SWTOR Color Crystals: BioWare Clarify Future

SWTOR Color CrystalsBioWare’s Damion Schubert has jumped on the official forums to discuss SWTOR color crystals. It’s a long read but if you’re unlike me and interested in the intricacies of color crystals then it’s worth doing.

For what it’s worth I tend to agree with Schubert on the approach that crystals should not actually have itemisation properties – it just seems pointless to me and causes more hassles than benefits.

Have a read for yourself:

 

So the other bit of discussion to have is about the color crystals. I thought in this case that I would start the discussion with all of you, so that you could understand our logic and guide our thinking.

Currently, these crystals appear in cartel packs with a level 10 requirement, and on the store with a level 35 requirement, in order to access stats roughly equal to a standard level 50 color crystal. It’s worth noting that color crystals are something that the itemization team stopped improving the itemization of shortly after launch, because people really hated losing their signature lightsaber color because it was no longer Best in Slot. We have, incidentally, seriously entertained removing all itemization from color crystals entirely (it makes many problems go away for us), but we didn’t have the time to make such a large change on itemization before this patch went live.

The reason why we put these in with low level requirement is pretty simple: getting an item you can’t use in the Cartel Packs really sucks. It’s the same reason we pursued the tech that allowed us to make mounts adaptive – we expect a very large influx of new players when we launch free to play, and those guys opening cartel packs to get items they can’t use for months (literally, for casual players!) is a negative experience, not a positive one.

So after discussing with the balance team, we decided to put these in with lower level requirements, with the following reasoning:

  • The balance math shows the bump to be pretty good at level 10 (not something the balance team was uncomfortable with, though), but pretty unremarkable by the time you hit, say, level 30 or so. Since pretty much open world PvP doesn’t happen at those low levels, the impact on open world PvP is pretty much negligable.
  • The way the math works out, the benefit pretty much washed away by the bolster system in warzones, which means there is no significant advantage there.
  • The crystals are exactly as good as end-game color crystals, which means they have ZERO impact on endgame activities (level 50 ranked warzones, operations, heroic flashpoints, etc). We’re still philosophically avoiding putting any stat advantage at this level that subscribers cannot earn through reasonable normal play.
  • The fact that these items are fully tradeable means that players who do think there’s a balance advantage here can acquire them on the GTN for pure credits without spending a single cartel coin.

The net result of all of this is that slapping one of these color crystals in your saber at level 10 effectively makes levelling from levels 10 up somewhat easier, with the benefits tapering off quickly as the player levels up, and eventually zeroing out altogether. We felt, in general, that that was okay. The focus groups that we ran also seemed to think it was okay, as long as we avoided endgame power.

We are more than open to having a discussion about this and other options here (with the proviso that we have very limited time to make changes before this goes live!) if this continues to be perceived as an issue.

 

So what’s your take: do you agree with the approach laid out to make levelling just that little bit easier?

SWTOR Downtime 23rd October 2012

UPDATE 2: Servers are now up.

UPDATE: BioWare are now saying the maintenance is being extended with no ETA for when the servers will be up….

It’s a four-hour downtime this week – assuming it’s not a repeat of last week where things blew out from 8 to 12 hours. Although the SWTOR PTS has been taken down, BioWare have confirmed patch 1.5. will NOT be deployed during this maintenance.

The time conversions for you:

AEDT: 6pm-10pm

ASWT: 3pm-7pm

NZDT: 8pm-midnight

And if you’re after something to do during the downtime, why not have a listen to our latest podcast episode?

The full BioWare blurb:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, October 23rd, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/6PM AEDT) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/10PM AEDT). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, October 23rd, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/6PM AEDT) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/10PM AEDT)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than four hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

SWTOR 1.4.2 Patch Notes

SWTOR 1.4.2 Patch Notes

After a marathon 12-hour maintenance last night, SWTOR Patch 1.4.2 is live. The full patch notes for you:

 

1.4.2 Patch Notes

10/16/2012

Classes and Combat

Bounty Hunter

Mercenary
        • Sweeping Blasters now correctly causes the player to face the ability’s target.

Smuggler

Gunslinger
      • Sweeping Gunfire now correctly causes the player to face the ability’s target.

Companion Characters

General

      • Some companion abilities now show more descriptive failure error messages.

Flashpoints and Operations

General

          • The UI for lockout tabs (for groups and lockout timers) now displays correctly.

Operations

Explosive Conflict
            • Some terrain has been adjusted to prevent players from skipping some encounters in this Operation.
            • The Defected Imperial Commander no longer occasionally becomes untargetable.

Items

        • Consumables that have an activation time are no longer consumed on a subsequent activation even when that activation is canceled.

Missions and NPCs

Class Missions

Sith Warrior
            • General Faraire: This mission no longer fails to update upon entering its phase.
Trooper
                • The Ambush: Corrected an issue that could prevent players from completing this mission.

PvP

Warzones

              • Implemented changes to correct issues that prevented Warzones from backfilling when a pre-made group member let the Warzone invitation time out.

UI

General

              • The map and other UI elements no longer occasionally flicker on machines with SLi or Crossfire setups.

Maps

              • SLi performance is no longer degraded when opening the Galaxy Map.
              • GTN kiosks now on player ships are now properly represented on the map.

Miscellaneous Bug Fixes

          • Players who log out on another player’s ship without ever having boarded their own are now correctly evicted to the docking bay.
          • Vehicles can once again be used in the Black Sun, Old Galactic Market, The Works, and the Jedi Temple districts on Coruscant.
          • Resolved an issue that caused the game client to sometimes treat mouse clicks outside of the window as valid clicks when using virtual on-screen keyboards.
          • Performance is no longer degraded in the Walker interior on Ord Mantell when moving the camera around the character.
          • Certain visual effects no longer disappear as they pass over particular types of geometry.
          • Some misplaced art assets, seams or holes in the terrain, and locations where players could become stuck have been corrected.

SWTOR Maintenance 16th October 2012

UPDATE: The server downtime ended up being on the 12-hour mark – there’s been no word from BioWare on why. Judging by the comments you posted below, there’s some bemusement at the time taken.

An eight hour maintenance this week, and to confuse things, our changeover to daylight saving means the quoted times from BioWare may be incorrect. From what we can see the local times for the maintenance are:

AEDT: 6pm-2am (not 5pm as quoted)

AWST: 3pm-11pm

NZDT: 8pm-4am

BioWare’s info:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for eight hours on Tuesday, October 16th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEDT) until 10AM CDT (8AM PDT/11AM EDT/4PM BST/5PM CEST/1AM AEDT). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Please Note: maintenance has been extended two hours longer than our original post on Friday.

Scheduled Maintenance

Date: Tuesday, October 16th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEDT) until 10AM CDT (8AM PDT/11AM EDT/4PM BST/5PM CEST/1AM AEDT)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

SWTOR 1.5 Hits The PTS: Patch Notes

SWTOR’s latest game update, 1.5 has hit the Public Test Server. It contains the HK-51 addition, some more missions and a bunch of bug fixes.

The full patch notes:

Highlights

  • Travel to Section X on Belsavis and learn why the nefarious Dread Guard has seized control of this ravaged sector of the planet! Section X can be accessed on Belsavis and via the daily mission shuttles.
  • HK-51 can now be acquired as a Companion Character! A shipment of the infamous assassin droids can be found in the wreck of an Imperial transport ship, The Fatality, in Section X. Reactivating HK-51 requires finding and assembling parts from across the galaxy.
  • Nightmare Mode is now available for Operation: Explosive Conflict! Bosses in Nightmare Mode present a new level of challenge, new mechanics, and high-quality rewards (such as a new vehicle and Dread Guard set pieces)!
  • Dreadtooth, a new world boss, can be found roaming Section X. Each time Dreadtooth is defeated, he returns with a temporary, stacking power buff which increases his difficulty and the quality of his loot rewards.

Group Finder

  • Travelling to a new area while in a Group Finder queue no longer occasionally causes the UI to behave as if the player is not in the queue.

Items

  • Campaign armorings are now available for purchase on the Black Hole vendor for Black Hole Commendations.
  • Dread Guard relics are now available on the Daily vendor for 300 Daily Commendations.
  • A new set of droid armor is now available from the Daily vendor.
  • More robes have been adjusted so that their backsides are not inappropriately large when worn.

Miscellaneous Bug Fixes

  • Several typos and instances of incorrect text have been corrected in all languages.
  • The Imperial Medcenter in the vicinity of the wreck of the Ambria’s Fury has been moved Northeast.

Then there are the known issues with the patch:

HK-51

  • HK-51 currently joins players without gear.
  • While completing the missions to obtain HK-51, the Mission Log may display progress incorrectly.

Flashpoints and Operations

  • In Explosive Conflict, nameplates currently display for Kephess’ Saturation Fire ability. These nameplates should not be visible.

Australian SWTOR Servers: Merger or Closures?

Australian SWTOR serversOne of the most fascinating and  frustrating issues we’ve followed here over the past three plus years is the issue of local servers for Star Wars: The Old Republic. More widely it’s an issue of how local players perceive they’ve been treated.

In the months leading to launch there was the controversial issue of launch territories (North America and part of Europe only), then to regular lobbying for local servers (which went live in February this year), the wait to be able to transfer current characters to the oceanic servers and finally the issue of declining populations on the three servers.

It’s the last issue that’s obviously dominating at the moment, with a significant thread running on the official forums. Over the past month or so, BioWare have alluded to the fact they’re looking at the issue, but no announcement has been made.

The latest, brief, non-informative word comes from Joveth Gonzalez:

Hi folks,

Unfortunately, I have no new information at this time. In my last post, I did say that I would update this thread when I had new information but I currently do not.

With that being said, I will make sure to update this thread as soon as I have more information.

As a reminder, please remember to follow forum guidelines within this thread.

Thank you.

I’ve thought server merges have been on the cards for a couple of months and like a number of people I’ll be far from surprised if the local servers are closed altogether. Aside from any challenges the game faces more broadly, the absolute lack of local promotion of the game has made the server issue a self-fulfilling prophecy.

I’d love to hear your thoughts: would the removal of Australian SWTOR servers be an absolute deal-breaker for you?

SWTOR 1.4.1 Patch Notes

The servers are back up and there’s a shiny new patch in place: 1.4.1. The Consular and Inquisitor get some bug fixes as far as classes go, but there’s lots more than that.

Here’s the full patch notes for you:

1.4.1 Patch Notes

10/9/2012

Classes and Combat

Jedi Consular

Shadow
Kinetic Combat
          • Stasis no longer prevents Force Lift from breaking on damage and making its target take less damage.

Sith Inquisitor

Assassin
Darkness
        • Eye of the Storm no longer prevents Whirlwind from breaking on damage and making its target take less damage.

Companion Characters

General

      • Companions now respect “hide helmet” settings in cinematics and when speaking.

Companions

Xalek
      • The “Unify Color” option now works with Xalek’s Pants in combination with Neophyte Robe.

Crew Skills

General

    • Crew Skill Missions now return the correct (higher) amount of materials.
    • Players can no longer consume schematics that they already know.

Flashpoints and Operations

Flashpoints

Maelstrom Prison
        • Grand Moff Kilran’s Fifth Fleet Troopers and Gunners now correctly despawn if the player group is defeated.
The False Emperor
        • Jindo Krey’s ship can now be properly destroyed.

Operations

Explosive Conflict
        • Calibrating Shot (used by Imperial Siege Droids) now reduces damage taken by a smaller amount per stack.
Eternity Vault
        • The correct (higher) amount of Rakata and Columi tokens is now dropped in 16-player modes of Eternity Vault.
Karagga’s Palace
        • The correct (higher) amount of Rakata and Columi tokens is now dropped in 16-player modes of Karagga’s Palace.
Terror from Beyond
      • Killing a tentacle while the Terror from Beyond is enraged in phase 2 now properly damages the boss for 5% of its health instead of 15%.
      • In 16-player Hard Mode, the Terror from Beyond’s enrage timer has been increased to 9 minutes.
      • The Tunneling Tentacle buff on the Terror from Beyond no longer appears in Story Mode.

Group Finder

  • Players are no longer able to revive in place while in a Group Finder Operation or Flashpoint.
  • Personal starships now remain docked at their previous location when the player returns from a Group Finder instance after traveling to it from their ship.

Items

  • The Marauder’s Battlemaster head piece no longer allows body type 3 heads to clip through it.

Legacy

  • Elements of the Legacy panel now update without needing the player to log out and back in.

Missions and NPCs

General

      • Weekly missions can now be acquired consistently.

Missions

Hoth
        • Keeping Secrets: This bonus mission now properly grants experience.
Jedi Consular
      • Chaos and Harmony: Syo now attacks players correctly.

PvP

Warzones

General
        • Same-faction matches now play the correct voiceovers.
Alderaan Civil War
        • Players hit by a knockback while riding a taxi are no longer occasionally killed instantly.
Voidstar
      • Voidstar matches no longer occasionally end early and grant a win to the incorrect team.

UI

General

      • Players can once again right-click names in chat to open the context menu.
      • The “Hide Helmet” option is no longer located in the preferences. It can be accessed via the character window.

Galactic Trade Network

    • The GTN now interprets multi-word searches using “and” instead of “or,” returning narrower results as intended.
    • Items on the GTN can now be properly filtered by the Strength stat.

Miscellaneous Bug Fixes

  • Corrected an issue that caused some female Mirialan characters’ eyeballs to be visible through their eyelids when blinking.
  • Corrected a very rare issue that could cause the incorrect character to be deleted. This could only occur when a player deleted a character immediately after renaming it such that it moved in the character select list due to alphabetization.
  • Grouped characters can no longer become stuck on another player’s starship.

SWTOR Server Maintenance 8th October

It’s a standard four-hour maintenance downtime this Tuesday evening, and possibly no patch incoming either which can be a good thing or bad thing depending on how you look at it.

Local time conversions, with the daylight savings conversions now we’re back in that timeframe:

AEDT: 6pm-9pm

AWST: 4pm-7pm

NZDT: 8pm-11pm

The official word in full from BioWare:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for four hours on Tuesday, October 9th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST). All game servers will be offline during this period. This maintenance is expected to take no more than four hours, but could be extended.

This maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Scheduled Maintenance

Date: Tuesday, October 9th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 6AM CDT (4AM PDT/7AM EDT/12PM BST/1PM CEST/9PM AEST)

All game servers will be offline during this period. This maintenance is expected to take no more than four hours.

SWTOR Patch 1.4: Having Fun With The New Moods

G’day gamers. Recently BioWare released patch 1.4. Unfortunately for me it had no new story content to consume –
so what new content could a bored player like myself do to have some fun with in patch 1.4? Simply put, I went around being a pervert while using the new mood selections for a laugh.

At first it started out as just a normal day on the fleet with the usual peak time of 40 players online. I started by surveying the area using /binoculars with my mood set to Eager:

(click on any pic for the full-size version)

SWTOR Patch 1.4

After surveying the area for victims of the new mood system, and my eagerness to try them out on some people, I decided I should probably get down from my top secret lookout and get to work:

Once I had climbed down from my top secret hiding spot in the Combat section, I proceeded to drive to the centre of the fleet around the bank area looking for my first victim:

And within mere seconds I was checking out some fine looking Imperial ladies:

The first victim was a Twi’lek female:

The second victim a Human female:

The third a Zabrak female:

And finally a Chiss female.

After only a matter of minutes I had been from one person to the next staring at them with the Astounded mood switched on, but little did I know that looking at them in this way was earning myself dark side points and within a couple of minutes I was dark side rank 5 as seen in this picture:

I quickly blamed the closest weird looking guy I could find of being a pervert and then proceeded to hide as quickly as possible:

After blending in with my fellow Imperial Storm Troopers for a few minutes thinking all is well:

I was discovered by a female bounty hunter!

…who then proceeded to shoot a green sticky substance into my face from her two pistols for the next seven minutes.

After an awkward seven minutes she then helped clean my leg armour and I returned the favour:

She even helped repair my neglected speeder, which didn’t even have a roadworthy.

After thanking the Bounty Hunter for not turning me into the authorities, I left the fleet in my personal spaceship, set my crew skills up and then proceeded to log off for the night.

So: what do you guys think of the new Moods added in patch 1.4? Did you have as much fun as I did with them?

Leave your interesting tales below 😀

One Shot, One Kill: Imperial Agent Sniper Build


One Shot, One Kill is a column devoted entirely to the Imperial Agent Sniper. If you’ve got something Sniper-related you’d like resident devotee Matthew ‘Scope’ Pearce to cover, drop us a line.

I wanted to spend some time covering the burst DPS build I use with my Sniper and what’s changed since patch 1.4 hit.

What changes in 1.4 actually affected snipers?

Well we should all be happy that they finally fixed the delay that was happening when going into cover and using our AOE knockback  straight away. The delay that usually followed meant knocking your opponent in the wrong direction or missing them completely, thus wasting a life- saving cooldown.

Marksmen spec snipers should also be happy with the improved Followthrough that is now usable 5 seconds after using Snipe, Ambush, or Takedown, up from 3 seconds. It now allows us a little more breathing space in our rotations and some time to mix things up a bit, which I like a lot.

Why should I play a Sniper?

Great long range abilities, CC immunity , amazing crowd control as well as multiple damage reduction defensive abilities.

Snipers are great fun to play – they have some of the best defensive  and offensive cooldowns in the entire game.

What other reasons should you play a sniper that are not combat related? Well, Imperial Agents get to experience one of the best story lines and meet some of the most interesting companion characters out of all the Empires classes.

Without giving away any story spoilers, the Imperial Agent’s story is like one of the good James Bond stories – it’s filled with loads of action, loyalty, love, betrayal , and focuses on the Sith Empire from the viewpoint of a loyal soldier trying to do their best to help the Empire or to help themselves

What build are you using at the moment and why?

I run with the 25/16/0 build and have been since I first made my sniper back in beta:

imperial agent sniper build

 My reasoning behind why I run this build instead of a full 31 point build is simple: I love burst damage.

When you play on a PVP server like I do and when world PVP can and does happen (though rarely as of late), I prefer burst damage builds. They are the best way to bring your enemy down as quickly and easily as possible and snipers fill this role the best out of all the ranged damage classes in SWTOR.

My build is centred around the application of Explosive Probe, for its main damage dealing abilities and as a source of energy regeneration with the talents in Imperial methodology, plus the extra regeneration from Snipers Pillbox in the marksmanship tree. These two talents allow me to stay in the fight longer as well as manage my energy levels better and thus deal more damage.

Is this build good for levelling?

When I first levelled my sniper up I made sure that my first 2 talent points went into the “Engineers Tool Belt”

These 2 talent point lets us throw our Fragmentation Grenades every 3 seconds and makes levelling faster and easier as we can simply run into a group of 5 enemies toss a grenade, rifle shot and then toss another grenade again over and over until all the mobs are dead.

I would focus on going up the engineering tree first until you hit level 30, then I would respec and go with marksmanship and try out the new ability “Followthrough”. Once you get to level 32 you should put two points back into “Engineers Tool Belt” to regain the ability to AOE spam every 3 seconds and then continue back up the engineering tree the same as in my build until you hit level 50.

So where does the burst damage come from?

The combination of the Marksmanship tree’s ability to dish out fast and hard hitting single target attacks, combined with the explosive abilities that activate when hit from the engineering tree, make for one hell of a burst damage build.

Here is an example of my sniper using just “Explosive Probe” followed by “Ambush” and the burst damage I can dish out:

 imperial agent sniper build

That’s 11600 damage in 1 hit.

Can you show us an example of a basic rotation?

Say you run into a Sage or Sorcerer – these guys have the lowest armour in game and as such are usually the easiest targets for a sniper to kill and kill quickly. If they aren’t paying attention you can bring them to below 50% hp with 2 button presses.

Here is a quick and easy rotation that you can use to bring a Sorcerer or Sage down in around 5-8 button presses depending on his gear and yours.

1 First go into cover

2 Toss out your “Explosive Probe” ability. Note that if another person or NPC is hitting the target of “Explosive Probe” the next hit the target takes will trigger the effect. however don’t let this discourage you from using this ability as it also adds four extra damage ticks due to our spec.

3 Hit your Ambush ability. Note that you can also use your “Laze Target” and the “Target Acquired” cool downs prior to using Ambush in order to add extra damage if so desired.

(once Ambush hits the target with an explosive probe the target usually goes down to 50% hp)

4 Hit your “Followthrough” ability. This ability can only be used after using either Ambush Snipe or Takedown.

(If the target is now under 25% hp use “Snipe” and then “Takedown” – if the target is not below 25% continue to step 5)

5 Hit “Snipe”

(Because of our talents when we go into cover we get an instant cast snipe for the next 10 seconds)

6 Now that “Snipe has been used it has unlocked the ability “Followthrough” again but it is still on cool down so what we do next is use our “Series of Shots” ability.

7 Once that ability is finished quickly hit “Followthrough” again

8 Now the target should most definitely be below 25% health so we can use the “Takedown” ability to finish them off.

(if this ability doesn’t finish them off completely you can simply leave cover and re-enter cover for another instant cast “Snipe” that you can easily follow up with another devastating “Followthrough”)

So over to you: do you currently play a Sniper or plan on levelling one now?

SWTOR 1.4.0b Patch Notes

We were expecting SWTOR Patch 1.4.1 to drop, but it was just 1.4.0b. Here’s the incredibly detailed patch notes:

1.4.0b Patch Notes

10/2/2012

General

  • Improved performance for players using NVIDIA graphics cards in an SLI configuration. (Please use the default SLI setting or AFR2, as AFR1 will result in poor performance with SWTOR.)
  • Corrected an issue that could prevent players from exiting their personal starship after completing Group Finder content.

SWTOR: Patch On The Fly

Here’s an interesting development – a new patch is coming for SWTOR (likely to be 1.4.1) overnight, but the servers won’t need to come down.

So at 2am AEST (Midnight AWST and 4am NZST) you just need to log out and restart, download the patch and you’re good to go.

We’ll have the full patch  notes for you of course.

Here’s the blurb from BioWare:

Hello everyone, we wanted to let you know that we will be deploying a patch on Tuesday, October 2nd, 2012 at 10AM CDT (8AM PDT/11AM EDT/4 PM BST/5PM CEST/1AM AEST). All game servers will remain online during this period. Please be sure to restart your game launcher at 11AM CDT (9AM PDT/12PM EDT/5 PM BST/6PM CEST/2AM AEST) in order to download the deployed patch. If your launcher was open during the deployment, you must close and reopen it for a fresh login. Patch notes will be made available shortly after deployment.

Patch Deployment

Date: Tuesday, October 2nd, 2012

Time: 10AM CDT (8AM PDT/11AM EDT/4 PM BST/5PM CEST/1AM AEST)

All game servers will remain online during this period. Please be sure to restart your game launcher at 11AM CDT (9AM PDT/12PM EDT/5 PM BST/6PM CEST/2AM AEST) in order to download the deployed patch.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.