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Zooka
Joined: 23 Nov 2020 Posts: 38 Location: Independent
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Posted: Sat Dec 23, 2023 2:48 pm Post subject: Exotics |
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Recent changes have divided exotic weapons into the three weapon type categories. Looking through the codex shows that the vast majority of them are considered segment types though, probably a default setting from the changes. Will there be an audit done to these to provide more variety?
Thanks. |
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Dogran Immortal
Joined: 13 Jun 2009 Posts: 1804
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Posted: Sat Dec 23, 2023 4:07 pm Post subject: |
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An audit was done, however to update the codex, each of the items will need to be appraised or your friendly neighborhood mystic can do it. |
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Zooka
Joined: 23 Nov 2020 Posts: 38 Location: Independent
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Posted: Sat Dec 23, 2023 9:53 pm Post subject: |
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Shouldn't they show as outdated then? |
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Davairus Implementor
Joined: 16 Jan 2004 Posts: 10368 Location: 0x0000
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Posted: Sat Dec 23, 2023 10:08 pm Post subject: |
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actually, no. that wont work, we calculate a checksum to determine the item was changed or not. each item would have to be changed because the checksum will still amount to the same otherwise, or we can think of a way to change all the checksums, but then that will break all the existing ids. its probably better just file bugs for ones that should be outdated , and then we can bork the checksum in the codex intentionally. or come up with some sort of process to flag them. that might be neat too |
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Zooka
Joined: 23 Nov 2020 Posts: 38 Location: Independent
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Posted: Sat Dec 23, 2023 10:28 pm Post subject: |
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That makes sense. Get busy Mystics!
Will you be looking to update skils to recognize this new format?
eg. allow sidestep to use exotic type blade or clobber to use exotic type shaft?
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