The Casual SWTORian: Patch 1.2 Release Overview

The Casual SWTORian is dedicated each week to those who don’t have the time to immerse themselves in game developments but instead want a very simple roundup of things happening and stuff on the horizon. If you like what you read, tell our casual guru Ken.

Over the past few weeks Bioware have been promoting the 1.2 patch and the legacy system, telling us we would know well in advance when they would drop. However, this week with almost no warning we received the Jesus patch. Other things of smaller note are the free pet, potential free game time, and the skipping of the weekly Q&A. And so, we begin:

“The galaxy is in turmoil. War rages across countless worlds as Republic and Imperial forces struggle for control of critical resources. Amidst the chaos, threats emerge from all sides. The planet Denova, known for its extensive deposits of baradium ore, has been seized by a band of mercenaries and veteran Imperial defectors with mysterious motives. If they are not dislodged, the explosive arsenal they can create will give them the power to destroy any armed force – Republic or Imperial. On Corellia, a corrupt councilor attempts to maximize hypermatter profits by playing both sides of the conflict, and the crazed mastermind behind the Rakghoul outbreak, discovered on Ord Mantell, continues to threaten the lives of all sentient beings in the galaxy…”

  • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!

  • Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.

  • Players can now customize their User Interface by moving and resizing UI elements!

  • The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.

  • A new “Customize” option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.

  • The Sprint ability is now available at level 1.

  • Since our changes involve a number of skill changes for many classes, we are refunding all skill points to the affected Advanced Classes so players can adjust the distribution of their characters’ skills as they see fit with the new changes in mind. As a reminder, players can reset any character’s skill points in the Combat area on their faction’s fleet for free once per week (additional respecs cost credits).

  • The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.

  • C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.

  • Companions now use accurate voice responses regarding the success or failure of their Crew Missions when they return.

  • Schematics for color crystals in various colors (including endgame-quality varieties) have been added to the game.

  • Several unusual crystal formations have been reported in the mountainous regions of Alderaan.

  • Offhand weapons are now more clearly marked as such.

  • Sniper Rifles no longer drop for Republic players.

  • An issue that caused some items to be unlinkable in chat has been addressed.

  • A set of modifiable Techblades and Techstaffs has been added to the game.

  • The Korrealis line of landspeeders has been removed from vendors.

  • License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.

  • Junk (grey) items no longer appear in the buyback window.

  • The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.

  • Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).

  • Corrected many instances where text and voiceovers did not match.

 

  • Players can now leave comments on entries in their Friends List in the Social Window.

 

  • The Galactic Trade Network interface now supports text-based searches without category restrictions.
  • The Emergency Fleet Pass now takes Republic players to the center of the Republic Fleet instead of the Tython and Ord Mantell arrival hangar.
  • Added musical triggers to some missions and encounters.
  • Numerous spelling and grammatical errors in text throughout the game have been corrected.

 

I’d also like to give a shout out to Why SWTOR will never ‘Jump The Shark’ and the SWTOR Gamers of Oceania Facebook Group who are awesome. As always, If you feel I missed anything feel free to comment below or you can start a religious debate – your choice.

Diplomatic Investigations: 1.2 Update Favourites

Welcome to our weekly column dedicated to everything Consular and Inquisitor. If you have a suggestion for a topic you’d like covered in this column, drop Tim a line!

This is my third straight article about the Sith Assassin/Patch 1.2 and will be the last time I play on the public test server with patch 1.2 because it’s now live.  Well, the last time on the PTS for this patch – I’ll certainly be back for the next major release to check out what is new.

My Sith Assassin moved up to level 31 and just finished Chapter 1, which will apparently earn me two titles (one for reaching level ten on the test server, the other for finishing Chapter 1 also on the public test server).  Apparently these titles transfer over once patch 1.2 goes live.

It seems a lot of people were playing on the public test server just for the titles.  In actual fact I saw a player running around with a guild name of “Just Here For The Titles” !

As a writer for TOROZ I was lucky enough for SWTOR to copy one of my characters over to the public test server (meaning I got to play a clone of my level 41 Sith sorcerer immediately on the public test server). As it turned out, before that happened I was leveling my Sith Assassin and was enjoying it so much I continued playing that instead.  I did however setup the legacy for my copied character and had a play with the legacy system which looks pretty neat. My previous legacy name and experience did not copy over though, meaning I effectively started from zero on the test server. It’s a pity in a way, because I had a number of characters already leveled and of course there are now real and substantial benefits of that legacy experience.

Two benefits that I will find useful once I obtain them are a mailbox in my ship (yay!) and a Global Trade Network (GTN) in my ship as well.  Very handy.  I’ve lost track of the number of times I’ve quick traveled to a location to resume where I left off and remembered I was going to list some items on the GTN.  Yes I know, I should be using an alt character and emailing the item to list on the GTN to them. I’d much rather have these items in my ship to do it there and then.

Being able to craft your own legacy weapon is nice as well.  But my favorite feature is a relatively simple one: the Sprint ability being available at Level 1.  Not to be confused with Force Speed which increases your movement speed by 150% for 2 seconds (without breaking stealth). Sprint, of course gave you an increase in movement speed by 35% while not in combat. Yes this is my favorite feature of patch 1.2.-  I personally find it infuriating to have to walk everywhere. I mean, I am Sith, I am a ruthless killing machine, I have a light saber and can generate lightning from my hands, but I have to walk everywhere? Whats the deal with that?

Such a simple change made a better experience in levelling for me.  Obviously it was 35% quicker to get to my destinations, something that is of particular importance in those early levels for experienced SWTOR players leveling up new characters.   I think those new to the game who start playing with Patch 1.2 will have no idea how spoiled they are. Let’s face it, the first time you play SWTOR you are probably taking it all in and having to walk everywhere is not that much of a pain, because by the time you start to think it’s a bit slow you gain the ability anyway.  Now it’s there from level 1.

Have you tried out the patch 1.2 yet and if so, what are your favorite features? Which is the feature you like most?

Guild banks?

Legacy weapons?

The new Operation and Flashpoint?

Combat log?  (I haven’t even looked at mine yet).

User Interface customisations (this one rocks).

The new Warzone maybe?

Something else?

Would love to hear from you, drop me a comment below.  Thanks for reading.

SWTOR 1.2: Full and Final Patch Notes

Well we’re 12 hours into SWTOR 1.2 so I thought it might be useful to post the full and final Patch Notes for 1.2.

You’d probably already heard that Ranked Warzones haven’t made 1.2 but otherwise there’s a huge amount of additions and changes.

As always we’d love your comments on what stands out for you in 1.2 and how your download experience went (thanks to those who posted on this in the ‘What To Do While the Servers Are Down‘ thread).

The full patch notes in all their glory:

Highlights

  • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
  • Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
  • Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation.
  • Novare Coast, a new objective-oriented Warzone on the planet Denova, has been added to the game. This Warzone, like Huttball, supports same-faction matches if there are not enough members of the opposing faction to be found.
  • New repeatable high-level daily missions are available in a new area on Corellia, the Black Hole!
  • Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
  • A new tier of gear has been added for both PvP and PvE.
  • Players can now customize their User Interface by moving and resizing UI elements!
  • A new level 50 World Boss with a challenge for a well-coordinated 16-player Operation Group has been sighted in the Gormak Lands region on Voss.

General

    • The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.
    • In-game rewards will be available to players who participate on the Public Test Server. Players will receive a title if they attain level 10 on PTS, and another if they complete Chapter 1.
    • A new preference, “Character Texture Atlasing,” is now available. Enabling this option increases the texture quality used when rendering character models.
    • A new “Customize” option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
    • A new preference, “Awareness Radius,” allows players to adjust the number of characters displayed on-screen. Reducing this setting can improve performance in crowded areas on low-end machines.
    • On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
    • The Sprint ability is now available at level 1.

General Bug Fixes

    • Cinematics throughout the game have been polished. A large number of cinematics have been improved to address incorrect camera angles, smooth out animation issues, and to correct Companion Characters that appear in the wrong gear or at the wrong time.
    • Cinematics and mission phases have been updated for consistency. For instance, several occurrences of NPCs appearing alive in a phase after a cinematic in which the player chose to kill them have been corrected.
    • Corrected many instances of misplaced geometry, visible seams, and incorrect collision with world objects throughout the game.
    • Many locations where player characters could become stuck on world geometry or fall through the world have been corrected.
    • Some visual effects and animations have been adjusted and fixed in instances where they played incorrectly.
    • Dark side appearance, if enabled, now appears correctly at character selection.

Classes and Combat

Game Update 1.2. contains a significant number of changes and improvements to the overall class balance and combat gameplay in PvP and PvE based on player and guild feedback, focus testing, and more than two months of combat interaction data from our servers. Our overall goal is, as always, to create a level playing field for our players while ensuring that classes retain their unique playstyles and identities.

These changes are not limited to class abilities and skill trees, but also involve modifications to the underlying combat math (for example diminishing returns, additional augment availability, etc.), which has an impact on combat that is hard to capture in a list of patch notes.

Since our changes involve a number of skill changes for many classes, we are refunding all skill points to the affected Advanced Classes so players can adjust the distribution of their characters’ skills as they see fit with the new changes in mind. As a reminder, players can reset any character’s skill points in the Combat area on their faction’s fleet for free once per week (additional respecs cost credits).

Based on community feedback, we have also added a number of improvements to combat gameplay, such as more reactive animations for certain abilities, better visual and audible cues for important effects, and quality of life changes such as more useful combat revival abilities.

For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.

General

      • As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.
      • Visual effects for persistent ground-targeted player attacks now reflect the target area of effect more accurately.
      • “Rest” abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
      • The movement visualization when observing players with lower performance has been improved.
      • Combat Training Dummies have been added to the game. Level 50 and 50+ Training Dummies can be found on the Gav Daragon and Ziost Shadow. Level 20, 30, and 40 targets can be found on Coruscant and Dromund Kaas. Level 10 targets can be found on Origin Worlds. Players can unlock Training Dummies for their personal starship through the Legacy System.
      • In-combat revival abilities (like Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.
      • Several ability tooltips have been updated to include the correct values and information (these tooltip changes do not reflect changes to the ability; tooltips that previously displayed incorrect or incomplete information have been corrected).
      • Several areas throughout the game that have had line of sight-related problems (“cannot see target”) have been corrected.
      • An issue that could prevent dual wield visual effects from playing correctly has been fixed.
      • Players are now briefly stunned if they are dismounted forcibly from damage (instead of playing a fall animation).
      • Fixed an issue that would occasionally cause players to become stuck and unable to move after the expiration of a stun debuff.
      • Corrected an issue that could cause players to appear to continue to be dead after being revived.
      • The diminishing return formula for several stats (including expertise) has been adjusted.
      • Special abilities for several classes have been updated to emit light based on their actual weapon color crystal rather.
      • Minimum and maximum damage ranges now display correctly on the character sheet for all classes.
      • Using a stun-breaking ability no longer keeps a player that was knocked down from standing up.
      • Medpacs can now only be used once per fight. When a medpac is used during combat, another cannot be used until after combat has ended.
      • Corrected an issue that could cause ability countdown timers displayed on the hotbar to become stuck.

Combat Log

      • Players may now choose to view victory and defeat messages in the chat window. This feature can be enabled in the new “Combat Logging” section of the preferences menu. This must be enabled for combat messages to appear in the chat window.
      • The “Combat Logging” section in the preferences menu also allows players to stream all combat interactions originating from or directed at their character to a machine-parsable file. When this option is enabled, time stamped log files are written periodically to the Star Wars – The Old Republic\Combat Logs directory in the My Documents folder. Warning: This is an advanced feature. Constant combat logging may use a significant amount of disk space, and players may need to periodically delete old logs.

Jedi Knight

General
        • Awe no longer costs Focus to activate.
        • Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
        • Force Kick no longer costs Focus to activate.
        • Force Leap now places a “root” visual effect on the affected target.
        • Master Strike can no longer be interrupted, and its damage has been increased by approximately 15%.
Sentinel
        • Due to changes in the Sentinel skill trees, Sentinels have had their skill points refunded.
        • Crippling Throw’s “Trauma” effect can no longer be cleansed.
        • Force Camouflage now additionally reduces all damage taken by 50% while active.
        • Pacify no longer has a Focus cost and is no longer limited by the global cooldown.
        • Transcendence now affects all Operation Group members.
        • Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.
Watchman
          • Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.
          • Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
          • Inflammation now applies a 50% movement speed reduction (up from 30%).
          • Valor is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Combat
          • Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
          • Ataru Form now correctly triggers when fighting very large targets.
          • Fleetfooted now additionally increases the movement speed bonus granted by Transcendence by 15% per point.
          • Temperance has been replaced by Stagger, which increases Force Leap’s immobilize effect.
Focus (Sentinel)
          • Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Leg Slash and Force Exhaustion.
          • Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Zen (while in Shii-Cho Form) to immediately grant 2 stacks of Singularity per point.
          • Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
          • Singularity’s buff effects now last 20 seconds (up from 15).
          • Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
          • Unwavering Focus has been removed from the game.
          • Zealous Leap now immobilizes the target for 1 second.
          • Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Sentinel is in Shii-Cho Form.
Guardian
        • Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.
        • Added Focused Defense, a new ability that allows the Guardian to spend Focus to lower threat. While active, one point of Focus is spent each time damage is taken to heal the Guardian for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vigilance
          • Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian’s damage reduction while Focused Defense is active.
          • Single Saber Mastery is no longer restricted to certain stances.
          • Stagger is now located in Tier 1 of the Vigilance skill tree.
          • Sundering Throw is a new Tier 6 skill that replaces Protector.
          • Zen Strike now generates 2 points of Focus when it is triggered.
Defense
          • Blade Barrier is now located in Tier 4 of the skill tree.
          • Blade Storm no longer consumes stacks of Courage while the “Momentum” buff is active.
          • Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.
          • Dust Storm is now a 3-point skill that provides the same overall effect.
          • Guardian Slash now generates 50% additional threat.
          • Momentum is now a 2-point skill that provides the same overall effect.
          • Pacification is now a 1-point skill with a slightly reduced overall effect.
          • Shield Specialization is now located in Tier 5 of the skill tree.
          • Stasis Mastery is now located in Tier 4 of the skill tree.
Focus (Guardian)
          • Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Exhaustion’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Freezing Force and Force Exhaustion.
          • Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Combat Focus to immediately grant 2 stacks of Singularity per point.
          • Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.
          • Singularity’s buff effects now last 20 seconds (up from 15).
          • Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.
          • Through Peace, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Focused Defense by 1 Focus per point.
          • Unwavering Focus has been removed from the game.
          • Zealous Leap now immobilizes the target for 1 second.
          • Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Guardian is in Shii-Cho Form.

Sith Warrior

General
        • Disruption no longer costs Rage to activate.
        • Force Charge now places a “root” visual effect on the affected target.
        • Intimidating Roar no longer costs Rage to activate.
        • Ravage can no longer be interrupted, and its damage has been increased by approximately 15%.
        • Vicious Throw can now be used on targets at or below 30% of maximum health (up from 20%).
Marauder
        • Due to changes to the Marauder skill trees, Marauders have had their skill points refunded.
        • Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.
        • Deadly Throw’s “Trauma” effect can no longer be cleansed.
        • Force Camouflage now additionally reduces all damage taken by 50% while active.
        • Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown.
        • Predation now affects all Operation Group members.
Carnage
          • Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.
          • Ataru Form now correctly triggers when fighting very large targets.
          • Erupting Fury has been replaced by Stagger, which increases Force Charge’s immobilize effect.
          • Unbound now additionally increases the movement speed bonus granted by Predation by 15% per point.
Annihilation
          • Ferocity has been replaced by Enraged Charge, which increases the Rage generated by Force Charge.
          • Phantom no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.
          • Seeping Wound now applies a 50% movement speed reduction (up from 30%).
          • Short Fuse is now located in Tier 1 of the skill tree and has replaced Quick Recovery.
Rage (Marauder)
          • Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
          • Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Marauder is in Shii-Cho Form.
          • Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Crippling Slash and Force Crush.
          • Obliterate now immobilizes the target for 1 second.
          • Ravager now increases the damage of Ravage instead of affecting Force Choke.
          • Relentless Fury has been replaced by Berserker. It requires 2 points in Shockwave and causes Berserk (while in Shii-Cho Form) to immediately grant 2 stacks of Shockwave per point.
          • Shockwave’s buff effects now last 20 seconds (up from 15).
          • Unbreakable Rage has been removed from the game.
Juggernaut
        • Due to changes to the Juggernaut skill trees, Juggernauts have had their skill points refunded.
        • Added Enraged Defense, a new ability that allows the Juggernaut to spend Rage to lower threat. While active, one point of Rage is spent each time damage is taken to heal the Juggernaut for a small amount. This ability is usable while stunned and is not limited by the global cooldown.
Vengeance
          • Deafening Defense is now located in Tier 5 of the skill tree. It now increases the Juggernaut’s damage reduction while Enraged Defense is active.
          • Rampage now generates 2 points of Rage when it is triggered.
          • Single Saber Mastery is no longer restricted to certain stances.
          • Stagger is now located in Tier 1 of the Vengeance skill tree.
          • Sundering Throw is a new Tier 6 skill that replaces Huddle.
Immortal
          • Battle Cry is now a 2-point skill that provides the same overall effect.
          • Crushing Blow now generates 50% additional threat.
          • Force Grip is now located in Tier 4 of the skill tree.
          • Force Scream no longer consumes stacks of Revenge while the “Battle Cry” buff is active.
          • Heavy Handed is now a 1-point skill with a slightly reduced overall effect.
          • Quake is now a 3-point skill that provides the same overall effect.
          • Shield Specialization is now located in Tier 5 of the skill tree.
          • Sonic Barrier is now located in Tier 4 of the skill tree.
          • Thrown Gauntlet no longer reduces the cooldown of Threatening Scream and is now located in Tier 5 of the skill tree.
Rage (Juggernaut)
          • Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.
          • Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).
          • Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Juggernaut is in Shii-Cho Form.
          • Force Crush’s cooldown has been reduced to 18 seconds. Its overall effect is unchanged.
          • Gravity now specifically affects Chilling Scream and Force Crush.
          • Obliterate now immobilizes the target for 1 second.
          • Ravager now increases the damage of Ravage instead of affecting Force Choke.
          • Relentless Fury has been replaced by Empowering Rage. It requires 2 points in Shockwave and causes Enrage to immediately grant 2 stacks of Shockwave per point.
          • Shockwave’s buff effects now last 20 seconds (up from 15).
          • Through Passion, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Enraged Defense by 1 Rage per point.
          • Unbreakable Rage has been removed from the game.

Jedi Consular

General
        • Deflection’s visual effects are now more noticeable.
        • The Unity ability has been removed from the Jedi Consular class. A similar ability can now be unlocked through the Legacy System.
        • Force Slow’s visual effects now begin and end at the correct times.
Sage
        • Due to changes to the Sage skill trees, Sages have had their skill points refunded.
        • Corrected an issue with Force Armor that prevented its appearance from refreshing when its effects were reapplied.
        • Rescue now modifies threat by the correct amount.
Seer
          • Confound now refreshes properly when Weaken Mind is refreshed.
          • Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%.
          • Egress now requires Preservation instead of Valiance.
          • Resplendence no longer removes the health cost from Noble Sacrifice.
          • Salvation’s tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability’s functionality has not changed.
          • A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected.
          • Valiance now reduces the health spent by Noble Sacrifice by 2% per point (up from 1% per point).
Telekinetics
          • Inner Strength now correctly affects Weaken Mind.
Balance (Sage)
          • Critical Kinesis now increases the critical chance of Telekinetic Throw and Disturbance by 3% per point.
          • Empowered Throw now increases the damage dealt by Project, Telekinetic Throw, and Weaken Mind by 2% per point.
          • Force in Balance no longer heals the caster if no targets are hit.
          • Presence of Mind now affects Disturbance and Mind Crush only. Mind Crush’s periodic damage now benefits from the 20% damage bonus when it is used to consume the “Presence of Mind” buff.
Shadow
        • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability’s functionality has not changed.
Kinetic Combat
          • Kinetic Ward’s appearance now refreshes properly when reapplied.
Balance (Shadow)
          • Force Synergy’s activation effects are now more visible.
          • Force in Balance no longer heals the caster if no targets are hit.

Sith Inquisitor

General
        • Deflection’s effects are now more noticeable.
        • Electrocute’s visual effects now occur more quickly after activation.
        • Energize’s effect now triggers a sound effect when it occurs.
        • Force Lightning now correctly plays its sound effects when the initial application of damage kills the target.
        • Force Slow visual effects now begin and end at the correct times.
        • The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System.
        • Shock sound effects have been polished.
Sorcerer
        • Due to changes in Sorcerer skill trees, Sorcerers have had their skill points refunded.
        • Corrected an issue with Static Barrier that prevented its visual effects from refreshing when its effects were reapplied.
        • Extrication now modifies threat by the correct amount.
Corruption
          • Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%.
          • Conspiring Force now refreshes properly when Affliction is refreshed.
          • Dark Resilience now reduces the health spent by Consumption by 2% per point (up from 1% per point).
          • Fadeout now requires Efficacious Currents instead of Dark Resilience.
          • Force Surge no longer removes the health cost from Consumption.
          • Revivification’s tooltip now correctly states that the ability affects a maximum of 8 targets. The ability’s functionality hasn’t changed.
          • A display issue that caused the first and second tick of Revivification to appear on top of each other has been corrected.
Lightning
          • Electric Induction now correctly affects Affliction.
Madness (Sorcerer)
          • Death Field no longer heals the caster if no targets are hit.
          • Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.
          • Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.
          • Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness’s periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.
Assassin
        • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break stealth. The ability’s functionality has not changed.
Madness (Assassin)
          • Death Field no longer heals the caster if no targets are hit.
          • Raze’s activation effects are now more visible.

Smuggler

General
        • Dirty Kick can now be used while moving.
        • Players can now “Crouch” (but not roll into cover) while immobilized.
        • Smugglers can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
        • An issue that could cause XS Freighter Flyby to interrupt duels has been addressed.
Gunslinger
        • Due to changes to the Gunslinger skill trees, Gunslingers have had their skill points refunded.
        • Flourish Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Saboteur
          • Hot Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Quick Shot cost no Energy for 6 seconds after leaving cover.
          • Incendiary Grenade has been improved. It now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.
          • Pandemonium is now located in Tier 2 of the skill tree.
          • Sabotage’s range has been increased to 60 meters.
          • Shock Charge now resets its cooldown if the target is defeated while under its effects.
Sharpshooter
          • Burst Volley has been redesigned. It now triggers from dealing damage with blasters and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
          • Deadeye is now a 3-point skill that provides the same overall effect.
          • Holed Up is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Hunker Down is active. This change allows the Sharpshooter to remain in cover more often in situations that force other classes to rapidly change locations.
          • Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
Dirty Fighting (Gunslinger)
          • Bombastic now correctly requires Shrap Bomb.
          • Hemorrhaging Blast no longer has an Energy cost.
          • Hold Your Ground’s cooldown reduction for Pulse Detonator has been reduced to 2.5 seconds per point.
          • Holdout Defense now increases Blaster Whip damage by 4% per point.
          • No Holds Barred now increases critical chance by 1% per point.
          • Reopen Wounds now increases the critical chance of Wounding Shots and Speed Shot by 4% per point.
          • Wounding Shots now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but bleeding damage remains unchanged.
          • Nice Try is a new Tier 6 skill that reduces damage taken from periodic effects and gives Vital Shot and Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Quick Getaway has been replaced by Hold Your Ground, which additionally reduces the cooldown of Escape.
Scoundrel
        • Due to changes to the Scoundrel skill trees, Scoundrels have had their skill points refunded.
        • Back Blast now has a 12-second cooldown and deals approximately 5% more damage.
        • Diagnostic Scan’s tooltip now displays the full amount healed over its duration.
        • Shoot First now has a 7.5-second cooldown.
        • Tranquilizer now gives an appropriate error message if used on Droids.
        • Upper Hand no longer triggers a “laugh” sound effect when it occurs.
Sawbones
          • Emergent Emergencies now additionally increases the maximum stack limit of Upper Hand by 1.
          • Healing Hand now also increases the duration of Upper Hand by 2 seconds per point.
          • Homegrown Pharmacology now additionally reduces the Energy cost of Kolto Cloud by 2 per point.
          • Kolto Cloud has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
          • Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
Scrapper
          • Brawler’s Grit is now a 2-point skill.
          • Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Back Blast by 5.
          • K.O. no longer experiences a delay in its knockdown effect.
          • Sawed Off now increases the damage dealt by Back Blast. It is now located in Tier 5 of the skill tree and requires Flanking.
          • Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage.
          • Turn the Tables has been redesigned and is now a 2-point skill. It no longer increases damage dealt to bleeding targets, but increases the Energy gained by Pugnacity and the damage dealt by Sucker Punch and Flying Fists.
          • Underdog no longer increases Energy gained by Pugnacity. This effect is now part of Turn the Tables.
Dirty Fighting (Scoundrel)
          • Hemorrhaging Blast no longer has an Energy cost.
          • Holdout Defense now increases Blaster Whip damage by 4% per point.
          • No Holds Barred now increases critical chance by 1% per point.
          • Nice Try is a new Tier 6 skill that reduces the damage taken from periodic effects and gives Vital Shot and Shrap Bomb a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Quick Getaway has been replaced by Smuggled Defense, which additionally reduces the cooldown of Escape.

Imperial Agent

General
        • Debilitate’s tooltip now correctly displays its stun duration.
        • Players can now “Crouch” (but not roll into cover) while immobilized.
        • Agents can no longer be pushed out of cover via the “cover integrity” mechanic, which has been removed from the game.
Operative
        • Due to changes to Operative skill trees, Operatives have had their skill points refunded.
        • Backstab now has a 12-second cooldown and deals approximately 5% more damage.
        • Hidden Strike now has a 7.5-second cooldown.
        • Sleep Dart now gives an appropriate error message if used on Droids.
        • Tactical Advantage no longer triggers a “laugh” sound effect when it occurs.
Concealment
          • Culling has been redesigned and is now a 2-point skill. It no longer increases damage dealt to poisoned targets, but increases the Energy gained by Stim Boost and the damage dealt by Laceration and Collateral Strike.
          • Inclement Conditioning is now a 2-point skill.
          • Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Backstab by 5.
          • Laceration now costs 10 Energy (down from 15) and deals approximately 10% less damage.
          • Meticulously Kept Blades no longer increases Energy gained by Stim Boost. This effect is now part of Culling.
          • Waylay now increases the damage dealt by Backstab. It is now located in Tier 5 of the skill tree and requires Flanking.
Medicine
          • Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point.
          • Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point.
          • Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.
          • Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.
          • Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1.
Lethality (Operative)
          • Corrosive Microbes now functions correctly.
          • Lethality now increases critical chance by 1% per point.
          • Razor Edge now increases Shiv damage by 4% per point.
          • Weakening Blast no longer has an Energy cost.
          • Lingering Toxins is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart and Corrosive Grenade a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Vanish has been replaced by Escape Plan, which now additionally reduces the cooldown of Escape.
Sniper
        • Due to changes to the Sniper skill trees, Snipers have had their skill points refunded.
        • Shatter Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.
Marksmanship
          • Imperial Assassin is now a 3-point skill that provides the same overall effect.
          • Siege Bunker is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Entrench is active. This change allows the Marksman to remain in cover more often in situations that force other classes to rapidly change locations.
          • Snap Shot’s tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.
          • Sniper Volley has been redesigned. It now triggers from dealing damage with rifles and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.
Engineering
          • Calculated Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Overload Shot cost no energy for 6 seconds after leaving cover.
          • EMP Discharge’s range has been increased to 60 meters.
          • Plasma Probe has been improved. It has new visual effects and now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Interrogation Probe, that target is stunned for 2 seconds.
          • Stroke of Genius is now located in Tier 2 of the skill tree.
          • Interrogation Probe’s cooldown now resets if a target is defeated while under its effects.
Lethality (Sniper)
          • Corrosive Microbes now functions correctly.
          • Cull now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but poison damage remains unchanged.
          • Hold Your Ground’s cooldown reduction for Cover Pulse has been reduced to 2.5 seconds per point.
          • Lethality now increases critical chance by 1% per point.
          • Razor Edge now increases Shiv’s damage by 4% per point.
          • Razor Rounds now increases the critical chance of Cull and Series of Shots by 4% per point.
          • Targeted Demolition now correctly requires Corrosive Grenade.
          • Weakening Blast no longer has an Energy cost.
          • Lingering Toxins is a new Tier 6 skill that reduces damage taken from periodic effects and gives Corrosive Dart and Corrosive Grenade a chance to apply a weaker version of the same effect when they end (even if they are cleansed).
          • Vanish has been replaced by Hold Your Ground, which now additionally reduces the cooldown of Escape.

Bounty Hunter

General
        • Ability Heat costs are now displayed in skill tree and trainer windows.
        • Death From Above now has a 5-meter radius to bring its range in line with other Bounty Hunter Area of Effect abilities, and it now begins dealing damage sooner after activation.
        • Hydraulic Overrides now has improved audio and visual effects.
        • Incendiary Missile audio has been improved.
        • Jet Charge now places a “root” visual effect on the affected target.
        • The Tracer Missile debuff that increases Heatseeker Missile damage now only benefits the Bounty Hunter that applied it.
Mercenary
        • Cure now generates 8 Heat (down from 16).
        • Jet Boost now triggers snare visual effects on affected targets.
        • Power Shot has been rebalanced. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
        • Tracer Missile and Fusion Missile’s animations have been exchanged by popular demand from the community.
        • Onboard AED is a new level 50 ability that allows the Mercenary to revive an incapacitated ally. It is usable in combat.
        • Power Surge can now be trained at level 46.
Arsenal
          • Barrage: The chance to trigger this effect has been increased significantly.
          • Heatseeker Missiles’ damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Heat Signatures on the target into account.
          • Jet Escape now reduces the cooldown of Jet Boost by 2.5 seconds per point.
          • Muzzle Fluting no longer reduces Heat costs. It now reduces the activation time of Power Shot and Tracer Missile by .5 seconds.
          • Power Barrier now provides 1% damage reduction per stack.
          • Tracer Missile has been rebalanced in order to encourage more active gameplay rotations. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.
Bodyguard
          • Critical Efficiency now reduces the cost of Rapid Scan by 8 (down from 16).
          • Critical Efficiency’s buff description now properly refers to Rapid Scan.
          • Cure Mind no longer reduces the cost of Cure. It now causes Cure to heal the target for a small amount.
          • Hired Muscle now increases critical chance by 1% per point.
          • Kolto Missile now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
          • Kolto Residue now increases all healing received by 3% (down from 5%).
          • Kolto Shell now builds 16 Heat when activated.
          • Supercharged Gas now vents 8 Heat (down from 16) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile now reduces damage taken by 5% (down from 10%).
Pyrotech (Mercenary)
          • Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Powertech
        • Due to changes to the Powertech skill trees, Powertechs have had their skill points refunded.
        • Quell no longer generates Heat.
Shield Tech
          • Ablative Upgrades: The absorption amount gained from this skill has been slightly reduced.
          • Empowered Tech is now a 3-point skill.
          • Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
          • Heat Screen is a new 2-point skill that causes Flame Burst and Heat Blast to build a stacking buff that increases shield absorption.
          • Oil Slick is no longer limited by the global cooldown.
Advanced Prototype
          • Charged Gauntlets now triggers from damage dealt such that the bleed caused by Retractable Blade can trigger the buff. It now has a visual effect.
          • Kolto Vents has been replaced by Hamstring, which causes Retractable Blade to slow the target by 30% for 6 seconds.
          • Prototype Flame Thrower now is granted a stack when Immolate is used. In addition, stacks make Flame Thrower immune to interrupt and at 5 stacks Flame Thrower will now slow the movement speed of targets by 70%.
Pyrotech (Powertech)
          • Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

Trooper

General
        • Full Auto’s attack animation now begins more quickly to improve reactiveness and faction balance.
        • Mortar Volley’s animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
        • Storm now places a “root” visual effect on the affected target.
Commando
        • Concussion Charge now triggers snare visual effects on affected targets.
        • Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
        • Cure now costs 1 Energy Cell (down from 2).
        • Emergency Medical Probe is a new level 50 ability that allows the Commando to revive an incapacitated ally. It is usable in combat.
        • Tech Override is now trainable at level 46.
Gunnery
          • Charged Barrier now provides 1% damage reduction per stack.
          • Curtain of Fire: The chance to trigger this effect has been increased significantly.
          • Demolition Round’s damage output has been increased by approximately 10%. Bonus damage dealt by this ability now correctly takes the number of your Gravity Vortices on the target into account.
          • Grav Round has been rebalanced in order to encourage more active gameplay rotations. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.
          • Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.
          • Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.
Combat Medic
          • Field Training now increases critical chance by 1% per point.
          • Field Triage now reduces the cost of Medical Probe by 1 (down from 2).
          • Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.
          • Kolto Residue now increases all healing received by 3% (down from 5%).
          • Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.
          • Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).
          • Trauma Probe now costs 2 Energy Cells to activate.
Assault Specialist (Commando)
          • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.
Vanguard
        • Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.
        • Fire Pulse’s visual effect more accurately represents its functionality.
        • Riot Strike no longer costs Energy Cells.
        • Animation timing issues with Energy Blast have been addressed.
        • The hit timing delay on Explosive Surge has been improved.
Shield Specialist
          • Ceramic Plating: The absorption amount gained from this skill has been slightly reduced.
          • Counter Attack is now a 3-point skill.
          • Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
          • Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
          • Smoke Grenade is no longer limited by the global cooldown.
Tactics
          • Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect.
          • Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds.
          • Pulse Generator now is granted a stack when Fire Pulse is used. In addition, stacks make Pulse Cannon immune to interrupt and at 5 stacks Pulse Cannon will now slow the movement speed of targets by 70%.
Assault Specialist (Vanguard)
        • Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.

Companion Characters

General

      • Companion gifts are now stackable.
      • The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.
      • Several game areas where Companion Characters would not reliably follow the player have been fixed.
      • The C2 Droid Corporation and their competitors, the 2V Droid Corporation, have developed a series of new sensors for their products, the C2-N2 and 2V-R8, that significantly improve the Droids’ Crew Skill efficiency and critical success chances. These products may be purchased via the Legacy Repair Astromech unit on the player’s ship (once unlocked).
      • Additionally, the C2-N2 and 2V-R8 Droids have had their personality matrices upgraded with an experimental emotional response chip, allowing them to accept gifts and tokens of appreciation. The Crew Skill performance of these units will increase upon acceptance of these goods.
      • C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.
      • Tooltips for the companion abilities “Burst,” “Aimed Blast,” “Swipe,” “Wild Energy,” and “Blaster Sweep” now correctly reflect ability functionality.
      • All companion marriages are now removed appropriately if the marriage ends.
      • Corrected an issue that caused weapons to display inappropriately beneath some Droid companions (like T7).

Companions

Akaavi Spar
        • The Codex entry for this companion now lists the companion’s correct primary weapon.
Aric Jorgan
        • Corrected an issue that could allow a female trooper whose romance with him had ended to receive an additional romance conversation.
        • New companion skins for Aric Jorgan are available as reward choices in the game.
Ashara Zavros
        • Corrected issues that could prevent players from gaining or losing affection in the conversations related to the missions “Peace is a Lie” and “Silent Treatment.”
Corso Riggs
        • Corso Riggs’s Harpoon ability has been converted into “Illegal Jet Pack”. This ability causes Corso to charge towards the target, dealing damage and immobilizing it for 2 seconds.
Doc
        • Crazy Talk: Male characters can now consistently complete this conversation.
Elara Dorne
        • Strange Circumstances: Corrected an issue that could prevent players from gaining or losing affection during this conversation.
Ensign Temple
        • Some mission rewards intended for this companion that could not be used have been corrected.
Jaesa Willsaam
        • Jaesa now uses the correct battle cries for her alignment (light or dark).
        • Jaesa no longer teleports to her target if she uses Force Leap while wielding a double-bladed lightsaber.
        • Jaesa now has the ability “Purity of the Light Side” or “Passion of the Dark Side,” which passively increases armor by 30%.
Kaliyo Djannis
        • Storm now has a 30-meter range and roots targets.
        • It is no longer possible to break up with Kaliyo and still be eligible for romance conversations.
Khem Val
        • Khem Val’s Lightning Punch sound effects now terminate appropriately.
Kira Carsen
        • Kira now has the ability “Purity of the Light Side,” which passively increases armor by 30%.
Mako
        • Corrected an issue that allowed players to remain eligible for unlocked romance content after losing romance status with Mako.
Qyzen Fess
        • New companion skins for Qyzen Fess are now available as reward choices in the game.
Nadia Grell
        • Nadia now has the ability “Strength in the Force,” which passively increases armor by 30%.
Tanno Vik
        • The Codex entry for this companion now lists the companion’s correct primary weapon.
Vector
        • Time to Think: This mission now properly rewards experience.
Xalek
      • A Son’s Duty: Corrected an issue that could prevent players from gaining or losing affection during this conversation.

Crew Skills

General

      • Companions now use accurate voice responses regarding the success or failure of their Crew Missions when they return.
      • The opportunity to add group members to your friends list no longer appears on Crew Mission rewards windows.
      • Mission rewards now properly display when having more than one waiting in the queue with the window open.
      • An issue that could cause Crew Mission rewards to be granted incorrectly after the player logged out and back in has been addressed.
      • An issue that allowed players to obtain researched schematics without destroying the reverse-engineered item has been corrected.

Crafting Skills

General
        • On critical successes, crafted Custom (orange) gear now receives an Augment slot.
        • The [Exceptional], [Advanced], [Superior], and [Mastercraft] suffixes have been removed from crafted item names. [Augmented] will be appended as a suffix to crafted items that were a critical success.
        • When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.
        • Crafting materials obtained via endgame content now stack in the player’s inventory. They no longer bind on pickup.
        • Endgame crafting materials (Biometric Crystal Alloy, Self-Perpetuating Power Cells, Alien Data Cubes, and Rakata Energy Nodes) now drop less frequently but are freely tradable.
        • Augments can now be crafted by several professions.
        • The Crafting window now displays the correct number of items when crafting from a schematic that yields more than 1 item.
        • Crafting Trainer tutorial missions can now be completed alternatively on the Fleets or on Coruscant or Dromund Kaas.
        • Schematics are no longer consumed if a player attempts to use one that is already known.
        • Craftable Custom (orange) Battlemaster and War Hero PvP armor has been added to Synthweaving and Armormech. The schematics for these items can be purchased from Battlemaster and War Hero vendors.
Reverse Engineering
        • Players may now reverse engineer many endgame items to research schematics for items and mods. Campaign and some Black Hole endgame items can be reverse engineered, and players have a chance to learn how to craft these items upon reverse engineering them. Set Armorings do not provide schematics for crafters.
        • Players with the appropriate professions are now able to reverse engineer random drop items and acquire materials from them. This includes Operation materials from endgame items.
        • Reverse engineering Campaign and Black Hole items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Campaign and Black Hole items.
        • Players no longer receive the message “you already know that schematic.” Another available schematic will be chosen (if available) for the player to learn.
        • A “Research Available” tooltip will now appear when mousing over items in reverse engineering mode if a schematic can be learned from that item.
        • Random items, particularly armor, can now be reverse engineered by crafters based on the items’ stats.
        • Crafted Vibroknives and shotguns can now be researched via reverse engineering. Reverse engineering Vibroknives and shotguns may now yield research variants for Armstechs.
        • Artificers can now reverse engineer relics, shields, generators, and foci.
        • Cybertechs can now reverse engineer all earpieces.
        • The chance of researching schematics via reverse engineering has been significantly increased.
        • Augments may now be reverse engineered for a chance to research their schematics by several professions (see below).
        • Players can now decide how many items from a stack they wish to reverse engineer.
Armormech
        • Armormechs can now learn new schematics that allow the creation of Aim, Cunning, Shield, and Absorb Augments.
        • Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • A critical success while crafting Custom (orange) outfits now adds an Augment slot to the resulting item.
        • The Codex entry for Armormech has been updated.
        • Armormechs can now reverse engineer random armor with Aim or Cunning stats.
Armstech
        • Armstechs can now learn schematics that allow the creation of Endurance, Surge, Critical, Accuracy, and Power Augments.
        • Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • New schematics to create Custom (orange) ranged and melee weapons have been added.
        • A critical success while crafting Custom (orange) weapons now adds an Augment slot to the resulting item.
        • The Codex entry for Armstech has been updated.
Artifice
        • Schematics for color crystals in various colors (including endgame-quality varieties) have been added to the game.
        • Endgame-level Magenta Adegan Crystal Schematics may now drop from the World Boss of Voss and creatures in the new daily mission area on Corellia.
        • Mid-level Magenta Adegan Crystal Schematics may now drop from the World Bosses on Tatooine, Alderaan, and Nar Shaddaa.
        • Magenta Crystal Shards are now found on one planet in the game. They can be refined into Pristine Magenta Crystals used in the creation of mid-level magenta color crystals through obscure means.
        • The Magenta Adegan Crystal Schematic obtained from late-game World Bosses no longer binds on pickup.
        • New schematics for Willpower-based shields have been added (for use by Assassins and Shadows).
Biochem
        • The number of Exotech consumables created per craft is now displayed correctly in the crafting UI.
        • Biochemists can now reverse engineer all implants.
        • Values on tooltips for Rakata reusable stims and adrenals now match the buff correctly.
        • Ice Scrabbler Jerky, a cantina food item with powerful out-of-combat health regeneration effects, has been added as a Biochem recipe. This recipe can be learned by finding the schematic or by reverse engineering Ice Scrabbler Jerky found on Hoth.
Cybertech
        • Cybertech crafted vehicles no longer bind on pickup.
        • Cybertech vehicle and space schematic mission reward rates have been reduced.
        • Critical successes when crafting grenades now yield double the quantity of items.
        • The cooldown on Cybertech-built grenades has been lowered to 3 minutes.
Synthweaving
        • Synthweavers can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity, and Presence Augments. Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.
        • Critical successes while crafting Custom (orange) outfits will add an Augment slot to the resulting item.
        • Additional lower-level light armor schematics have been added.
        • Material requirements for some Custom (orange) outfits have changed.
        • The Codex entry for Synthweaving has been updated.
        • Synthweavers can now reverse engineer random armor drops with Strength or Willpower stats.

Gathering Skills

      • Many gathering nodes that were spawning in unreachable places (such as underneath the world) are now reachable.
      • Some high-level resources nodes near the Imperial Camp on Ilum have been removed.
Archaeology
        • A perfect Upari Crystal Formation may now be found in the Belsavis Daily Heroic area.
Bioanalysis
        • The Red Goo item tooltip now appropriately identifies it as a Grade 6 Biochemical Compound. Level 49-50 Bioanalysis Missions now have a chance to reward Red Goo.
Scavenging
        • Enriched Durasteel nodes now spawn in the Belsavis Daily Heroic area.
Slicing
        • Augments have been replaced by Sliced Tech Parts as a Slicing mission reward. These are consumed by Synthweaving, Armstech, and Armormech as a component for crafting Augments.
        • Slicing may occasionally yield Premium quality Augment schematics on critical mission success.

Mission Skills

      • Missions granted from Mission Discovery objects no longer have a chance to fail.
      • Mission Discovery items now indicate that they can only be used once.
      • Players can now send multiple companion characters on a mission granted by a Mission Discovery if the player had more than one of that Mission Discovery.
Diplomacy
        • Light side and dark side mission results no longer occasionally display decimal values.
        • Diplomacy Mission Discoveries now correctly indicate whether they are a dark or light side mission.
        • The missions “No Redeeming Value” and “Desperation” are now appropriately labeled as moderate yield.
        • Diplomacy missions that previously indicated the player was assisting the other faction are now appropriately faction-restricted.
Investigation
        • Investigation missions now have a chance of yielding Custom (orange) tech weapon schematics as a reward.
        • The chance for Investigation missions to yield schematics has been increased.
        • Red, Blue, Green, Orange, and Yellow power stat crystal schematics are now possible Investigation mission rewards.
Treasure Hunting
        • Treasure Hunting missions now have a chance to yield Custom (orange) lightsaber schematics as a reward.
Underworld Trading
      • The chance to receive schematics from Underworld Trading missions has been increased.
      • Tooltips for missions have been updated to reliably inform the player about expected yields.

Flashpoints and Operations

General

      • The Exit Area ability is now interrupted when damage is taken.
      • Emergency Fleet Passes can no longer be used in Flashpoints or Operations.

Flashpoints

      • Kaon Under Siege has been removed from the mission [WEEKLY] Galactic Conflicts. It is now part of a new mission combined with Lost Island: [WEEKLY] Rakghoul Conflicts.
      • Lost Island is now part of the following missions: [DAILY] Emerging Conflicts V and [DAILY] Galactic Conflicts.
      • It is no longer possible to share certain Flashpoint missions with party members who are on preliminary steps of that mission, as they could cause mission blocking issues.
      • Random loot on some bosses in Normal Mode Flashpoints has been significantly improved.
      • Lockouts have been removed from Hard Mode Flashpoints.
      • You will no longer lose access to a Flashpoint phase immediately after defeating the final boss in Hard Mode. Access is removed upon completing the [FLASHPOINT] mission.
      • The Cademimu and Colicoid War Games missions now update properly for the entire party when speaking to the Flashpoint Courier Droid.
Athiss
        • The Beast of Vodal Kressh’s knockback effects now correctly check for knockback resistance.
        • The Prophet of Vodal’s Dark Spirits now have a buff that provides more information about the fight mechanics.
        • The debuff “Crushing Death Field” is now visible.
Boarding Party
        • Storm Squad’s enrage timer in Hard Mode has been increased to 2.5 minutes.
        • Storm Squad can no longer be pulled out of the bridge area.
Colicoid War Game
        • The patrolling Droid in the hazard course now despawns when the sixth gate controller is used.
Directive 7
        • Players can now receive the mission for Flashpoint: Directive 7 without first starting “Immediate Vengeance” or “Violent Uprising.”
        • Mentor’s claw previously targeted the group’s healer more than intended. It now focuses on its initial target.
        • Corrected an issue that could cause Interrogator to spawn more Cyborgs than intended.
Hammer Station
        • Reduced the frequency of knockbacks used by enemy NPCs.
        • 2R-CH no longer attacks players through walls and no longer grapples players in cover.
        • Battlelord Kreshan is now immune to interrupts.
        • The visibility of the “Unshakable” buff on DN-314 has been improved to better inform players that it cannot be interrupted.
Kaon Under Siege
        • The health of KR-82 Expulser’s probe Droids has been decreased significantly.
        • KR-82 Expulsor Droid now uses his grapple ability correctly.
        • Removed a security chest from this Flashpoint that could be reached more easily than intended.
Lost Island
        • Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
Red Reaper
        • An issue that could cause Lord Kherus to stop fighting under some circumstances has been addressed.
        • Lord Kherus now targets Companion Characters with crates.
Taral V
        • A Riverlurker encounter that attacked the players from an inappropriate distance has been corrected.
        • Corrected a terrain issue that permitted players to skip some encounters in this Flashpoint.
The Battle of Ilum
        • Players can no longer be bombed while inside a bunker.
        • Drinda Zel and Velasu Graege now reset when pulled too far from the boss area.
        • Krel Thak’s enrage timer has been increased to 2.5 minutes in Hard Mode.
        • Faction-appropriate friendly NPCs now spawn correctly at the beginning of this Flashpoint.
The Black Talon
        • GXR5 now properly animates during Full Auto. Its Power Punch can now be resisted, and its stun can be broken. Power Blast now properly animates with the the correct visual effects and deflection appearance. His basic attack no longer places a blank debuff on players.
        • Probe Droids spawned during the GXR5 fight now have the correct icon.
        • Sgt. Boran’s Medic now animates properly when healing. His Sniper’s Snipe ability now chooses targets more intelligently.
        • Ghulil is now immune to interrupts in Hard Mode and uses backhand correctly in Normal Mode.
The Esseles
        • Lieutenant Isric’s Stockstrike now occurs less frequently, and the stun it causes can now be resisted. His Suppressive Fire now deals its damage over 6 seconds.
        • Ironfist’s Jet Charge no longer knocks players down. Missile Salvo’s tooltip has been clarified to expose the interrupt immunity gained during this phase.
        • ISS7’s Head Smash can now be resisted.
        • ISS9 has been redesigned to be friendlier to melee combatants.
        • Vokk’s Essence Drain can now be resisted, and its stun can be broken. Vokk no longer throws two lightsabers at the same target (unless no other target is alive).
        • Interrupting Ironfist’s Headshot ability will no longer cause him to use it more often than intended.
The False Emperor
        • An issue that could prevent HK-47 from spawning correctly has been resolved.
        • Some security chests have been removed from this Flashpoint.
        • Fixed an issue that caused the turrets to sometimes fail to damage Jindo Krey’s ship.
The Foundry
        • A remaining small window in which the final boss of this Flashpoint could be rendered invulnerable has been corrected.
        • Corrected an issue that prevented the final boss encounter from starting if the players choose the “Attack” option.

Operations

      • Normal Mode is now labeled “Story Mode” for Operations.
      • Credit rewards for defeating Operations bosses have been significantly increased.
      • Corrected an issue that could allow Operation bosses to resurrect during Nightmare Mode Operations.
Eternity Vault
        • The “Unshakable” buff is now visible when targeting Soa.
        • Changed the location where Soa’s Force Whirlwind drops the player in the second phase of the fight to prevent players from being dropped several hundred meters below when no platforms are remaining.
        • Soa’s lightning balls are now destroyed when the platform phase begins.
        • Projection of Soa has been removed from the Mind Traps.
        • A previously malfunctioning escape pod no longer causes players to become stuck upon landing.
        • Eternal Guardians and Eternal Sentinels now spawn correctly in 16-player modes.
        • Eternal Guardians and Eternal Watchers have had their difficulty rebalanced in 16-player modes.
        • Eternal Wardens now perform their grapple ability correctly.
        • The Ancient Pylons puzzle has been reworked to improve reliability. The wheels no longer lock automatically when solved. Players must use the “Confirmation Console” to confirm their symbol selection.
        • Annihilation Droid XRR-3’s “Burning (Physical)” damage over time has been renamed “Burning” to accurately reflect that it cannot be removed.
        • Corrected an issue that could prevent Soa from spawning on the last platform after releasing players from Mind Traps.
        • Killing Soa in Nightmare Mode now grants the correct Codex entries.
        • An “Emergency Reset” button has been added to the Ancient Pylons encounter.
        • Soa’s Mind Traps now kill players who are stuck inside the trap for the full 2-minute duration.
        • Cover classes can now take cover on platforms when fighting Gharj.
        • The reliability of Soa’s Ball Lightning has been improved, and an issue that could cause it to deal damage twice has been addressed.
        • Fixed an issue that prevented Soa’s shield from dispelling when hit by an obelisk while he was casting.
Explosive Conflict
        • Explosive Conflict, a new Operation, is available for play!The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way.
        • Explosive Conflict is the next tier of Operations, offering new rewards and greater challenges.
        • Four difficulty modes are currently available for this Operation: 8-player Story Mode, 8-player Hard Mode, 16-player Story Mode, and 16-player Hard Mode.
Karagga’s Palace
      • G4-B3 Heavy Fabricator’s “Powerhouse” buff now correctly improves the damage of several of his abilities on 16-player Hard Mode.
      • G4-B3’s health has been increased in 8- and 16-player Hard Modes.
      • G4-B3’s mines now spawn with a small degree of random offset in order to reduce the frequency with which they spawn directly on top of one another. The actual number and relative placement of the mines remains unchanged. These mines now properly clean up post-combat.
      • An issue that could cause G4-B3 to become stuck in the ceiling has been corrected.
      • The Stimulant Dart ability used by Attack-Science Technicians and Mechno-Assault Specialists has been adjusted. It is now easier to control these enemies in an Operations group with less than three crowd control abilities.
      • Support Gunners no longer knock back other enemy NPCs.
      • Karagga’s Immortal Guardians no longer leave a debuff on players when struck with Surge.
      • RL-4 no longer refers to story events that have not yet occurred.
      • The Gamorrean Guards that Bonethrasher attempts to eat now have boss immunities.
      • Players can no longer remain trapped “Carbonizing” by Jarg’s Carbonizer Probes while outside of Karagga’s Palace.
      • Bonethrasher’s creatures no longer respawn after the group has killed Bonethrasher and reset the phase.
      • Bonethrasher now correctly performs his Smash attack during 16-player Hard Mode.
      • Corrected an issue that could cause Bonethrasher to be stuck in combat after he defeated the party, preventing players from re-entering.
      • The door to Karagga’s Throne room now remains open after the group defeats Jarg & Sorno.
      • In Nightmare Mode, defeating each boss now yields a chest that contains Black Hole Commendations.

Items and Economy

General

      • Loot drops from endgame activities, such as Operations and Flashpoints, now take group composition into account.
      • The variety of stats and modifications for new endgame items is substantially higher compared to that of older endgame items.
      • Orobird eggs of different types may now be poached in several locations. Those who can find means of incubation may find themselves in possession of loyal vanity pet soon.
      • Tauntaun vanity pets can now be acquired on the planet Hoth, though the exact means of acquisition are a mystery.
      • Several unusual crystal formations have been reported in the mountainous regions of Alderaan.
      • The cost of several relics has been reduced.
      • Several relics that were previously bound on pickup are now bind on equip.
      • The required level of several relics has been reduced by 1.
      • Items that are restricted by Valor or Social Rank can no longer be purchased until the player meets the rank requirements.
      • Offhand weapons are now more clearly marked as such.
      • Some pieces of gear that displayed incorrectly on character models have been adjusted.
      • The Collector’s Edition Training Droid can now be used on non-humanoid enemies.
      • The required level for equipping the Imperial Trooper and Republic Officer outfits has been reduced.
      • The Male Formal Suit can now be purchased from the Coruscant social vendor. The Female Elegant Dress can now be purchased from the Dromund Kaas social vendor.
      • Sniper Rifles no longer drop for Republic players.
      • Corrected some instances where two items could show the same Armor or Weapon Damage Rating but have different values. The values are unchanged – the ratings have been updated to reflect the correct values.
      • An issue that caused some items to be unlinkable in chat has been addressed.
      • The modified DTB-27 Bolt Pistol is now displayed as a Custom (orange) weapon. The properties of the item remain unchanged.
      • The “Punisher” item no longer has incorrect stats on its Republic version.
      • The cost of Tionese gear (in crystals and commendations) has been substantially reduced.
      • A set of modifiable Techblades and Techstaffs has been added to the game.
      • The Galactic Trade Network’s commission for both neutral and faction-based terminals is now 6%.
      • Campaign weapons and off-hand items are now available on the Crisis Point vendors on the Republic and Imperial Fleets.
      • Tooltips for off-hand weapons now indicate they cannot be equipped by Sorcerers and Guardians.
      • Modifiable items now have repair costs based on the level of their base modification.
      • Battlemaster gear now has more Expertise.
      • New items purchasable with Black Hole Commendations have been added to Corellia.
      • The Valor Rank requirement has been removed from Battlemaster earpieces and implants.

Modifications

      • Players can now remove Armoring modifications that have set bonuses from items and transfer those set bonuses to Custom (orange) items. These modifications can only be transferred to an item that is equipped in the same slot. This does not apply to all items with a set bonus, only those where the set bonus is attached to the Armoring modification.
      • Some high-end item modifications are now restricted to particular item slots and may only be transferred into the same slot on a new item.
      • A new modification set with Expertise for all item modification types has been added to the game.
      • High-end weapons found on Operation bosses now come equipped with more common color crystals. The special color crystals associated with high-end Operations are now separate drops.
      • High-end PvP weapons now come equipped with more common color crystals by default. Color crystals associated with specific PvP tiers can now be purchased separately from the PvP vendor.
      • Players with the “Razer” Green-Black color crystal may upgrade to a high-end version of this crystal via a vendor on Coruscant and Dromund Kaas.

Vehicles

      • New achievement missions that grant the Aratech Ice, Coral, Nightscythe, and Fire are now available on the Fleets.
      • The Korrealis line of landspeeders has been removed from vendors.
      • The Tirsa Prime speeder has had its cost increased and is now available from the VIP vendor.
      • License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.
      • While credit costs for all 110% speed vehicles have been increased, the overall total acquisition cost for speeder licenses and vehicles at level 50 has been slightly reduced.
      • All vehicles that are not bound can now be sold on the Galactic Trade Network.
      • Summoning a vehicle no longer benefits from Alacrity.
      • The Aratech Dagger and Aratech Scythe vehicle items now grant the appropriate vehicle abilities upon use.
      • The Longspur Recon vehicle is now an Artifact-quality item.

Vendors

      • A Crew Skills trade vendor is now ready for business in the Corellia Spaceport.
      • The PvP items vendor now sells Baradium Flux, a grade 7 PvP crafting material used in the construction of Blue, Cyan, Purple, and Yellow Expertise color crystals.
      • The PvP items vendor now sells a grade 6 crafting PvP box that randomly rewards crafting materials as well as Mission Discoveries and Expertise color crystal schematics.
      • The Fleet commendation vendor now sells grade 6, 7, and 8 crafting material boxes that randomly reward crafting materials.
      • Vendors that sell items for Marauders and Sentinels have been added to the Fleets.
      • The Imperial Cantina vendors on Hoth now sell similar food items to their Republic counterparts.
      • PvP vendors no longer sell Champion Bags.
      • PvP vendors now sell the Recruit set, a new entry-level PvP set (for level 50 players), for credits.
      • Battlemaster PvP vendors now sell Battlemaster gear pieces for Warzone Commendations.
      • New War Hero PvP vendors can be found on the Republic and Imperial Fleets. They sell the new War Hero and Rated War Hero PvP sets for Ranked Warzone Commendations and the equivalent Battlemaster piece.
      • New Campaign vendors can be found on the Fleets. They sell Campaign gear for commendations earned in the new Operation: Explosive Conflict.
      • Junk (grey) items no longer appear in the buyback window.
      • The vendor buyback window has been expanded to 12 slots.
      • Items to purchase with Unassembled Rakata Implants have been added to the Rakata vendors on the Fleets.

Legacy

      • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
      • Legacy Experience awarded for Warzone completion and Space Combat kills is now in line with rewards from other activities.
      • Legacy names now display immediately once the player chooses one.
      • Players with a Legacy can now send unbound and bound-to-Legacy items to other characters on the same account via in-game mail (even if the characters are not of the same faction).

Missions and NPCs

General

        • Many minor mission bugs have been fixed. Some respawn timers have been adjusted, group credit for mission objectives is granted in more missions, more enemies appear in some instances where too few were available, and many other minor adjustments have been made to improve the experience while completing missions. Not all of these minor adjustments have received an individual note.
        • Some missions that have received updates (fixes for map notes, Story Areas, and some text fixes) have been reset. Players are only affected if a mission they had in progress has been changed in this way.
        • Usable mission items can now be activated from the tracked mission log that appears on the right side of the screen.
        • The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.
        • Many missions that were missing mission completion or codex images have been updated to include the correct image.
        • Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).
        • Several missions that had missing paraphrase dialogue options have been updated to include the missing text.
        • Corrected many instances where text and voiceovers did not match.
        • Corrected instances in the French and German clients where subtitles for alien dialogue progressed too quickly.
        • Many instances where players could unintentionally leave Story Areas for missions have been corrected.
        • Map notes for a large number of missions have been updated and are now more accurate, and many missing map notes have been added.
        • Several bonus missions that previously were not removed from the mission tracker are now removed at the appropriate time.
        • Corrected many mission conversations and mission-related items that could be re-initiated or re-used.
        • Troopers now receive the Item Modification tutorial correctly.
        • Fleet Passes are now rewarded to players that complete Chapter 1 and 2 of their class story, and new quick travel items are available as rewards for Inquisitors, Agents, Consulars, and Troopers, who must travel to the Citadel, Jedi Council, or Senate at the end of these Chapters.
        • Mission and Flashpoint phases now cancel conversations if a member of the group is in combat.
        • Corrected a rare case where some rewards out of a group of mission rewards would not be received by a player with a full or almost-full inventory.
        • Players who have progress in the same phase are no longer prevented from grouping with each other if they did not use the /accept command.
        • Players can now continue to abandon and reset missions without restarting the game if they closed the abandon or reset confirmation dialogue by using the “x” button.
        • Using an Emergency Fleet Pass now advances mission steps that require the player to travel to the Fleet.

World Missions

Alderaan
          • A Spy in House Organa: An issue that could cause this mission to become blocked has been corrected.
          • The Fall of House Cortess: If the player sides with House Cortess, the attacking Killiks no longer despawn and end the fight prematurely.
          • Boiling Blood : Killiks killed with the “Blood Boiler” no longer grant experience and loot.
Balmorra (Imperial)
          • Flight Plan: An issue that could prevent the player from interacting with the shuttle controls has been corrected.
          • Step Lightly: This mission can now be abandoned.
Balmorra (Republic)
          • The Hunt for Lord Tharsis: The stages of this mission that take place in the Heroic area are now correctly labeled and are balanced for 4-player groups.
          • Trash to Treasure: Multiple bosses no longer spawn if players simultaneously activate the input panels or master controls.
Belsavis
          • NPCs related to Belsavis daily missions are now level 50.
          • Carving a Path: Mapnotes for this mission now direct the player to the correct location for the step “Scan the Transport Device.”
          • Esh-kha Containment: Players who complete “Key to the Vaults” before completing this mission can now complete it properly.
          • Lights Out: A mission step to defeat Field Commander Anhur has been added to this mission.
          • Old Enemies, Lights Out, Open Communications, The Stasis Generator: These missions are now Heroic 2+ instead of Heroic 4. Their rewards are unchanged.
          • Riot on Belsavis: Players who completed “Terror in the Flesh” can now proceed past the conversation with Commander Calum.
          • Unintended Consequences: The Malfunctioning Guardian Droids now drop all 3 types of components for this mission.
Corellia
          • Corsec Crackdown: This mission now progresses properly if a group member was not in combat when the other members of the group were defeated after using the Comm Array.
          • Jaggalors on the Loose: Companion affection is now applied correctly during this mission.
          • Prison Busting: Turrets no longer despawn completely from the world.
Coruscant
          • Automatic Maintenance: Rogue Disposal Droids now engage players in combat correctly.
Hoth
          • Unlikely Allies: Players can now complete this mission if they reset it.
          • Prisoner Extraction : A single prisoner can no longer be activated multiple times in order to progress this mission.
Ilum
          • A New Order: Repair Droids no longer repair shield generators even though they have been defeated.
          • Cutting the Cord: Players are now credited with the correct amount of kills even if out of line of sight.
          • Defend the Shipment: Corrected an issue that caused an interactive object to become unusable for 2 minutes if it was used in combat. Additionally, players can no longer bypass a step in this mission.
          • Pilot Down: The Door Release now correctly starts its cinematic.
          • Sabotage: Corrected an issue that could cause this mission to become blocked.
Korriban
          • Dark Science: The correct follow-up mail is now sent for the light side choice in this mission.
Nar Shaddaa
          • Back Alley: Corrected an issue that prevented players from receiving credit for fighting waves of enemies.
          • Dead Drop: The Flame’s assassin now spawns upon destroying the dead agent’s corpse.
          • Extermination: This mission now correctly recognizes past player choices.
          • Sending a Message: Exchange X4-Z2 Battle Droids now apply to this bonus mission’s kill count.
Ord Mantell
          • Clearing the Air: Players in groups can now join the first conversation via Holocall.
Taris (Imperial)
          • No Escape: Killing Thana Vesh with Force Push now properly defeats her.
          • The Siege of Olaris: The Droid associated with this mission’s objective now consistently exits his cage after being activated.
Taris (Republic)
          • Chasing History: Corrected an issue that prevented players from starting the cinematic at the fourth cairn while in a group.
Tatooine
          • Geonosian War: Players now receive proper credit for completing the final stage of this mission while in a group.
          • Pre-Emptive Strike: This mission no longer resets if a player uses stealth.
          • Timely Arrival: The Czerka Records Terminal can now be used by all members of a group.
Voss
          • Into the Crosshairs: Players affected by a bug that allowed them to complete this mission without receiving “Primary Target” can now speak to Pevthak-Fra and receive the latter mission to continue the Voss Republic storyline.

Class Missions

Jedi Knight
          • A Hero’s Rest: Players can now use the Republic Fleet option on the Tython shuttle to travel there while on this mission.
          • Desert Duel: Players can no longer block mission progression by knocking Lord Praven off the cliff.
          • Doomsday: The chest attached to the bonus puzzle for this mission is now lootable upon solving the puzzle. Additionally, if the player is defeated near the forcefield doorway, they no longer become stuck due to reviving on the other side of the forcefield.
          • Guided by the Force: Sith Harrowers now animate properly during combat.
          • New Intelligence: This mission’s rewards are now level-appropriate.
          • The Defector: This mission can now be acquired via the Holoterminal for Jedi Knights who completed the Taris and Nar Shaddaa class missions without receiving it.
Sith Warrior
          • Check In: Players no longer receive a codex text error when logging into the game while on this mission.
          • Pendant of Bone: Corrected an issue that prevented some players from getting credit for defeating the Gormak Warmaster.
          • Request an Audience: This mission now correctly recognizes past player choices.
          • Seek Answers: Players on this mission now see the appropriate loading screen text.
          • The Padawan Exposed: Additional light and dark side point opportunities are now available in this mission. This mission also now correctly recognizes past player choices.
          • The Transponder Station: The player’s companion is now knocked out for the boss fight as depicted in the cinematic, and the fight has been rebalanced to take this into account. Additionally, an issue that could cause players to become stuck in the elevator has been corrected.
          • To Kill a Legend: Players are no longer killed when using an elevator associated with this mission.
Jedi Consular
          • Chaos and Harmony: An issue that could make it more difficult than intended to save the final boss has been addressed.
          • Looking Out for the Little Guy: This mission no longer grants commendations for the wrong planet.
          • New Horizons: This conversation now takes place in person instead of on the ship Holoterminal.
          • The Summit: This mission’s Holoterminal conversation no longer hangs indefinitely.
Sith Inquisitor
          • A Map for the Future: Players can no longer become blocked on this mission if they dismiss Khem Val before clicking on the debris wall.
          • Legacy: Players are informed that Khem Val is required for this mission if the Inquisitor on the mission is in a group.
          • The Dark Council: This mission now grants light and dark side points correctly.
          • Visions and Visionaries: Players now receive dark or light side point rewards for this mission correctly.
Smuggler
          • Beast Mastery: Players who romanced Azalie now see the correct conversation upon returning to the Smuggler Hangar.
          • Brotherhood: Players can no longer become stuck in this mission’s phase if they leave it by entering a Warzone, logging out, or crashing.
          • Illusions: Players can now complete this mission if they were previously unable to re-enter the phase after leaving.
          • Landing Party: Players can no longer defeat ambushers before instructed.
          • Modest Proposals: Ivory now only appears on the player’s ship if they chose to recruit him on Belsavis.
          • Most Wanted: This mission’s item can no longer be looted by group members.
Imperial Agent
          • Defender of the Empire: Line of sight issues when engaging ‘The Eagle’ on the bridge of his ship have been resolved.
          • Epoch of Fear: This mission’s boss no longer experiences line of sight issues.
          • Heist: SCORPIO is now summoned immediately as a guest companion at the appropriate time.
          • Hero of the People: Players in a group can no longer become stuck in the phased area for this mission if the Agent in the group leaves first.
          • The Assassin’s Fortress: Players who are defeated on this mission are now revived at the Outpost Zaroshe medcenter.
          • The Star Chamber: It is no longer possible to explore the entire Star Chamber before the “Gather Information on the Star Cabal” step.
          • Subverting Karrels Jarvis: Light side points are now awarded at a different time in this mission.
Trooper
          • Battle of the Gauntlet: Corrected an issue that caused the bridges crossing the Gauntlet to retract unexpectedly and kill players. Players can now return to the Gauntlet before completing the mission without having to reset it.
          • Catching Up: Players now correctly receive a mission item from Jaxo in the mail, and players who missed this mission will now have it granted if they are eligible.
          • Inconspicuous Valor: Party members can no longer plant the explosives and prevent mission progression. This mission now updates correctly when taking the shuttle from the Republic Fleet to Coruscant.
          • Power Play: Players no longer remain stuck inside the phase if they log out in the phase after completing the step “Speak to Senator Evran.”
          • Public Relations: This mission now recognizes if the chamber is sealed before the step to seal it is acquired.
          • Rescue Operation: The CL-A1 transfer coil is now correctly counted as a mission item.
          • Return to Duty: Prellon Garn now becomes stunned during the escort (instead of dying). Prellon is also now present for the step “Escort Prellon to Safety.”
          • Revenge Served Cold: The Thul Cryo Dragoon is now responsive in combat.
          • Stay Frosty: Players on The Shadow Fist mission will find it has been reset. This mission no longer remains in the mission log if it is not completed.
          • Suppression of Hostilities: The count for bonus objectives now updates correctly.
Bounty Hunter
          • A Dangerous Auction: Players no longer receive an incorrect post-mission mail.
          • A Failure to Communicate: Players can no longer summon a companion devoted to guarding the area’s entrance or advance further into the phase before progressing necessary mission steps.
          • At Arm’s Length: Corrected an issue in the French client that could block progression on the step “Accedere a l’holoterminal de la Republique.”
          • A Thousand Pardons: Zale Barrows can no longer be knocked into the lava, preventing mission progression.
          • Digging His Own Grave: Players can now progress this mission without waiting for the phase to reset if they answer their class holocall outside the story area.
          • Finale: The final boss has been adjusted from level 48 to level 50 to provide the intended challenge level.
          • Hail the Conquering Hero: Corrected an issue that could cause this mission to become blocked on the step “Speak to Crysta Markon.” Also, players can no longer become stuck in a looping conversation during this mission while talking to the Huntmaster.
          • Honor or Glory: Corrected an issue that caused some dialogue options to be hidden.
          • Imperial Bounty: This mission can now be reset if the player was unable to complete it.
          • Number One with a Bullet: Corrected an issue that prevented some Bounty Hunters from seeing the correct loading screen text after completing this mission. A crash that could occur when speaking to Darth Tormen has been fixed.
          • No Strings Attached: Corrected an issue that caused NPCs to vanish unexpectedly after a fight. For players who were in progress on this mission, the mission’s progress has been reset.
          • Some People Just Need Killing: The class story boss associated with this mission is now level 50.
          • Target Rich Environment: This mission can now be abandoned.
          • The Heart of Darkness: Players now receive credit for this mission if they travel to Dromund Kaas via the shuttle in the Imperial Fleet.
          • The Spirit of Vengeance: Corrected an issue that could cause players returning to this area to become stuck in the air.
          • To Walk in Dark Places: Torian no longer remains with the player if they exit the phase after he joins for the mission.

NPCs

        • Strong and Elite humanoid enemies no longer throw grenades at or use Headshot on targets in cover.
        • Master Marksmen on Hoth no longer instantly knock the player back after being attacked with Leap or Charge abilities.
        • Republic Troopers and Officers protecting core Republic interests on Hoth are now properly trained to defend against level 50 players.
        • The World Boss Gargath on Hoth now drops level 50 loot.
        • Some enemies and NPCs that were previously invisible can now be seen again.
        • Many NPCs that were positioned incorrectly or played inappropriate animations have been corrected.
        • Many groups of enemy NPCs that previously evaded in combat or pathed incorrectly have been adjusted.
        • The “Sticky Grenade” debuff now appears correctly when used by enemy NPCs.
        • Grand Chief Keshk now always drops at least a Premium item.
        • Several vendors and other NPCs that had missing or incorrect voice have been updated.
        • A rather dangerous Wampa specimen has been observed on Highmount Ridge on Hoth.

PvP

General

        • PvP stats, such as kills, MVP votes received, total Warzone wins, and more are now tracked and can be seen on the Warzone Window.
        • Aurak Base and outlying Republic-controlled areas on Hoth have received reinforcements in the form of PvP guards.
        • PvP powerups can no longer return dead players to life.
        • Certain PvP abilities are no longer removed when a duel finishes.
        • Republic Guardpost Beta on Belsavis is now entirely considered Republic territory.
        • The throne room of Lord Jordan Thul is now considered Empire territory.
        • The medcenter in the Lower Flamewood area of The Old Paths on Voss is now a Sanctuary.
        • Republic Troopers now protect Ken-La Outpost.
        • The buff for the PvP Overcharge powerup now has the correct tooltip.
        • The Warzone Commendation cap has been increased to 2000 (up from 1000).
        • High-level PvP Daily and Weekly missions now reward a combination of Warzone and Ranked Warzone Commendations.
        • PvP medpacs now have a 1.5-minute cooldown (down from 3).
        • Daily and weekly PvP missions now reward 99 Warzone Commendations.

Warzones

General
          • Players in Warzones may now flag another player on the team as potentially AFK by right-clicking their name in the Operation Group window and selecting “Vote to Kick from Warzone.” Once enough team members have flagged a player in this way, the player is given a warning and a small window to begin playing or they are removed from the Warzone.
          • The amount of Valor, Commendations, and credits awarded at the end of a Warzone is now based on your team’s score, with a bonus for the winning team. Experience rewards are still based on the amount of time spent in the Warzone.
          • Warzone daily missions while leveling have been condensed to one mission that is always equal to the level of the player.
          • Players who are removed from Warzones for being AFK are now returned to their original locations (instead of to the Fleet).
          • Vendors are no longer available inside Warzones.
          • Credit rewards for Warzones have been rebalanced.
          • The Scoreboard displayed at the end of a Warzone now displays the correct faction icons in same-faction Warzone matches.
          • The Scoreboard’s Objective column now correctly tracks a player’s offensive and defensive objective contribution. Additionally, players now receive notification during the match when their actions have accrued offensive or defensive objective points.
          • New medals are now awarded to the winning team based on how quickly they win (up to 6 medals for the fastest victories).
          • New medals are now awarded for offensive and defensive objective actions. There are now 6 offensive and 6 defensive medals awarded for performing Warzone-specific objective actions.
          • The Warzone reward medal cap has been increased to 8.
          • Rewards per medal earned have been rebalanced considering the new medals available.
          • Players who earn few to no medals now have overall rewards reduced (for instance, an AFK player would receive no rewards).
          • The amount of medals needed to perform a medal streak has been increased to 8, 14, and 18.
          • Warzones will no longer shutdown early due to population imbalance.
          • Ranked Warzones have been temporarily disabled. Please read here to learn more.
Novare Coast
          • The Republic and Empire are locked in a brutal conflict by air and sea on the new planet, Denova. An Imperial dropship has crash-landed near the Republic coastal base and quickly established a fortification.
          • Teams need to turn the mortar cannons on the opponent’s fortification to bring it down. However, both fortifications are shielded and one mortar cannon is not enough to disable the shield. A team must control at least two cannons in order to damage the enemy fortification.
          • This is a majority 3-point domination map with tug-of-war style objective control.
          • Control progress is saved when interrupted and can be resumed by a player on the same team or fought back by a player of the opposing team. The more players involved, the faster control shifts.
          • A training simulation-themed variant of the Warzone supports same faction matches.
Alderaan Civil War
          • Several performance improvements have been made throughout the Warzone.
          • The objective cannons’ rate of fire has been slowed down. The amount of damage dealt by the large turret blasts has been increased proportionally to maintain the same overall score rate.
          • Empire-controlled objective markers now appear purple.
          • Travel time for speeder bikes for the side objectives has been increased. The time it takes to interact with speeder bikes is once again instantaneous.
Huttball
          • Giradda the Hutt now sees to it that any player standing on the ball stand when the ball respawns are slain.
          • The damage hazards deal is now a set percentage of total player health and is elemental damage.
Voidstar
          • The Voidstar can now be played by two teams of the same faction.
          • Players on the defending team are no longer placed on the speeder path if its duration would make them arrive late to the start of the match.
          • The map on the loading screen for the Voidstar has been updated.
          • In the case of both teams reaching the same objective in their respective attacking rounds, the team who reached the objective in the shortest time now wins the match.
          • The game now ends as soon as the Round 2 attacker’s progress exceeds the progress made by the other team in Round 1.
          • Voidstar matches now wait until the pre-match is over before starting the countdown to close if there are few players.
          • Corrected an issue that could cause players to lose line of sight to targets standing on the defending team’s ship.
          • Players can no longer target through forcefields in some circumstances.
          • Corrected an issue that allowed players to stand inside some doors, preventing line of sight.

World PvP

General
        • Items with Mercenary Commendation purchase costs have been removed or converted to have Warzone Commendation costs.
        • Players can still trade Mercenary Commendations for Warzone Commendations. 10 Mercenary Commendations can be traded for 10 Warzone Commendations.
Ilum
        • The Battle of Ilum daily and weekly missions have been removed from the game.
        • Respawn timers for several chests on Ilum have been increased.
        • Corrected a terrain issue that allowed Imperial characters to attack Republic characters in their base.
        • Usable turrets no longer despawn if the player using them disconnects from the game.
The Outlaws’ Den (Tatooine)
        • PvP treasure chests on Tatooine now drop Warzone Commendations, with a chance to drop Recruit PvP gear.
        • The Ilum PvP Territory Control Tutorial no longer displays.

Space Combat

General

        • Visual effects for trajectory and impact on missiles have been improved.
        • The Alien Energy Capacitor now has stats appropriate for its level.
        • Transitions on entering Space Combat Missions have been visually improved.
        • The Grade 3 Beam Generator tooltip now correctly displays a rate of fire of 7 shots per second.
        • The experience rewarded for some “one time” Space Combat Missions (granted when a new tier of missions is available) has been rebalanced.
        • Players who are away too long while in Space Combat Missions are now logged out.
        • Large ships more readily display surface damage as the attached hardpoints are destroyed.

UI

General

New Functionality – players can:
          • Load and save UI profiles as XML files. These profiles can be loaded on any character once created.
          • Enter UI editing mode by pressing the ‘Edit Layout’ button in the main menu (reachable by hitting ESC), or by hitting the small button next to the quickslots and choosing “edit layout”.
          • Move some elements around while in edit mode by dragging on that element.
          • Resize elements of the UI while in edit mode. Elements can be resized individually, or grouped and resized together.
          • Flip some UI elements (like the minimap) horizontally or vertically while in edit mode.
          • Choose to turn off (i.e. hide) some UI elements in edit mode. Hidden elements are shown as a red shaded box in this mode.
          • Adjust the number of slots shown and their layout per hotbar.
          • Select from 3 pre-created default layouts. These cannot be saved over. You may, however, use them as a starting place for your own layout.
          • Move around elements in other UI modes (such as Space Combat) by selecting these modes from the drop-down in UI Edit Mode.
Adjusted Functionality:
          • Some Operations frame customization was moved into the UI customization system, and must be edited in this mode.
          • The ability to toggle/hide health on health bars was moved to the UI customization system, and must be edited in this mode.
        • Notification of contact from a Customer Service Representative in-game is now more obvious.
        • Subtitles can now be toggled using the /subtitles command in the Chat Window.
        • If a player attempts to use a shuttle with 3 or more pending mission rewards, the player is asked to accept those rewards before continuing.
        • Tooltips no longer get stuck on slider UI components.
        • Corrected an issue that could cause the UI to incorrectly register a drag when returning from ALT-TAB.
        • The cancel and apply buttons are now grayed out on the item modification table until the player adds a pending modification.
        • The loot window can no longer be drawn off-screen in some circumstances.
        • Companion tooltips now properly reflect whether they are selling junk items or performing a Crew Mission.
        • The Sorcerer and Assassin class icons have been corrected in character creation and Advanced Class selection.
        • The language used in tooltips (when referencing damage types and other specific items) has been updated to be more consistent.
        • The preference for “Show Sith Corruption” is now labeled “Show Dark Side Corruption.”
        • New tutorials have been added for Flashpoints, Operations, and Quick Travel.
        • Shift-clicking a stack of items no longer hyperlinks that item if the Chat Window is not active.
        • The Social Preferences options page has been organized more clearly.
        • Several minor text formatting and alignment issues have been addressed.
        • The /roll command now has updated syntax in order to distinguish it from other chat text.
        • Players are now able to disable the Smart Camera in the preferences menu.
        • Bind Points now appear on the World Map as “locked” if they are not discovered.
        • An option to continue playing sounds when the game loses focus (via alt-tab, etc) has been added.
        • Certain chat commands and their corresponding messages have been properly localized in French and German. These commands include /ckick, /mute, /moderate,
        • /channellist, and /list.

        • Character portraits no longer appear completely black in some instances while using the Very Low shader complexity option.
        • Corrected an issue that prevented some chat errors from displaying properly.
        • Paging a hotbar up and down no longer displays hotbars that are already displayed elsewhere.
        • The ESC key now properly cancels timer dialog windows
        • Adding a level range argument to the /who command now correctly returns filtered results.
        • Corrected the icons for Imperial Agent Advanced Class selection.

Crew Skills

        • The mission reward panel no longer closes other UI panels.
        • Crew Skill trainer windows no longer reopen after players move away from the trainer.
        • The Modifiable Crafting UI filter has been renamed “Custom” and now properly functions. Custom (orange) items will display the appropriate text color in the Crafting UI.
        • The Crew Management window now displays the player’s credits in the lower right corner.

Social

        • Players can now leave comments on entries in their Friends List in the Social Window.
        • Hovering over the LFG column in the Social Window now displays a tooltip showing the individual’s LFG message.
        • “Reply” chat targets are no longer cleared upon area transitions.
        • French and German chat commands for speaking in general chat now work properly.
        • The /bow emote no longer loops when used.
        • Base crafted items can now be hyperlinked in chat.
        • A new option to suppress the Crew Mission reward window while in Warzones has been added.
        • Items now compare against all valid equipment slots.
        • Emotes no longer remove a player from stealth.

Codex

        • The Codex entry for killing a player with a turret now correctly requires the player to complete that task.

Groups and Targeting

        • Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the “Edit Interface” mode.
        • Target of target can now be enabled for the player.
        • Players can now invite other players to their group via right-click menu from the guild roster.
        • Player class names now appear on the target frame.
        • When characters become hostile or friendly to the player, nameplates are now turned on and off as specified in nameplate preferences.
        • Dead characters and creatures no longer display a nameplate unless selected.
        • Focus target visual effects are now more distinct and recognizable.
        • Class icons now appear next to nameplates. This feature can be toggled off in the preferences menu.

Galactic Trade Network

        • The Galactic Trade Network interface now supports text-based searches without category restrictions.
        • The Galactic Trade Network interface has been updated to support better filtering and faster paging.
        • The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.
        • A ‘Slot’ pulldown menu has been added to the GTN Interface for more specific item searches.
        • GTN Terminals in Kaas City are now available again.
        • Players can no longer purchase items they have listed for sale on the GTN.
        • Players can now compare items on the GTN or in mail to items equipped by their companion.
        • In-game mail messages generated by the Galactic Trade Network now contain more specific information about the item sold.
        • Consumable items can no longer be used while they are being placed on the GTN.

Maps

        • Players can no longer “click through” the Galaxy Map to interact with the main game UI.
        • The map no longer becomes translucent when riding a taxi.
        • Map transitions throughout the game have been updated – many instances where a map would incorrectly transition to another have been corrected.
        • The Spaceport section of Coruscant can now be explored correctly.

Miscellaneous Bug Fixes

    • The Jawa Balloon on Tatooine no longer occasionally disappears from underneath players.
    • The Emergency Fleet Pass now takes Republic players to the center of the Republic Fleet instead of the Tython and Ord Mantell arrival hangar.
    • The camera now collides with water instead of becoming submerged.
    • Opening a taxi terminal now cancels any active ability activation.
    • Corrected an issue that allowed players to use personal Starship doors outside the appropriate range.
    • The /stuck command no longer kills the player if they log out and back in on the ship Holoterminal (or other similar objects).
    • Corrected a rare client crash related to companion weapons.
    • Corrected several ambient conversations that triggered too often or too infrequently.
    • Added musical triggers to some missions and encounters.
    • Numerous spelling and grammatical errors in text throughout the game have been corrected.
    • Corrected several localization errors in text and voiceover.
    • The full area of Club Ufora is now considered a private area (where companions will talk with player characters).
    • Players on Tatooine and Belsavis now only see their own faction’s Quick Travel Points on the map.
    • The Chiss social ability is now described correctly during character creation.
    • Republic players can now access the Lower Office Atrium in New Venture Plaza on Nar Shaddaa without passing through Empire territory.
    • The Aim Datacron on Belsavis is now obtainable.
    • Cantina music now plays more consistently.
    • The Imperial Panteer Hideout Bind Point is no longer visible to Republic players on the map.
    • A Bind Point now exists at the Jedi Temple on Coruscant.
    • The High Profile Ward in Shadowtown on Nar Shaddaa now has a medcenter.
    • Players can no longer use Fleet Passes in areas that are Quick Travel restricted.
    • Corrected an issue that caused windowed resolution to not be saved if the desktop resolution changed while the game was running.
    • Clicking off-screen while in dual-monitor mode no longer causes icons to be accidentally dragged when focus is returned to the game.
    • An issue that could cause character models to appear invisible while wearing some armor models with the very low shader setting enabled has been addressed.
    • Addressed some performance issues in the Overrun Machine Vault on Belsavis.
    • Corrected a rare issue that could cause character appearance to change when equipping certain items.
    • Corrected an issue that could cause players to get stuck in a falling state on some terrain.
    • An issue that could prevent disconnected players from logging back into the game during Flashpoints and Operations has been corrected.
    • A treasure chest that granted loot more frequently than intended has been removed from Tatooine.
    • An issue that could allow players to use emotes to avoid some combat effects has been addressed.
    • Corrected an issue that allowed players to use Heroic Moment abilities when requirements were not met in some circumstances.
    • A rare issue that could permit players of the incorrect faction to access faction-restricted areas has been
    • Players are no longer prevented from reporting characters with some special characters in their names.
    • Corrected an issue that caused some special characters to display incorrectly in Customer Service reports.

What To Do While The Servers Are Down: 1.2 Patch Edition

As always, we have our unashamedly biased suggestions for what to do whilst the servers are down and SWTOR has the organ transplant that is Patch 1.2:

1. Have a listen to our recently minted Episode 30 of Flash Point

2. Read our thoughts on why SWTOR will never jump the shark

3. Read Part 1 of our reader-driven SWTOR / BioWare story

4. Think about donating to an extremely worthwhile, Star Wars-related charity event

5. Try to kick-start our own Oceanic server forums

Game Update 1.2 hits

Those cards at BioWare, after stating there’d be no patch on the 10th, have surprised us with an announcement of Patch 1.2 dropping this week a couple of day s later.

You can read the full details here, but the summary of the eight hour downtime is (with our own time conversions as BioWare’s seem to be out at times):

AEST: 3pm to 11pm Thursday 12th

AWST: 1pm to 9pm Thursday 12th

NZST: 5pm Thursday 12th to 1am on Fri 13th

So – who’s looking forward to 1.2?

The Casual SWTORian: Legacy, 1.2 and April Fools

The Casual SWTORian is dedicated each week to those who don’t have the time to immerse themselves in game developments but instead want a very simple roundup of things happening and stuff on the horizon. If you like what you read, tell our casual guru Ken.

This week we saw Bioware focus on their upcoming legacy system. For those of you who do not know already the legacy system allows you to create a family tree with your characters and unlock other classes abilities among other things either through gameplay or credits. Almost all the Q&A was either devoted to legacy or patch 1.2, while the news release focused on trying to explain more about how legacy affected you.

Bioware also released a pilot of their new podcast, in which they talked about patch 1.2 and what makes a good post on the forums. If you have 20 minutes it’s worth a listen although personally I prefer the TOROZ podcast. Below you shall find the glorious nuggets of casual information you came here for today:

  • Lstn: If I hit 50 as a human, what benefit do I get with the Legacy system, as humans can be any and all classes?

Daniel Erickson: Reaching level 50 as a human results in a sizable Presence bonus to all of your Legacy characters, making all current and future companions more powerful.

  • Playing a character of any species to level 50 unlocks that character’s species as an option at character creation for all classes. All combinations of class and species are now possible given the right unlocks. Opening these new combinations gives much more freedom at character creation.
  • As with all unlocks attained through the Legacy System, when you acquire something on one character, you acquire it for all your characters. That means when a new character in your Legacy gets their ship, they will climb on board for the first time to find all of your purchases already in place and waiting.
  • Hazado: So are we finally going to get the 1.2 patch on april 3rd?

    JovethGonzalez: Tuesday will be a standard maintenance. You folks will know ahead of time when maintenance will include Game Update 1.2.

Also, there was the April Fools Bioware released that you may find interesting.

If you feel I missed anything feel free to comment below or you can start a religious debate – your choice.

Community Q&A: Lots o’ Legacy

BioWare have posted their latest swathe of answers to SWTOR community questions, with an emphasis this week on the imminent 1.2 update and the expanded Legacy functionality in particular.

The response on the SWTOR forums is mixed, with a bunch of people complaining BioWare haven’t clarified their approach to variances in server populations, but otherwise this seems a pretty chock full information update to me. Hell, I’d be a bit worried if the 1.2 update wasn’t BioWare’s primary focus right now.

Read on for the whole Q&A:

 

In this week’s Community Q&A we’ve searched out questions on Game Update 1.2, which is currently available to test on the Public Test Server, and coming to live servers soon.

With so much new content and additions in Game Update 1.2, we found plenty of questions – and got you plenty of answers! However, we’ve got so many questions and answers that we’re going to extend this Q&A into next week as well. After that, we’ll return to taking new questions from everyone. As always, we have edited some questions below for clarity or brevity.

If you’d like to discuss any of the answers in this week’s Q&A, please use this Forum thread.

Clone_troope: I still don’t get how the Legacy system works. I have a level 50 Jedi Knight Guardian and a level 50 Smuggler Scoundrel. With the Legacy system can one ‘inherit’ the abilities of the other and vice versa?

Daniel Erickson (Lead Game Designer): Each class has one iconic ability that can be unlocked for your entire Legacy, which means every character on your chosen server. This ability is only available for use during the Heroic Moment ability (which means you need to have your companion with you, and that you only have a limited window to use it). In your case, that means your Guardian would unlock Legacy Force Sweep and your Scoundrel would unlock Legacy Dirty Kick. Each could then use the other’s ability as could any additional Legacy characters you might have, or create.

 

Cylht: I don’t want to have to leave my guild mates and go play Empire to unlock alien species. Will credits be able to purchase all species or will I have to grind them?

Daniel Erickson: All species have an alternate unlocking method that requires a minimum Legacy Level and credits, making them all purchasable.

 

Lstn: If I hit 50 as a human, what benefit do I get with the Legacy system, as humans can be any and all classes?

Daniel Erickson: Reaching level 50 as a human results in a sizable Presence bonus to all of your Legacy characters, making all current and future companions more powerful.

 

Shaynae: Would it be possible to add companion icons to the Legacy family tree?

Daniel Erickson: It is not possible now but is definitely something we want to do in the future.

 

AetherMcLoud: Is the Legacy Rocket Boost usable in PVP? I sincerely hope not, because if it is that would extremely unbalance Warzones between stinking rich people and people with a more moderate amount of credits.

Daniel Erickson: The Legacy Rocket Boost is most definitely not available in Warzones.

 

Wesleycrushers: In terms of Legacy unlocks, what do we get for leveling the ship droid to max affection? Is he considered a healer, or is he a different type of companion? Also, do the unlocks carry across characters, so if I max affection with my companion character healer for one character, will I get that bonus applied when I play a different character?

Daniel Erickson: The ship droid is primarily a crafting tool so increasing his affection results in crafting bonuses, but provides no additional Legacy rewards. He is not considered a healer in relation to Legacy unlocks. Maximizing your first companion character healer – and your first of any of the five companion character types – provides a bonus that applies to all Legacy characters. Maxing out additional companions of the same type provides a small Presence bonus that also applies to all Legacy characters.

 

ViciousFett: Light and Dark active ability Legacy unlocks are obviously Alignment +/- 10000, but what about Neutral? Is it simply a matter of staying between light and dark 1? Or perhaps having at least 5k in each?

Daniel Erickson: The Neutral Legacy reward will not be coming in Game Update 1.2 I’m afraid, as true grey alignment advancement did not make the cut. It will appear as part of the full grey alignment advancement package in a later Game Update.

 

Aymi: You guys are including a whole bunch of things to motivate us to reroll and unlock stuff through Legacy, but if I’m playing on one server because the community is great, I’ll be limited to eight characters. You said during the Guild Summit you were going to think about it at some point, any update on that?

Daniel Erickson: We are 100% committed to providing more character slots per server in the future but unfortunately we’re not ready to talk about how that will work.

Players have expressed some dissatisfaction with endgame armor sets – can you comment on your plans for future endgame appearances?

Daniel Erickson: We have heard the community loud and clear when it comes to armor sets. What we’ve heard the players say is, “I don’t care how high level I get, I still want my core sets to look and feel like Star Wars and like my class – cooler but not crazy. Keep the crazy to optional gear.” I will warn that creating new armor is a part of our game with long lead times so it will take a set or so before players see a strong shift in direction but we’re already working on some stuff I love and I think players will too.

Asphen: Can we get an option to turn off the combat error text in the center of my screen?

Damion (Principal Lead Systems Designer): We will be looking at adding the ability to move and/or turn off banner text and error text (the two kinds of text that appear in the middle of your screen) as part of the GUI customization system in a future patch. This isn’t a trivial issue, however – in some cases, fairly vital information is given to the player here, and we’d need to be sure that in these cases the text gets rerouted someplace for a player to review. So short form, yeah, we’re thinking about it, but no ETA for you at this time.

What rewards do I get from the new dailies on Corellia?

David Hunt (Systems Designer): Daily Commendations, with a weekly quest that gives Black Hole Commendations. Some new items have been added to Daily Commendation vendors, and Black Hole Commendations come from multiple locations as a means of buying high end gear.

Magnalorian: I have been acquiring champion gear pieces for the sole purpose of pulling those nice level 56 mods and enhancements out of them to put in my sexy Jedi Battlelord set, which currently makes it roughly equal to Columni I have kept the hollowed out remains of the champion gear I have pulled these mods from, leaving only the armoring which currently can’t be removed. Will they turn blue right away in 1.2, remain purple as they currently are (cannot uneqip the armor slot), or will they remain purple and allow me to pull the armoring from them as well?

David Hunt: As a general rule for gear updates: Any mods that you’ve changed will remain changed. Any mods you haven’t changed will update if the gear changed.

In this case, it means your currently empty Champion gear will be purple and show a filled/extractable armoring and empty mod and enhancement slots. Those mods and enhancements will still be present in your Jedi Battlelord set.

Exaro – Will crit crafted orange gear with the tier 4 mods in it and an additional augment be required to get the best possible stats or will the stand alone purple tier 4 be just as good?

David Hunt: Augments are required for the highest possible stats, but augmented gear is not required for any existing content. A fully augmented set of endgame gear will put you above the stat curve.

ZudetGambeous – Is it possible to use Reverse Engineering on PvP gear and Operations gear in 1.2 to get the appearance shell for those items? If so, has the ability to trade bound items for Reverse Engineering been added, or can you only use Reverse Engineer on those items if you have them yourself… I.E will my alts have to start rolling need on my main’s Operations gear so I can use Reverse Engineering?

David Hunt: You can use Reverse Engineering on Operations gear but not PvP gear. You can purchase PvP appearance schematics for credits, but the appearance schematics may have additional equip requirements. For example, Battlemaster appearances require Valor even though normal Battlemaster items do not. This is because the recipes to produce Battlemaster appearances do not require PvP activity, while purchasing Battlemaster gear requires PvP commendations.

It is not currently possible to trade Bind on Pickup items for Reverse Engineering.

Arnathis: Can we please get an in-depth explanation of how gearing is going to work in Game Update 1.2? I understand that you can reverse engineer the gear and possibly learn the schematic but is that for everyone or just the people with the appropriate Crew Skills? Will this apply to the tier sets as well?

Georg Zoeller (Lead Combat Designer): This is a very broad question, but I’ll try to answer as comprehensively as possible, as the system is rather complex.

First off, in an ‘under the hood’ change to the game, end game items have more stat variety, allowing for significantly improved item customization for players that like to fine tune their stats.

The most important change for gear in Game Update 1.2 is that all previously modifiable purple gear has all their mods exposed, including the so called ‘base mod’ (Armoring, hilt, barrel). These can be freely moved into any empty (orange) appearance shell, giving you a lot more choices in your character’s appearance.

New end game gear (e.g. “Campaign Gear”) introduced with the Game Update has the added benefit that it keeps information about its set bonus on the armoring – but comes with the limitation that the extracted armoring can only be moved into an item of the same slot type (chest to chest, boot to boot, etc.). The reason for this ‘Bind to Slot’ behavior on armoring is that we do not want players to farm the initial boss of an Operation as the easiest way to obtain a full set of end game mods.

This means you can now take any custom (orange) appearance and imbue it with all the benefits of your end game set. As an added progression option, you can also acquire a critical crafted orange item with additional augment slots for even better stats.

Reverse Engineering has also received considerable improvements with Game Update 1.2.

For one, when attempting to reverse engineer an item (for which you indeed need the appropriate profession) you will now be able to see in the item tooltip what your chance to successfully reverse engineer a new schematic is (or if such a chance exists at all).

Many of the new end game items (and end game items going forward) can be reverse engineered to learn schematics based on the original item:

  • Reverse engineering an item with mods leads to empty orange equivalents of the end game items. This can be done after the mods are extracted and used in a different item!
  • The item you learn to create is commonly Bind on Equip, as we want to encourage a more lively market on the Galactic Trade Network.
  • Many different mods can now be reverse engineered which will grant you a schematic to craft that mod. (This is not possible on armoring that carry a set bonus.)
  • Reverse engineering non-modded items usually leads to a schematic for an equivalent item.
  • Reverse engineering an end game item also provides materials needed to craft these items. Operations materials are also Bind on Equip now, creating a more diverse market.
  • A crafting critical on these schematics will usually lead to an augment slot. For item mods, it results in an extra item.

Effectively, this means you can sell nearly full end game items (including augment slots on a critical success) one component at a time. However, doing so requires a significant upfront investment, it’s certainly not easy. This also means every profession now benefits from Reverse Engineering and can trade items.

  • Armormech produces certain Augments, Augmented Tech Armor
  • Armstech produces certain Augments, Augmented Weapons
  • Artifice produces Color Crystals, Enhancements, Augmented Shields and Relics
  • Biochem produces Augmented Implants
  • Cybertech produces Mods and Augmented Earpieces
  • Synthweaving produces certain Augments, Augmented Force Armor

Augment schematics (green) are found via Slicing missions and blue and purple variants of these augments can be researched via reverse engineering by the appropriate crafters. It is not possible to reverse engineer legacy augments obtained from slicing before the game update arrives, however. These are technically different items.

Because we do not want players to gamble with reverse engineering custom appearances (orange items) which are often unique quest rewards, the schematics for these items are obtained via mission discoveries for various gathering skills and are set to Bind on Equip to encourage active trading.

Finally, a word on augment slots: with Game Update 1.2, crafters are the only source of augment slots in the game, significantly elevating their ability to contribute highly desirable items into the more open trade economy while enabling players to engage in end game using an appearance of their choice.

We have also heard at the Guild Summit and through community feedback on the Forums that many players have built up a significant stack of custom appearances for future use in their cargo holds and would really like to upgrade these with an augment slot to make them fully competitive as end game gear. We absolutely support this and will be introducing the ability to do so in a future Game Update.

Over to you – anything that caught your interest in particular?

The Casual SWTORian: 1.2 roundup

It’s time to welcome both a new weekly a column and a new writer to the TOROZ team. Ken Clark is going to be writing The Casual SWTORian each week, dedicated to those who don’t have the time to immerse themselves in game developments but instead want a very simple roundup of things happening and stuff on the horizon. Welcome Ken!

Do you play SWTOR? Do you not care to sift through the raw info each week to find that one nugget of information that is relevant to you as a casual player? if yes then this is the place for you. With the release of the excessively long 1.2 patch notes you are probably thinking “aaaaarrrrrggggghhhhh, I’ll just be surprised on the day”. You don’t need to be – with this list you can check out most of the changes relevant to you:

1.2 Changes at a Glimpse

  • As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.
  • “Rest” abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.
  • Tauntaun vanity pets can now be acquired on the planet Hoth, though the exact means of acquisition are a mystery.
  • An issue that caused some items to be unlinkable in chat has been addressed.
  • The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.
  • Large ships more readily display surface damage as the attached hardpoints are destroyed.
  • Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship.
  • The preference for “Show Sith Corruption” is now labeled “Show Dark Side Corruption.”
  • Players are now able to disable the Smart Camera in the preferences menu.
  • The Galactic Trade Network interface now supports text-based searches without category restrictions.
  • The Map no longer becomes translucent when riding a taxi
  • Added musical triggers to some missions and encounters.

And there you have it: the 1.2 patch notes summed up from the casual perspective. If you feel I missed anything feel free to comment below, point out typos or you can start a religious debate – your choice.

The Order: Keeping your Guild Motivated in Preparation for 1.2


Welcome again to The Order, where we talk about raiding and guilds on the oceanic horizon. If you’ve got a topic you’d like covered, drop Rick a line and we’ll work on it for a future column.

Tonight I sit here writing my post for TOROZ with a lot of game rants on my mind. 1.2 is incoming with some amazing changes to come into place, but in reality we already knew all these goodies were coming. It wasn’t about what was coming, it was about WHEN it was going to get here.  Rather than write the cliche – this is whats going to affect guilds and progression with changes etc etc blah blah – instead  I sit here with a Corona in my hand (Corona with Tabasco Sauce – you should try it!) recognizing the bigger picture that is on all our minds. How the hell to stay motivated but at the same time prepare your guild for radical changes in guild focus and progression so that it survives the holy holy saviour patch of our beloved game without fading away! And believe me, there will be guilds out there that will do just that – simply fade away in the progression stampede. That is of course, if 1.2 actually drops in time to save it entirely.

 Part 1 – Motivation

I was on a Facebook group of oceanic players today and an interesting “debate” sparked from a certain player expressing his concerns for the future of SWTOR.. mainly fuelled by the fact that his guild had cleared all content and had nothing else to look forward to. Sadly, this is a common scene for many people. When people get bored, that’s  when fights start. But through the trolling and fighting, a common theme did become apparent – people are dropping off the game because of the lack of objectives and focus and things to do.

If you are a GM like me, you will most likely be in the same boat and thinking that it aint all that bad. Im not bored. Why? Because we are hard at work preparing, researching and helping others to prepare. But unfortunately, not everyone is a GM. People need focus and objectives to be motivated. So here are some ideas that I believe will assist you not only to bond your guild closer together before the cataclysm (no WoW pun intended) but at the same time, bring your guild benefits all the while giving people motivation to keep playing.

1.       You want it harder? Make it harder.

Do HM’s with 2 people. Do 8 man Hard Mode Ops with 6 people. 16 with 12. You get the gist. Make it harder for yourselves for no better reason but bragging rights. Why? Because although you are fully geared and you know the fights like the back of your hand, it gives people a sense of fulfillment. All the while, the gear that drops will fund your new guild bank. Also, change your spec and loot gear for dual spec, if you haven’t already.  Why, you ask? Well when dual spec of some form comes in, youll be ahead already with multi sets of gear.

2.       Crew Skills strategically dispersed.

Your “professions”  are getting changed, dramatically, so it makes sense to put together a group of people in the guild to cover every type of crew skill, mission and gathering type and make sure it’s all at 400. One of the core intentions of the changes to crew skills is to inject the in-game economy with more variety than just biochem products – and to also make MONEY to pay for all the other shiny things!!  You might have 6 million credits but with new credit sinks coming into the game, you will need to save all of it. Get a group together, and while you do your elite 6 man Operations, collect the schematics and start creating them all. Save the gear, and inject the GTN with it when 1.2 drops. You’ll thank me later, and so will your guild bank when it’s getting leeched dry from repairs when Explosive Conflict HM drills you (yes we hope so!).

 3.       Kill all the world bosses as a whole Guild – All levels.

I know they are easy,  but theyre fun. Nothing screams “These guys are amazing and I want to join this guild” more than running through every planet killing World Bosses as a 20-30 man unit and having fun along the way. Don’t forget to close recruitment and make it by application only before you do it, because everyone who sees you will want to be in your guild and you will never need to advertise for members again. While you are there, get all the datacrons and matrix cubes too. Then if you do all the, raid an enemy faction citadel. Operations are so serious at times when you group. Take the time to parade around as a unit and have some fun. Why else do you think even Armies march, Police have parades etc, it’s all about feeling good and bonding and being seen. Psychologically it will help your boredom, motivation and of course, the presence and morale of the guild.

4.       Last but not least, PVP as a unit.

Ranked warzones will come in with 1.2 and the 8 man unit for PVP will become a common theme. Learn to put together strategic units to PVP with and move as a group. Not only will you become more in tune with each other but being oceanic and all, you  probably feel the stagnant lack of PVP Warzones popping during our evenings on US servers. By grouping up, you make Warzones pop more frequently so  its good for everyone to get ahead! So get in your groups of 4, make sure you click join queue as a group at the same time as each other so that the chances that  your groups end up in the same Warzone is enhanced,  and makes the most of the extra valor and commendations. By doing it in groups together, even scheduling it in your calendars, you won’t only be preparing your guild for the new inevitable PVP Warzone beast when 1.2 drops, but you’ll be killing time and giving your Ranked Groups better opportunities to succeed too.

So these are the 4 main things I know I will be doing to maintain motivation and focus in “The Order”.  If you have any more ideas, feel free to share. But rather than do something negative like share your already apparent and mutually shared disdain for the lack of things to do… spreading this negativity to your oceanic brothers and sisters, why not take the time to assist yourself, your guild and the game in general by making the most of the situation. 1.2 will be here very soon. Personally I don’t think it can wait till end of April, do you?

This is what I told my guildies last week: “I will be very very surprised if 1.2 drops this coming Tuesday. However, I will not be surprised at all if it drops the following week.”

What are your thoughts? – Part 2: Key Points in Preparing for 1.2 will be soon to follow – that is of course if 1.2 doesn’t drop before then, but if it doesn’t, and you do even some of the things above, you probably won’t care if it doesn’t  anyway 😉

Cunning Ambitions: Looking ahead to 1.2 (Part 1)

Cunning Ambitions is dedicated to everything Smuggler and Imperial Agent. If you’d like to see our resident guru Kate cover anything in particular, drop her a line!

I had planned to write about the thing that tends to make or (more often) break opinion about Smugglers and Agents: the cover mechanic.  However, it was starting to grow into something much bigger than what I could handle in a week.  Rest assured, I will talk about Cover soon, but it’s going to need a lot more time and research than I can give it in a week. Luckily, the good people at Bioware have dropped patch 1.2 onto the public test server, and as you may have already noticed, it is MASSIVE.

Here at TOROZ, we’ve got a full listing of the entire 1.2 patch notes, broken down by category.  You can find the major highlights as well as links to each category over here.

At first glance it can be overwhelming, so I’m going to try to sift out the parts relevant to us Smugglers and Agents, to make it a bit more manageable and easier to understand.  It’s also good to remember that the patch notes posted for 1.2 are not final, and that the patch itself is still several weeks away from hitting live servers.  There is every likelihood that some changes listed will not make it into the final draft, especially if issues crop up during the testing phase.

In order to better understand how this update will impact upon Smugglers and Agents, I’ve set up a few characters on the test server, and started to play around with some of the new features. Due to the sheer volume of updates for these two classes, I’m going to start off by looking at some of the more general changes that 1.2 offers.  In the next few weeks, I’ll start to go into a bit more depth about ability changes and the extensive skill tree reshuffles and rebalancing.

First things first: character creation.  Due to the upgrade to the Legacy system, 5 extra races can be unlocked for both Smugglers and Imperial Agents.  In order to unlock these extra races, you must have a level 50 character of that race on the same server (and hence part of the same Legacy).

Smugglers can additionally be created as: Chiss, Miraluka, Rattataki, Sith, and Zabrak.

Imperial Agents can additionally be created as: Miraluka, Mirialan, Sith, Twi'lek and Zabrak.

We all want to make Sith of everything, I know.  However, I am kind of fascinated by the idea of a Chiss Smuggler, and the Zabrak should be able to be awesome at everything.  Also, a gun-toting Miraluka? You can’t tell me that isn’t utterly badass!  Roleplay-wise, I’m sure some great stories can come out of these new options.

In addition, this update might serve to explain the rumours of Legacy-enabled use of Force abilities for non-force classes – I would expect naturally force-sensitive races like the Miraluka and Sith to be able to use them, even if their lives have taken them down the path of the blaster rather than the blade.

Crew Skills

Armourmechs will now be able to learn schematics to make Aim/Cunning/Shield and Absorb augments.

The Cunning and Shield ones will be particularly useful for us as Smugglers and Agents.

Armstechs will be able to learn schematics for Endurance, Surge, Critical, Accuracy, and Power Augments.

Here, Endurance and Critical augments will be of most use.

Synthweavers will now learn schematics allowing the creation of Strength, Willpower, Defence, Alacrity, and Presence Augments.

And here, the Defense, Alacrity and Presence are probably best, though I don’t really recommend Synthweaving if you want to make things for yourself.  Armormech and Armstech are much more useful to us.

In addition to the new schematics, the above three crew skills will also allow reverse engineering of the Augments to give Prototype and Artefact quality schematics (presumably these are Augment schematics, though it is not stated in the patch notes).  As a result of Augments moving to the crafting skills, they have been removed from Slicing as mission rewards. Instead, Slicing missions can now reward tech parts that are needed by the new Augment schematics.

Companions & NPCs

Other than cosmetic changes to some of the Companion codex entries, and fixing a few companion quests that weren’t working properly, the only really important change for us is that Kaliyo’s storm ability has gone from a range of 5-20m, up to 5-30m. (Which isn’t huge, but it is a boost and not a nerf, so hurrah!)

One change that I’m particularly excited about, which I actually haven’t seen listed in the 1.2 patch notes at all, concerns the Smuggler companion Corso Riggs.  If you’ve played Smuggler (or watched Zero Punctuation’s SWTOR review) you’ll know that Corso has an ability called Harpoon Shot, that pulls enemies right up close.  It has to be the most counter-productive skill ever invented for a ranged class.  Luckily, it was possible to switch it off, and since there was a patch that allowed abilities to remain switched off through logging, I haven’t given it another thought until now…

Illegal Jet Pack!  Gone is the useless Harpoon Shot – now Corso flings himself at the enemy, and keeps them far away from you.  Brilliant. Of course, it’d be better on a melee character, but if Corso is happy using a Blaster Rifle at close range to keep the enemies off me, then I’m a happy Smuggler indeed.  Illegal Jet Pack is now pretty much the same skill as Kaliyo’s Storm, and is probably also why Storm gets a range increase in 1.2, as well.

Also note the much more streamlined look to the Abilities window – no more cluttering of tabs across the bottom.  Unfortunately, you can also see here how silly Corso looks.  It seems Companions won’t be getting the rather cool “unify to chest colour theme” option that our own characters have.  Hopefully this is something that will follow soon after 1.2, if it isn’t actually part of it at release.

Strong and Elite humanoid enemies no longer throw grenades at or use Headshot on targets in cover.

This should prevent some horrible wipes from a few enemies that other classes can beat much easier at the same level.  I’m actually finding that I can fight much more level appropriate enemies on the test server than I could with the same-level character on live.  Though, it could also be that I know what I’m doing now, more so than I did when I first started playing SWTOR.

That’s all for this week, so thanks for reading!  Next week, I’ll start to tackle the new abilities and skill tree for Gunslingers and Snipers, and the week after it’ll be Scoundrels and Operatives.  In the meantime, I’ll be levelling on the test server like mad to try and see as much of it as I can.  As always, leave a comment if you have any questions or comments, or if there’s something in particular that you want me to discuss.

Heavy Damage: Tanking Changes in Update 1.2

Heavy Damage is our weekly Tanking column – if you have suggestions of what you’d like covered, drop our resident Tank, Alec Bailey a line.

The 1.2 patch is now on the test servers, so I will be taking a break from my Flashpoint tanking guides to discuss and theorise what these changes could and will do to Tanks in SWTOR.

Changes for the Jedi Knight

General

  • Awe no longer costs Focus to activate.
  • Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).
  • Force Kick no longer costs Focus to activate.
  • Master Strike can no longer be interrupted.

Guardian Tree changes relating to Tanks

Defense

  • Blade Barrier is now located in Tier 4 of the skill tree.
  • Blade Storm no longer consumes stacks of Courage while the Momentum buff is active.
  • Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.
  • Dust Storm is now a 3-point skill that provides the same overall effect.
  • Guardian Slash now generates 50% additional threat.
  • Momentum is now a 2-point skill that provides the same overall effect.
  • Pacification is now a 1-point skill with a slightly reduced overall effect.
  • Shield Specialization is now located in Tier 5 of the skill tree.
  • Stasis Mastery is now located in Tier 4 of the skill tree.

Vigilance

  • Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian’s damage reduction while Focused Defense is active.
  • Single Saber Mastery is no longer restricted to certain stances.
  • Stagger is now located in Tier 1 of the Vigilance skill tree.
  • Sundering Throw is now located in Tier 6 of the Vigilance skill tree.
  • Zen Strike now generates 2 points of Focus when it is triggered.

If you’re a regular reader of Heavy Damage, you may remember this article where I talked about the build I use and builds I thought were worth taking a look at.  If you’re following my 18/23 build still (or any other Guardian build) this new patch has some changes that I hope will bring the Guardian back to par with the other two Tanks. Because let’s face it, they are somewhat lacking. Before the Guardians flame me for this observation I just want to say I play all three tanks, all three of my tanks are level 30-32 and it’s not that the Guardian can’t handle itself, it’s just a lot more work for the same outcome.

Now for the changes. Guardian Slash adding 50% more hate makes it a little more viable than the Overhead Slash trade off in the 18/23 build. I would say if you were following that build to take a step back and think of a respec. I will be republishing builds once the patch is in full effect and I have a chance to test all the changes. Blade Barricade is a skill I feel that the Guardian Tank cannot do without, so it being moved up a tier changes the 18/23 build even more to where I know I’ll have to respec.  Command no longer reducing the cooldown on Challenging Call seems like a nerf to a class that doesn’t need any of those, but we’ll see how things turn out.

Shadow

Not a lot of changes here. A few tweaks and cosmetic things:

  • Mass Mind Control: Updated this tooltip to correctly state that the ability does not break Stealth. The ability’s functionality has not changed.
  • Kinetic Combat
    • Kinetic Ward’s appearance now refreshes properly when reapplied.
  • Balance (Shadow)
    • Force Synergy’s activation effects are now more visible.
    • The Force in Balance no longer heals the caster if no targets are hit.

General Trooper changes:

  • Full Auto’s attack animation now begins more quickly to improve reactiveness and faction balance.
  • Mortar Volley’s animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.
  • Vanguard
  • Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.
  • Fire Pulse’s visual effect more accurately represents its functionality.
  • Riot Strike no longer costs Energy Cells.
  • Animation timing issues with Energy Blast have been addressed.
  • The hit timing delay on Explosive Surge has been improved.
  • Shield Specialist
    • Ceramic Plating: the Absorb amount gained from this skill has been slightly reduced.
    • Counter Attack is now a 3-point skill.
    • Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.
    • Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.
    • Smoke Grenade is no longer limited by the global cooldown.

The changes to Vanguards don’t seem to be a nerf, which I feared was coming. Vanguard is in my opinion the most well-rounded and effective tank. I am hoping that the other classes get buffed to its level, not the other way around with nerfs for a class that plays like it should.

The most interesting change to me is the Power Screen ability. Ion Pulse and Energy Blast are two skills I feel like I border on over-using (Explosive Surge too) just because of the damage debuff it places on enemies. Now it has a shield buff it’s maybe the only skills you need. As with the Guardian, I will be republishing builds once I’ve had time to test out the changes. The comsetic and timing changes to the abilities will be welcome sights –  I’m glad they fixed the delay issue with Mortar Volley.

As always stay frosty, and my the force be with you!

 

SWTOR Game Update 1.2 Patch Notes: User Interface and Bug Fixes

Of all the 1.2 info I’m probably most excited about the UI changes. There’s also a nice list of bug fixes – check ’em out:

UI

General

  • New UI Customization features are now available! Players can customize their UI by moving and resizing UI elements. Customization options can be accessed by clicking the new “Edit Interface” button, which has replaced the “Extend Quickslots” button. Many UI options are now located in the new “Edit Interface” mode.
  • Notification of contact from a Customer Service Representative in-game is now more obvious.
  • Subtitles can now be toggled using the /subtitles command in the Chat Window.
  • If a player attempts to use a shuttle with 3 or more pending mission rewards, the player is asked to accept those rewards before continuing.
  • Tooltips no longer get stuck on slider UI components.
  • Corrected an issue that could cause the UI to incorrectly register a drag when returning from ALT-TAB.
  • The cancel and apply buttons are now grayed out on the item modification table until the player adds a pending modification.
  • The loot window can no longer be drawn off-screen in some circumstances.
  • Companion tooltips now properly reflect whether they are selling junk items or performing a Crew Mission.
  • The language used in tooltips (when referencing damage types and other specific items) has been updated to be more consistent.
  • The preference for “Show Sith Corruption” is now labeled “Show Dark Side Corruption.”
  • New tutorials have been added for Flashpoints, Operations, and Quick Travel.
  • Shift-clicking a stack of items no longer links that item if the Chat Window is not active.
  • The Social Preferences options page has been organized more clearly.
  • Several minor text formatting and alignment issues have been addressed.
  • Players are now able to disable the Smart Camera in the preferences menu.

Crew Skills

  • The mission reward panel no longer closes other UI panels.
  • Crew Skill trainer windows no longer reopen after players move away from the trainer.

Social

  • Hovering over the LFG column in the Social Window now displays a tooltip showing the individual’s LFG message.
  • “Reply” chat targets are no longer cleared upon area transitions.
  • French and German chat commands for speaking in general chat now work properly.
  • The /bow emote no longer loops when used.
  • Base crafted items can now be hyperlinked in chat.
  • A new option to suppress the Crew Mission reward window in Warzones has been added.
  • Items will now compare against all valid equipment slots.
  • Emotes no longer remove a player from stealth.

Codex

  • The Codex entry for killing a player with a turret now correctly requires the player to complete that task.

Groups and Targeting

  • Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the “Edit Interface” mode.
  • Target of target can now be enabled for the player.
  • Players can now invite other players to their group via right-click menu from the guild roster.
  • Player class names now appear on the target frame.
  • When characters become hostile or friendly to the player, nameplates are now turned on and off as specified in nameplate preferences.
  • Dead characters and creatures no longer display a nameplate unless selected.
  • Focus target visual effects are now more distinct and recognizable.

Galactic Trade Network

  • The Galactic Trade Network interface now supports text-based searches without category restrictions.
  • The Galactic Trade Network interface has been updated to support better filtering and faster paging.
  • The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.
  • A “Slot” pulldown menu has been added to the GTN Interface for more specific item searches.
  • GTN Terminals in Kaas City are now available again.

Maps

  • Players can no longer “click through” the Galaxy Map to interact with the main game UI.
  • The Map no longer becomes translucent when riding a taxi.
  • Map transitions throughout the game have been updated – many instances where a map would incorrectly transition to another have been corrected.
  • The Spaceport section of Coruscant can now be explored correctly.

Miscellaneous Bug Fixes

  • The Jawa Balloon on Tatooine no longer occasionally disappears from underneath players.
  • The Emergency Fleet Pass now takes Republic players to the center of Carrick Station instead of the Tython and Ord Mantell arrival hangar.
  • The camera now collides with water instead of becoming submerged.
  • Opening a taxi terminal now cancels any active ability activation.
  • Corrected an issue that allowed players to use personal Starship doors outside the appropriate range.
  • The /stuck command no longer kills the player if they log out and back in on the ship Holoterminal (or other similar objects).
  • Corrected a rare client crash related to companion weapons.
  • Corrected several ambient conversations that triggered too often or too infrequently.
  • Added musical triggers to some missions and encounters.
  • Numerous spelling and grammatical errors in text throughout the game have been corrected.
  • Corrected several localization errors in text and voiceover.
  • The full area of Club Ufora is now considered a private area (where companions will talk with player characters).
  • Players on Tatooine and Belsavis now only see their own faction’s Quick Travel Points on the map.
  • The Chiss social ability is now described correctly during character creation.
  • Republic players can now access the Lower Office Atrium in New Venture Plaza on Nar Shaddaa without passing through Empire territory.
  • The Aim Datacron on Belsavis is now obtainable.
  • Cantina music now plays more consistently.
  • The Imperial Panteer Hideout Bind Point is no longer visible to Republic players on the map.
  • A Bind Point now exists at the Jedi Temple on Coruscant.
  • The High Profile Ward in Shadowtown on Nar Shaddaa now has a medcenter.
  • Players can no longer use Fleet Passes in areas that are Quick Travel restricted.
  • Corrected an issue that caused windowed resolution to not be saved if the desktop resolution changed while the game was running.
  • Clicking off-screen while in dual-monitor mode no longer causes icons to be accidentally dragged when focus is returned to the game.