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Everything posted by Aso

  1. until
    Reckoning Independence Day Celebration Reckoning will be holding its annual Independence Day celebration this coming weekend. Due to the time of week that it falls on this year, we thought it would be best to hold the event the following weekend after the 4th. This years festivities will run from Friday, July 6th @ 4AM ET to Monday, July 9th @ 4AM ET. Event Details: Experience will be doubled for the duration of the event. You will receive a limited edition painting that can only be obtained during this event. (Claimed once per account, on first character to login.) You will also receive a limited edition badge upon login that can only be obtained during this event. We will be holding in game events during the weekend. Be sure to check the community calendar for events and times. https://swgreckoning.com/calendar/
  2. Sounds like its going to be alot of fun.
  3. Hotfix 6.0.4 Force Rank System [Fixed] Bounty reward will now properly recalculate when a rank is lost or gained. GTEF [Fixed] Various other GTEF related issues. Misc [Fixed] An issue where vendors could be initialized in a private structure. [Fixed] Mayor spam emails. [Fixed] Fixed stability issues.
  4. Hotfix 6.0.3 GTEF [Fixed] An issue where experience was being removed when it shouldn't. Misc [Added] PlayerStatsCommand. This command can be used only on yourself. [Changed] ShowPvPStats display format. [Fixed] Fixed more stability issues.
  5. Hotfix 6.0.1 Bounty Hunter [Changed] Members of a guild will no longer see a bounty mission of another guild member. Force Ranking System [Fixed] An issue with force rank maintenance not being deducted. GCW [Changed] ATST spawns in some GCW bases. Misc [Added] Recalculation in activateForceRegen when setForcePowerMax is called. [Fixed] Fixed Stability Issues.
  6. Patch 6.0: The Reckoning Is At Hand Profession: Architect Fixed an issue with making heavy mineral miner deeds in a factory. Profession: Artisan Fixed the filling on Dustcrepe. Profession: Bio-Engineer Fixed effectiveness resists not changing during experimentation. Tissues now have the correct cover mod. Profession: Bounty Hunter NPC bounty mission targets will now travel towards a starport and travel to a different planet when they get there. Adjusted bounty droid success formula to improve success rates at higher skill mods. Droids should no longer sometimes report incorrect distances. Profession: Droid Engineer Droids made in factories should no longer lose their modules after removal from the crate. Droids with no power can no longer function as crafting stations. Crafting station modules no longer allow a player to experiment when crafting with a generic crafting tool. Recharging droids now heals their battle fatigue. Detonation droids should now detonate properly. Detonation droids now do their 10 second warmup when called instead of when ordered to detonate. Droids with harvest modules will now always harvest when set to auto harvest instead of only working if their owner was the group leader. Profession: Entertainer Added group xp bonus. Added xp bonuses for audience response. Fixed flourish xp to diminish over time when no new flourishes are performed. Profession: Image Designer Fixed some customization details not getting updated properly. Profession: Medic/Doctor/Combat Medic Healing and buffing now properly take into account the target's battle fatigue. Tend wound now accepts parameters to specify which attribute to heal. Profession: Merchant Fixed the intervals for warning and deletion of empty vendors. Profession: Politician City Decorations can no longer be placed within no build zones (such as near POIs). Profession: Ranger/Scout Camouflage no longer checks constantly causing it to break prematurely. Rangers can now remove camouflage from themselves. Rangers can now get scouting xp from concealing other players. Camo kit crafting now uses camouflage skill for assembly/experimentation. Fixed the layout of some camps. Camouflage now only works on the planet where it was applied. Area Track now gives the correct direction when the ranger or target is indoors. Fixed the duration of camouflage and added an animation to it's application. Profession: Rifleman Sniper shot should work correctly now. Profession: Smuggler Slicing a weapon with a powerup on it will now destroy the powerup. Profession: Squad Leader Group skill mods now persist properly on group members instead of falling off after 5 minutes. Group skill mods are now added/removed/updated on group members properly when needed (SL trains/surrenders a skill, faction and faction status changes, travel, player bounty combat, SL death/incapacitation/revival, SL leaving group). Profession: Weaponsmith Fixed the stock component slot on DH17 carbines to be optional instead of required. Combat Fixed the color of some combat log entries. Mobs will now use secondary defenses. Only one pool can now be wounded per attack instead of each pool having a separate chance on each attack. Auto attacks now have the same min range calculation as enqueued attacks. DOT absorption now functions properly. Fixed some instances where a player can get stuck in a feigned death state. Food damage mitigation now applies after armor mitigation. Wookiee roar no longer goes on cooldown if the target is out of range when used. Secondary targets of AoE/cone attacks will now properly give the attacker a TEF where appropriate. Combat damage vs. targets vulnerable to the damage type will no longer change when the target's regular resists are reduced. Attacks that add a DoT will no longer add the DoT to a corpse if the attack kills the target. GCW/PVP Added Group TEF for Bounty Hunter Vs Jed. A TEF flag will now always be present when you have any kind of PvP TEF. Players must now be Special Forces in order to delegate faction points. Player names now properly flash while changing faction status. Planetary control scores are now updated hourly instead of in real time (the winner was already updated hourly which caused some confusion when the scores changed but the winner hadn't updated yet). Fixed some issues with /delegate when the target is at or near their faction point cap. PvP TEF now also blocks entry to player city civic structures. A base's security terminal can now be properly repaired after a failed slice. Faction bases now have an explosion animation when destroyed. A player's faction insignia will now only show to opposite faction and neutral players if they have a TEF or are Overt. Force Ranking System Added Petitioning, Voting, And Demotion to the FRS. Current Force Ranked Jedi will be reset to rank 0 with this update. FRS experience will be maintained. Improvements to FRS modifier calculations. Items/Loot Droid repair kits can once again be used by any player. Food/drink that apply their affect as a reaction to an external event will now properly have a default duration of 60 minutes. Fixed factory run times. Looted weapons will no longer have skill mods for other weapon types. The Two-Handed Axe now has it's correct armor piercing. Added the Eyes of Mesra to loot. Fixed the max crate size for many items when created in a factory. Exceptional and Legendary items can now drop from any level enemy. Increased the chance for skill mods and dots to be found on looted items. Exceptional and legendary items now have a much greater chance to have skill mods and/or dots on them than standard loot. Poison and disease resist buff pack Cs now bestow their absorption mod. Fixed the armor piercing on Nightsister Energy Lances. Clothing/armor's name now turns yellow after an attachment is added. New BE enhanced clothing will have a yellow name. Weapons with DoTs and looted items with skill mods will have a yellow name. Creatures/NPCs/AI Fixed an issue that sometimes caused players to not be able to see spatial chat from an NPC. Philosophers will now respond when conversed with. Fixed a creature area attack that wasn't properly an area attack. Added proper AI pathfinding within the world and from the world into a building. Some dynamically spawned NPCs will now have a random mood set. NPCs will no longer sometimes spawn with a weapon in hand that they'll never use. Added proper random name generation for droids. Fixed AI now uses height in it's aggro distance calculation and will no longer sometimes aggro from too far away in hilly locations. Fixed some instances where corpses would talk. When a mob leashes for moving too far away from it's home location, any DoTs on it will be removed. Spawns/World Updated some newbie spawns to be non-aggressive. Fixed it so that mobs that spawn together in the same dynamic spawn will never fight each other. Easy and Medium spawn zones around cities will now only spawn mobs from their respective spawn list instead of also spawning things from the world spawner. Non-trainer NPCs that have the appearance of a trainer no longer register on the planetary map as a trainer. NPCs that are indoors now register on the planetary map (trainers, junk dealers). Added a few junk dealers that were missing. The names of some outposts on the map have been fixed. Added crafting contractors' functionality. Fixed some lairs on Yavin IV that weren't spawning their boss mobs. Added a couple wild spawns that were missing. The Nightsister Stronghold cave's spawns are now more accurate to live. Axkva Min now calls for assistance when engaged. Planets Added the planet Taanab. (Credits to Takhomasak) Pets Squad Leader buffs should now be able to affect pets. Healing of pets now conforms to the same faction status rules as healing of players. Pets can now sit or lie down in response to certain emotes. Pets capable of sitting down will now do their sit trick animation when performing a trick. Pets and vehicles can no longer be stored while their owner is in combat or dead. Events/Dungeons/Theme Parks/Quests Added the Village Jedi progression system. This includes everything from unlocking glowing, the village and the Padawan Trials. Current Jedi will have access to the village and its quests. Added the Corellian Corvette dungeon and associated quests and loot. Added the Nightsister Stronghold tasks. Added the Singing Mountain Clan tasks. Added Bardo Klinj task. Added Brennis Doore task. Added Captain Eso task. Added Crev Bombaasa task. Added CX-425 tasks. Added Dalla Solo task. Added Damalia Korde task. Added Dannik Malaan task. Added Denell Kel Vannon task. Added Dilvin Lormurojo task. Added Durgur Pyne task. Added Ebenn Q3 Baobab task. Added Gravin Attal task. Added Green Laser task. Added Grobber and Zekka Thyne tasks. Added Grondorn Muse task. Added Ignar Ominaz task. Added Jazeen Thurmm task. Added Joz Jodhul task. Added Jusani Zhord task. Added Kritus Morven task. Added Lethin Bludder task. Added Megan Dr'lar task. Added Rep Been task. Added Scolex Grath task. Added Serj-X Arrogantus task. Added Skinkner task. Added Venthan Chassu task. Added Vinya Maysor and Karrek Flim tasks. Added Vraker Orde tasks. Added Warden Vinzel Haylon task. Added Yith Seenath task. Added the rest of Gilker Budz' tasks. Talon Karrde no longer has tasks for players, instead his lieutenant Zakarisz Ghent now does. Targets for themepark/task quests will now only spawn once the player is close to their location. Added some missing conversation options to some themepark/task givers and targets. When speaking to a themepark/task quest giver while having another quest underway, the giver will now have the option to quit their current task. Escorts will now stop if a player gets too far away and will require the player to converse with them to continue. Added the heralds for the geonosian lab (including the one that also acts as a junk dealer for the geo relics). Added some other heralds that were missing. Fixed the mark of intellect quest to properly require the player to have spoken to the hermit first. The mark of altruism quest now properly requires completion of the hermit's pre-quest. Fixed the blumbush painting schematic so that the Bestine Museum Curator will actually give it to a player that purchases it. Death Watch Bunker security waves will now despawn after 5 minutes if not killed. DWB security waves now trigger on damage instead of on a timer. DWB security waves now path through their rooms looking for intruders. Misc Increased the amount of missions a player can have from 2 to 4. Added several system messages that were missing. Fixed some structure commands that sometimes tried to target a structure other than the player's target. Fixed the /emptymail command to properly delete mail. The /find command will now draw it's yellow path when used within static cities. Fixed moods that weren't setting their proper animation. Added species xp bonuses. Added the race droid player event perk. Added the scavenger droid player event perk. Fixed some player event perks that could not be re-deeded. Lotto droids no longer break after a server restart. Server Improved server auto restart. Resource Spawns will be updated to Galaxy Harvester twice a day. At 6AM ET & 6PM ET. Improved server status display. Will now display when the sever is down, loading, or locked. Improved server stability. Fixed some memory leaks. Made many server performance optimizations. Added a much more graceful server shutdown procedure.
  7. I know this has been a highly requested feature and will be coming with Publish 9. Galaxy Harvester will be updated twice a day. SWGCraft will follow once I ask them to pull the data from Galaxy Harvester automatically.
  8. Should Player Cities Be Able To Be Built On Adventure Planets?
  9. Aso

    New Planets

    I've always said that If we add new armor, it'd be in line with Pre-CU. If anything, you could look at it as giving players more armor appearance options. I wouldn't go much further than that.
  10. Aso

    New Planets

    Of course a new planet will have new content, An empty planet would be no fun at all. As to player houses on the new planets, that's undecided at this time. This is more of me gathering the feel of the community on the subject. I know some think the game should remain pure, while others would love to see something like this. Further decisions and details will be hashed out if we move forward on this. I'd be eying adding something like this for either Publish 9 or shortly afterwards.
  11. Aso

    New Planets

    There is some really impressive work being done over at Mod The Galaxy regarding bringing in new planets to the base game. Its always been easy to recolor Rori and edit snapshot files and call it a new planet like other servers have done, but the work that's going on over there is far beyond that. My question to the community is, would new planets be something that you''d be interested in seeing here on Reckoning?
  12. Yep, that's because this is an old thread. I'm going to close out the old polls so there's no confusion.
  13. I wanted to get community opinion on automatic resource submission to SWGCraft (http://www.swgcraft.org). This would include the resource name, type, and stats. Planet or specific location would not be provided. I'm thinking this submission would occur daily so its kept up to date. Good idea, or bad? I see both sides. Discuss below, I want your opinion!
  14. Aso

    Player Bounties

    I reopened the poll due to expiration. I'd really like to get more people to vote on a addition such as this. I know odds are in favor, but 34 votes is not a good representation of the entire community. Tell your friends and guild members to vote!
  15. Oh. I completely agree. That's why I'm focusing on balance in the next update. A lot of the stuff from default code is not right or implemented out of the box. Jedi being a great example. If you look at recent commits over there, a lot of stuff is now just being done. Which of course complicates my job of making what we've already done work with the newer stuff. A lot of merge conflicts and rewrites to be done. The next update is going to take some major testing to say the least.
  16. Aso

    Player Bounties

    Thanks for elaborating. First, there can only be one bounty on one person at a time, just as with Jedi now. The person wont even get the option to place a bounty if the killer is already on the terms. As to the BH picking up their alts missions, there's already a system in place to stop that. Alt missions don't appear on the terminal as is. I did this a while ago because we had BH's clearing their Jedi from the terms.
  17. Aso

    Player Bounties

    If this does end up being implemented, look at it as a trial run. If it ends up being a bad system, we can just turn it off. I'm making the whole thing configurable, so it really will be as easy as changing playerBountySystemEnabled = true to false.
  18. Aso

    Player Bounties

    If you're worried about it being exploited in some way, state what your worried about. That way I can alleviate concerns or make it better in the end. Just saying your worried doesn't help me know what about. As to others posts, it will be BH only as it is now. I just don't see much point in taking what Bounty Hunters very job is and allowing everyone to do it.
  19. Aso

    Player Bounties

    Word on the street is that there should be a test on this soon after this poll expires if voted yes on. Code is done, just awaiting approval.
  20. Aso

    Player Bounties

    I also want to note that great thought will go into making Jedi more lucrative to hunt vs normal player bounties. One thing I don't want to do is take away from the original visibility system in any way. I still want that to be the main focus of any bounty hunting that takes place.
  21. Aso

    Player Bounties

    This poll is to gauge community interest in a player bounty system that's separate from the Jedi visibility bounty system. This system would give you the option of placing a bounty on the head of another player who kills you in PvP combat. Before voting, please read the example so you know what's being proposed: Please discuss in the following thread, since there is already a discussion going on about the subject of player bounties: http://swgreckoning.com/showthread.php?1158-Player-Bounties-for-PvP-kills&p=6116#post6116
  22. As of right now, Jedi Vs Bounty hunter fights are a 1v1 ordeal. Of course, unless they are Overt or City TEF'd. The Jedi and BH do not gain a normal TEF from each other in combat. My question is this, do we move towards a more legitimate true to Live type TEF situation, where a normal TEF will be applied to the player once they initiate combat? More or less, it will be the same as it is now, only difference is being able to be attacked by outside forces. While being able to be attacked is one side of the coin, the other is being able to defend a group member or friend from an attacker, instead of just watching helplessly as they are slaughtered mercilessly. What say you!
  23. Indeed, going off the theoretical example above. Once voted on, numbers can be finalized if we end up going that way. It may only just be force regen that's increased. Numbers and stats are just an example at this time.
  24. It wouldn't be an additional 375. It would be an additional 125 with Council Member robes over current values.
  25. One thing I thought that never made much sense was the fact that all the different Jedi Robes all have the same stats. Currently, all robes from Padawan to Council Member all give the same stats of: +250 Force Power Max and +10 Force Regen. Right now, the robes only give you the benefit of, hey look at me! What do you guys think of small incremental increases to each robe, as you rank up: Example: Padawan Robe: +250 Force Power Max and +10 Force Regen Knight Robe: +275 and +12 Force Regen Jedi Sentinel Robe / Dark Jedi Enforcer Robe : +300 and +14 Force Regen Jedi Consular Robe / Dark Jedi Templar Robe: +325 and +16 Force Regen Jedi Arbiter Robe / Dark Jedi Oppressor Robe: +350 and +18 Force Regen Jedi Council Member Robe / Dark Jedi Council Member Robe: +375 and +20 Force Regen The above values are just examples, not set in stone numbers. I'm posting this poll to get community opinion on the idea itself.

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