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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 14:12:37
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BotFodder
Wicked Sick!
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Szlat wrote:
It's in the AbilityLoadedHealing, where the mod is for enabling the new artifacts. I will fix in a min.
Ah I see it now ... funny that we still get the weapon maker with that in there ...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 14:14:18
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Szlat
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Fix in cvs
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 14:15:49
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Szlat
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BotFodder wrote:
Szlat wrote:
It's in the AbilityLoadedHealing, where the mod is for enabling the new artifacts. I will fix in a min.
Ah I see it now ... funny that we still get the weapon maker with that in there ...
AbilityExpHealing will also add I think if it is not there?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 14:15:56
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vasago
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Are the new medic artifacts supposed to be taken out as well, along with the Engineering class? Cuz I didn't have the Blast and Sphere artifacts either.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 15:11:58
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BotFodder
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vasago wrote:
Are the new medic artifacts supposed to be taken out as well, along with the Engineering class? Cuz I didn't have the Blast and Sphere artifacts either.
Well we're in general agreement that the blast was too powerful. I can see where some might debate the sphere, too.
So yes, for the time being, the new Medic Artifacts have been removed.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 15:14:55
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BotFodder
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Szlat wrote:
AbilityExpHealing will also add I think if it is not there?
You're a sharp one.
I must defeat you.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 15:37:46
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robertdx
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I'm not sure if this is a bug or not, but:
During the preview, it appeared that I was given Ghost. Being a LA player I wasn't sure if this was normal or not but I went with it. Now that the preview is off, I seem to still have it. I've never purchased it before.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 15:43:19
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ECHO
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robertdx wrote:
I'm not sure if this is a bug or not, but:
During the preview, it appeared that I was given Ghost. Being a LA player I wasn't sure if this was normal or not but I went with it. Now that the preview is off, I seem to still have it. I've never purchased it before.
Players under level 40 were given ghost. The preview is over and ghost has been lifted from all low level players.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 17:42:57
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KohanX
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Are you sure? I had ghost about five minutes ago, and Regeneration 4 as well... That and none of my normal stuff (as a Medic), even though my actual level-up screen looked right. I was disconnected and have not been able to connect since...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 18:19:17
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Moof
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Low level player assistance is still in, as are all the other fixes except new artifacts and Engineers.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 18:32:44
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KohanX
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Heheh, yeah, Engineer is in there, but can't be bought. As if you could make us drool any more .
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/06/2006 18:55:40
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ECHO
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Moof wrote:
Low level player assistance is still in, as are all the other fixes except new artifacts and Engineers.
oops, spoke too soon. It wasn't in this morning when I was on
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You can never have too much precision in your soup.
"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 15:42:56
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BotFodder
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There's a bug with VINV maps - Vehicle Armor only goes up to 199 for some reason (checked raptor, scorpion, hellbender). Is there anything that might explain it? That's the default "SuperHealthMax" ...
EDIT: In RPGClass, there's a function ModifyVehicle that does a:
V.HealthMax = V.SuperHealthMax
I wonder if V.SuperHealthMax, as applies to vehicles, shouldn't be at all referenced.
It's totally possible that some fool somewhere sets a vehicle's SuperHealthMax to 199 even though the vehicle's default HealthMax is higher.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 15:45:43
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Moof
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I thought that was Engineer related, Bot. It may still be. When I was spawning Mantas, they would come up with 199 health, then once I took any damage at all, it would reset to its proper amount. It appeared to be a graphical bug only - the health still had the proper value in code.
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Moof, Scholar of Ni
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 16:00:22
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Moof
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Problem. Vehicles are spawning at half health and less, and overall feel extremely, extremely weak. This is post-removal of the Engineers.
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Moof, Scholar of Ni
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