp granted from combat to be closer to live
    Newly tamed pets should now automatically follow their owner

    Doctor/Medic:

    It should no longer be possible to heal/cure while swimming
    Cure packs no longer apply their full strength to every dot on the target
    Buffing no longer has faction restrictions

    Droid Engineer:

    Added framework for droid module functionality. Only newly crafted modules will be functional.
    Added functionality to the following modules: crafting station, armor, auto-repair, medical, item storage, data storage, repair, stimpack dispenser, effects, detonation, merchant barker, combat, playback, trap, harvest, and structure maintenance modules
    Module clusters should now function properly
    Droids without combat modules or innate combat capability should no longer attack and should now flee when being attacked
    Added some functionality to personality chips
    Droids with personality chips are now programmed via conversation

    Entertainer:

    Soft Logging should no longer stop a player's performance

    Ranger/Scout:

    Trap throwing speed is now static and no longer based on the speed of a player's equipped weapon
    When throwing a trap vs. a target that is not in combat, combat is no longer initiated until the trap lands
    Only rangers should now be able to tell when something is stalking them
    Area track animals will no longer show droids

    Rifleman:

    Strafe shot 1 and 2 will now remove the cover state and apply a delay to anyone that has cover removed

    Squad Leader:

    Group terrain negotiation should now function
    All squad leader group modifier should apply and persist more reliably
    boost morale should now distribute wounds properly
    Squad leader group skill mods and activated commands will now only affect group members in the same building as they are (or only those outdoors if the Squad Leader is outdoors)
    It should no longer be possible for a squad leader to incapacitate themselves by using their abilities

    Tailor:

    Skill mods added to an item from a schematic will no longer overwrite the skill mods an item gains from bio-enhanced components

    Weaponsmith:

    Components crafted into weapons should now be visible on the final weapon, where appropriate

    Items/Loot

    Added anti-decay kits to veteran rewards
    Added datadisk loot kit and components to loot
    Added empty datapad loot kit and components to loot
    Added additional checks to prevent trading of no-trade items
    Removing a powerup from a weapon now destroys it rather than placing it back in your inventory
    When applying an attachment with multiple, same value skill mods, the first listed should now properly be chosen
    The chance for a looted item to be exceptional or legendary now scales with the level of the mob it dropped from
    Adjusted weapon decay. Weapons now have a chance to decay by 1 point with every attack instead of always decaying by a fraction of a point with every attack.
    The chance for a mob to have loot was adjusted on nearly every mob in game. Now, generally, the higher level the mob is, the higher the chance for it to have loot

    Pets

    Follow other command now works with non-player creature targets
    It's no longer possible to store a pet while you are in combat
    Faction pets can now only attack and be attacked by opposite faction targets
    Pet stims can now only be used on creature pets
    The ranged attack and special attack commands can now only be taught to pets that have the corresponding ability/attack
    Get patrol point and clear patrol points commands can now be taught
    Pet patrol commands are now functional
    Pet follow range is no longer based on the pet's equipped weapon
    Pets should no longer re-aggro previous targets after death or being stored
    It should now be possible to call a pet within any public building

    Player

    Un-equipping a weapon now properly updates a player's level
    Structure permission lists will now automatically remove entries of deleted players and update entries of players whose name has been changed
    Faction point caps now only increase for your current faction when you take a promotion
    Fixed faction point gains/losses from pvp deathblows
    Resigning from a faction now removes any faction you have beyond your new cap
    It should no longer be possible to get stuck with an unhealable, non-damaging dot state
    Fixed the distances to which spatial chat and emotes will now carry. That distance is now based upon the chat type
    A player can now claim a new veteran reward for every 360 days accrued beyond the pre-set milestones
    Canceling a crafting session during the add ingredient step can no longer cause some components to be lost. Components will now always return to inventory even if it overfills it
    It's no longer possible to store clone data where it is already stored
    Clone data will continue to be stored when a player clones
    Cloning to a pre-designated facility no longer applies 100 battle fatigue
    Player event perks can now be deployed while mounted

    Group/Guild

    A weekly update is now performed for each guild. During this update, the member list will be cleaned up.
    Guild renaming now happens during the guild's next weekly update instead of always 1 week later.
    Guilds now must have a minimum of 5 members. If a guild is below the minimum during it's weekly update, it will be disbanded.
    Guild management terminals are now automatically associated with the guild of the hall's owner
    Maintenance can now be withdrawn from PA halls
    A group leader can now select the loot rule to use. Functional rules right now include 'Free For All' and 'Master Looter'

    Player Cities

    Cities no longer perform their very first update after 24 hours. The first update is now performed after 1 week.
    The citizen assessment that a new city (and a city that drops below 10 citizens) performs is now independent of the city update cycle and therefore will no longer delay elections from happening when they are scheduled to do so.
    During a city update in which an election takes place, the election is now processed before city contraction/expansion. This ensures that a newly elected mayor gets any mails relevant to the update instead of the old mayor.
    Mail is now properly sent to a mayor when a city is first started, after a citizen assessment occurs, any time a citizen is lost or gained, any time a structure is added to a city that wasn't added by the mayor, any time a structure/decoration/terminal/trainer is removed from a city for being outside city limits after city contraction, from a lack of maintenance, or because there were too many for the new city rank
    Mail is now properly sent to a player who becomes a citizen via a city's expansion or whose structure is added to a city by any other means
    Mail is now sent to all citizens when a mayoral candidate unregisters from an election
    A player city must now be rank 3 or higher to set a specialization
    A city specialization can now be removed at any time (even when a city is on cooldown for setting a new one)
    The defense bonus from the stronghold specialization now only applies to a city's militia members, and only when attacked by another player
    Adding a non-garden decoration to a player city now has the proper politician skill check
    Fixed the info displayed on all of the city reports
    City banned players that later become citizens will have their ban automatically removed. Any citizens already banned in their own city will have their bans lifted automatically
    A city must now be at least rank 2 in order to have taxes levied. A city contracting to rank 1 will have all tax rates set to zero
    The incumbent will now always win a city election that ends in a tie (if the incumbent is one of those tied for the lead)
    Any mayoral candidate that loses their citizenship will now automatically be removed from the race
    Whenever a player loses citizenship, their vote in the current mayor election is properly removed
    If a mayor is deleted, their city's civic structures are no longer deleted along with them and a new mayor can be elected to take their place
    Player city bank terminals, mission terminals, and skill trainers will now only register on the planetary map if their city is registered
    A mayor can now align a decoration or mission terminal's facing to north, south, east, or west after it has been placed in the city
    A city that doesn't have the funds to pay for it's specialization during it's update will have it removed
    A city that doesn't have the funds to pay for it's registration during it's update will be unregistered
    A player who has been city banned can no longer use that city's skill trainers or slice that city's mission terminals
    City banned players no longer receive the benefit of a city specialization
    /cityban, /citypardon, and /grantzoningrights now require both the player issuing the command and the target to be within city limits
    When a city contracts, civic structures that required the previous rank are no longer deleted immediately but will be deleted during the following city update if the city does not expand back to the original rank
    Skill trainer and mission terminal limits are now enforced when a city contract. Any trainers or terminals beyond the new limits are removed
    Garden city rank requirements are now enforced during city updates and gardens are at risk of being destroyed if the city's rank remains below the requirement.

    Misc

    Newsnet terminals are now usable
    Weather effect duration now scales down with severity
    Updated player, vendor, guild, and city naming filter checks to be closer to live
    Fixed the way in which certain commands are queued so that they will no longer get queued multiple times in some situations
    Added/Improved more admin commands for staff