News

Star Wars Galaxies: Small Patch Big Fixes

| 22 Jun 2003 11:27

Many client crashes we're seeing reports of are due to out-of-date drivers. If your client is unstable, you may find improvements by upgrading your drivers.

 

Additional Updates (June 21st):

  • Fix for "loot" not working
    [LI]Fixed another case of permanent death (only on Naboo)
    [LI]Client frame rate improvements
    [LI]Client stability improvements
    [LI]Fixed faction perk pets losing their command lists when stored
    [LI]Fixed groups not getting mission rewards
    [LI]Fixed issue where warping within 16m of a bank would cause your inventory to think it was a bank
    [LI]Fixed group chat going away if anyone leaves the group
    [LI]Fixed crazy leaves
    [LI]Fix for quick camp heal exploit.
    [LI]Reduced penalties for uncloned death
    [LI]Fixed: When looting a resource container, the default action is now pickup instead of split.
    [LI]Fixed: Camps will now properly give XP.
    [LI]Fixed: Audio sound crackling, popping, warbling resulting from sound buffer starvation.
    [LI]Fixed ticket collector so you cannot pick him up any more.
    [LI]Fixed non-creature handlers able to call pets, fix for pets unable to be called in public buildings
    [LI]Harveters: Decrease amount harvested based on condition
    [LI]Faction point caps are now variable for your aligned faction. The amount of faction you can have is equal to the cost to reach your current rank times 10.1. This means at the rank of Colonel, which costs 6000 faction to achieve, you can have up to 66,000 faction points stored up.
    [LI]Reduced the maintenance costs on player houses.
    [LI]Reduced the repair costs on all structures.
    [LI]Whenever a player is incapacitated by a dot, he receives a "grace period" where all dots on him do no damage. This grace period expires after 5 minutes, when he's hit with a new dot, or logs out. This will prevent the problem of dots reincapacitating the player within seconds after he recovers from the state. Note that eventhough the player within the grace period is taking no damae, he is still under the effect of the dot. It can, therefore, still be cured as usual.
    [LI]/con colors are now more accurate
    [LI]Fixed faction perk pet control device not being created properly.

      

    Additional Updates (June 20th):
    [LI]Improved Client Stability

    [LI]Client: Solved the "bermuda triangle" issue (seen most on Naboo) where the world disappears and you cannot escape.
    [LI]Client Crash: Fixed client crash when opening e-mail
    [LI]Client Crash: Fixed bug - "2087 Internal Driver Error on Present"
    [LI]Login/Logout: /logout now quits the game until we can fix a bug with logout not allowing you to select another character

    [LI]Advancement: Added apprenticeship XP requirement for all Master boxes
    [LI]Advancement: Fixed weapons giving wrong XP
    [LI]AI: Improved ai's ability to deal with opponents at extreme range
    [LI]AI: High level and ferocious creatures will kill their incapacitated target immediately, even if they are still in combat with other things
    [LI]AI: AI will switch from a knocked-down target to one that is a more immediate threat
    [LI]Architects: changed xp type granted by crafting stations to architect xp.
    [LI]Armor: Examination of armor components improved
    [LI]Armor: Fixed shield schematics so that their special effectiveness value may be altered through experimentation.
    [LI]Armor: Fixed some bad schematic template references in tantel armor.
    [LI]Artisan: Redistributed some of the powerups and fireworks from novice artisan to other artisan "engineering" skills.
    [LI]Artisan: Doubled the Xp granted by novice CDEF weapons.

    [LI]Bazaar: make items with counters show their count in commodities market
    [LI]Bazaar: lowered cost from 500 to 100 to post an item
    [LI]Bio-Engineer: You can't sample from your or someone else's pet
    [LI]Bounty Hunter: Increased bounty rewards
    [LI]Bounty Hunter: Fixed probots/probe droids
    [LI]Bounty Hunter: Fixed bounty informant code strings
    [LI]Bounty Hunter: Fixed double mission reward for bounty hunter missions

    [LI]Certifications: Fixed wookiee bowcaster cert
    [LI]Chairs: Fixed sitting in chairs in doors and out.
    [LI]Cities: fix for invulnerable mission npcs randomly popping people into combat mode
    [LI]Client Visuals: fixed freezing rain when switching planets
    [LI]Cloning/Insurance: Reduced insurance costs.
    [LI]Cloning: Cloning at bind is no longer a 1-shot deal; clone as often as you like for a single payment
    [LI]Cloning: Reduced wound penalty for not cloning
    [LI]Combat: Decreased time it takes to kill a creature
    [LI]Combat: Fixed combat spam for scatter hit 1/2
    [LI]Combat: Fixed typos in combat spam. Added in missing messages for low blow and for panic shot
    [LI]Combat: NPCs can now fight in water
    [LI]Combat: Redid armor combat spam so it reports the amount of damage the armor prevented, not the amount of damage the armor took.
    [LI]Combat: decreased grenade speed
    [LI]Combat: increased knockdown/posture change delay
    [LI]Combat: unarmed lunge cost decreased
    [LI]Combat: bad xp caps for marksman fixed
    [LI]Combat Visuals: fixed a number of bugs associated with the visual playback of the grenade attack
    [LI]Combat Visuals: Animations will now play when Brawlers use special moves while moving
    [LI]Controls: Fix shift states getting stuck incorrectly
    [LI]Controls: Hooked up control-mousewheel in chat window for font size increments
    [LI]Cooking: Food experimentation should now work
    [LI]Crafting: Fixed a problem with various armor components falling under the wrong category in the crafting screen
    [LI]Crafting: Fixed drafts with identical names not showing up in crafting list
    [LI]Crafting: Fixed a problem with blaster barrel advanced not being granted at expert firearms
    [LI]Crafting: Fixed a typo in the resources of advanced weapon stock which improperly referenced linksteel
    [LI]Crafting: Droid component modules and crafting droids should work again
    [LI]Crafting: Added more error messages for reasons you can't craft
    [LI]Crafting: Factory crates now take the same name and complexity of the object they contain
    [LI]Crafting: Fixed crafting experimentation success calculation
    [LI]Crafting: Added the ability to affect number of charges on heavy weapons. The result is that heavy weapons are able to have many more charges than they previously were
    [LI]Crafting: Updated the droid crafting module descriptions in order to clarify their usage
    [LI]Crafting: Added "radioactive" as a viable power type
    [LI]Creature Handler: You can no longer call pets in private homes, but you can call them if you are "near" your residence (and added system message to this effect)
    [LI]Creature Handler: Fixed tame bug where pet deed would vanish but new control device would not be created
    [LI]Creature Handler: Pets will now obey the commands of people they are told to 'befriend'
    [LI]Creature Handler: Pet transfer will put the pet_control_device into the new master's datapad, and warn if this is impossible
    [LI]Creature Handler: Fixed bug where previously incapacitated pets would continue to move very slowly forever after
    [LI]Creatures: Removed camera shake from large creatures
    [LI]Creatures: Fixed Gorax move speeds to match intended velocities
    [LI]Creatures: Fixed size of really small ewok, dulok, and jinda cubs.

    [LI]Droids: Droids will now name themselves through methods identical to other pets
    [LI]Droids: Droid component modules and crafting droids should work again
    [LI]Droids: Droid special abilities now show up in examine window
    [LI]Droids: fixed a check for presence of droid containers and for pet medical droids

    [LI]Entertained: Fixed bug that could cause players to be stuck in "entertained" mood
    [LI]Entertainers: Fixed bug with multiple musicians playing different songs
    [LI]Entertainers: Changed Entertainer Hairstyling branch to Image Design
    [LI]Entertainers: Battle fatigue can now be healed by entertainers at the outdoor theater in Vreni Island
    [LI]Entertainers: Fixed the camera jitter bug with dancers
    [LI]Entertainers: Lowered the complexity on a couple low end instruments so they can be crafted with a Generic Crafting Tool
    [LI]Entertainers: Changed instrument crafting to grant Music experience.
    [LI]Entertainers: Fixed bug that would drop equiped instrument when trying to play from radial menu.
    [LI]Exploits: Fixed "bank anywhere" exploit (you can no longer access containers in your bank from anywhere)
    [LI]Exploits: Eating now has a 1 second delay (You can no longer pound food to eat an item many times in one frame)
    [LI]Exploits: Fixed Berserk exploit while using ranged weapons
    [LI]Exploits: Can no longer sell items to junk dealers multiple times
    [LI]Exploits: Fixed aim-shoot-aim exploit
    [LI]Exploits: disallowing "/tip bank" from tutorial

    [LI]Factions: Fixed bug where you could gain/lose Imperial/Rebel faction from killing things other than Rebels or Imperials
    [LI]Forage: Lowered the buffs on foraged foods as they were better than many crafted foods (and easier to get).

    [LI]Ghosting: Fixed several more instances where this could happen
    [LI]Grief: Make menu requests cancel secure trade (so you can't split a resource container in the trade window without someone else knowing)
    [LI]Grouping: Fixed bugs with group difficulty
    [LI]Grouping: Fixed group mission payout distributions
    [LI]Guilds: Fixed a bug where the guild terminal couldn't be used after server restarts unless the guild leader used it first.

    [LI]Healing: Reduced XP from focus/willpower wounds to reduce entertainer/medic exploits
    [LI]Healing: Fixed a problem with mind costs being applied when out of range on healing
    [LI]Holocron: Various content additions
    [LI]Holocron: Added info to the Holocron for safely logging out of the game
    [LI]Housing/Structures: Added a check for admin before setting a building's privacy
    [LI]Housing/Structures: Furniture can no longer be pushed through walls
    [LI]Housing/Structures: Faction HQs no longer count against your lots
    [LI]Housing: Fixed an issue which could cause houses to sink into the terrain
    [LI]Housing: Fixed not getting a deed back when you destroy a structure you own.
    [LI]Housing: Fixed a problem that would cause deed reclaimation to fail if the player's inventory is full.

    [LI]Image Design: Made /imageDesign a bit more friendly when using design self (small xp grants, and no longer need self targeted)
    [LI]Image Design: Reorganized image design ability grants
    [LI]Insurance: Reduced insurance costs
    [LI]Insurance: Fixed occassional code string in insurance menu issue

    [LI]Loading Screens: Fixed lots of bugs
    [LI]Looting: If for whatever reason, no players are granted xp for the kill, the corpse is locked with no permissions granted for looting

    [LI]Merchant: Changes to picking up vendors: you can no longer pick up a vendor once placed; a 'remove vendor' option now appears in the vendor control menu
    [LI]Merchant: Changed master merchant and advertising IV skill boxes to be maintenence reduction boxes.
    [LI]Missions: Fixes to delivery rewards and destroy mission distance
    [LI]Missions: Fixed bug where you could get completion system message after failing mission
    [LI]Movement: Lightened restrictions on movement validation that caused rubberbanding.

    [LI]Newbie Experience: Fixed problem with newbie tutorial debris not being attack-able
    [LI]Newbie Experience: Fixed skill initialization for new characters
    [LI]Newbie Experience: Updated starting email sent to player to explain how to find a newbie helper
    [LI]Newbie Experience: Fixed skipped newbie tutorial stat migration voiceover so the user can see/hear it again
    [LI]Newbie Experience: Updated tutorial cloning info to explain how respawning at the nearest facility wounds players, unless they've cloned there
    [LI]NPCS: Bartender now invulnerable
    [LI]NPCS: Random conversations added to stormtroopers
    [LI]NPCS: Prefect Talmont no longer screams in a womans voice if you kill him.

    [LI]Permadeath: fixed another case where this could occur
    [LI]Pets: Fixed bug that would cause Pet Control Devices to sometimes not be named.
    [LI]Pets: Fixed Pet Control Devices for taming wild pets to have appearance of pet.
    [LI]Pets: Fixed error in attribute display of crafted pet control devices.
    [LI]Pets: Pets now have names with (parenethesis) around them to distinguish them and to fix a grief with naming a pet the same as a player
    [LI]Pets: transfer command will work again.

    [LI]Quests: Updated lots of dialogue for NPCs, including Leb Slesher and Vana Sage
    [LI]Quests: Fixed lots of bugs, text strings, etc.
    [LI]Quests: Fixed bugs associated with spawning of escort targets
    [LI]Quests: Updated Random Quests to fix all known problems

    [LI]Repair: Possible fix for weapon repair problem.
    [LI]Repair: Also made repair kits auto fail when the repaired max HP of the item drops below 20.

    [LI]Sample / Surveying: You can no longer sample or survey while dizzy.
    [LI]Scout: Traps no longer work on pets
    [LI]Scout: Traps now use line of sight check when thrown
    [LI]Scout: Traps will no longer get stuck with "The trap is not ready to be used again" bug
    [LI]Scout: The delay on throwing traps has been increased slightly
    [LI]Skills: Changed references to shock wounds to battle fatigue in skill descriptions
    [LI]Sound: Fixed problem with missing sounds on a couple of 1h sword animations
    [LI]Sound: Added Darth Vader breathing sound
    [LI]Sound: Fixed mouse droid infinite move sound loop
    [LI]Sound: Added probot sfx
    [LI]Sound: added updated stormtrooper effects
    [LI]Sound: Combat music recategorized as background music so that it is turned down w/ the music slider
    [LI]Sound: Added proper sounds to crafting stations
    [LI]Sound: Changed female Moncal vocalizations to sound more ladyfish-like
    [LI]Sound: Integrated new combat music selections from the classic Star Wars trilogy
    [LI]Spawning: Fixed some issues with lairs spawning on player's houses.
    [LI]Spawning: Fixed POIs spawning in towns.
    [LI]Species: Fixed wrong stat boost text in Bothan species description
    [LI]Squad Leader: Xp now only granted when in range of target (64 m)
    [LI]Survey: Integrated fixes to survey/sample and other exploits
    [LI]Survey: /survey and /sample commands are now blocked by skill animating (You can no longer survey/sample while dancing)
    [LI]Survey: You no longer get multiple waypoints while surveying

    [LI]Theme Parks (Emperor's Retreat): Fixed quests not using the proper "dontknowyou" lines
    [LI]Theme Parks (Jabba's Palace): Fixed EV9D9
    [LI]Theme Parks (Rebel Hideout): Leia and company should now spawn at hideout

    [LI]UI: Fixed alignment of group HAM bars
    [LI]UI: Fixed bleeding icon
    [LI]UI: Fix radial menu converse and other server-added options from switching hotkey numbers
    [LI]UI: XP Monitor should no longer lose entries
    [LI]UI: stop showing volume & hitpoints for creatures in getAttributes
    [LI]UI: stop showing armor effectiveness for armor with zero effectiveness
    [LI]UI, MissionBrowser: retain selected tab choice when refreshing view (bug 19952)

    [LI]Visuals: 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 (this effect still needs polish)
    [LI]Visuals: Corrected problem with visual anamolies on ATI Radeon 9700
    [LI]Visuals: Improved look of stars

    [LI]Wearables: Fixed several duplicate wearables names
    [LI]Worlds/Cities: Renamed "kaadara"
    [LI]Worlds/Cities: Updated region names
    [LI]Worlds/Cities: Removed Jawas from city conversations
    [LI]Worlds/Cities: Edited city region locations and size for the "you have entered BLAHcity" messages

    [LI]XP Fix: You now have to be within 64 meters of a target to get XP
    [LI]XP Fix: Dead players will no longer receive XP for kills
    [LI]XP Fix: You don't gain any XP if a non-pet NPC or creature does greater than 33% damage to a creature/NPC
    [LI]XP Fix: You have to do at least 5% damage to a creature/NPC to get any XP

     

     

    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.

     

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

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

    [STRONG]Exploit Bug Fixes:[/STRONG]
    [LI]Can no longer /split containers in someone else's house
    [LI]Can no longer /loot someone else's kill
    [LI]Can no longer offer items on your vendor, and retain them in your inventory
    [LI]Can no longer /threatenshot forever to keep a creature from aggroing you
    [LI]Can no longer /show corpse to heal yourself and make yourself invulnerable
    [LI]Can no longer get multiple buildings with a single deed
    [LI]Can no longer get infinite experience with /scentmask
    [LI]Can no longer use /unarmedlunge to whack very hard creatures
    [LI]Tutorial: fixed newbie-skipped exploit which allowed players to start with double equipment
    [LI]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).
    [LI]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
    [LI]No more exploiting the bazaar for infinite money.
    [LI]Fixed: Surveying infinitely while sitting
    [LI]Can no longer kite an AI into water and sit on the edge of the shore while they swim and you kill them.
    [LI]Fixed: Characters named "bank" would get money when someone typed "/tip bank (money)". No more characters named "Bank" allowed.

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

    [STRONG]Art fixes:[/STRONG]
    [LI]Naboo Association Hall: fixed placement of painting in rear room.
    [LI]Naboo Theed Palace: fixed some minor art bugs
    [LI]Fixed mistyfalls environment map.
    [LI]Fixed flora poking through the theater in Kaadara.
    [LI]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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