News

Star Wars Galaxies: Stay tuned!

| 19 Jun 2003 23:41

Server Status
All servers are up

Update Notes v48873
06/16/2003 01:06 PM

So far, this project has been a total of over 85,000 changes in 3 years.

Over 3,000 of these changes have been made since just the last update (2 weeks).

We're sure we've created bugs with this number of changes, please test everything, as we need to find and resolve anything we have broken.

Features:

Added lightning beams, particle beams, acid beams, and flame throwers
Player houses can now be used as cantinas
Faction HQs added. They're neat.
Lots of content: new static missions, caves, and more.
Water visuals improved - this is also now on a slider in the options screen
Flags now blow in the wind
Large and dangerous creatures now have area of effect attacks

Big Bug Fixes (we hope - please report if you still see these, we cannot be sure we fixed all occurances of these bugs):

Significant client performance improvements
Many fixes to improve server performance, especially at high load.
Fixed dozens of client crash bugs, client should be much more stable
Fixes for the "ghost world" problem
Fixes for harvesters not working
Fixes for extremely high lag situations
Swimming: all characters now swim faster
AI: under laggy conditions, AI will continue to attack at full speed.
Pets: You now get a pet control device that lives in your datapad. You get one device for each pet.
Pets: The pet follow bug is fixed.
Pets: Pets now grow up correctly; previously, there was a bug that kept them from growing.
Pets: You can heal your pet's wounds (not damage) with food and tricks.
Pets: You can heal both their wounds and their damage by storing/calling them.
Pets: Pets will also regen damage (slowly) over time.Pets: All pet vanishing issues should be resolved
Harvesters now take power correctly
Fixed wookiees not being able to walk into some rooms because they're too big
Travel: fixed travel eating your ticket but not taking you to your destination
Fixes for permanent death state
Fixes for permanent stat loss
Factory Hoppers are fixed
Smuggler Trainers are fixed
Bio-engineers are fixed
Surrendering skills is fixed
Improved bazaar performance

Exploit Bug Fixes:

Can no longer /split containers in someone else's house
Can no longer /loot someone else's kill
Can no longer offer items on your vendor, and retain them in your inventory
Can no longer /threatenshot forever to keep a creature from aggroing you
Can no longer /show corpse to heal yourself and make yourself invulnerable
Can no longer get multiple buildings with a single deed
Can no longer get infinite experience with /scentmask
Can no longer use /unarmedlunge to whack very hard creatures
Tutorial: fixed newbie-skipped exploit which allowed players to start with double equipment
Access Fee from the Balcony grief: If you cannot afford to pay the access fee on a house you will be teleported to the entrance of the house (even if you were standing on the roof).
Removed the aligned mission terminal as a faction perk - no, you were not meant to have your own personal mission terminal you could walk around with
No more exploiting the bazaar for infinite money.
Fixed: Surveying infinitely while sitting
Can no longer kite an AI into water and sit on the edge of the shore while they swim and you kill them.
Fixed: Characters named "bank" would get money when someone typed "/tip bank (money)". No more characters named "Bank" allowed.

All other bug fixes:

AI: Improved pathfinding
AI: Increased confusion duration for when AI is attacked by prone, kneeling, scentMasked and/or concealed players
AI: Though entertaining, will no longer deathblow incapacitated players that they weren't in combat with.
AI: Fixed bug where initial posture for a creature isn't always set properly.
AI: Made quest giving NPC's look at player when he converses
AI: Improved code for when many attackers swarm a single target
AI: NPCs which are nonaggressive will no longer hate all PvPers, nonaggressive players still will though.
AI: Creatures that are sitting or lying down will stand-up before attempting to stalk or bluff
AI: npcs wont attempt to enter buildings they cannot (due to permissions) and won't think they can enter buildings only when denied permissions.
AI: Creatures should despawn at more appropriate times now (instead of in the middle of combat)
Architect: enabled experience points for the shared module socket bank crafting component which wasn't granting any.
Architect: changed structural and wall modules so that they will stack in crates from the factory correctly.
Armorsmith: Adjusted the hide component requirements in tantel armor to be consistant (bristley hide)
Armorsmith: Removed the ability to experiment on special integrity since it's no longer used.
Armorsmith: Fixed a problem with chitin bracers requiring factory crate segments.
Armorsmith: Changed tantel armor to use aluminum instead of steel.
Armorsmith: Removed the ability for armorsmiths to craft the Shield Ion Feed and the Shield Overcharge Unit since they were not used in any crafting schematic.
Armorsmith: Fixed inconsistencies in the resource costs for various chitin armor pieces.
Armorsmith: Corrected the armor and layer weighting scripts so that they display correctly for the UI.
Artisan: Master artisan now requires apprenticeship exp
Artisan: Removed lightsaber powerups from artisan crafters, as these belong to Jedi characters.
Artisan: added more power-up schematics
Artisan: added more firework schematics
Artisan: now have the right bone bicep schematic.
Audio: fixed some hitching sounds in audio
Audio: fixed many instances where a sound wouldn't play
Audio: many more sounds will now play in stereo
Audio: Gamorrean guards and tusken raiders now make sound.
Audio: changing eat sounds from music to client effect
Audio: Reduced the maximum distance all sounds are heard.
Audio: Environmental ambience balancing. ambient sounds made softer so they aren't as overpowering
Audio: Fade out character selection music track instead of the hard stop.
Audio: Silenced all non-background music audio during the loading screen. This is the same for travelling to other planets.
Audio: droid detectors given ambient mechanical hum noise
Audio: laser fence for luxury camps given ambient buzz sound.
Audio: integrated new combat music selections from the classic Star Wars trilogy
Audio: fixed problem with sunrise/sunset music trumping combat music
Battlefields: added many new effects
Battlefields: you are no longer killed on exit of a game
Battlefields: fixed placement to prevent trapping players
Battlefields: battlefield 'pets' can't be stored
Battlefields: battlefield pets will die when incap'd
Battlefields: fixed some bugs with entering battlefields
Battlefields: Added a check for TEF's before allowing entrance into a battlefield.
Bazaar: Increased the cost of posting on the bazaar.
Bazaar: fix font size in auction details time remaining
Bazaar: fix for bazaar displaying invalid regions
Bazaar: added premium sales
Bazaar: don't auto-combine resources when being placed into a vendor or bazaar
Bio Enginner: Added pet check so you can't /sampleDNA from someone's pet.
Bio Engineer: Made DNA sample attributes relative to DNA template for more accurate final creature attribute calcs.
Bio Engineer: Balance pass on DNA sampling XP
Bio Engineer: Balance pass on DNA sampling success rates
Bio Engineer: Made it so DNA sample failure does not cause creature attack
Bounty Hunter: added some new combat moves
Bounty Hunter: Polished and debugged bounty hunter missions
Camera: Improved camera collision issues with doors.
Camera: fixed occasional camera oscillation when colliding between two specific points
Cantinas: now have a bartender or two
Character Creation: prevent creation of characters on full servers
Character Look-at: characters only attempt to look at their lookat or combat target if it falls within a 160-degree view cone centered in front of them.
Cloning: Cloning is much more expensive - don't die, and you wont have any problems.
Cloning: If the player is a newbie or going to bind (or closest which is also bind), then the player will be cloned at full health, no wounds, no shock. otherwise, the player will be at 2/3 wounds on ALL stats & pools and no shock value modification
Cloning: Added an effect for when you clone
Code String: Fixed a problem with Businessman, Nobles, Criminals, and Scientist quests where they showed Code strings instead of dialog
Code String: All the Holocron now has data
Code String: All regions now have correct text
Code String: All experience names and descriptions should now have correct text
Code String: Fixed code strings in loading screens.
Code String: Many container messages will now have correct text
Code String: fixed many in crafting
Code String: fixed medicines
Combat: rebalanced progression of all combat moves, most effective moves at the highest skill boxes, least effective at the novice boxes.
Combat: added defnder delay to posture changing / knockdown attacks (things you knock down will stay knocked down longer)
Combat: many, many combat moves can now be done while kneeling, prone, and crawling that could not be done before
Combat, Aim: /aim will no longer aggro a target
Combat, Aim: improved aim to be more effective
Combat, Armor: fix display of armor attributes (protections were off by 1, vulnerabilities weren't known)
Combat, Balance: increased creature damage to a higher ramp at 10th level and higher.
Combat, Berserk: increased chance of success
Combat, Brawlers: increased toughness for all brawlers
Combat, Brawlers, Unarmed: decreased unarmed damage
Combat, Certifications: fixed newbie and e11 rifle certifications
Combat, Panic Shot: Fixed a couple /panicshot bugs.
Combat, /rally: you can now /rally while crouching or prone
Combat, /steadyaim: you can now /steadyaim while crouching or prone
Combat, Take Cover: dramatically increased bonus for take cover
Combat, Targeting, added a /target command
Combat, Wildshot: now correctly applies stun effects
Combat, Visuals: prevented double/multiple blaster bolts from firing at the same time.
Combat, Warning Shot: will not work on droids, creatures will resist based on how fierce they are
Combat, Weapons: Increased the rate of fire on the EE3 Carbine.
Combat, Weapons: fixed dh17 snubnose certification
Combat, Weapons: wookiees get bowcaster specialization as newbies
Combat, Weapons: Increased the rate of attack for staves.
Combat, Weapons: You will now be notified when your weapon's condition reaches 50% and 25% in battle.
Commando: Added some new combat moves
Containers: containers now start at volume=1, and will grow as you place things inside them
Content: Added loot to many static content areas.
Content: Updated All Quest NPC Targets so that they don't flee from combat across the whole planet making you chase them a long, long way.
Content: Junk dealer won't buy static quest delivery items now (cheaters, you should be ashamed of yourself)
Content: AT-ST's added to the spawn table. Heh.
Content: Fixed bug with not being able to quit missions by destroying waypoint (static quests)
Content: Updating loot tables for all static dungeons, bunkers and caves to be more appropriate and significantly more rewarding.
Content: Removed cure disease medpack from tekil Barje's deliver mission
Content: Made npc escortee's take on the pvp flags of the player to keep other players from attacking them freely.
Content: Mos Eisley cantina is now populated
Crafting: Increased the UXP bonus reward on items. Consumables now give 50% their Crafted XP (CXP) in UXP. Deeds give 100% their CXP in UXP. All other craftables give 150% of their CXP in UXP.
Crafting: Rework crafting tool so that the player no longer has access to the prototype slot. A radial menu option will allow the player to put the prototype object into their inventory.
Creature Harvesting: changes to bantha hides (bristley to wooly).
Damage over Time Effects: Becoming incapacitated no longer removes dot effects. Death still removes them, however.
Damage over Time Effects: Swimming now removes fire dots.
Damage over Time Effects: A target can no longer receive fire dots while swimming.
Droid Engineer: Many bug fixes, should be in much better shape now.
Droids: will have correct conversation now
Droids: Made droids consume power more quickly. Must be recharged (with batteries or by power droids) in order to continue operating. Storing droids also recharges them.
Endor: ewoks now have appropriate clothing from the movies. satchels, belts, necklaces, and cowls are all the rage on Endor!
Entertainers: Battle fatigue can now be healed by entertainers at the outdoor theater in Vreni Island.
Entertainers: The number of player music particles has been reduced. (performance increase)
Entertainers: Fixed a bug that was causing groups to heal too fast and get lower XP.
Entertainers: Fixed a bug in /startMusic and /startBand that could cause you to not be able to join a band if there was a dancer in the band.
Entertainers: Fixed a bug in performance effect that could cause you to not be allowed to perform an effect that you should.
Entertainers: Moved Slitherhorn schematic to Novice Entertainer and Fizz schematic to Entertainer: Music 2
Entertainers: Slightly reorged Musician instrument schematic grants.
Entertainers: Added a range check to /startBand so group members far away are not forced to join in (this was very "entertaining" though. Har Har)
Entertainers: Added a 2 second delay to the start of performances. This allows all the clients to get synced so all musicians can start intros at the same time.
Entertainers: Fixed musicians starting to play for a split second in some cases right after they stopped playing.
Entertainers: fixed a bug where stop messages where coming twice when ending a song
Entertainers: Fixed a bug with specifying an instrument for /bandFlourish
Entertainers: Added small % chance for a dancer to make a mistake when flourishing for a dance style that is near their skill level.
Entertainers: Fixed bug with Audience Participation xp bonuses
Entertainers: Fixed /bandFlourish # to use display names vs internal name.
Entertainers: Added on/off option to /bandFlourish command
Entertainers: Added band member distance checks for all band related functions include healing and xp calcs.
Entertainers: Fixed band size bug that broke Entertainer Healing rates and XP rewards
Entertainers: Added chance for dancer to have a mistake on bandFlourishes in addition to regular flourishes.
Entertainers: Made it so Nalargons and Ommni Boxes reposition themselves to be correctly placed when the player starts playing them.
Entertainers: Changed auto-heal loop time to be same on initialize as all other time to stop quick heal camp exploit by recreating the camp.
Experience: added penalty if group difficulty is higher than creature difficulty
Faction HQs: added autorepair for hq defenses
Faction Recruiters: Fixed a problem with the faction recruiter conversation not ending when the player refuses to join the faction.
Faction Recruiters: added HQ deeds as a faction perk
Faction Recruiters: Added the ability to requisition stormtrooper armor as an imperial.
Faction Recruiters: Added the ability to requisition marine armor as a rebel.
Faction Recruiters: Increased faction point costs on many of the faction recruiter items.
Faction Recruiters: Added a melee weapon to each of the imperial and rebel faction perk tables.
Factions: Increased the time required to go covert or resign from a faction to 1 hour.
Factions: added message to inform players when they would have been awarded plus or minus faction standing but were not due to being at the minumum or maximum possible
Factories: Slowed down factory production rate.
Factories: Items produced by factories are now worth 1/10th the xp of hand produced items, because they are produced more quickly and with less effort.
Fireworks: fixed fireworks that did not have launch sounds.
Fishing: won't break when you try to do it in a city now.
Follow with auto run: executing /follow while auto run is enabled (although not while pressing movement keys) will turn on follow and shut off auto-run. Requests to start auto run while following are ignored.
Friends List: /friend now shows friend's who are online in a different color. The color can be set in options->chat colors->online status.
Furniture: added new furniture names to fix a crafting schematic list bug
Guilds: fixed a problem with data storage for guilds that probably caused random, unexpected behavior
Guilds: added a /guild entry for /guildsay to prevent /guildremove from being the default (heh)
Harvesting: trandoshans no longer have "innate" harvesting - just a bonus if they have the harvesting skills
Harvesting: Reduced efficiency of small, personal harvesters.
Harvesting: Added resources to many creatures that did not have them before.
Harvesting: Increased max capacity for each resource container to 100,000 units of resource
Head Turning: Fixed ranged combat exorcist head turns
Houses: fixed bugs with lots being counted incorrectly
Houses: changed lots to work with smaller numbers, you have 10 lots, buildings cost between 1 and 10 lots each.
Houses: added structure footprint data to construction objects for all player place-able buildings.
Houses: fixed race condition when placing structures causing terrain holes
Houses: fixed bugs with being able to put houses close to spawned content
Houses: update placement to show spawn-restricted areas when they exist
Houses: improved the messaging on why you cannot place a structure in a specific area
Houses: Fixed player disappearing when deleting a building the player is in. Eject player out of a structure on the client if the player is inside when the structure is being deleted.
Image Designer: allow image designers to practice on themselves - no exp for image designing yourself.
Image Designer: add "brow" customization to wookiees
Image Designer: when changing hairstyle, show the preview hairs with the avatar's current hair color, not the default color
Image Designer: Increased experience granted for image designer actions.
Image Designer: cleaned up details page buttons
Image Designer: fix bug causing hairstyle changes to not show up on other clients
Imperial Retreat: fixed bug with escort missions not being recognized properly
Jabba's Palace: Fixed bug with NPC's not attacking players in Jabba's Palace missions
Keren: fixed lairs to stop spawning on the south bridge.
Insurance: Insurance is much more expensive - don't die, and you won't have any problems.
Lairs: Fixed declared npcs to attack non-declared players when defending their lair (assuming player is TEF'd)
Lairs: You can no longer target, attack, and kill the "control" object - now you have the kill the thing you were supposed to have to kill, the objective object.
Lairs: fixed boss lairs so that boss monsters would properly defend their lair or attack whomever destroyed it.
Languages: Brief chat mode no longer displays the [Basic] language label.
Manufacture schematics: now delete themselves when their count goes to 0.
Manufacturing: Send player email when a manufacturing station has stopped making items.
Manufacturing: Pevent players from accessing unowned manufacturing stations.
Maskscent: Maskscent no longer works on droids.
Matchmaking: preference settings now save again.
Matchmaking: preferences and profiles are now saved per avatar.
Medic: Fixed a problem with damage stimpacks still being usable when the target only has mind wounds (in other words no damage that the stimpack can heal).
Medic: Removed experience for non-consumable healing commands (this was infinitely abusable)
Medic: Fixed changed the resource requirements on several advanced medical components. Apparently they required items that have no chance of ever spawning.
Medic: Changed some resource requirements for Cure Disease B and C to resources that are able to spawn.
Medic: Changed the way in which medicinal buff results are calculated. The old method did not take skill and random factors into account.
Medic: Greatly increased the crafting charges range in all medicines.
Medic: Increased the crafting duration range on dot medicines.
Medic: Increased the crafting strength range of poisons.
Medic: Reduced the skill requirements to use Ranged Stimpack B's and C's.
Medic: Fixed a problem with charge bonuses not being properly written out on medical components that granted them.
Meditation: meditation balancing updates (made meditations more powerful)
Minefields: minefields are now more tolerant of player movement when a player attempts to "defuse minefield"
Missions: significantly reduced the occurance of not finding a target at a mission destination
Missions: reduced delivery mission rewards, enforced more interplanetary delivery missions
Moods: "cocky" text updated to "arrogant" variants to avoid profanity filter
Moods: "bored" removed due to collision with social
Movement: Fix falling through balconies/stairs on portal transition
Name Filter: lightening some of the restrictions of various "profane" designations
Name Filter: Added some additional profanity to the name filter, such as: !@#$, $%!@$%!, !@!! and #%*&##!.
Newbie Starting Equipment: Removal of starting medpacks from non-medic profs
Newbie Starting Equipment: Scouts no longer start with a survey tool they can't use
Newbie Starting Equipment: Scouts now start with a trap and a camp
Newbie Tutorial, in game: fixed problem with sending people to other cities when there wasn't a cantina / medical center (but was a hotel / hospital).
Newbie Tutorial, in game: show the /find ribbon when leading a player to different buildings
Newbie Tutorial, in gamedestruction mission objectives will stay put and die, rather than try and get away.
Newbie Tutorial, Space Station: disabled the planetary map in the tutorial
Newbie Tutorial, Space Station: the pirate will be flagged Aggressive, even though he's not a bad guy really, once you get to know him.
NPCs: Admiral Akbar now wears clothes (wups)
NPCs: Luke Skywalker is no longer named Mon Mothma :)
NPCs: Fixed Boss Nass so that he only talks to rebels.
NPCs: Many NPCs will use only their ranged weapon, rather than switching to a melee weapon when charged. These NPCs will try and kite PC brawlers, much to everyone else's entertainment.
NPCs: NPCs in town will try to face more appropriate directions (rather than periodically staring at walls).
NPCs: Some NPCs will now heal other NPCs in combat.
NPCs: made criminals not look like ... uh... floosies.
NPCs: Fixed some characters that show up as boxes
Particles: Fix flocking birds which fly through the ground.
Pets: Fixed a problem that prevented players from healing npc pets.
Pets: fix to allow players to call pet while inside a building they own, are residents of and guildhalls
Pets: fix for 'stay' and 'follow' commands not getting a pet out of combat.
Pets: Disabled pets auto-defending their masters unless set to guard.
Pets: baby creatures will not despawn when players are around
Pets: non-NPC pets will no longer take (and use) weapons handed to them by their masters
Pets: fixed pets picking up other creatures (makes the server programmers cry)
Pets: added a message to tell you when a pet control device has been added to your datapad
Pets: You now get a message when your pet is invited to join your group.
Pets: players with zero chance of taming a creature won't get the option to tame the creature
Pets: removed potential for very long strings of failures in taming
Pets: will reset their creatureDifficulty when called so as to maintain the correct con
Pets: will begin or resume following their master post combat
Pets: told to stay will stay
Pets: Pets that are released and re-tamed or transferred to another CH will not destroy themselves when stored.
Pets: There is now a "Stored Pets" skill mod that represents how many pets you can have stored at any time.
Pets: There is a chance a non aggro creature will attack you on a taming failure.
Pets: Changed the pet taming equation. Low level creatures should now be easier to tame. Extremely high level creatures like Kryat dragons are no longer tamable.
Pets: added pet command list to examine details of pet control device
Pets, Factions: Declared players won't be able to call factional perks from other factions.
Pets: fixed bug where previously incapacitated pets would continue to move very slowly forever after
Pets: fixed exploit where creature handlers could call more pets than they should have been able to control, by calling pets of different types (aggro and non-aggro) and calling pets while they had incapacitated pets out already.
Ranger: Trapping skills use trapping xp
Repair: Made some changes to the repair system so that repairing would succeed more often.
Repair: Fixed display of code strings in the repair window.
Resources: fixed resource containers in inventory sometimes not showing the right icon
ResourceSplitter: Added the resource container splitter UI.
Scentmask: Doubled the duration of maskscent and increased the effectiveness by 30%.
Scout: Master scout now requires apprenticeship exp
Scout: The sharp bone spur no longer enrages the target. It now blinds it.
Scout: You can now use a camp kit from inside a container in your inventory.
Screenshots: Fixed screen shots to obey brightness/contrast/gamma
Signs: Fixed examine windows on all sign objects
Sitting: should now work more reliably
Skills: Surrending skills fixed
Smuggler: Smuggler's first underworld skill now reduces faction perk costs by 10%. The Master box reduces faction perk costs by 25%.
Smuggler: removed smuggler crafting skill prerequisites
Socials: "lag" updated to "lagging"
Socials: "taunt" updated to "provoke" (text remains the same)
Socials: "surrender" updated to "surrenderself"
Socials: "nails" fixing possessive issue
Socials: "bearhug" updated to "wookieehug" (hyphenations removed)
Socials: "combarea" fixed grammar error
Socials: "protect" target = self anim update
Socials: "bodyslam" grammar fix
Socials: "chase" self grammer fix
Socials: "embrace" grammar fix
Socials: "deride" grammar fix
Socials: "curious" removed due to collision with mood
Socials: "amaze" renamed "amazing"
Spawning: Reduced the spawning between Anchorhead and Bestine
Spawning: increased spawn distances between lairs
Squad Leader: Squadleader commands now follow PvP rules.
Squad Leader: Increased requirements for squad leader advancement.
Stat Migration: don't allow players to leave points in the unassigned pool anymore (only causes confusion)
Stats: Check player max stats on login and verify that they total to the correct value (safety catch in case we haven't fixed the stat loss bug)
Surveying: don't allow survey/sample request for an empty resource name
Surveying: make range text display the range of the points, not the map size (which is larger)
Tailor: Added many wookiee wearables to crafting
Tailor: The novice tailor backpack no longer requires a cargo pocket.
Tailor: Moved a skirt schematic to domestic arts.
Targeting: fixed bug where it was hard to target things unless you spin around them or hit them from certain angles
Teaching: Fixed the display of skill names and experience types in the teaching sui so they appear as strings.
Teaching: Reduced the posture restrictions on teach
Travel: increased travel cost to remote worlds such as Dathomir, Yavin 4, Lok and Endor
Travel: decreased travel costs on shorter routes such as Corellia to Talus and Naboo to Rori
Trading: added PvP check for secure trading
Traps: fix for traps causing you to inherit target's posture from test.
Traps: Doubled the range on scout/ranger traps.
Tutorial: Fixed the purple screen you'd briefly see before entering the tutorial
UI: fixed targeting self in interiors
UI: If a player is looking for a group (LFG) or a newbie helper (HELPER), this status is displayed above their head, except if the player is AFK. If the player is AFK, only the AFK label is displayed above their head.
UI: Sort cluster population from light to heavy
UI, Biography: correctly update/display biography on charactersheet and community pages
UI, Character Sheet: make bio uneditable on character sheet, must be modified on community page (for consistency)
UI, Character Sheet: added born date
UI, Character Sheet: support for viewing NPC factions on the charactersheet (a new tab)
UI, Chat: Make private fly text not goto chat box by default
UI: Credits added
UI: Don't let converse be the default option for aggressive NPCs
UI: Don't allow combat targetting of objects you own.
UI, Examine: Improved layout of the examine window
UI, Examine: Don't show creature armor encumbrance
UI, Hud: Make players names red when they can attack you
UI, Hud: fixed lying down indicator
UI, Ignore List: Fix ignore list UI not updating when the ignore list changes.
UI, Inventory: Objects will now show a minimum volume of 1
UI, Keymaps: fix sorting of toolbar & target commands in keymap
UI, Loading Screens: many new ones added
UI, Missions: fix bugs with initial tab display
UI, Missions: prevent details screen from appearing unenabled (greyed out)
UI, Modal Chat: fixed problems with key mappings that interfered with modal chat
UI, Options: added options for screenshot type and quality, overhead map rotate, simple camera collision
UI, Overhead Map: fixes for things piling on top of each other on the overhead map
UI, Radar: make radar compass show up at 0.5 opacity on top of radar arrows
UI, Radar: make creature blips on radar biased on top of structures
UI, Radar: make blips on radar not flash when they are too near each other
UI, Radar: change blip style for targetted group members
UI, Radial Menu: changed Watch & Listen radial menu option to only appear if target is performing.
UI, Radial Menu: don't lose requests made when waiting for serverside menus (the "have to click everything twice" bug)
UI, Survey: only autoexpand tree the first time the UI's opened
UI, Text Colors: "Add Sentence Colorization" button always worked, just you had to type in some text to colorize first. Now you can't click the button unless you type in some text first.
Vendors: Decreased the cost of vendor maintenance significantly.
Vendors: Added feedback when you pay maintenance to your vendor.
Vendors: Putting something up for sale on a vendor no longer charges you a bazaar listing fee.
Vendors: You can no longer move a vendor in a house using the "move" radial menu option. However, you can pick it up and drop it again. Removed repair skill mods. Made some changes to the repair system so that repairing would succeed more often.
Vendors: No longer have the 10,000 max value limit
Waypoints: fix waypoint naming
Weaponsmith: Added the ability for weaponsmiths to craft the new special commando and bounty hunter weapons.
Wearables: fixed a robe that allowed for a naked character.
Weather: Rain will last longer
Wedding Rings: Autoinsuring wedding rings (when they are active as wedding rings)
Welcome to (insert city here): will no longer welcome you to Bestine on Lok, Dantooine, Dathomir, Endor, and YavinIV
WhoList: The results of the who list returns the 32 closest people to you.

Art fixes:

Naboo Association Hall: fixed placement of painting in rear room.
Naboo Theed Palace: fixed some minor art bugs
Fixed mistyfalls environment map.
Fixed flora poking through the theater in Kaadara.
Fixed pink sky in dathomir rain

Many additional bug fixes, especially with code strings, behind the scenes performance improvements, minor exploits, and balance issues.


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