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Author Topic: Patch Notes for 1.2  (Read 9637 times)

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Patch Notes for 1.2
« on: March 16, 2012, 11:41:02 pm »
Warning...this is pretty massive. A LOT of changes, but worth going through:

http://www.swtor.com/test-center/patchnotes

Quote

Game Update 1.2 PTS Patch Notes

3/16/2012
The patch notes published for the Public Test Server are not final and are subject to change. Currently, only English notes are available, but French and German versions will be published when they are available.

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.
Ranked Warzones are here! Players can now queue up and participate in PvP matchups to rank themselves against the competition.
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 Nightmare Lands region on Voss.
Players can now leave comments on entries in their Friends List in the Social Window.
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.
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 (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.
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.
Master Strike can no longer be interrupted.
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.
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 Forceclap, a new passive ability granted at level 10 that causes Force Leap to stun the target for 2 seconds. This effect cannot occur more than once every 12 seconds.
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 now located in Tier 6 of the Vigilance skill tree.
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.
Intimidating Roar no longer costs Rage to activate.
Ravage can no longer be interrupted.
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.
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.
Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.
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.
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 Crash, a new passive ability granted at level 10 that causes Force Charge to stun the target for 2 seconds. This effect cannot occur more than once every 12 seconds.
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 now located in Tier 6 of the Vengeance skill tree.
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 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.
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.
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.
The Force in Balance no longer heals the caster if no targets are hit.
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.
The 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.
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)
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.
The Force in Balance no longer heals the caster if no targets are hit.
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)
The Force in Balance 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.
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.
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.
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 "grunt" 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.
Imperial Agent

General
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 "grunt 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.
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.
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 change 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.
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.
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.
Arsenal
Barrage: the chance to trigger this effect has been increased significantly.
Heatseeker Missiles' damage output has been increased by approximately 10%.
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).
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 Absorb 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.
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.
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).
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%.
Grav Round has been rebalanced. 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 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.
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.
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."
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.
Crafting Skills

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.
Reverse Engineering
Players may now reverse engineer many endgame items to research schematics for items and mods. Tier 2 (new) endgame items can be reverse engineered, and players have a chance to learn how to craft these items up on 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 Tier 2 items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Tier 2 endgame items.
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.
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.
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

Mission Discovery items now indicate that they can only be used once.
Diplomacy
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.
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. Access is removed upon completing the [FLASHPOINT] mission.
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.
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.
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 increased significantly.
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.
Taral V
Corrected a Jungle Lurker encounter that appeared in the wrong area in Hard Mode.
The Battle of Ilum
Players can no longer be bombed while inside a bunker.
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 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 has been altered slightly in function.
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).
The False Emperor
An issue that could prevent HK-47 from spawning correctly has been resolved.
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.
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%.
Modifications

Players can now remove Armoring modifications from items with set bonuses 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.
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 modi

Offline Fuse

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Re: Patch Notes for 1.2
« Reply #1 on: March 16, 2012, 11:55:03 pm »
Was just about to post this.... some REALLY interesting things here.
For my other PvP fanatics, here's my favorite highlights.

Alderrann
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.

Voidstar
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.

Illum
The Battle of Ilum daily and weekly mission have been removed from the game.

Offline Ademaro

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Re: Patch Notes for 1.2
« Reply #2 on: March 16, 2012, 11:57:16 pm »
Holy wall of text batman sexxxxxxxy

Offline Sared

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Re: Patch Notes for 1.2
« Reply #3 on: March 17, 2012, 12:29:47 am »
Good news: Scoundrel healing isn't as boned as I thought it was, but still meh. Also the 'adjustments' to Scrapper shouldn't bother my DPS much.

Bad news: the 'adjustments' are a pile of steaming donuts that don't really change anything, just re-arranges a whole bunch of shit.

Conclusion: someone is making a temp in accounting do all the 'adjustments', because they clearly don't know what they are doing.

Offline Anamodiel

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Re: Patch Notes for 1.2
« Reply #4 on: March 17, 2012, 08:53:33 am »
RIP Sage Healing.


...And we will strike down upon those of Darkness, with great vengeance and Furious Anger, those who attempt to poison and destroy my brothers.

Offline ZephixLeer (Zephic)

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Re: Patch Notes for 1.2
« Reply #5 on: March 17, 2012, 09:18:16 am »
I think the sage nerf is easily worked around by standing in your own healing circle isn't it?

From what I gather, the sage healing was changed to prevent infinite force, which used to be the case. Now you hurt yourself more or something right? So PVP it may in fact be more difficult, but in PVE you just stand in your own healing circle, right? Or did they do something else to sages I didn't understand?

I feel for you either way. I'm crying pretty hard about my combat medic right now. They totally nerfed our rotation to the point of cutting our healing back by, educated guess, about 2/3rds of where it was. That's if we pop all of our cooldowns and conserve ammo properly too. Get too low now and we can't come back from a high damage situation. We also didn't get the buff we were told we'd get for AoE healing. They literally handed us 1 additional target to kolto bomb for a grand total of 4 targets and the same radius. So, we still won't be effective in operations for AoE healing at all and now we won't be able to afford the ammo to top other people off. We're essentially being placed into a main tank healer role with some pretty harsh penalties for trying to do more than that. Before, we could at least manage the higher damage situations and heal multiple party members when the need  came up. Now we're useless if we get low on ammo in a situation like that.

Offline ZephixLeer (Zephic)

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Re: Patch Notes for 1.2
« Reply #6 on: March 17, 2012, 09:26:01 am »
They REALLY need character transfers to the PTS before releasing 1.2

I'd love to test out my combat medic in end-game operations with the new changes so that I can provide some hard numbers before it hits live. There's no way I'm leveling to 50 to do that before or after 1.2. :/

Offline Strod

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Patch Notes for 1.2
« Reply #7 on: March 17, 2012, 10:42:44 am »
It will be interesting to see how healing will be dealt with now. I will admit, Seer healing was a bit LAWL I'm healing. This should put us more in scope with other classes some what.

If anything this will force people to be even more attentive to the environmental dangers and not rely on the OP heals Ana and I can put out. I'll be honest, healing currently as a Sage is a part time job in a full time job position. It's a cake walk atm.


Furious since 2006.

Offline Tbone

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Patch Notes for 1.2
« Reply #8 on: March 17, 2012, 12:20:55 pm »
Sentinel got some love! :)

Offline ZephixLeer (Zephic)

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Patch Notes for 1.2
« Reply #9 on: March 17, 2012, 12:36:11 pm »
Yeah, I saw that. Congrats on being one of the few. lol :)

Offline Rezinar

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Re: Patch Notes for 1.2
« Reply #10 on: March 17, 2012, 01:48:03 pm »
Quote from: "Anamodiel"
RIP Sage Healing.


Insert Sages into the Paladin slot here...

[/img]

Offline Ratio

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Re: Patch Notes for 1.2
« Reply #11 on: March 17, 2012, 02:25:16 pm »

Offline Fuse

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Re: Patch Notes for 1.2
« Reply #12 on: March 17, 2012, 02:49:54 pm »
For my fellow shadows here's all the important updates you need to know about class changes...


-Artifice will have new Shield schematics.


That's all. Yeah, no shit, we're already the perfect class apparently.

Offline Fuse

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Re: Patch Notes for 1.2
« Reply #13 on: March 17, 2012, 02:51:58 pm »
Quote from: "Ratio"
New tier armor models:

http://dulfy.net/2012/03/17/1-2-new-armor-models/


I can see why some people are complaining about these models, but I welcome them. I'll be happy to not wear a robe.

Offline Sared

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Re: Patch Notes for 1.2
« Reply #14 on: March 17, 2012, 03:23:24 pm »
I'm okay with the PVE set and hat.



The PVP hat however...


 

 

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