Archives for 2012

SWTOR: Rise of the Rakghouls announced

One month. That’s all it’s been since those with early game access on Day 1 started playing. It’s not a long time by any standards, but as shown with the two large patches already announced or implemented, Bioware aren’t backward in coming forward with updates.

That’s all chicken feed compared to the announcement that game update 1.1, called Rise of the Rakghouls, will be going live after next Tuesday’s maintenance downtime. The full patch notes are given below, but the bug ticket items are:

– a new level 50 Flashpoint called Kaon Under Siege
– the promised expansion to the Karagga’s Palace Operation, with four new bosses
– significant PvP changes with Ilum

We have some pics of Kaon Under Siege for you as well:

If you want a taste of Kaon Under Siege in action, have a look at this:

[Read more…]

Suggestion Box: Make Your Own Warzone

Another semi-summer weekend in the paradise that is the Oceanic region of the globe. It’s time for your input on the issues that matter in SWTOR and this week I thought I’d open up the suggestion box for dedicated and casual PvP’ers alike.

More specifically, let’s creative on Warzones: if you could create a Warzone for inclusion in the game, where would it be set and what would the gameplay mechanic be?

I personally want a speeder battle in an Endor-like forest, probably 5v5 or 10v10. Over to you – as always, the sky’s the limit so post away!

Slicing: no more Magic Money Machine

Bioware’s Damion Schubert has jumped into the debate over the Slicing skill and it’s financial returns. He’s pretty succinctly nailed the issue to the wall and unapologetically states things needed to change:

Let’s get the obvious thing out of the way – slicing was giving too much money, and this needed to be corrected. A bug snuck through launch that resulted in some lockboxes giving out far more cash than our magic spreadsheets said they were supposed to give. The end result was that our economy was getting flooded with credits, which risks causing massive inflation in the economy. Players were abandoning other crafting skills for slicing which was causing the problem to feed on itself. Economic issues are tricky – once you let the horse out of the barn, it’s pretty hard to coax it back in – and it’s important that the dev team jump on these issues as quickly as we can.

Once we corrected the issue, the math started to fall into line, which is to say the metrics of our economy started to match what we expected slicers to have. It’s important to note that, while slicing was always meant to be a little more casual, and less wedded to the other crafting skills than the other gathering skills, it was never meant to be a Magic Money Machine. Slicing is still profitable, I promise – the metrics are showing that slicers still do quite well – but it’s no longer profitable to the degree where you were a moron if you chose any other Crew Skill.

Are we done balancing? This being an MMO, you’re never done balancing, and we will continue to monitor Slicing and the other endgame skills to ensure they are fulfilling their stated purpose inside the game mechanics, useful to the players who choose them, and healthy contributors to the economy as a whole. It is not unlikely that all Crew Skills will get further adjustments once the game and economy has matured and metrics points out a strong need. Once this happens, I promise we’ll make a better effort to let players know the rationale of the changes we’re making as we’re making them.

It’s a bit hard to disagree with the approach if the data was showing an exodus to slicing as a skill. Do you agree?

A view from the ignoramus: the first 25 levels of SWTOR

Last night I hit Level 25 on my primary toon, a Jedi Sage. Although it’s just a number, it is the half-way point of my levelling (yes I know not time-wise but you know what I mean!). It got me to thinking about what I’ve found confusing or hard to understand over that time.

Even though I’ve lived and breathed SWTOR for the past couple of years, I’ve had a very purposeful approach when actually playing: I’ve taken the ‘ignoramus’ angle. What I mean by that is, I’ve not read up extensively on how other people play, nor have I read and tips guides etc. I’ve gone into the game to play it like any first timer would, albeit with an extensive WoW-playing history. It’s one of the reasons it’s taken me a lot longer than some to get to Level 25, with the others being that I’ve regularly stopping and admiring the scenery and I’m also listening to all dialogue.

So, it’s with this mindset that I’ve compiled a list of stuff that didn’t make sense to me initially. Hardcore players may laugh – that’s obviously your right, but this is for the more casual or newer SWTOR player with less MMO experience. And yes – I know there’s a codex, in-game help and the keyboard shortcuts guide if you bought a box copy – I ended up referring to these when I needed to. However, I don’t think I’m alone in wanting to mimise the time I spent reading text on how to play the game I should be playing.

And for the record: I can honestly say levelling up my Consular / Sage has been the most fun I’ve ever had in an MMO by far, so don’t see this as a negative attack on SWTOR more broadly.

With all that, onto my gripes:

Item modification

I’m not sure I’ll get a lot of agreement here but I find this as confusing as hell. You receive modification options dropped by enemies, others are provided as quest rewards and you can also buy them. So far that makes sense. It’s the actual process of making a modification that I found painful – right clicking on the modification just gives you the error message that the item can’t be equipped. I then realised you need to CTRL-right click on the item you want to modify, and select the mod from your inventory and drag it to the slot you want it in. It’s all a bit clunky really.

The other thing that continues to baffle me are modification stations. I’ve done zero homework on them, but they further muddy the modification waters and I’ve used them once I think.

Suggestions for improvement:
– right clicking on a modification opens your main window to start the process
– once this window is open, right clicking on the modification auto-installs it in the right slot

The Map

Overall I LOVE the SWTOR map that comes up when you press ‘M’ on your keyboard. It trashes the hell out of the WoW map. That said, I still find SWTOR a little confusing to get around. It took me at least a week after getting my ship at Level 18 to work out how to get back to it if I’d used my Fleet pass (each class has it’s own hangar where your ship is waiting, even if you didn’t use it to get there). I only realised by when I moused over a non-green Elevator icon on the Republic Fleet map. Also, working out where you are in the overall context of things is really only possible by using the Galaxy Map on your ship.

The other main gripe is the fact that you can only have one thing selected at any time on the map for viewing. I’m constantly switching between options, mostly between trainer, crew skills trainers and Quick Travel Points.

Suggestions for improvement:
– let me zoom out the map to see where I am in the wider scheme of things
– a portable galaxy map for those who get ships perhaps?
– a permanent Quick Travel option back to your ship
– allow multiple types of NPCs to be viewed on the map

Galactic Trade Market

This gripe is simple and related to the map issues described above. Finding a Galactic Trade Market kiosk isn’t obvious by any stretch of the imagination. In the first 25 levels I stumbled across a GTN once. If you switch on that view option in the map it’s easier but otherwise you really need to keep your eyes peeled. Sorry to mention WoW again, but the Auction Houses there stand out much better and tend to be the central feature of the large cities. Surely the only real option to engage in trade should be front and centre?

Suggestions for improvement:
– make the GTN more prominent
– allow GTN access from your ship

Run Like Hell

This one isn’t a huge gripe for me, but I know it is for a lot of other people. Because the worlds are so huge, I’ve seemed to spend a great deal of time walking and then running backwards and forwards. As a relatively experienced MMO player I was smart enough to understand the importance of picking up all the quests in an area and being as efficient as possible in handing them back in. Even so, I seemed to spend a lot of time running over the same territory. For me that was an opportunity to explore and I’m guessing that’s the intention. Once you have a vehicle it certainly get’s easier. The Quick Travel points are a godsend at times, although the 30-minute cool down prevents too much reliance on them for levelling.

Suggestions for improvement:
– allow vehicle access a little earlier than Level 25
– reduce cooldown on using Quick Travel points to 15 minutes

The Wrap-Up

After 25 levels of gameplay, I obviously have some whinges but none of them have stopped me enjoying the process a very great deal. Some harsher critics say SWTOR is half-baked – I couldn’t disagree more. For every time I’ve been frustrated by the issues above or even smaller stuff, there have been ten times I’ve been wowed by the look or feel of the game. That doesn’t mean things can’t improve and I have no doubt they will. Making those improvements will take a very good MMO to a potentially great one, and that can only make everyone happy.

Join The Gripe

Ok it’s your turn: what has annoyed you levelling and why? Post away in comments, it could make for an interesting discussion.

Oceanic Guild Spotlight: Reverence

If you’d like your guild spotlighted, just use our contact form to let us know. Or if you like, respond to the questions shown below and send them in – we love to profile guilds and the work they’re doing. The only requirement is that you’re an active oceanic guild. Please be patient if you don’t hear back from us immediately – we will only be spotlighting a guild every week or so.

Name of guild

Reverence

Guild website 

www.reverence.co

History of your guild’s name

Reverence was launched early 2012 as an Oceanic Guild for Australians and New Zealanders. We launched on the Wall of Light Server however have the intention of expanding the guild onto several other servers in the future.

The guild’s leadership team are all experienced MMO gamers with previous guild leadership experience and an aligned vision for the guild’s future!

Reverence is a people focused guild created to provide an environment where members can interact, share knowledge and work together on quests.

Just 2 weeks after launch the guild has sky-rocketed to over 200 active members and growing fast with an average of 30 members online at any one time.

What sort of guild do you intend on being?

Reverence is a guild aimed at steady progression through to end-game content. We are a tight-knit team that enjoys challenging ourselves, and pushing the boundaries to meet our goals and objectives.

The guild is not one person, or the officers, but rather the team of members as a whole. Members should conduct themselves with maturity and respect both inside and outside of guild affairs, as the actions reflect on the entire guild.

Every member is important, and helps to shape the future of the guild, and its success.

Why did you choose to be a part of the Republic? 

After careful consideration we decided that your typical republic member in general seemed to be more active and mature than the Sith. In essence we wanted the core membership base to be experienced gamers who are regularly online. This gives us a better opportunity to deliver on our long-term goals.

You have one minute to convince someone they should be in your guild – what would you say to them?

Reverence offers a friendly and social environment for members to share items, group together and achieve common goals. Being involved in our guild provides a greater level of emersion in the game and will be particularly useful when players require assistance completing some of the more challenging quests.

We have a high caliber of mature members that are always willing to lend a hand and a great leadership structure to ensure our standards and values are maintained and the guild’s community reputation remains strong.

What are your predictions for the first 6 months of the guild’s existence post-launch?

Initially we intend on establishing a cohesive and tight-knit membership base providing our core members an opportunity to get to know each other through our Mumble server and website.

Once the core guild foundations have been established we want to share our experience with the wider community by developing video and audio resources stored on our website. These resources will be designed to assist new players or guilds work through the different elements of SWTOR gameplay.

Our intention is to establish a strong reputation in the wider community and stand out as a recognised guild, which attracts like-minded individuals from outside the servers in which the guild resides.

End-game gear: changes on the horizon

Boy George - Sith(ish) Style

Emmanuel Lusinchi, SWTOR’s Technical Design Director, has provided some hope for those unhappy with the current state of end-game gear and item modifications:

The current situation with end game gear and item modifications isn’t final and, in fact, many community members like yourself have correctly guessed at what our plans to correct the current design are.

Since this is a fairly important issue to many players, let me disclose more details about what is currently in the work regarding purple items and mods:

– All partially moddable purple items will be made fully moddable again, allowing the removal of the armoring, hilt and barrel.

– The set bonus of end gear purples (PVP and PVE) will be transferable to custom items.

– Some item modifications will be restricted to a certain item type. For example, some item modifications will only fit on helmets, while other will only fit on chests, etc.

As usual, the caveats about unfinished work apply, but this should give you and the community a very good idea of our intentions. We are serious about making custom gear an entirely valid alternative to end game gear and we support the players’ ability to customize their appearance all the way to (and including) end game.

Being a certifiable fashion disaster myself, I’m not qualified to comment on how good/bad the gear looks, but it’s good to know increased customisation is on the way. Would love to hear from those already donning their end-game gear: what do you love/hate about it currently?

[Pic via Cheezburger.com]

Live action Star Wars TV series: more tantalising snippets

In the Star Wars Universe, nothing gets people more excited than the prospect of more live action Star Wars shenanigans. So the news that the long touted Star Wars TV series has at least a working title, is a small glimmer of hope. Star Wars: Underworld apparently has 50 scripts written, but production doesn’t appear anywhere near starting, thanks to the US TV ratings system.

That’s the view of the Producer of the Star Wars Prequels, Rick McCallum. He gave an interview with IGN, and you can also watch it right here:

I doubt I’m alone in drooling over 50+ episodes set in the time between Episode 3 and 4 of the movies. Anyone want to get a petition going or throw in some funding?

Server downtime – here’s what to do

In case you didn’t realise, it’s time for SWTOR’s regular scheduled maintenance downtime:

On 1/10, the servers and SWTOR.com will become unavailable for scheduled maintenance at 2AM CST (12AM PST/3AM EST/8AM GMT/9AM CET). Maintenance is scheduled to end at 8AM CST (6AM PST/9AM EST/2PM GMT/3PM CET). Patch 1.0.2d will be implemented during this downtime. To check the status of your server, visit the Server Status page.

Locally that means the game will be down:

AEDT: 7pm to 1am Tuesday night 10th January
NZDT: 11pm to 5am Tuesday night / Wednesday morning 10th/11th January

While you’re waiting for the servers to come back up, why not:

1. Read the 1.1 Patch notes for what’s coming up in the game

2. Read in-depth about every companion in-game

3. Download some cool SWTOR wallpapers for your PC or iPad

4. Give your 2-cents worth on where the official oceanic launch location should be

5. Listen to our latest Flash Point podcast

If none of that takes your fancy, tell us what you like to do during server downtime in comments!

Cool SWTOR wallpapers for PC and iPad

Looking for some SWTOR wallpapers for your device of choice? Then definitely check out the great work by Morie91 at deviantART.

There’s a downloadable set for both Republic and Empire, and they’re both mighty pretty and include an iPad 3 version – love your sense of humour Morie91!

Check out her gallery for all the great stuff she does.

If you’ve created some wallpapers of your own, pimp them in comments. I’ve installed the republic wallpaper on my trusty TOROZ laptop and it does look rather nice to say the least.

[via TORWars]

Sith Sunday: SWTOR in the News

Welcome to Sith Sunday, a roundup of SWTOR in the news. On a Sunday, we’ll be regularly bringing you the best from the web covering our favourite MMO. As always, if there’s an article you’ve found that you’d like to share, post it in comments. Here we go:

1. Massively: SWTOR is in the Guinness Book of Records for it’s more than 200,000 lines of recorded dialogue.

2. Leo over at Mos Eisley Radio is very disappointed with the Collector’s Edition.

3. Anthony at TORWars has an early review of SWTOR’s end-game content, which he currently gives a 6/10 rating for.

4. IGN have a very detailed review of SWTOR after playing for 160+ hours and have given it the big thumbs up with a 9/10 rating.

5. Sex in SWTOR: some people are obsessed with it based on the number of people who find TOROZ Googling ‘SWTOR Sex’, so for you we have this Youtube video, Romance and Love Making as a Male Jedi Consular:

See you next week!

Heavy Damage: Trooper Vanguard overview

This weeks it’s all about the Trooper Vanguard using the Shield Specialist tree. The Vanguard is a “ranged” tank according to Bioware, but in practice, it becomes very clear it’s a close range, almost melee tank. Now I’m not saying that the Vanguard isn’t capable of doing great damage or even pulling from range, only that once the conflict has begun you’re moving in close.

The Vanguard uses “Ammo” as its pacing mechanic. As with all classes you have abilities that cost, give, or are free of using your Ammo. From my experience with the Vanguard Tank, Ammo isn’t a hard resource to manage, easier than the Jedi Knight’s “Focus.” Also from my experience with the three Republic tanks, the Vanguard is VERY survivable, and one of the best tank classes I’ve played.

The Vanguard’s first companion is a DD or Damage Dealer. He’s also a Trooper, but specced as a Commando and he does excellent damage if equipped with some good gear. As with all Troopers, both the Vanguard and Commando use heavy armour, making Armormech a great crafting choice. Biochem is another great choice because you can craft reusable stims and Medpacks. Keeping your gear updated to your level is probably the most important thing you can do as a Vanguard, or any tank for that matter. Orange gear or “Artifact” gear is great for this, as you can just keep updating the armoring, mods, and enhancements, which you can do for nearly nothing if you save your commendations from each planet and use those to purchase your item mods – the same goes for weapons.

Now it’s time for some builds and some tactics – this is my build  as the 30/11. Using my build you’ll lose out on your top tier ability in the Shield Specialist tree, but gain “Gut”, a Kinetic/Bleed damaging close range ability. A Shield Vanguards Primer is a great guide to tanking with a Vanguard created by SWTOR forum member Anoiktos. Anoiktos lays out terms and rotations for both the 30/11 build and the 31/whatever builds. Here’s Anoiktos’s advice on tanking single and multiple targets:

Single Target:
Open with Storm.
Stock Strike > High Impact Bolt > Energy Blast. (Assuming 31 shield. If you’re 30 shield/11 Tactics, ignore the energy blast.) If you have excess energy, Ion Pulse is your best bet.

In addition to this, there’s a debuff priority list:
Static Field (Ion Pulse) > Gut DoT (Assuming 30/11. If not, ignore)

Multiple Target:
Open with Mortar Strike (if available), or Storm -> Explosive Surge (if not).

If any enemies are outside of easy AoE range, harpoon them now and on CD, prioritizing elites > strongs > weaks.

Now back up, and use Pulse Cannon (if up.) Otherwise mix Explosive Surge with stock strike and energy blast (if available) on CD, using hammer shot as filler and your taunt (Neural Jolt) to grab stray enemies. If you still have excess energy, try tab-gutting everything (if you have that skill) or adding more Explosive Surge to the mix.

Sticky Grenade can also be useful here, though I like to reserve it for its short hold on weak enemies that heal, and use it sparingly in AoE situations because its knockback makes subsequent AOE more difficult to pull off.

The debuff priority list is thus simple: Use Explosive Surge whenever the Static Field debuff is expiring.

Here’s a few builds that are worth a closer look:

Survival Tank – Submitted by Blackferne

Raid Tank – Submitted by darthuser3488

Here’s a couple variations of the 30/11 build set I spoke about above:

30/11 – Submitted by TyHalcyon

30/11 – Created by Yours Truly

Over to you: any tips you have on tanking as a Vanguard?

 

SWTOR Patch 1.1 live on public test server

I tell you what, I’m just about getting dizzy with the frequency of patch updates for SWTOR.

It’s a dizziness I’m more than happy to endure given it means an even better gameplay experience, and the announced Patch 1.1 certainly looks like it’ll deliver that.

Read on below for the full list of changes, but some of the biggies include:

– Level 50 players in their own Warzone bracket now
– The promised expanded Karagga’s Palace has four more bosses to take on
– A new level 50 Flashpoint, Kaon Under Siege is available
– Anti-aliasing now available for those that want to turn it on
– A number of changes / fixes for classes

Here’s the full list:
Star Wars: The Old Republic – Game Update 1.1

General

  • Anti-aliasing is now available and can be enabled in the preferences menu.

Classes and Combat
General

  • Healing caused by crowd control abilities no longer generates threat.
  • Tooltips for abilities modified by skill points now display correct damage values.

Guard

  • This ability now transfers to a new friendly target without requiring deactivation on the previous target.
  • Activating this ability while targeting a guarded or invalid target will still toggle the Guard ability off.
  • A distinct visual effect is now present on characters using Guard on another character, and another effect is now present on the guarded character if they leave Guard’s range.

Taunt

  • A new visual effect has been added to the user and the target of the Taunt ability for the duration of its effect.

Jedi Consular

  • Project: This ability no longer shakes the screen of onlookers.

Shadow

  • Battle Readiness: Now allows Combat Technique to trigger once every 3 seconds.
  • Combat Technique: Healing received through Combat Technique has been increased, scales properly at higher levels, and can only be triggered once every 4.5 seconds.
  • Slow Time: This ability’s damage has been increased by 15% and it now slows the movement speed of all affected targets.

Jedi Knight

  • Force Leap: This ability no longer functions on Portable Holo Dancers.

Sith Inquisitor
Assassin

  • Dark Charge: Healing received through Dark Charge has been increased, scales properly at higher levels, and can only be triggered once every 4.5 seconds.
  • Overcharge Saber: Now allows Dark Charge to trigger once every 3 seconds.
  • Wither: Damage has been increased by 15% and it now slows the movement speed of all affected targets.

Sith Warrior

  • Intercede: This ability no longer functions on Portable Holo Dancers.
  • Shatter: this ability’s tooltip now correctly reflects its damage; damage from this ability has not been adjusted.

Imperial Agent
Bug Fixes

  • Corrected an issue where activating cover, using Explosive Probe, and then using Snipe could cause Snipe to be interrupted.

Bounty Hunter
General

  • Incendiary Missile: This ability is no longer misclassified as an Area of Effect ability.

Companion Characters

General

  • C2-N2 and 2V-R8 no longer vocalize crafting commentary during combat.
  • The Carbonized Stream companion ability no longer breaks prematurely.

Companions
Kira Carsen

  • Fixed an issue that caused players to be unable to progress in Kira’s affection conversations. Players previously affected by this issue can now speak to Kira and progress normally.

Bug Fixes

  • Companions will now sell trash items when requested, regardless of group size.
  • Companion healing abilities no longer apply a permanent green effect on the character.
  • Fixed an issue that caused Companion Characters to sometimes have the incorrect appearance in cinematics.

Crew Skills
Bug Fixes

  • Corrected an issue that prevented recently completed Crew Skill missions from showing up in the next list of available missions.
  • Fixed a bug that could cause Crew Skills a character didn’t have to appear in the Crew Skills window.
  • Players can no longer loot harvesting nodes they do not have the appropriate Crew Skill for after a group member harvests (but does not loot) a node.

Flashpoints and Operations

General

  • A new level 50 Flashpoint, Kaon Under Siege, is now available for play in Normal and Hard Modes!
  • The Gav Daragon and the Ziost Shadow have been expanded to accommodate the Kaon Under Siege gateway.
  • The difficulty of some non-boss enemies in Flashpoints has been adjusted.
  • Enemies now drop credits more frequently in Flashpoints.

Flashpoints
Cademimu

  • General Ortol’s rocket fire damage no longer occurs when the rocket is not active.

The Black Talon

  • Some enemies in this Flashpoint are no longer invisible.

The Foundry

  • Corrected an issue that could cause the final boss to become stuck at 10% health.

The Battle of Ilum

  • Krel Thak’s Allied Weequay Pirates have had their toughness reduced in Hard Mode.

The False Emperor

  • The Sith Entity’s affliction ability now properly deals damage in Hard Mode.
  • HK-47 now has the correct amount of health in Normal Mode.

Operations
Eternity Vault

  • Players are now able to successfully loot the chest after defeating the Infernal Council.
  • Perimeter Defense Cannons have been re-tuned and have improved targeting behaviors.
  • Soa’s Mind Trap and Force Throw abilities no longer target the same player multiple times; they now target every player in the group once.
  • Ball lightning enemies summoned by Soa deal damage in a smaller radius.
  • The Annihilation Droid’s rocket burst attack no longer deals double damage in 16-player Operations.
  • Soa now summons fewer ball lightning enemies during the final round in 16-player Operations.

Karagga’s Palace

  • Four new bosses can now be battled by players in Karagga’s Palace!
  • Players no longer get stuck attempting to exit the Karagga’s Palace phase.

Bug Fixes
Flashpoints

  • Corrected an issue that prevented some enemy NPCs from spawning in Flashpoints.
  • The correct error message now displays when a player attempts to enter a different Flashpoint than the rest of the group.
  • Flashpoint gateways no longer display as orange in incorrect circumstances.
  • Fixed an issue that prevented Flashpoint difficulty from being set properly.
  • Fixed an issue that caused mapnotes directing players to some Flashpoints to not appear correctly.
  • Corrected map issues that made locating mission objectives on the Gav Daragon difficult.
  • Fixed an issue preventing some players from opening a chest after a boss fight if the group was previously defeated by the boss.

Items
General

  • An Item Modification Table has been added to the Supplies areas of the Republic and Imperial Fleets.

PvP

  • Battlemaster Gear Tokens have been converted into Battlemaster Commendations, which can be used to purchase any Battlemaster gear. This allows players to purchase any piece of gear instead of requiring them to purchase the piece indicated by the token.
  • Battlemaster Bags now contain Battlemaster Commendations instead of Battlemaster Gear Tokens. They still also contain Champion Commendations.

Missions and NPCs
General

  • All Bonus Series missions and their required missions can now be abandoned.
  • Certain Wampas on Hoth that were preying on lower-level characters have had their level reduced.

Missions
Imperial

  • Pressure Points: The Lerantha Lurker no longer engages players in combat before completing its spawn sequence.
  • Geroya be Haran: Objectives related to this mission now glow when selected.
  • In Cold Blood: Enemies that use Armor Piercing Cell during this mission no longer each stack a debuff on the player.
  • Shadow Spawn: The Sith Spawn no longer knocks players down for longer than intended.
  • Thuggish Behavior: Corrected an issue that could cause the player to remain stuck in combat during this mission. The required kills to complete this mission have been reduced.

Republic

  • Climbing the Ladder: A conversation related to this mission no longer ends prematurely.
  • Droid Clean Up: Corrected an issue that caused the bonus mission to persist in the player’s mission log.
  • The Summit: The difficulty of the encounter with Sidone has been reduced.
  • Vivicar Awaits: Lowered the amount of enemies that attack the player during the step “Find a Way Past the Force Field.”

NPCs

Bug Fixes

  • Jilcoln Cadera’s abilities now correctly take into account whether a player is immune from knockbacks.
  • The “Primal Destroyer” World Boss on Belsavis is now “Overwhelming” as intended.
  • The World Boss “The First” on Dromund Kaas no longer inhibits Bounty Hunter’s Rapid Shots, and Imperial Agents will no longer be knocked out of cover during combat with it.

PvP
General

  • The shuttle room in Dorn Base Command Center on Hoth is no longer considered contested territory.
  • Ka on Voss is now a PvP Sanctuary.

Warzones

  • Level 50 players now participate in their own Warzone bracket and will not be matched with lower-level players.

Ilum

  • The daily and weekly mission objectives in Ilum now require defeating enemy players and/or collecting armaments from the center objective.
  • Players now gain increased Valor from player kills in Ilum.
  • Players now gain increased bonus Valor for kills based on the number of objectives controlled by their faction.
  • Increased bonus Valor is now granted for player kills when defending an objective your faction owns.
  • A notification is now displayed when a player gains Valor.
  • Three new respawn points have been added for each faction.
  • Companions are now restricted from the PvP objective area on Ilum.
  • Notifications are now displayed when enemy players are close to an objective.

Bug Fixes
General

  • The scoreboard value for “Highest Protection Per Single Life” now functions correctly.
  • Players who have left a Warzone can no longer receive an MVP vote from teammates.
  • Your PvP status will now be toggled automatically upon leaving a PvP region.
  • Additional feedback is now provided when a player attempts to toggle their PvP flag.
  • The Bolster tooltip now more accurately represents the buff’s effects.

Huttball

  • Corrected a rare issue that could cause the Frogdogs to be declared the winner in a 0-0 match even if the Rotworms held the ball last.

Ilum

  • Mountable turrets in Ilum no longer deal damage to targets behind them or outside their range.
  • Turrets no longer immediately dismount the player after use.

UI
Maps

  • Fixed a bug that prevented the minimap title from displaying when loading into the game or refreshing the UI.
  • Corrected an issue that caused some mapnotes to disappear from the minimap when other mapnotes were updated.

Items

  • Item hyperlinks now display stats for crafted research items properly.
  • Item hyperlinks no longer display erroneous additional information relating to schematics when examined.
  • Attempting to place a non-mission item into the mission inventory now displays an error message.
  • Dragging equipment onto the character paper doll no longer prompts an item deletion notice. Items dragged to the paper doll are now equipped if possible.
  • Item set bonuses now appear on the tooltip when viewing an item on a vendor.
  • Items that can be modified now display with the correct loot color in the loot roll window.
  • Comparative tooltips now correctly display stat differences when mousing over items in the Crew Skills window.

Bug Fixes

  • Fixed the tooltip display for ability cooldowns over one hour in length.
  • The interface for splitting stacks of items now displays correctly.
  • Servers that are online now always display on top of servers that are offline in the Server Select screen.
  • Corrected a typographical error in the “Additional Commands” context menu option.
  • Players nearby a player who achieves a new Legacy level no longer receive the Legacy level-up notification.
  • Legacy name display preferences now persist when travelling between planets.
  • A new confirmation dialogue now appears when submitting spam reports in game.
  • Sorting now works correctly in the Guilds tab.

Miscellaneous Bug Fixes

  • The owner of a holocall conversation is no longer shown in the last frame of the cinematic.
  • The spacebar button is now recognized when a player presses it to progress after a loading screen even if the spacebar button has been re-bound.
  • Additional issues that could impact performance on Taris have been addressed.
  • Vanity pets can no longer be considered targets for any abilities.
  • Corrected an issue that could cause some preferences to reset to defaults upon area transitions.
  • An Aim Datacron on Ilum is now accessible and no longer repeats its initial cinematic once used.
  • A Datacron on Coruscant is no longer blocked by unintentional collision.

Over to you – anything missing you were hoping for this patch or is there something you’re particularly excited about?