<pre>From: Ilyos, the Arbiter
Subject: Weapon/Armor modding overhaul.
We're very happy to announce that our overhaul of Weaponmodding and Armormodding is now complete. Please see below a list of changes and how the new system works:
- WEAPONMOD/ARMORMOD SHOW works now.
- Added WM and AM as shorthand for WEAPONMODS and ARMORMODS respectively.
- Reverse-Engineering a mod now gains you 'research credits' and 'parts' with the mod's manufactor.
- A manufacturer's research credits can be invested into any mod from that manufacturer you have previously unlocked via reverse-engineering to increase its mastered progress.
- As before, mods cannot be crafted until 100% mastered.
- Mods are crafted with proprietary parts from that manufacturer.
- Mods you have crafted yourself cannot be reverse-engineered.
- There is a new skill in ArmorModding and WeaponModding: Shipment. Once every real-life week, this skill allows you to request a shipment of random mods in exchange for a bunch of commodities. Refer to their ability files for more information. Available shipments will change each week.
As part of these changes, all progress and parts you have in existing mods will be reset to 0, and you will gain back research credits and parts for that mod's manufacturer so you can freely redistribute the points as you see fit.
The amount of research credits you will gain for each mod depends on its rank.
Simple mods: 1 credit
Complex mods: 2 credits
Advanced mods: 3 credits
Obfuscated mods: 4 credits
To master a mod, you need to invest an amount of research credits that is also based on the mod's rank.
Simple mods: 20 credits
Complex mods: 40 credits
Advanced mods: 60 credits
Obfuscated mods: 80 credits
The maximum amount of research parts (per manufacturer) and research credits you can hold at any given time is 500.
New commands overview
WM/AM RESEARCH STATUS
View the research credits and parts you have available for manufacturers.
WM/AM INVEST <amount> <mod>
Invest the specified amount of research credits into the specified mod.
1) Obtain a mod in some way (shipments, mob drops, trading)
2) Reverse-Engineer the mod to unlock it, and gain parts/research credits for its manufacturer
3) Invest research credits into that mod from its manufacturer.
4) Repeat steps 1 through to 3 until you can reach 100% mastered on the mod.
5) Craft the mod.</pre>