hamsterserver.com :: demented rodent gaming

Please login or register.

Login with username, password and session length
Advanced search  

News:

Man Driving Giant Foot Leaves London Very, Very Confused

Author Topic: Dev code to be released to Basilisk  (Read 813 times)

Tricky

  • Cider drinker!
  • Administrator
  • Captain
  • *****
  • Karma: +1/-0
  • Posts: 1825
Dev code to be released to Basilisk
« on: November 09, 2014, 09:56:55 AM »

http://www.swgemu.com/forums/showthread.php?t=147177

That will be a Bantha load of changes going onto the server - should be very good!
Logged

RichardWhitely

  • Ba-da, ba-da, ba-da-da-da: booooooooooo!
  • Administrator
  • Major
  • *****
  • Karma: +9002/-0
  • Posts: 234991
Re: Dev code to be released to Basilisk
« Reply #1 on: November 13, 2014, 07:27:27 PM »

Creature handler \o/
Logged
I play games on a:
ZX Spectrum 48K | Grundig C410 cassette recorder (adjustable head) | 20BT TV Philips Multistandard Color V37cm | ZX Interface 2 | New Kempston Compatible Competition Pro Switched Joystick | Sinclair BASIC OS

Tricky

  • Cider drinker!
  • Administrator
  • Captain
  • *****
  • Karma: +1/-0
  • Posts: 1825
Re: Dev code to be released to Basilisk
« Reply #2 on: November 16, 2014, 10:23:21 AM »

http://www.swgemu.com/forums/content.php?r=498-Publish-6-A.I.-Strikes-Back

Server is currently loading...

Loads of stuff in those patch notes - including a gazillion quests. Two minor thing that makes me happy from a melee perspective - NPCs can be affected by dizzy, and 'counterattack' will now actually attack - at last!

And CH!

       "Pets can now attack in PvE and CH xp can be gained via PvE combat"

Oh, and this will save some fannying about:

       "Added nearest mission for group way point functionality"
Logged
 

Page created in 0.047 seconds with 21 queries.