Patch NOTES FOR [8:15AM EST] 2/28/2021
-
++++BALANCE++++
- + ForceLightning 1 & 2 has had another small damage buff
- + All CreaturePets have had their PVP damage reduction values reduced from 65% -> 25% since they actually have armor & hp now
- + All CreaturePets have had their PVE damage reduction values removed (see above)
- – These passive mitigations were in place prior to the BE pet revamp as pets had no defenses before…now they do
- + Poison and Disease resistance buffs/tapes now reduce NPC applied dot duration (capped at 75%)
- + Pets are free + easy ways to apply dots, compared to Combat Medics, so their dot mechanics are now affected by more defensive mechanics.
- – NPCs were applying dots with unmitigated damage making them extremely difficult to balance, this has changed
- – Also, pets actually do decent damage now which was compounding the issue of balancing dots possible from them
- + Pet damage in PVP raised from 33% -> 45%, will keep an eye on this now that dots are more easily controllable ++++MISC++++
- + Cleaned up some chance values for NamedCrystals to not cause calculation errs
- + Added some sanity checks and isNull checks on adjustPetLevel (most likely a culprit in recent Deadlocks and memalloc errs)
- + Added some sanity checks, null checks, etc, on some consumables “Fill” code that fills in information when examining consumables
- – This caused a Segfault in the past so hopefully this fixes that particular issue
- + Novice Marksman now gains the cert for Bowcaster Rifles
- + Bowcaster Rifle changed from AP:NONE -> AP:HEAVY (it’s a damn bowcaster!)
- + Bowcaster Rifle has been rebalanced to be a slightly less raw dmg than a T21, but much higher Wound Chance ++++LOOT++++
- + The “Experimental Components” loot group has had its components loot chances rebalanced
- + The item “Experimental Sword Cores” have been improved by 25%
- + Force Crystal Hunter containers have had a small reduction in # of color crystals that they contain
- + Force Crystal Hunter containers loot respawn timer changed from 10minutes -> 15minutes ++++CONTENT++++
- + HiggJibb has been tuned upwards slightly
- + Krayt Dragon Queen’s CL raised from 350 -> 450
- + The Science outpost on Dathomir has detected an unusual unidentified energy burst near the Rancor Cave on Dathomir, beware!
- + AxkvaMin’s respawn timer changed from 24hours -> a random respawn between 40 to 76 minutes
- + Acklay’s CL changed from 350 -> 450
- + Acklay’s respawn timer changed from 24hours -> a random respawn between 40 to 76 minutes ++++BUGFIX++++
- + Fixed SalesTax breaking payouts to Sellers when selling items on a merchant in a City with said SalesTax applied
- + Fixed creatureAreaPoison applying incorrect dot type [BAS-fix merge]
- + Pet applied Dots are no longer using “Unmitigated” damage to apply their dots (required deep-dive investigation of code)
- – Previously, dots applied by pets were not being calculated based on their actual damage, but unmitigated damage. Not intended!
- + Changed the Padawan box Force Regen bonus from 6 -> 11, this corrects a previous error when moving robe bonuses to jedi boxes
- + …but was incorrectly set to 6 instead of the correct value of 11 ++++GCW/FRS++++
- + FRS has been unlocked for Jedi to gain starter bonuses from (you’ll want to run /regrantskills when you log in btw)
- + FRS classic progression is disabled as the new alternative progression system will come with GCW progression system
- + FRS classic boxes will be auto-granted, similar to “Force Progression” boxes, the more a FRS Jedi progresses in the alternative new system
- + FRS classic boxes have had their bonuses balanced and smoothed in a more linear fashion
- + FRS classic boxes, between light and dark, should now give the same bonuses between the two
- + FRS bonuses, such as “Manipulation”, now affect and do similar things for the same powers
- + (Dark Bonuses no longer do more for powers dmg, Light Bonuses no longer do more for healing, etc)
- + Removed PlayerCap per FRS rank
- + Set classical progression requirements to impossible amounts (999k) as alternative method will replace this
- + Removed the rank requirements for various rooms in each Enclave (an FRS novice can go into every room now)
- + Removed FRS maintenance costs
- + FRS Jedi no longer gain, or lose, FRS Experience, it is being replaced with generic GCW Experience gains (easier to balance with normies)
- + ————————
- + NOTE: Moving forward, think of FRS rank boxes as an indication of how much GCW Points someone has, and how much they’ve invested into the new FRS/GCW system
- + … you can think of it as a DAOC RealmPoint-lite system
- + ————————
- + Custom FRS-Check method written to re-grant Jedi Knight to those who had already completed that caused a limbo state of being a knight but not actually being a knight
- – This is to correct an issue where a Jedi has completed their Trials but is now in a limbo state of having completed their trials already but are not considered a Knight by the server
- – This check is run automatically when a Jedi logs in who has completed the trials but is missing their FRS novice box
- + ————————
- + GCW Experience has been perminantly registered in the game’s files, and capped at 900k, you should no longer be capped at 2000 or lose said experience when the server restarts!
- + ————————
Patch NOTES FOR [8:15AM EST] 2/1/2021
-
++++BUFIX++++
- + KiinDray on Dathomir now spawns with the correct template tag name
- + Cleaned up some incorrect Spawns on Dathomir that were sharing KiinDray’s template ++++CRAFTING++++
- + RIS Segments now use 3 layers instead of 2
- + RIS ChestPlate now uses Amorphous Gemstone instead of Vendusii Amorphous Gemstone
- + Some more Schematics had their resources turned into their less rare/specific forms
Patch NOTES FOR [10:40PM EST] 1/30/2021
-
++++CRAFTING++++
- + Almost all, if not all, specific/rare resources for Schematics have been changed to their Generic version
- – Please report any schematics that were missed to the #bug-reports channel!
- + Schematic Run Count now respects chosen Manufacturing limit between 1 -> 999, if set to 1000 it will override to 10k ++++BALANCE++++
- + Jedi Holocron usage changed from 24hours -> 1hour
- + Jedi HuntedDebuff timer reduced from 3 hours -> 1 hour 30minutes ++++MISC++++
- + When a Jedi uses a holocron to regain their Force an effect will now play
- + When a Jedi channels to regain their Force an effect will now play ++++CONTENT++++
- + Knight Trial targets have been added to mission terminals as “rare-ish” bosses of their cousins (such as a Giant Stintaril lair has a rare chance for a Stintaril Prowler on last wave)
- + Force Crystal Hunter Cave has had a revamp, it’s so….colorful!
- + Jedi LS Experimentation tapes now drops from Jedi-tape allowed mobs (DJM, DJK, etc)
- + Jedi LS Assembly tapes now drops from Jedi-tape allowed mobs (DJM, DJK, etc)
Patch NOTES FOR [6:10PM EST] 1/29/2021
-
++++BUGFIX++++
- + Reaching 1000 Fortitude when BE experimenting on DNA no longer bricks the resist values
- + BE’s can actually sample from CL175 mobs now
- + Can now transfer pets up to CL 25 to non-CH players
- + Makashi from Master Enhancer works again in PVE
- + Fixed issues with TransferStructure checking wrong person for skills 🙂 ++++BALANCE++++
- + BE pet’s get slightly better resists than before when experimenting, they’re scientifically created clones afterall 😉
Patch NOTES FOR [8:30PM EST] 1/27/2021
-
++++BALANCE++++
- + Kunga’s are slightly more accurate now so they can protect their shinies more effectively!
- + Janta’s are slightly more accurate now, those pesky vampires after their blood beware!
- + BE pets had their upper-limit on possible creations raised (easier to make stronger pets if effort is invested)
- + BE pets can now be crafted with ‘medium’ and ‘heavy’ armor (requires heavy investment into stats)
- + BE pets now gain a scaling dynamic damage bonus based on how much experimentation has been done to ‘Power’ (heavy investment)
- + BE’s will no longer be attacked if they succeed a sample, only on failures on sampling
- + BE, when DNA sampling, now receive 3 copies of a successful sample, ALL the experimentation and BE fun!!!
- + BE has received a 25% bonus to quality of DNA samples from wild creatures
- – This BE pass will be watched closely, pet dmg/dura can be controlled in code after-the-fact so creation of “OP” pets is not a concern long-term
- + Creature Pets have had their movement speed normalized for players so all pets can keep up in PVP now
- + FSBuff Crystals from the Village quests have been combined, you now have a choice between HAM pool buffs or 3-Mind pool buffs for 1 hour
- + FSBuff Crystals have had their flavor text updated
- + Jedi bountyKillBuffer timer changed from BAS Default of 30minutes -> 3hours
- – This will be re-evaluated up/down over time as gear/resources/population/etc changes ++++CONTENT++++
- + Minor Creature difficulty, CL, and Resists pass
- – More of these will happen across the game to enable BE/CH pet creation
- + Numerous “Community Crafting” items from the village have had their schematic requirements drastically reduced
- + Crafting quest schematics no longer require metric tons of Sith-dropped resources
- – If you find any village schematics that still require a lot of Sith-dropped resources please report them 🙂
- + Phase 1, Whip Reflex #1, quest will now instantly complete the quest when talking to a Prisoner you’ve rescued
- – You no longer have to escort a Prisoner back to the village!
- + Village, Phase 4, has had its defenses heavily reinforced by the villages due to an influx of outside resources ++++LOOT++++
- + Minor loot on Acklay loot groups
- + Minor pass on Failed Acklay experiment in Geo Cave ++++MISC++++
- + Pet level, when in a group, is now calculated to be MUCH higher
- + Improved GroupLevel calculations to be 20% better (less people required to reach max group level)
- + Removed anti-armor spam for jedi wearing armor, too chatty!
- + Due to changes/buffs with BE/CH pets, minimum level of pets a non-CH can call is now 10 -> 25 ++++ECONOMY++++
- + Items Listed on a Vendor had their de-listing timer changed from 30 days -> 180 days
- + Commodoties had their expire time changed from 7 days -> 42 days
- + The number of items listed on a Bazaar changed from 25 -> 100
- + Maximum Bazaar list price limit changed from 20k -> 50k
- + Manufacturing Schematic limit is always 10k instead of 1k ++++BUGFIX++++
- + FSBuff Crystal, when buffing mind, now correctly buffs mind stats (previously overwritten by HAM stats)
- + Fixed FireDots not following the new 50% WoundCap change from the Dec 26th patch, and were not acting correctly
- + Fixed DiseaseDots not following the new 50% WoundCap change from the Dec 26th patch, and were not acting correctly
- + MaxOnlineToon Count’s value from testing snuck through, and has been changed back to Live-allowed values (5 -> 4)
- – Please refer to the server rules of 1x account per real person, 4x characters online per account/person
Patch NOTES FOR [8:30PM EST] 1/25/2021
-
++++BUGFIX++++
- + Jedi, Master Defender, “Force Soresu” now correctly intimidates only when damage has been taken
- + Removed OnHeal debug messages
- + Removed SaberBlock debug messages
- + The new custom generic Jedi tapes should now appropriately show their names on attachments ++++MISC++++
- + Disabled messages telling a hybrid-jedi that their defenses are nerfed, too chatty and causing overhead!
Patch NOTES FOR [2:45PM EST] 1/24/2021
-
++++BALANCE++++
- Jedi FS Conversion lowered from 30:1 to 15:1
- SquadLeader FS Conversion lowered from 90:1 to 30:1
- Jedi that force LinkDead while swimming to avoid dying in PVP/BHing now lose SaberBlock functionality while LD (anti-cheese mechanic)
- Initial Implementations of Crafted BH Armor complete, still not introduced as a reward yet for BH
- Initial Implementations of Mandalorian Armor complete, still not introduced as a reward yet for BH
- Jedi, M.Enhancer, is no longer immune to having FR2/3 stripped
- Jedi, when FR2/3 is stripped from them, now lose 200 more force if being stripped without Master Enhancer box
- Jedi, now become more efficient with ForceArmor & ForceShield the more you invest into Enhancer boxes (similar to Healer changes)
- BH now gain a new skillmod called “Keen Eye” from their ranged, and master, boxes.
- “Keen Eye” is only active when fighting a target that a BH has a BH mission for (aka: does not work in normal PVP)
- “Keen Eye” reduces the total SaberBlock of your target by the % that you have of KeenEye (aka: 10 Keen Eye == 10% SB reduction)
- “Keen Eye” caps at 15 with Master BH ++++MISC++++
- Players can now see what kind of slice was performed on a weapon
- Players can now see how much of a slice was performed on a weapon
- Jedi exp loss reduced significantly as the server uses default BAS’s award system so the exp bonus was affecting loss
- Players can now use the command “/village” to see the current phase, how much time is left in the current phase, and what time the phase will change ++++CONTENT++++
- Jedi can now only be hunted by a certain number of BH at a given time based on their FRS rank.
- If a Jedi is not in the FRS they can only be hunted by 1 BH at a time.
- Jedi Knights will start at 2 at a time, and scale upwards.
- This is a custom system unique to Carbonite, and does not affect the # of missions that can be pulled for the same Jedi.
- Unlimited # of BH can still pull the same Jedi’s mission, but only ‘x’ number of BH can engage a Jedi at the same time!
- When a Jedi defeats a BH the Jedi now receives a recording of the BH’s death (future reward currency for Jedi)
- The WorldBoss “Ice Field” mechanic has had its damage increased slightly
- The WorldBoss “Poison Cloud” mechanic has had its damage increased slightly
- These mechanics are more threatening now, bring medics/doctors/healers now 🙂 ++++STYLES++++
- All Lunge2 melee abilities from MasterBrawler can now Strip FR2/3 from a Jedi (20m range)
- The same rules apply from OverChargeShot2, except for the range being shorter (obviously :]) ++++BUGFIX++++
- Jedi, made with Special Races, should now be able to use SelfBuff Packs after using `/regrantskills`
Patch NOTES FOR [5:30PM EST] 1/18/2021
-
++++BALANCE++++
- All vibro-unit based schematics for Polearms have had some of their vibro units split to individual groups
- This means instead of multiple units “averaging” out they now stack their benefits ontop of each other
- This is a large buff, and will be monitord for balancing as time goes on….Polearms are dangerous now
- Fencer Vibro-Knife schematic had a similar treatment to Polearms
- Vibro Axe schematic had a similar treatment to Polearms
- Jedi EXP changed from 0.2 -> 0.3 to bring total raw exp up from 0.8 -> 1.2 of normal exp
- In Comparison “Normies” are sitting at 400% (4.0) before group and musician buffs
- Jedi still lose significant exp when killed by a BH
- OverChargeShot2 now strips FR2/FR3 every 15 seconds instead of every 30
- Carbines have had 1 power-handler split off into its own group to enhance damage further for all carbines
- Some lower level carbines had a power-handler added to smooth out their damage scaling to be competitive with other lower-level crafted weapons
- Carbines have had a flat +15% upper-limit on experimentation for their damage profile (ex: max damage for a Laser Carbine had its ceiling raised from 240 -> 276 when experimenting)
- Players now take excessive extra damage when wearing armor with ANY Jedi skill boxes invested (anti-Hybrid implementation)
- JediToughness no longer functions with any form of normal profession toughness (anti-Hybrid implementation)
- Intim-1 and Intim-2 can no longer be used if any Jedi skill boxes are invested
- Jedi with Master Enhancer are now immune to having their ForceRun2 & ForceRun3 stripped
- ForceIntimidate1 ForceCost moved from 300 -> 100
- ForceIntimidate2 ForceCost moved from 500 -> 250
- ForcePowers, that cause damage, now have a bonus derived from the Average damage of their lightsaber
- Choke/Mindblast/ForceThrow etc gain a small damage bonus from the Jedi’s sabers
- ForceLightningSingle, and Cone, attacks gain a large bonus from the Jedi’s average saber damage
- ForcePowers have had a large reduction in ForceCost in both PVE and PVP, many will be rebalanced to more dynamic forceCosts at a later time
- The damage that powers does in PVE has been buffed higher than normal to balance how much force is used in return
- Powers will be looked at for quite some time as we tune up/down, expect it to not be great this pass around but it is improved!
- ExarKun has had another lootpass done to bridge the gap between now and his refactor being done by G-Star
- BountyHunting Debuff timer reduced from 12hours to 30minutes (how long before a Jedi can be on terminals again)
- BountyHunting full-payout cooldown changed from 3 days to 3hours (how long before a player can be worth the full amount again)
-
++++STYLES++++
- Jedi Saber1hComboHit2 and 3 have had their weak posture_down removed to make the ability useable in normal application
- Jedi Saber2hSweep2 has had its PostureDown removed to allow it to become an “AOE” for 2handed sabers
- Jedi Saber2hSweep3 keeps its PostureDown
- Jedi Saber2hSweep2 has had its damage matched to Saber2hSweep3, this should give Saber2h a similar competitive edge to 1h and Polearms
-
++++ABILITIES++++
- Jedi, Master Enhancer, new ability: `Form II: Makashi`, empowers the Jedi’s attacks to intimidate their target for a short duration on damage dealt
- Jedi, Master Defender, new ability: `Form III: Soresu`, allows a Jedi to reactively intimidate their attacker when damage is taken for a short duration
- Both new abilities are in their respective Master boxes
- Both new abilities cost 300 force, and last for 5 minutes
- These abilities do NOT bypass the innate immunity droid’s have to being intimidated
- Jedi, Master Healer, has a new passive skill modifier “Force Healing Efficiency” that increases efficiency and power of healing by 1% per point
- TotalHealOther now has Fire cure ticks
- TotalHealOther is now slightly base-more efficient
- TotalHealSelf is now slightly base-more efficient
-
++++CONTENT++++
- Mayors can now place Informants of various levels in their cities for Bounty Hunters
- BH PVE missions have been refactored with higher payouts, more difficulty, and loot has been completely redone
- BH PVE missions should now be more competitive with other credit making opportunities, try something new!
- BH PVE missions have an additional new high-end mob to hunt
- BH tracking droids are more efficient
- BH tracking droids are less faulty
- BH tracking droids update their tracked target more often
- BH now have more possible tracks per droid due to faster update cycles
- BH Player Jedi mission payouts buffed by 50%, and minimums upped slightly
- BH Mission Difficulty for Player missions will default to 1000, this doesn’t mean a higher payout, but will eventually be used as the baseline for telling a BH how strong their opponent actually is
- Example: A difficulty level of 1000 == padawan, and every +50 is an invested FRS box, a freshly unlocked Knight with 0 boxes == 1050, and +50 from there on up, eventually!
- Harvesting Modules for Droids are now “On” by default when calling a droid
- WorldBosses have had a large amount of work done to them and their code
- WorldBosses have finally had some of their mechanics implemented
- Some world bosses had their raw damage reduced in favor of new mechanics
- Acklay and Rancor WorldBosses have not been given custom mechanics in favor of keeping raw difficulty with their attack types
- Acklay and Rancor WorldBosses have been rescaled via changing some of their attack move types (no hp or dmg tuning has been done)
- WorldBosses should now be more difficult to multibox, this was done in favor of not implementing a TEF so PVE content doesn’t become gated behind PVP for non-Pvpers
- PVP based ‘PVE’ content is planned for future implementation but only as an alternative/addition to, and not a replacement for, normal PVE content
- Village, Phase4, Thresholds for various raid wave sizes increased based on number of players in the village, Phase4 should be slightly less deadly
- Dark Jedi Masters, Knights, and Adepts have had their difficulty slightly changed
- Dark Jedi Masters, Knights, and Adepts have had their loot tables revamped
- Dark Jedi Masters, Knights, and Adepts now drop Jedi specific attachments
- Lightsaber Accuracy tapes have been condensed into 1 tape now called “Lightsaber Accuracy”
- Lightsaber Speed tapes have been condensed into 1 tape now called “Lightsaber Speed”
- Force Powers Accuracy tapes have been condensed into 1 tape now called “Force Powers Accuracy”
- Jedi Padawan Rank box now contains healEnhance for Self-Buff pack usage
- DWB has had a loot pass, this should be considered the groundwork for future loot passes
- DWB mobs have had their loot tables “broken apart” to seperate out possible drops into their own chance groups
- DWB’s first loot pass should simply be considered “several times better than BAS”, but not “great”
- Sith Shadow Thugs are a LOT less durable now
- Sith Shadow Mercenaries are a LOT less durable now
-
++++ITEMIZATION++++
- The “Mind Buff” Crystal from the Village is now more valuable
- The “Mind Buff” Crystal is now Mind+Focus+Will
- However, it shares a cooldown with the ForceBuffCrystal that does HAM across the board, pick one to use!
- Attachments have had an extension to their code which allows for custom attachment loot groups now
- A custom lootgroup specifically for Jedi Tapes have been created, and will now drop from high-end ForceSensitive mobs (jedi adepts, knights, masters, higgjibb, exarkun, etc)
- Village HAM buff crystal finally has its own buff icon showing the name, description, and duration
- `Elite Carbine` moved from `Light` -> `Medium` AP
- Most advanced components for pistols, carbines, and rifles no longer require specific rare resources to craft
- DE-10 Pistol no longer requires Master Pistoleer, and now only requires Novice Pistoleer
- DE-10 Pistol moved from `Light` -> `Medium` AP
- DE-10 Pistol moved from `Energy` -> `Cold` damage
- FWG5 Pistol moved from `NONE` -> `Medium` AP
- Power5 Pistol moved from `NONE` -> `Medium` AP
-
++++BUGFIX++++
- “General Experimentation” Tapes drop again
- OverchargeShot2 now has had its cooldown for ForceRun strip shifted to an independent cooldown fixing OCS2 as a normal damaging shot again
- Vendors can once against wear clothing and armor
-
++++MISC++++
- GCW skill awards have been disabled until we can properly work on GCW skills, kill awards, deaths, etc
- Technically this wasn’t 100% ready to begin with and was planned to be efforted on soon, sorry for the confusion!
- Jedi EXP can be turned in for every type of Village XP, but at difficult rates!
- Crafting FS conversion ratio has been drastically buffed across the board
- Cleaned up WorldBoss screenplay, made it more efficient, and cleaned up memory leaks
- Added more dynamic variables for WorldBoss debugging to make further development easier
Patch NOTES FOR [11:35AM EST] 1/11/2021
- Yellow modifiers reverted after a lot of conversation, I’ll simply balance in different ways, however insane-weapons might still occur, you’ve been warned!
- Krayt Dragons have had a loot balance pass (+)
- Meatlumps have had their specific loot group touched up to be less annoying (hey you, stop gnawing on those batteries!)
- ForceSensitive players who are ready for their Paddy Trials can now retrieve their own ForceShrine from a shrine found in the world
- Village, Phases 2 & 3, Search and Destroy quests now always give you the WP to the camps
- Village, Sith Shadow Mercenaries on Phase 4, are no longer mountains of death hurling towards you (balanced downward)
- Village, Drastically buffed drop rates of Phase 3 Shield Gen controllers from sith around bases
- Village, Phase 3, The ‘Capture Enemy Leadership’ quest will complete 30 seconds after ‘capturing’ the commander
- There are now a group of Sith resting in a room at the Smugglers Outpost on Dathomir (I bet they have materials a crafter could use for the village!)
- Sith have had their loot tables simplified, and now only drop Village resources needed by crafters in various phases for crafting quests (Sell them to crafters!!)
- World Boss Respawn and Despawn timers are now slightly random
- World Boss Respawn time increased from 6 -> 8 hours (with a small random window)
- World Boss Despawn time increased from 5 -> 7 hours (with a small random window)
- Significant effort was put forth to revamping/enhancing several current POIs for the purposes of exp farming for various professions
- Narglatch Cave POI on Naboo has been enhanced [POI]
- Voritor Cave on Naboo has been enhanced [4184, 10, 5127 (Dantooine)]
- Borgle Cave POI on Rori has been enhanced [POI]
- Pymy Torton Cave POI on Rori has been enhanced [POI]
- Giant Bark Mite Cave POI on Rori has been enhanced [POI]
Patch NOTES FOR [10:35pM EST] 1/9/2021
- OverChargeShot2, from MasterMarksman, now strips FR2 and FR3
- JediProgression has been enabled, please report any bugs or issues!
- Once Malichae is defeated, players now receive their own Force Shrine to facilitate a QOL change for doing trials 🙂
- Jedi hiding in private houses do not show up on terminals until they leave their house
- Decreased “Village Raid” wave timers for village from 86 minutes -> 25 minutes
- Changed “Village Raid” sizes to 2, 5, and 10 respectively
- Reduced Glowy Requirements for combat toons from 5 content badges -> 3
- Added a new “Crafter Glowy” path that does not require content badges (no combat)
- Old Man timers reduced to a random number between 45 minutes -> 60 minutes
- Village Phases changed to 4 hours
- BurstRun now informs you how long you must wait until you can burst again!
- Phase 2 and Phase 3 of Reflex with Daegeran “come back later” timer changed from 24hours -> 5minutes
- The Sith Commander from Phase 3 is now more durable and less anxiety inducing to escort (do you even need to anymore?)
- Krayt Dragon Queen is even more difficult now
- Reduced yellow modifiers slightly (ex: Legendary mod from 2.5 -> 2.0)
- Buffed BH tracking droid speed calculations by a passive +25
- Omni Buffpacks crafted use count reduced from 30 -> 10 due to their large duration
- An Unlimited number of BH missions can be picked up for a particular player to prevent mission thumping to prevent hunting
- World Boss Respawn times reduced from 24h -> 6h (race to the kill!)
- World Boss Despawn time reduced from 16h -> 5h (kill it before it despawns!)
- World Bosses will wait 30 minutes after server restart before spawning (watch for them messages!)
- FRS is disabled for the time being until it can be rebalanced and changed how FRS is gained
- BH Vendor has been disabled temporarily while correct rewards are added
- Fixed Jedi Robes to look correct per SWGemu defaults
- The FS Crystal, gotten as a reward from doing a village quest, is now actually useful. Give it a shot 😉
- Village Crystal Buff temporarily does not have a buff icon…TBD
- Jedi specific tapes will not be in at release of Jedi as work needs to be done on extending lootGroups functionality to allow for custom attachment groups to exist
Patch NOTES FOR [6:45pM EST] 1/7/2021
- Balance pass on some rare loot groups
- Removed Grenade crafting tapes from loot tables
- PSGs now differentiate between PVP and PVE for durability loss
- PSGs durability loss in PVP moved from 0.05 -> 0.04 of absorbed dmg
- PSGs durability loss in PVE moved from 0.05 -> 0.01 of absorbed dmg
- “MaxSamples” calculation removed from DNA Sampling so creatures will always “die” at > 4 samples
- Added “Search” fields to Bazaar terminals
- New “/lots” Command added to the game courtesy of Toxic from the Flurry Server
- Hopefully last attempt at getting max item counts in houses to work correctly [buildingLots * 300]
- Removed non-active MTG planets from CNET travel terminal
- Fixed missing items on new character creation if a player decided to do the Tutorial zone
- Modded has had the custom UI changes removed and have been placed on the website as an optional download
- Modded now only contains the HD Textures and Audio changes
- UnModded login screen has been “fixed” to correctly show as originally designed
- Chances of getting a new stat on a powerup, when experimenting, changed from 1/4 -> 3/4- Maroj Melon has been removed as a starting item (it’s useless anyways)
- Starting items removed from Tutorial Drum because Players start with all their items regardless now
- Starting locations have been changed. CNET is now the new, and only, starting location for new characters!
- When new characters enter the world for the first time a world message is sent
- Long Vibro Lance schematic has had its special resource requirements turned into generics (ditanium steel -> steel, etc)
- More items will have their specific resources moved to generic to remove resource gating over time
Patch NOTES FOR [4:50pM EST] 1/4/2021
- NS have had another loot pass, and should drop less junk
- NS Elder should be more worthwhile to hunt
- Kunga have had a minor balance pass in both difficulty, loot, and credits
- BE now sample faster (from 9 seconds -> 3 seconds)
- BE can now sample from a max CL level of 170 (but it won’t be easy!!!)
- BE, Luck is now a highly valued attribute, and its effects on sampling, and failing, are more noticeable!!!
- BE sampling is more informative now so you know if you can’t possibly sample from a given creature.
- BE, this was a minor touch and BE still needs a lot more love in the near future!
- Creatures can now be harvested from 24m (up from 7m)
- Creatures can now be harvested by droids from 24m (up from 10m)
- Most HeavyWeapons are now affected by “Heavy Weapons Speed” and “Heavy Weapons Accuracy” tapes
- Krayt Dragon Queen had her loot slightly tuned, and a new loot group added, due to her increased difficulty from last patch
- You can now call a pall while in combat
- You can now call a pet while inside a building, dungeon, etc
- “DPS” should no longer display above “Max DPS” on weapons with less than 1 second attack speed (server cap is 1 second)
- Stored items limit in a house should properly reflect their previous boost by current lots (current formula should be [lots * 300])
- Cleaned up some debug messages left in from Beta when PowerBoosting as a TKM
Patch NOTES FOR [10:15AM EST] 1/2/2021
- Slicing Containers has had its loot balanced downward
- Locked Containers roll 100 to 200 CL now (down from 150 to 300)
- Locked Containers now do a roll to determine number of items it can have
- Locked Containers now can roll between 1 to 3 items (down from guaranteed 5)
- Krayt Dragon Queen now hits much harder+ Kunga Stronghold on Dantooine has been redone
- Kunga Strongholds residents have had their loot tables refactored
- Kunga Stronghold now houses new custom creatures with new special loot that weaponsmiths would desire (beware, they swarm!)
- Kunga Strongholds new mobs drop a new kind of blood that is slightly more potent, but with less charges, than Janta Blood!
- Janta Stronghold has had a loot balance pass (-)
- Skynet now broadcasts when a WorldBosses dies
- Skynet now broadcasts when a WorldBosses despawns
- WorldBosses have had their loot tables drastically buffed
- WorldBosses are now more difficult, bring more people!
- WorldBosses have had their CL changed from 350 -> 500
- Added a new skill called “/regrantskills” that can be used by anyone every 12hours to facilitate refreshing of skill-states [G-Star]
- This should allow anyone with a bugged skill or unable to use SelfBuffPacks to fix themselves 🙂
Patch NOTES FOR [11:15pM EST] 1/1/2021
- PSG absorbed damage to condition changed from “0.2” -> “0.05” (aka: takes 1/4th condition damage now)
- PolearmHit3 no longer has a “posture_down” state
- 2handedArea3 no longer has a “posture_down” state
- 2handedArea2 damage decreased from 3.0 -> 2.5
- PolearmArea2 damage increased from 3.0 -> 3.75
- Weapon PowerUps have had their uses changed from 100 -> 1000
- Weapon PowerUps have had their resource costs upped from 1x -> 10x (to match usage increase)
- Weapon PowerUps no longer have unwanted HAM cost reductions as choosable stats
- Ithorian armor no longer drops from the “armor_all” loot group, this is due to only ithos being able to wear this armor, and making itho armor wearable by all massively breaks how models look! Crafted only now.
- You can now store your vehicle in combat during PVE, but not when TEF’d (aka: PVP)
- MedicalUse tapes now affect players when worn
- BioEngineer Experimentation tapes added to lootable attachments list
- BioEngineer Assembly tapes added to lootable attachments list
- Players can now deposit into a CityHall Treasury from their bank (using cash first, and pulling diff from Bank)
- CreatureHarvesting tapes added to lootable attachments list
- “WarCry” tapes no longer drop
- “Berserk” tapes no longer drop
- “Foraging” tapes no longer drop
- “Medical Foraging” tapes no longer drop
- Nightsisters will drop “less” unwanted loot
- FeignDeath tapes have been added to lootable attachments list
- MaskScent tapes have been added to lootable attachments list
- New Species can now use SelfBuff packs (Already made characters will need to re-learn a beginning profession)
- Possibly have a non-invasive fix by tomorrow, until then will look into GM intervention that can be done
- Nano-Shirts can now be crafted with sockets
- Combining Skill Attachments now prompts you with a confirmation box telling you how much it will cost
- Converting Skill Attachments now prompts you with a confirmation box telling you how much it will cost
- BlackSun Henchman had their loot groups minorly refactored from BAS default (+)
- BlackSun Thug had their loot groups minorly refactored from BAS default (+)
- BlackSun Guard had their loot groups minorly refactored from BAS default (+)
- GeoCave received another loot pass (+)
- GeoCave minor difficulty pass for some bosses (+)
- A new loot group, with pruned weapon rarities, has been created for harder npcs
- Removed CDEF weapons from dropping from “weapons_all” group
- All “Specific” armor loot groups now will only drop ChestPieces. If you want the other cosmetic pieces, hit up an AS 🙂
- Private Vendors are now a thing on Carbonite! (Thanks Flurry/Toxic!)
- A new loot group called “themepark_specific_loot” has been created that contains ThemePark quest reward loot
- Locked Containers and Locked BriefCases have had all of their junk loot removed
- Locked Containers no longer roll -1 for CL level of loot
- Locked Containers, when sliced, will roll between 100 to 300 for the CL of loot
- Locked Containers always contain 5 items
- Locked Containers now have a chance to drop “themepark_specific_loot” loot
- Most GCW faction mobs have had their loot tables refactored (one of many)
- GCW faction mobs now have a chance to drop “themepark_specific_loot” loot such as scopes, barrels, stocks, etc!
- Janta Stronghold on Dantooine has had a “Light” Refactor
- Jantas have had their loot tables refactor and less junk drops now!
Patch NOTES FOR [11:10AM EST] 12/31/2020
- GeoCave has had a balance pass on difficulty
- GeoCave has had a loot pass (+)
- Nightsisters have had balance pass on their loot, slightly less pinata-y (-)
- NS Slaves no longer drop tapes or crystals
- Many NS now have a chance to drop the
Nightsister Common
loot group that contains ns vibro units - Heavy Mineral Harvesters cost 1 lot again
- Theed Naboo, CNET Corellia, and Eisley Tatooine have had containment breaches occur due to local guerilla fighting in these cities. Local authorities have recommended to stay away from these locations unless you wish to bathe in high levels of radiation!
Patch NOTES FOR [10:25PM EST] 12/30/2020
- Added strings for pvp chat channels [G-Star]
- Added string name for PVP notifications channel [G-Star]
- From the Guild Terminal, you can now invite players that are anywhere in the world
- Weapons now have a new stat they display: “DPS:” [(min+max/2)/attackSpeed]
- Weapons now have a new stat they display: “Max DPS:” [(min+max/2)/1]
- Merchant no longer requires skillpoints
- Politician and Merchant no longer require exp to learn from their respective trainer
- Politician and Merchant still cost credits to learn their respective boxes
- Image Designer no longer requires skillpoints
- Image Designer retains its experience and credit costs for training
- ResourceName has been added to the title of resource containers (all the bazaar searching!)
- Info: Split your current stack of resources to 1 then drag the rest to the new stack to update the name!
- Attachments for “DNA Harvesting” can now drop as AA/CA
- Ranger AreaTrack buffed from 512 -> 2048
- Fusion Generators have had their extraction rate brought in line with other harvesters
- Solar Generators have had their extraction rate brought in line with other harvesters
- Wind Generators have had their extraction rate brought in line with other harvesters
- Group size from 20 -> 50
- Fusion Generators can now have their extractionRate experimented
- Solar Generators can now have their extrationRate experimented
- Fixed Skirts not being able to have attachments added to them (Thanks Halyn from MTG!)
- Pitch/Yaw/Roll for Furniture has been added (Thanks Toxic/Flurry!)
- Geo Guards have had their damage slightly reduced, and their respawn rate from 3min -> 5 min
- Player City Banks now have a mission terminal and a bazaar terminal (Thanks Toxic!)
- Nani-Fiber Hats can be crafted with sockets by Tailors (invisible when worn) [Kao]
- Nani-Fiber Shirts can be crafted with sockets by Tailors (invisible when worn) [Kao]
- Nani-Fiber Gloves can be crafted with sockets by Tailors (invisible when worn) [Kao]
- Item Restrictions have been refactored heavily. You’ll now find that most species can wear/use most things now.
- Ithorian specific gear is still locked down to Ithorians only as it makes things just too broken when worn by non-Itho
- New Species have been added to the game (This was a massive amount of work by Kao. If you run into bugs report immediately in #bug-reports channel!) [Kao]
Patch NOTES FOR [10:00PM EST] 12/28/2020
- GeoCave v3.0 has been released, this is the first content pass on the GeoCave!
- GeoCave 3.0’s difficult scales from difficult for one person -> needs a group of 5 or more as you go further down
- GeoCave’s progression as you go deeper has been rebalanced
- Higg Jibb returns to the GeoCave, but he seems weaker? Or maybe that’s just a hallucination? (@_@ )
- Many new and returning enemies to the Geocave for some good old farming!
- New Schematics now drop in the GeoCave
- Blacksun Razor Knuckler Schematic now drops in the GeoCave
- Twohanded Sword Scythe Schematic now drops in the GeoCave
- Geo Tenloss Dxr6 Schematic is no longer quested only, and drops in the GeoCave
- ExarKun encounter now has a different representative outside of the ExarKun temple that isn’t as hostile to players passing by
- ExarKun encounter’s rewards are now more worthwhile for groups to work for
- Ubese Jacket now correctly is considered armor by the server
- 2h-melee Damage and 1h-melee dmg tapes should no longer drop (they do nothing) – Cleaned up some debugging messages when harvesting eggs from a lair
- Max Group Size went from 20 -> 50 (keeping an eye on this one)
- The MasterRanger box now grants a 25% harvesting bonus for eggs and milking
- You can now repair your vehicles and pay structure maintenance with either bank or cash credits (Thanks Toxic)
- Master Doctor, Combat Medic, and Ranger can now drop harvesters
- Various low level, or outcast, NightSisters no longer drop NS Common loot
- Difficult NS now have chance to drop NS Vibro Units
- New and stronger components have been discovered from hard adversaries in newly explored areas
- GH Upload Script is now runs every 6 hours
- Server backups every 24hours, hurray long term stability (Awesome work Sudo)!!
- AV-21 Power Reactors now drop from difficult bosses around the world
Patch NOTES FOR [10:00PM EST] 12/26/2020
- Reduced effective experimentation when crafting armor to make it not as easy to get capped resists with current 70% max crafted
- Rebalanced NS Layers, Janta Hides, Rancor Hides for AS
HOTFIX NOTES FOR [12:00PM EST] 12/26/2020
- Fixed a bug where a player could weapon swap and get full exp for all weapons used per mob. This bug was introduced when disabling splitting of exp between players from last patch to allow for spin groups. Sorry for the inconvenience!
PATCH NOTES FOR [10:00AM EST] 12/26/2020
- Increased rarity of yellow items a bit more
- Cap wounds at 50% of total HAM
- Experience no longer splits to every attacker, Spin/Xp groups go go go go go
- Fixed one-handed swords not being purchaseable from Rebel Faction recruiter
- One-Handed Fencer swords from Faction Recruiters are now more effective
- Rebels now get the correct backpack from their Faction Vendor
- Imperial Backpack string fixed on Recruiter buy-list
- Buffed maxitems per non-civic structure by 3x (formula: lots * 300)
- Content pass completed on Fort Tusken, mo loot mo mobs mo scaling difficulty
- The further you now progress into Fort Tusken the harder it becomes
- Fort Tusken is now an Intermediate Difficulty POI
- Refactored Fort Tusken loot tables (both npcs and loot containers)
- Krayt Dragon Skeleton spawns had their respawn timers changed to match Graveyard
PATCH NOTES FOR [10:00PM EST] 12/25/2020
- Sampling has been reduced from x2.0 -> x1.5 bonus
- Bringing object draw back down from 1024 -> 512 to see if AI acts better due to server load
- Harvesters have had their BER buffed slightly to make them a better alternative to sampling
- Imperials are actually less racist now, was joking before
- Creature Harvesting now rewards more experience
- DNA Sampling now rewards more experience
- Throwing traps now rewards more experience
- Camping has received a massive boost to experience, more Rangers please!
- PointBlankArea2 is now an area attack instead of a cone, now a proper upgrade to PBlankArea1
PATCH NOTES FOR [10:00AM EST] 12/25/2020
- Global Exp Mod changed from 2.0 -> 4.0 bringing exp modifiers to within original design
- Made Imperial Officers less racist (faction purchases normal for all races as imperial)
- Custom Internal Entertainer exp bonus upped from 5 -> 7
- All Faction equipment (armor & weapons) have had their costs drastically reduced
- (Wooks & Ithos can wear all faction armor, recommended full suit for appearance reasons)
- Faction Bought Pistols & Carbs balanced between factions and improved greatly
- Changed MaxBases from 25 -> 10 per planet to reduce possible base humping abuse
PATCH NOTES FOR [11:30PM EST] 12/24/2020
- Enabled GalaxyHarvester Resource Dump Creation, no upload yet!
- Fixed NPC Capped resist code to take into consideration dumb LUA values
Patch Notes for [9:00pm EST] 12/24/2020
- Character creation cooldown reduced from 60minutes -> 15minutes
- Sampling Exp changed from 1x -> 2x
- Galaxy name changed from `Core3` -> `Carbonite`
Launch Patch Notes for 12/24/2020
- Capped crafted armor at 70%, and sliced armor at 80%
- Reduced crafting times with tools to nearly instant
- Increase Factory Crate limits to 1000 on items with crates
- Factory run times based on complexity removed, all run times per item are now 1 second
- Shuttle/Startport times reduces
- Increased number of vehicles a player can store to 25
- Increased number of pets a player can store to 25
- Increased number of droids a player can store to 25
- Shuttle/Startport landing durations increased
- Mission Terminals have been refactored for efficiency.
- Mission Terminals will now generate 10 missions to display each refresh
- Mission Terminals now tell you what you’re hunting in the mission title
- Mission direction can now be chosen from the radial on the terminal itself
- Max number of held missions at a time increased from 2 to 5
- Removed filling from Bespin Port and Pyo Cakes. (“crafting foods”)
- Vehicle call/store times reduced to 5 seconds
- Vehicles cannot be spammed
- Mask Scent Buffed and made more reliable
- Implemented PVP death debuff to prevent body zerging
- City updates are now every 3 days
- City maintenance costs reduced to 1/3rd
- Vehicle HAM increased
- Vehicle speeds greatly increased based on rarity
- Vehicle handling greatly increased based on rarity
- Majority of City Specializations merged to be more useful and allow for specific unique choices
- Improved BER for Sampling
- Improved BER for all harvesters
- Improved Hopper size cap
- Smugglers can choose the type of slice for weapons and armor
- Smugglers now have a reduced terminal slicing cooldown
- Smugglers have increased slicing exp multiplier
- Added code to take into consideration mobs above CL 300 when considering loot rolls
- Removing need to escort NPCs back to quest giver.
- Color Crystals that roll Yellow++ now have stats of their own that affect a saber they’re placed into
- Equipment now automatically unequips when they become broken
- Buff packs have been combined into an “OmniBuff Pack” that doctors can sell
- Any player can use an OmniBuff pack on themselves, but only Doctors will take Medical stats into account when using a buffpack on themselves
- Attachments have a new naming scheme for better readability and sorting in a player’s inventory
- Attachments can now be extracted from equipment with a SEA removal tool crafted by Tailors
- Attachments can now be combined for a credit multiplier based on the total points on said attachments (there is a credit penalty for each point above 25)
- Attachments can now be converted between AA -> CA and vice versa for a price based on the total points of the attachment
- Doubled faction gain when killing a flag from a faction mission
- ChestPiece is the only armor that matters now for encumberances, and resistances
- All other pieces of armor do not have encumberance or resistances
- Armor without stats still prevent Jedi from using the force
- Refactored Armor encumberance and resource costs to factor in a 4-piece cost into the chestplate
- Damage done to an armor chestpiece is now reduced to 25% to simulate the durability of a 4-piece set
- BH Investigation EXP reduction modifier changed from 50 to 10 (5x more exp than before)
- Players can now freely change both colors, if applicable, of a given piece of wearable equipment
- Implemented beginnings of GCW experience implenetation (WIP)
- Implemented PVP chat rooms
- Implemented PVP-kill broadcast channels
- Added Fightclubbing detection
- NPC resists are now capped at 85% to promote a variety of weapon choices in PVE
- Added BountyHunting messages of successful and unsuccessful hunts
- Added BH trophies for successfully hunted targets
- GalaxyHarvester enabled for Production Server
- GalaxyHarvester is now less brittle allowing for planets to be disabled preventing a SegFault
- Created an ATST Counterpart called a ‘Rebel Droideka’, and a Rebel version of a ‘Dark Trooper’
- PVP pets are now more viable for both PVP and PVE, aka: harder to kill
- Added a ‘/Declare’ command for becoming overt, and vice versa
- Food Digestion reduced from 30minutes to 15minutes [Food Revamp]
- There is now an Exar Kun encounter on Yavin4 [G-Star]
- Bounty Hunters can now earn “Trophy” skulls from their slain targets
- Underworld Dealer added to the game and placed in front of CNET Starport
- BH Trophies can be used as morale crushing decoration, or as currency to buy special BH supplies from a new Underworld Dealer in CNET
- Faction Mando armor has been added to the Underworld Dealer
- Sampling no longer needs a macro as ‘rich samples’ no longer occur
- ‘Junk’ Attachments have been removed from the loot tables
- ‘Junk’ stat-rolls on rare items have been removed (ie: 2handed accuracy on a 1handed weapon)
- Force Sensitive boxes do not cost any skill points
- Attachments now sort to the front of your inventory when re-opening your inventory (easier sorting)
- Placing Harvesters now requires at least one mastered elite crafting profession
- The /transferstructure command takes into consideration the new requirements on placing harvesters
- Commando Acid attacks increased from 16m -> 32m
- Commando Flamer attacks increased from 16m -> 32m
- Gorax Bones now have a minimum damage stat
- Krayt Tissues now have a minimum damage stat
- Render Distance of objects from the server increased from 192m -> 1024m. This is a highly experimental change to see if latest code & modern hardware can facilitate this change. Will most likely be scaling this down as load increases on the server. Just wanting to see what this does with people running around 🙂
- Jedi Progression disabled for launch until I can get to what changes we want to make to them immediately post-launch. Shouldn’t be a long wait!
- Massive EXP modifiers added to Dancers, Musician, Entertainers, Politicians, and Merchants
- Placing Harvesters locked behind having at least one mastery box in an elite crafting profession
- Crafting now has an innate double exp bonus that stacks with all forms of exp bonuses
- Beginnings of GCW Experience has been implemented. This is extremely rough and not complete!
Patch Notes compiled from TestCenter since the project started in January of 2020. You will most likely see duplicates of high-level highlights from above:
- Reduced Shuttleport times from 5 minutes to 1 minute
- Increased Shuttleport and Starport ‘landed’ times from 2 minutes to 3 minutes
- City Cooldown for Re-Specializations reduced to 24hours from some crazy number
- City Treasury Withdrawal Cooldown reduced to 24hours from another crazy number
- City Update Time reduced from 7 days to 3 days
- City Maintenance Reduced to reflect faster city maturity times
- Decreased minimum required listen/watch timers for Entertainer buffs to 30 seconds
- Decreased maximum needed listen/watch timers for Entertainer buffs to 35 seconds
- Music buff now enhances Resource Quality by a flat 5%
- Music buff now enhances Exp Gains
- Music buff now enhances Crafting Experimentation and Assembly
- Music buff now increases PVE/PVP Faction gained
- Dancer buff now increases Lucky by 5
- Dancer buff now increases Credits gained from missions and loot
- Added Notification to listener/watcher when they’ve received the max influence possible (buff and bufftime) from an Entertainer
- Drastically reduced crafting tool timer per craft
- Removed Filling from Bespin Port
- Removed Filling from Pyollian Cakes
- Added 5-minute Debuff when cloning from a PVP death, strips all buffs and reduces base stats by 2000
- Added “Always Buffed State” as a basic stat augmentation
- All Races HAM normalized to 2500 across the board with a 3000 bonus pool to move around wherever they want
- Refactored Mission creation code to be more efficient and less laggy/taxxing on server
- Can pull 10 missions now no matter the mission terminal type
- Stat Migrate Anywhere
- Increased all previous factory create-able items from anything 1 > to 1000
- Vehicle speed, accel, and handling buffs based on difficulty/rarity
- Vehicle HAM buffed (crafted only)
- Factory speeds are now 1 second for each item no matter what
- Mask Scent has received a moderate buff as to not be such a crapshoot
- If camo/mask scent fails then creatures will aggro 25% less
- Added roll messages for Creature Handlers to know what they rolled vs what a Creature counter-rolled with
- Slight increased to base tame chances
- Reduced Tamed Creature mature time down to 6 minutes per tick for a total of 1 hour for adult maturity
- Removed Vehicle unpack time when not in a city or a camp
- Added anti-vehicle call spam checks
- Removed Pet call times (CH buff & Faction pet buff)
- Increased total pets that can be stored in your datapad to 25
- Increased total vehicles that can be stored in your datapad to 25
- Increased total Droids that can be stored in your datapad to 25
- Increased total FactionPets that can be stored in your datapad to 25
- Refactored and rebalanced City Specializations to be more unique, and combines several never-used mods.
- Rebalanced TKM PowerBoost with ‘always buffed’ state in mind.
- TKM PowerBoost’s duration buffed from [10minutes with max meditate skill(100)] -> [30minutes with max meditate skill(100)]
- TKM PowerBoost now gets to max buffed state faster (10 ticks instead of 20)
- Fixed Vulnerabilities in Armor introduced by MTG
- Fixed EXP range for composite armor from 1-35 to 1-40
- Increased Sampling BER
- Increased BER for all Harvesters
- Implemented ‘Creature Resources’ Harvester as an Architect earned box schematic
- Reduced all training costs by 33%
- Removed ‘Sample Rich’ event during sampling, macros no longer required
- Increased global xp mod from 1.0 -> 4.0
- Reduced Slicing Terminal cooldown from 2minutes -> 10 seconds
- Boosted Smuggler Exp gains (on top of global modifier)
- Increased socketting chance on Armor & Clothing
- Implemented ability for Smugglers to choose what type of slice to perform
- RNG slices have higher minimum and maximum slices to reward places for RNG
- Implemented messages telling slicers what their chances were, and what they rolled
- Pushed fix for MTG Maps being bricked
- Increased Backpack sizes from 50 -> 80
- Increased Player Inventory sizes from 80 -> 125
- Implemented Jedi Pocket Belt (Inventory size of 50)
- Jedi Robes can now be worn with Backpacks, Undershirts, and Belts (clip at your own OCD)
- Fixed Wookies can now use Jedi Robes again (MTG bug)
- Fixed Ithorians can now use Jedi Robes again (MTG bug)
- Moved stats from Jedi Robes to their respective Jedi boxes
- Removed Force Sensitive Requirements in order to keep Jedi skill boxes (please test!)
- Removed SP requirements from Force Sensitive Boxes (have all the things now!)
- Added all Jedi robes to the Blue Frog for testing purposes
- Added Jedi Padded Belt to the Blue Frog for testing purposes
- HD textures have been added to the Client
- Over 160 MTG community music soundfiles have been added to the Client
- Numerous MTG community improvement mods have been added to the Client by default
- Species now look better!
- Several MTG community UI packs were combined, and heavily customized by Boogles, for the server by default
- Increased ForceSpeed2 to 30minute buff
- Increased ForceSpeed1 to 30minute buff
- Increased ForceArmor1 to 30minute buff
- Reduced force cost taken at the base level without FRS with ForceArmor
- Reduced bonuses received from FRS to properly scale with new base of ForceArmor (Elders will chunk you still!)
- Standardized Lightsabers such that Polearms are no longer the “defacto” saber to craft
- ForceRun1, 2, and 3 are now Toggle-able
- Implemented TCW’s naming of Attachments (so you don’t have to inspect each one)
- Refactored Attachment code such that custom bosses have the option of dropping capped Attachments
- All the mods added on the 17th have been made optional. Default, they will not be included but the TRE calls are. This means you’ll need to acquire the three TRE files from the website and place them into your game directory in the future as an optional “easy to install” mod pack. Will provide links later today.
- Fixed MTG typo found throughout the MTG repo that has “Wookiee” typoed as “Wookie” causing issues with over 400 items. Wookiee’s can again wear/use a ton of stuff including Jedi Robes!
- Reduced character creation timer from 1 hour -> 10 minutes.
- Refactored Crystal rolling to be less punishing.
- Crystals no longer roll broken if the level of the creature is above 500.
- Crystals now show more decimals for their values
- Added LS resist to PSGs.
- Added code to exclude LS resist from Effectiveness Slices.
- Increased Ranger harvesting for hide/bone/meat.
- Greatly Increased Ranger harvesting for Eggs.
- Greatly Increased Ranger harvesting for Milk.
- Remove the need to actually escort the npc back to the quest giver for escort missions.
- Crystals and Pearls now take into considerable Rare stat rolls (Yellow/Legendary/Exceptional)
- Rare Color Crystals now roll with Color Crystal specific stats
- Massively increased Rare mod rolls (Yellow/Legendary/Exceptional)
- Massively increased chance for wearables/weapons to drop with stats
- Greatly reduced rare modifiers to produce less OP equipment
- Revamped Surveying
- Surveying now has a greater selection of ranges at Master Artisan
- Surveyors can now Survey up to 2km at 100 + 5 surveying
- Surveyors can now Survey up to 5km at 100 + 15 surveying
- Surveyors can now Survey up to 10km at 100 + 25 surveying
- Added Density % to highest resource found Waypoint given to the player when Surveying
- Minor Lightsaber Crystal fixes
- Doctors have had all of their normal buffpacks removed
- Doctors can how craft an “Omni” Buffpack that can be used by anyone on themselves
- WoundTreatment no longer affects buffpacks if the user is not a Doctor
- Doctors that self-buff themselves will have their wound treatment skill taken into consideration for buff power
- All previous stat-buffpacks have been rolled into one “Omni” buffpack
- Janta Bloods have had their use-count increased to account for Omni buffpack requirements
- Janta Bloods have had their minimums upped slightly to reduce the number of dropped worthless bloods
- Janta Hides have had their minimums increased, and slightly increased chances of maxes being higher
- Janta Hides have had their use-counts increased, both min and max
- Clothing now unequips, and cannot be used anymore, when it breaks.
- Implemented SEA removal tool
- Attachments removed from clothing/armor now degrade by 25% (attachments economy!)
- Implemented feature to COMBINE Attachments of the same type if they are equal to or lesser value
- When combining attachments you will be charged 2500 credits per points total. (If you’re inefficient you’ll be charged more!)
- Example: If you combine two attachments that are +18 then the cost will be 36 * 2500 = 90,000
- Example-Continued: If you try to add an attachment of +18 and +7 to reach 25 the cost would be 25 * 2500 = 62,500
- Implemented feature to CONVERT Attachments to their mirror type
- Example: You can now convert Armor Attachments to CAs, and vice versa. VERY EXPENSIVE (7500 per point)
- All converting and combining of Attachments will pull credits from your Bank
- Stats pre-tune of color crystals are now hidden from non-staff members to reduce confusion of the tune process stat rolling
- All costs are tentative based on testing feedback as well as future balancing post-launch
- Professions have had a balance pass for the upcoming launch
- [Pikeman]
- Block +15
- Dizzy Def +15
- Stun Def +15
- Melee Def +10
- Ranged Def +15
- Blind Def +20
- Knockdown Def +5
- Posture Down Def +10
- Polearm Toughness +4
- All Skills +5 Accuracy Bonus
- All skills +10% Damage Multipliers
- [Carbineer]
- Melee Def +50
- Ranged Def +50
- Dizzy Def +25
- Knockdown Def +15
- Stun Def +15
- Intim Def +25
- Blind Def +15
- All Skills +5 Accuracy Bonus
- All skills +15% Damage Multipliers
- [Creature Handler]
- Additional Pets +2
- Max Level of Pets +25
- Melee Def +30
- Ranged Def +30
- Knockdown Def +35
- Dizzy Def +30
- Stun Def +35
- Posture Down Def +35
- Blind Def +20
- Creature To-Hit +25
- [Commando]
- Dizzy Def +45
- Knockdown Def +40
- Ranged Def +15
- Melee Def +15
- Thrown Weapon Acc +25
- Thrown Weapon Speed +15
- Burst Run Eff +45
- All Heavy Weapon Skills +20 Accuracy bonus
- Crafted Grenades are now 15% more damaging
- Thermal Detonators have a tigher damage spread (min – max)
- Glop grenades have a lower max, higher min, faster thrown speed, and more wound chance
- Fragmentation grenades have had their wound chance drastically increased
- Cryoban grenades now have high accuracy
- [Squad Leader]
- Melee Def +45
- Ranged Def +55
- Terrain Negotiation +25
- Now gets Ranged Mit 2
- Now gets Melee Mit 2
- Most State Def +45
- RETREAT now works on the Squad Leader
- RETREAT now works in dungeons (such as Corvette)
- All Group Buffs from SL only applied within 128m of SL
- [Bounty Hunter]
- Injury Treatment +25 at Master
- Injury Treatment Speed +25 at Master
- Medicine Use +25 at Master
- Now gets Melee Mit 2 at Master
- Pistol Damage +15% (new skill mod added to game) at Master
- Carbine Damage +15% (new skill mod added to game) at Master
- [Misc Changes/Additions]
- NPC Resists can no longer go above 85% to facilitate all weapons being useful even without wounding NPCs
- City Specializations bug-fix, you should only see the available City Specialtizations
- GCW Experience implemented, skill Tree to come [G-Star]
- GCW Kill Messages in custom chat channels instead of System Messages [G-Star]
- Anti-Fight Clubbing implementation [G-Star]
- Changing Pallete of a wearable in your inventory bugfix [G-Star]
- Removed useless stat mods from rolling on weapons and wearables (Who cares about Rescue on a Fencer Weapon?!)
- Added Force Sensitive Tapes to lootable attachments
- Added several Creature Handler skills to lootable attachments
- Buffed Investigation Experience gains for BH (no longer tedious)
- Removed the ability to use ForceAbsorb while under influence of Avoid Incap
- Removed the ability to Channel while under influence of Avoid Incap
- Mission Terminals can now have their mission direction chosen
- Revamped Armor system, now all armor mitigation, durability, and encumberance has been moved to the Chestpiece
- All other armor pieces are now cosmetic in nature
- Resource costs for ChestPieces are now reflective of what a mini-suit would normally cost
- Cosmetic armor pieces are very cheap to make (Use a full suit again, or make your own crazy look around your Chestpiece!)
- All incoming damage to your Chestpiece is now reduced to 25% to simulate a mini-suit’s total durability
- All armor now uses composite layers, might change that to “Any” layer pre-launch. NEED FEEDBACK!
- All wearables can now have their Pallete’s changed while in your inventory
- Reduced all incoming ForceAttack damage from NPCs to 25% of original value. Force using NPCs should no longer almost oneshot you with powers now
- BountyHunters now collect the Skull of their target (to be used as a token in the future for rewards). [G-Star]
- Removed “SpecialProtection” modifier from armors to match Basilisk. Will review based on pre-live feedback.
- GalaxyHarvester implemented on TC (in prep for launch), however resources will not be pushed to GH for TC. [G-Star]
- Rebels now have a factional pet equivalent to Imperial’s ATST.
- Rebels now have a factional pet equivalent to Imperial’s DarkTrooper.
- Both Factional end-tier pets have had their stats improved to be actually viable in factional PVE and PVP. ( DarkTrooper/SpecForce and ATST/Droideka pets)
- ==[ Misc Changes ]==
- Server draw distance changed from 192m to 1024m (Tons of performance testing needed!)
- Support TRE work done to setup future content and current new additions [Kao]
- Added ‘World Boss Spawner’ [G-Star]
- /declare command added to game [G-Star]
- Absolute minimum FC of crafted sabers is now 5 [G-Star]
- Most of Jedi heals/buffs changed from 6 second GCD -> 1 second GCD (careful not to run yourself out of force!) [G-Star]
- Balanced Faction Given Armors
- Force Sensitive Experimentation now affects the amount of Experimentation points available
- Fixed a bug with Legendary Crystals being lesser in value than Exceptionals (swapped values)
- Second pass on crystal tuning to be more affected by quality
- Many Factional Armors can be worn by Wookiees now
- Drastically re-written the code that determines when exceptional + legendary wearables & weapons drop with stat mods
- Re-written code that drives how many stat mods a exceptional or legendary drops with
- ==[ POI / Loot Changes ]==
- (KRAYTS)
- Krayt Graveyard POI revamped
- Krayt loot refactored
- New boss inside of Krayt Graveyard (One of my originals I did on previous servers)
- (NS)
- Nightsister vs SMC Battle POI revamped
- Nightsister Stronghold POI revamped
- Nightsister loot revamped
- Nightsisters no longer drop “junk” loot group
- Nightsister Cave POI revamped
- Nightsisters across the board received a slight difficulty buff
- Axkva Min encounter is now more dangerous, and shouldn’t be undertaken without a decent amount of people
- (SMC)
- SMC POI revamped
- SMC loot tables revamped
- SMC have had a difficulty tuning upwards
- (Spider Clan)
- SpiderClan Cave POI revamped
- SpiderClan loot tables revamped
- SpiderClan have had a difficulty tuning upwards
- Kiin’Dray is now a much harder encounter
- (Exar Kun)
- New Exar Kun raid encounter created on Yavin, you’ll need quite a few people 🙂 [G-Star]
- (Misc POI)
- Dathomir Sarlaac pit POI revamped, don’t get eaten 🙂
- ==[ Food Revamp ]==
- Filling digestions time reduced from 30minutes to 15minutes
- Foods/Drinks had their buffs/stats/duration/filling normalized and adjusted
- Foods/Drinks can no longer be stacked, and were “Squashed” into one larger single-buff consumption
- Foods/Drinks had another balance pass due to the Squash pass
- Foods/Drinks grouped into “like” effects
- More food types, variations, and combinations are now possible for PVE/PVP scenarios
- Mix and match, figure out a new meta!
- Core goal was to rebalance foods in a new way, and to reduce # of individual buffs on a player
- Reduction of buff count on a player means less load on server per player object
- Prior to “Food/Drink Squash” a player could easily hit 70+ buffs individually being tracked by the server (duration, effects, etc)
- Fixed Barrels, now they appropriately increase Quantity count of drinks by a resource-driven amount (x2 of Cask, or x6 of base quantity)
- Added more information to the “You’re Full” message for Food & Drinks to be more informative
- Some things are expected to be OP initially, and will be tuned down/up over time as we keep our eyes on PVE/PVP/Economy
- [Bug] Fixed PSGs and Armor not reporting mitigated damage correctly when shot/hit by AP weapons
- [Bug] Fixed PSGs not showing their stats correctly again, but they were correctly mitigating damage
- Attachments (CA/AA) have had their tag moved to the end of the name so inventory auto-sorting can be taken advantage of
- Junk Loot, Attachments, and Components for Cosmetics can no longer roll Yellow++ thereby taking up future roll chances
- Refactored Yellow rolling such that normal Yellow rare rolls are factored more into stats than before (similar to Exc/Lego rolling calcs)
- Non-Legendary/Exceptional Yellow rolls will have a new ‘Rare’ tag applied to them to better clarify their enhanced rolls
- Rare items now have a minimum of 1 and a max of 2 mods rolled onto wearables and weapons
- Rare (Yellow) mod is now 1.5 (up from 1.25)
- Exceptional mod is now 2.0 (up from 1.75)
- Legendary rolled wearables and weapons now have a minimum of 3, and a max of 6 mods available to be rolled
- [MTG-Repo Bug] Wookiee’s can wear robes again.
- [MTG-Repo Bug] Wookiee’s can use over 900 items again
- Capped crafted armor at 70%, and sliced armor at 80%
- Adjusted resource contributions during armor crafts to account for lowered max % values
- [Emu] NPC’s will now respect their defined DotChance and DotStrength from lua
- Ex: a successful attack of 350 that diseased a player would stick a disease on the player for 350 (OP)
- [Broken Default Code] A player’s ‘Creature-To-Hit’ skill is now correctly being calculated into their pet’s total accuracy
- All player owned pets now gain pvp dmg reduction from their owner
- All player owned pets now gain a 25% dmg reduction in PVE (Player Pet vs PVE)
- Players can now invite other players from anywhere in the game
- Players can now wrap names in double-quotes to specify exact name matches to get around buildings/objects near them getting caught (aka: houses named after a person you’re inviting)
- [Bug] Mission payouts now correctly take into account group members who are within 128m from the completed mission objective
- Invisible clothes implemented but cannot be crafted just yet (Schematics to be added to Master Tailor Soon) [Added by Kao]
- There is now a Starport in the village on Dathomir [Added by Kao]
- [Bug] New Attachments naming scheme now works with combined & converted Attachments
- [Buff] Commando Acid attacks increased from 16m -> 32m
- [Buff] Commando Flamer attacks increased from 16m -> 32m
- [Buff] Gorax Bones now have a minimum damage stat
- [Buff] Krayt Tissues now have a minimum damage stat