Well, I have added in forced registration and logging in before being allowed to enter in creature data. The amount of misinformation being entered in by anonymous users has risen to an unacceptable level. Thank you for being patient and taking the extra time to register and log in before adding creature data.
In other news, the patch has gone live as of today. Here are the relevant CH and BE changes:
Creature Balance: All creatures in the game have been balanced under one unifying scheme.
Creature Handler: The creature handler profession has been re-organized. Among the many changes are: The \"control level\" skillmod has been removed. You can call any pet up to the limit of your additional pets skillmod, but no more levels at one time than your \"tame level\" skillmod. The tame level skillmod also determines the maximum level pet you can call or tame.
The Tame Level skillmod has been redistributed throughout the tree, so only master creature handlers can call the highest level pets. The Transfer command has moved to the Master Creature Handler skillbox.
The \"train as mount\" ability has moved to Management IV.
Creature Trade-In Program: With the Creature Handler changes that are going into effect, players with pets from levels 10-15 will no long be usable, there will be a pet trade-in program. Player get attached to their pets, players will be able to visit Creature Handler NPC's and get a device to drag to the datapad. The device will transform their pets, carrying over it's name and commands to the new pet. The new pet will be of the same type, but of the correct level. Your favorite pet will stay your favorite pet
General Changes:
Damage-over-time (DoT) effects (bleeding, poison, etc.) will no longer cause pets to randomly aggro on nearby PvP enemies.
There will now be a chance for boss type creatures to spawn from mission targets.
Major rebalance pass on all creatures to bring similar level creatures to the same power level and/or to have more powerful creatures con reflect a higher level.
Pet Changes:
Pet following improved.
You can no longer command a pet that is outside when you are inside a building.
Factional pets will Only attack Declared-Overt targets (players or npcs)
Players will be allowed to transfer a pet-control-device even if it doesn't know the transfer command, if the pet is too-high level for them to call
Some creature types will spawn baby (tamable) creatures less often than others.
Fixed a bug that would allow players to call more pets than they should have been able to call in some situations.
Pets will autostore in 4 minutes if not revived medically, will absolutely not recap' naturally (from regenerating) for at least 2 minutes.
Pets will not recapacitate immediately.
When a pet is incap'd by NPCs or creatures, the AI will attack the pet's master, next.
Pets will always be considered to be grouped with their masters (by AI, that is), even when they aren't
Players can no longer complete a taming attempt while dead or incap'd
Unstored pets will not remain in the world after their owner has logged out for longer than 2 minutes, and current health info. etc. will properly be saved
Pets \"Hungry!\" and \"Play!\" spam will only be visible to the pet's master
Non-creature handlers cannot call pets of a higher level than 10, down from 15.
To see which commands your pet knows, select LIST COMMANDS from the pet control device.
Pets will not suffer from vitality loss more often that once per 5 minutes
Creature Handler Specific
Creature Handlers will only receive 1 xp for using a pet to kill something less than half the level of the pet.
Using baby high-level creatures to kill low-level creatures will result in less xp being granted than previously. For purposes of determining xp only, the creatu