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Publish 8 - Something Wicked This Way Comes

Posted: Mon Oct 15, 2018 8:47 am
by Cozdragon
Galactic Moon Festival:
October 16th - November 14th
  • Trick or Treat Quest speak to Z'ozpheratu in Mos Eisley or Moenia to begin
  • Vendors for GMF Items
  • Event loot paintings have been temporarily swapped with the Halloween paintings. The wanted posters are still there
  • Halloween paintings have been updated
Publish 8 - Hotfixes: Resource Audit: More Info: (1) (2)
  • Added Custom named resources.
  • Removed Planet named resources on custom planets.
  • Removed resources from Jakku
  • Added resources to Dromund Kaas.

Armor Revamp: More Info: (1)
  • All armors can now reach high levels of protection and use the same segments.
  • Segments are all based on composite. Some of the named resources required in creating the old advanced segments have instead been put on the armor itself. E.q. Bone armor requires 'Rori Animal Bone' instead of just 'Bone'.
  • Segments
    • Resource requirements have increase (2x), number of segments required per piece of armor has decreased.
    • All armor pieces require 1 segment instead of the 1-4 (depending on piece) before, which is why segment resource amount was doubled.
    • Basic
      • 2 layers, 1 segment enhancer
      • Same resources as basic composite segment
      • Learned at Artisan 2xxx
      • Uses artisan experimentation/assembly
    • Advanced
      • 3 sets of layers, 1 segment enhancer
        • Each set of layers require a factory run of 2 layers.
      • Same resources as advanced composite segment
      • Learned at Armorsmith 3xxx
    • Experimental
      • 3 sets of layers, 1 segment enhancer
        • Each set of layers require a factory run of 2 layers.
      • Same resources as RIS segment, therefore requires RIS components
      • Learned from the RIS quest (if you have already completed the quest you will know this schematic)
    • Interwoven
      • 3 sets of layers, 1 segment enhancer, 1 geo cube
        • Each set of layers require a factory run of 2 layers.
      • Same resources as RIS segment, therefore requires RIS components
      • Looted from the Acklay.
  • Armor Types
    • There are three types of armor: Light, Medium and Heavy.
    • Each set of armor has different Special Resistances and Vulnerabilities.
    • All levels of armor can reach the same resistance regardless of category (type) or set.
    • All armors have Kinetic and Energy as a Special Resistance (SR)
    • Light Armor
      • Bone
        • SR: Cold
        • Vuln: Stun, Heat, Electricity, Lightsaber
      • Mabari
        • SR: Heat
        • Vuln: Stun, Cold, Acid, Lightsaber
      • Tantel
        • SR: Stun
        • Vuln: Cold, Heat, Electricity, Lightsaber
      • Ubese
        • SR: Acid
        • Vuln: Blast, Stun, Heat, Lightsaber
      • Ceremonial
        • SR: Acid
        • Vuln: Blast, Stun, Heat, Lightsaber
      • Ithorian Guardian
        • SR: Acid
        • Vuln: Blast, Stun, Heat, Lightsaber
    • Medium Armor
      • Chitin
        • SR: Electricity
        • Vuln: Blast, Stun, Lightsaber
      • Padded
        • SR: Blast
        • Vuln: Stun, Acid, Lightsaber
      • Black Mountain
        • SR: Blast
        • Vuln: Stun, Acid, Lightsaber
      • Ithorian Defender
        • SR: Blast
        • Vuln: Stun, Acid, Lightsaber
      • Stormtrooper
        • SR: Blast
        • Vuln: Stun, Acid, Lightsaber
      • Marine
        • SR: Blast
        • Vuln: Stun, Acid, Lightsaber
    • Heavy Armor
      • Composite
        • SR: Electricity
        • Vuln: Stun, Lightsaber
      • Hunting
        • SR: Electricity
        • Vuln: Stun, Lightsaber
      • Ithorian Sentinel
        • SR: Electricity
        • Vuln: Stun, Lightsaber
      • R.I.S.
        • SR: Stun
        • Vuln: Acid, Lightsaber
      • Cybernetics
        • SR: Electricity
        • Vuln: Acid, Blast, Lightsaber
  • Effectiveness, Condition and Encumbrance
    • Condition varies per armor type and set.
      • Some sets have few pieces and higher condition per piece.
    • Encumbrance varies between armor types. (Light / Med / Heavy)
    • Light Armor:
      • Effectiveness: 1 - 40%
      • Condition: ~20k - 30k
      • Low Encumbrance
    • Medium Armor:
      • Effectiveness: 1 - 40%
      • Condition: ~25k - 40k
      • Medium Encumbrance
    • Heavy Armor:
      • Effectiveness: 1 - 40%
      • Condition: ~30k - 50k
      • High Encumbrance
    • More Info Here
  • Experimentation
    • Experimentation differs between armor types.
    • Heavy armor has 3 lines of experimentation (encumbrance, resistance and condition)
    • Light / Medium have 2 lines of experimentation(encumbrance/condition and resistance).
  • Other Armor Revamp Changes
    • Special Resistance can reach 85%, up from 80%
    • R. I. S. layers can now reach 10% effectiveness, up from 5%
    • Peko peko albatross feathers now drop in quantities of 3-5, up from 1-5, to support the new layer requirements.

Collections:
  • Regular collection quests - Quest givers located on Tansarii Station
  • Various Slayer Quests - quest givers are located in the Tatooine guild hall in Norg Bral on Mandalore.

Bounty Hunter: More Info: (1)
  • New level 4 informant NPCs (Required for MBH for all their missions)
    • Nym's cantina on Lok
    • Smugglers Outpost cantina on Kaas
    • Smugglers Outpost on Endor (this place has a BH terminal close by)
  • Missions:
    • Dark Jedi Adept (moved from 3xxx BH) - a necklace with 10 acc to pistol, carbines and LLC
    • Mandalorian Mercenary - PLC or BL (ingredients for Mandalorian armor)
    • Rogue Bounty Hunter - a BH backpack with 10 melee and ranged defense
    • Defected Black Sun Ace Pilot - cosmetic Black Sun ace pilot helmet
  • Player Bounties:
    • Players may place bounties on other players when killed in PvP combat.
    • Players can be hunted when Special Forces, Combatant and On Leave.
    • Credit to The Rising and SWG Infinity.

Loot:
Rare Loot System [RLS]. This is a framework for adding in rare drops automatically based on creature level.  Added to:
  • Gungans @ Gungan Sacred Place POI
  • Nightsisters
  • Possessed Explorers
  • Prophet NPCs
  • Singing Mountain Clan

Gungan Sacred Place POI (Naboo):
Gungan Sacred Place POI. This is now a medium difficulty location (comparable to Lord Nyax). Credit goes to Relic of Corbantis for the idea
  • 0 AP stun lance (low damage)
  • +5 melee defense ring (like the +5 ranged defense Aakuan ring).
  • SEAs with a higher chance for scout stats

Other:
  • Familiar pet category. These pets can't be attacked, die or attack. Players can hold 9 familiars. Contact admin to reimburse your current vanity pet.
  • Notification email when your havester has stopped working for any reason
  • Bazaar and bank terminal to smugglers outpost

Changes:
  • Kadann will peace out and heal up if pulled outside the room.
  • Players who dropped jedi skills will no longer lose jedi xp upon death (as they are no longer a jedi)
  • Consolidated the flamethrower and heavy acid rifle attacks (they now use the same attack command). This allows for difference in single/area attack icons. These are new attacks, meaning you cannot use the old ones.
  • Force Absorb Strength. This has only been adjusted for PvE at the moment, 45% for 1 and 75% for 2. PvP adjustment will come with feedback.
  • Mandalorian armor description string to better reflect profession restrictions (Master Bounty Hunter, Master Commando, Master Ranger, Master Squad Leader)
  • Extended shuttle/starport landed duration by 10x (20 minutes up from 2 minutes).
  • Travel to and from Tansarii works like a regular shuttle.

Bug Fixes:
  • Ancient Tomb Badge String
  • Azrakel would sometimes not reset his mechanics on consecutive kills/fails.
  • City entertainer spec skill mod string
  • Corellia Rebel Base POI String
  • Doctor skill string (Intermediate Doctors Knowledge -> Advanced Doctors Knowledge)
  • Event titles are no longer teachable.
  • Faction pets should no longer be able to attack BHs who are not opposite faction and SF, and vice versa.
  • House crafting bonuses were not applying correctly. It has been to profession specific assembly and general experimentation.
  • Initial color on modern furniture has been reverted to original. color options still remain.
  • Kaas ring crafting now takes exceptional and legendary settings.
  • Mechanics on Kadann would not reset if players wipe.
  • Non-faction pets (BH) vs jedi should no longer crash the server.
  • NPC force attacks are working properly again.
  • SEAs can no longer spawn with multiple stat modifiers.
  • Stability issues in the Kaas World Boss screenplay.
  • Strings for BH targets on new planets.
  • The holoshroud costume is now removed upon dying. You can no longer mount or attack with the costume applied either.
  • Travel Cost between shuttles on new planets no longer costs '-1' credits.
  • Vehicle deed string names
  • Barrels (chef) should now provide a bonus to quantity above that produced by casks.
  • Rebel Tier 4 faction base is now the same as the Imperial Tier 4 faction base [5 turrets]. This only applies to newly dropped bases. Contact admin to get a base changed, you only get to keep the same amount of turrets (+1) as you had before.
  • All NGE/TCG houses should now have correct sign, structure terminal and elevator placement.
  • Stability fixes to the Jedgar (Kaas) screenplay.
  • The token vendor code should no longer remove all tokens of a lesser stack than the cost of the item.

Re: Publish 8 - Something Wicked This Way Comes

Posted: Wed Oct 17, 2018 7:06 am
by avari
Vanity pets. Can't learn more than 1 even though the note says you can have up to 9.

Datapad consists of

4 bikes
3 droids
1 vanity pet

Re: Publish 8 - Something Wicked This Way Comes

Posted: Wed Oct 17, 2018 11:17 am
by TheTinyPebble
avari wrote:
Wed Oct 17, 2018 7:06 am
Vanity pets. Can't learn more than 1 even though the note says you can have up to 9.

Datapad consists of

4 bikes
3 droids
1 vanity pet
Will look into it, it was a problem on test too at the beginning, so not sure why it's working there and not on live.

Edit: Seems to be fixed now, was on my admin character please. Let me know if it is or isn't please.

Re: Publish 8 - Something Wicked This Way Comes

Posted: Wed Oct 17, 2018 10:07 pm
by avari
TheTinyPebble wrote:
Wed Oct 17, 2018 11:17 am
avari wrote:
Wed Oct 17, 2018 7:06 am
Vanity pets. Can't learn more than 1 even though the note says you can have up to 9.

Datapad consists of

4 bikes
3 droids
1 vanity pet
Will look into it, it was a problem on test too at the beginning, so not sure why it's working there and not on live.

Edit: Seems to be fixed now, was on my admin character please. Let me know if it is or isn't please.

Image

Re: Publish 8 - Something Wicked This Way Comes

Posted: Sun Oct 21, 2018 1:42 pm
by TheTinyPebble
Minor patch

Fixed: Can't mount while wearing a costume.
Fixed: Attachments should no longer drop with multiple stats.
Fixed: Should no longer be able to place a bounty on yourself if you die from weather.
Fixed: Vendors should no longer take all stacks of coins which are less than the cost of the item.
Fixed: Halloween items (sign, costume instructions, pheremones) now has to be in your inventory to learn.
Fixed: Resources that shouldn't be spawning were spawning, they should no longer spawn.

Added: Auction search code. Please restart your launcher to download the update.

Re: Publish 8 - Something Wicked This Way Comes

Posted: Fri May 17, 2019 6:07 pm
by altarian
Hey Tyclo, have a question on some of the armor changes.

So, composite armor is great but has the stun vulnerability which makes it tough to PVP in. Someone was asking me to try making some comp with stun added in. Just to test, I made a segment that had 16% Kin/En special resists, 39% base, and 12% stun SR. On final build, when i do experimentation, everything is being increased by the experimenting, except the stun resist. It stayed at the initial 12% even though it's correctly showing in SR category.

Is that intended and correct?

I would think that once you add that layer, and move it off of vuln and into a resist, it should be impacted by the experimentation, plus the base 39% should get added to it as well. Should have been at 51% prior to experimenting then increased with the exp points.

Can you comment?

Re: Publish 8 - Something Wicked This Way Comes

Posted: Sat May 18, 2019 1:09 pm
by Roccah
altarian wrote:
Fri May 17, 2019 6:07 pm
Hey Tyclo, have a question on some of the armor changes.

So, composite armor is great but has the stun vulnerability which makes it tough to PVP in. Someone was asking me to try making some comp with stun added in. Just to test, I made a segment that had 16% Kin/En special resists, 39% base, and 12% stun SR. On final build, when i do experimentation, everything is being increased by the experimenting, except the stun resist. It stayed at the initial 12% even though it's correctly showing in SR category.

Is that intended and correct?

I would think that once you add that layer, and move it off of vuln and into a resist, it should be impacted by the experimentation, plus the base 39% should get added to it as well. Should have been at 51% prior to experimenting then increased with the exp points.

Can you comment?
.. i need to test out ..
was Live AS and nearly all Amor on Nova at begin was made by me :P
that Revamp , all i understand .. it takes the authority from Composite being good in all situation and the huge Variants that you could make ..and put it down to a Grind/PvE Amor ..
There is no PvP Amor anymore ...and i wonder why no PvP happens here :/
You will allway be "more or less" vuln to something ..
.. Amor Revamp sounds nice ..and it reads pretty nice .. but when you realize what happend to Composite you just can Cry Hard as a AS .

Re: Publish 8 - Something Wicked This Way Comes

Posted: Sat May 18, 2019 3:40 pm
by Roccah
@Tyclo

All i understand to this Point .
You can not xp Vuln .. on my other Server and also here ..
the difference between this is ..
You have more Segmente to add .. so you put in Segment 1 3 stun layer ..that get you 34-39 stun depend on the res you have ..and the other 2 Segment you need to keep the Special up Kin and Energy .
So that means 2 Segment are needed to Keep the Special up until 3rd is optinal Stuff .

What i understand from Test Server on SR Emu .. that system is same .. you cant exp the Vuln ..so you will get Stun 11-13% what i have tested for the moment while you need the other 2 Layer to keep 2 Special out of 3 up .. that 1 Special falls apart ..cant be exp and stay on base 63 crafted -71 with enhancements


For the moment i just see 2 options :
1) You give the Vuln , while pulled into Special the ability to also get exp .. but that will result in -> Vuln will be 85% and 1 Special will be arround Base and will be arround 63-71%
2) Keep the no exp for Vuln but Add 2 Segment to the Heavy Amor . So there is 1 Segment to Keep the Special up and a second one to get the Vuln up to 40% .

Point 1 will be a bit strange .. and no option i think
Point 2 will need a bit Testing ,but could be a Option to Keep the Vuln low (arround 40%) while others stay Old way ..but.. dont know how Base will be infected by this :P

Re: Publish 8 - Something Wicked This Way Comes

Posted: Sun May 19, 2019 2:37 am
by Tyclo
The Armor revamp was done by a developer who is no longer with Sentinels Republic. It has... Problems. I won't go into extreme detail, but it's not balanced properly and basic premise was incomplete from the get go.

Roccah is correct, the reason Stun doesn't increase when you experiment is because it's a Special Protection in your screenshot or a Vulnerability when without a stun segment.

My knowledge of AS is fairly basic and I'm working with other team members to come up with a solution. Something like Roccah's #2 suggestion is probably the direction that I'd like to head in. Perhaps with some looted segments to achieve this, as currently looted segments are worthless.

Re: Publish 8 - Something Wicked This Way Comes

Posted: Sun May 19, 2019 3:28 am
by altarian
Sounds good. I think that point 2 works to achieve a good balance. Thanks for looking into this