Empire In Flames: GCW Patch, Part 2 – 9/30/2018

General

  • The Galactic Civil War invasions are live starting today. Senators and Councillors will begin voting on their first targets. The New Republic will stage the first attack.
  • After successful tests of the Invasion system, the behind the scenes pieces are in place to make this all work. So begins the open conflict between the Empire and the New Republic.
  • In case you missed the Invasion Tests, here’s what you need to know:
  • The Empire or the New Republic will invade a planet controlled by the opposition faction, and must flip control of each starport on the planet, via the same mechanism as a base bust – by performing terminal based mini-games for Commando, Smuggler, Bounty Hunter, Doctor, and Squad Leader. Defenders have statically placed turrets and the Attackers have player-controlled Combat Walkers.
  • Planetary control will impart the controlling faction with galactic bonuses, ranging from crafting bonuses to combat bonuses – details are in the GCW section below.
  • Planetary alignment has been reset to the default starting positions.

 

Items

  • Recolor has been disabled on Ubese Gloves and Bracers, Bounty Hunter Gloves, and RIS Gloves, as well as New Republic Marine Bracers and Gloves, as there are issues with the textures that prevent them from being recolored at this time. This is a planned future fix.
  • Recolor has been added to all the ‘battle damaged’ War Fame GCW armors – Stormtrooper, Scout Trooper, Assault Trooper, New Republic Marine, New Republic Battle, and New Republic Assault.
  • War Fame vendors have been added to Kuat and Mon Calamari – they only accept ‘War Fame’ which is earned through participation in Invasions. Check the vendors to see what items they contain!
  • Appearances have been fixed for a number of armors. New Republic armors will no longer have the Human Male appearance on females and other races.
  • Factional Armors have been enabled for Wookiees and Ithorians – Wookiees will equip Factional armors as invisible, while Ithorians will have a special armor appearance that will not be hooked up elsewhere. This also includes the Camo Factional armors that are yet to come.
  • Recolor has been fixed on all Mandalorian armor pieces.
  • The ‘Plain’ Furniture items have been added as a crafting option to the ‘Cheap’ Furniture items. See your local Architect to get a set.
  • Ithorians who have taken their quarterly PPG training will now be able to equip PSGs.

 

Combat:

  • A merge from SWGEmu had accidentally boosted player damage output by 50% – this has been reverted.
  • Droid healing modules have updated to allow Stim As through Stim Es to be equipped. This was previously restricted to Stim As only. Please note that your droid does not share your skill mods and will heal at the base value of the equipped stim.
  • Note: a change to implement a 15-second delay on calling any pet after combat has been discussed in Discord. This change is still planned but did not make this patch.

 

Travel

  • You can now purchase nonstop tickets to any planet. Nonstop tickets are calculated at premium prices.

 

GCW

  • Senate/Council elections have been slowed from a 6 day cycle to the planned 28 day cycle. Congratulations to our first New Republic Senators and Imperial Councilors!
  • Quartermasters with war fame rewards can be found in the Kuat and Mon Calamari starports.
  • The Imperial Council’s voting terminal has been added to the Star Destroyer on Kuat.
  • The Republic Senate’s voting terminal has been added to the underwater military HQ on Mon Calamari. Senators will need to speak with a New Republic pilot in the Mon Cal City starport to visit. Unauthorized personnel are not allowed.
  • Planetary bonuses have been implemented. Bonuses are scaled according to player rank and vary depending on planet. These bonuses affect multiple skills, including outdoors, combat, and crafting. Further bonuses will be implemented as new worlds are added.

 

PM HOTFIX

Customization

  • Resolved an issue where Zeltron females lost their recolor options.
  • Resolved an issue where Devaronian females lost their recolor options.
  • Resolved an issue where the ‘Figrin Dan’ jacket had lost its recolor options.

 

Items

  • Resolved an issue where a GCW War Fame sword schematic was not properly applying stats on final assembly.
  • Resolved an issue where all GCW War Fame rifle schematics were not properly applying stats on final assembly.
  • Fixed schematic name for the War Fame one-handed sword.

 

GCW

  • Set GCW Senate election times to 24 days as there is a limitation in Core3 that prevents times longer than this properly storing.

Empire In Flames: GCW Patch, Part 1 – 9/23/2018

General:

The Galactic Civil War launches today. After successful tests of the Invasion system, the behind the scenes pieces are in place to make this all work. So begins the open conflict between the Empire and the New Republic.

In case you missed the Invasion Tests, here’s what you need to know:

The Empire or the New Republic will invade a planet controlled by the opposition faction, and must flip control of each starport on the planet, via the same mechanism as a base bust – by performing terminal based mini-games for Commando, Smuggler, Bounty Hunter, Doctor, and Squad Leader. Defenders have statically placed turrets and the Attackers have player-controlled Combat Walkers.

Planetary control will impart the controlling faction with galactic bonuses, ranging from crafting bonuses to combat bonuses – details to be included in the next set of patch notes when the control bonuses are enabled.

Planetary alignment has been reset to the default starting positions.

Items:

Free recolor has been turned on for all armors.

Color palettes have been updated for all armors – please be aware this may change the existing color to something less desirable.

New Republic Assault, New Republic Battle, New Republic Marine, Imperial Stormtrooper, Imperial Scout Trooper, and Imperial Shock Trooper armor schematics have all been added to their respective Faction Recruiters.

The iconic Rebel weapon – the A280 is now available in a pistol, carbine, and rifle flavor from Faction Recruiters.

New Republic and Imperial themed City Halls are now available from Faction Recruiters.

Combat:

Unarmed Damage reworked to only apply the full bonus to unarmed (no weapons) – acts like other Melee Damage skill mods otherwise.

Melee Damage SEAs have been rendered useful – +25 will grant about a 5% increase in damage.

Heavy Weapon specials have been rebalanced to be faster and more accurate.

Starting weapon specials have been rebalanced to be more useful starting out, and less useful as you level and cap your weapon speed.

Politician:

Galactic Elections have been enabled – Imperial Politicians with Martial Policy IV and New Republic Politicians with Civic Policy IV can run for Senator or Councilor and shape the direction of the upcoming Galactic Civil War. The first election cycle will be accelerated to a seven day cycle to allow Senators/Councilors to be in place before the next patch when Invasions will be enabled. After the next patch it will go to a twenty-eight day cycle.

A new civic structure, the Voting Center, is now available. Cities of Rank 2 or higher can place it to allow voting in Senate/Council elections. The Voting Center can be crafted by architects.

 

Planets:

The planets of Chandrila, Coruscant, Kuat, and Mon Calamari have been added.

Chandrila and Kuat have a full set of new creatures, some of which are creature handler tamable.

Chandrila and Kuat have a full set of new resources.

Coruscant and Mon Calamari are visitable locations but do not have creatures or resources available. Mon Calamari in particular is very much a work in progress and will have substantial updates in an upcoming patch.

The travel map has been updated. The new map includes planets that are not currently available on the live server. Travel routes currently bypass inactive planets.

SWGEmu:

The Empire in Flames codebase has been updated with the latest SWGEmu code. Check SWGEmu’s patches for the last three months to check for functionality changes/bug fixes.

Patch Notes – 3/19/18

Due to unexpected circumstances, we patched early this morning, and as a result a few things haven’t made it in. We’ll have a follow-up patch later this week.

Armorsmithing
*Armor can now accept armor attachments. These need to be crafted into the armor at final assembly (e.g. when a fully-crafted armor core is inserted into the final armor appearance piece).
*Armor can accept one attachment per piece.

Attachments
*Armor and clothing attachments now display their stat modifier in the name of the attachment itself. This change is retroactive, but attachments listed on vendors must be pulled into inventory before they will update with the new name.

Bioengineer
*Bioengineered pets have gotten a substantial boost. Talk to your local BE and see what she can do for you!

Bounty Hunter
*High-end bounty hunting missions can now drop schematics for bounty hunter armor pieces.
*High-end bounty missions now have a smaller chance of dropping junk.

Cloning
*Cloning no longer requires a load screen. (Note that this function is in testing and may be reverted if problems arise.)
*Factional cloning implemented for invasions. Defenders will be able to clone at a city’s cloners. Attackers can only clone at base camps.
*City cloners will revert to neutral status after invasions end.
*Cloning at a factional cloner always incurs wounds.
*Neutral players may clone at a factional cloner, but will incur wounds.
*Triple-incap death from a player no longer incurs decay.
*Death from a factional NPC while overt no longer incurs decay.

Combat Walkers
*Combat walkers can now only be controlled by correctly factioned players.
*Combat walkers now protect their pilots from incoming damage.
*Combat walkers can now only target enemies in front of them.
*Combat walkers no longer move or shoot without a pilot.
*Combat walkers now automatically dismount the pilot upon destruction.
*Combat walkers no longer use the rifleman speed modifier to calculate time between shots.

GCW
*Players can now use /requestLeave to set their factional status back to “On Leave” without talking to a recruiter. The time necessary to go to on leave status is dependent upon the player’s factional rank, with higher ranks taking longer to go on leave.

Items
*Rotate left/right commands now work as before (in addition to the improved yaw/pitch/roll commands).
*Rotate left/right on the radial menu is again functional.
*Picking up an object now resets its rotation. (No more dropping items under the floor!)
*Added lootable items and schematics for previously unattainable decorative items.
(Note: lootable items are not yet in the loot tables, but will be very soon.)
*Flash speeders and flash speeder deeds are again no-trade.
*New flash speeders can be claimed with the /flashspeeder command, for the cost of 20,000 credits. (Republic credits will be fine.)
*Weapon decay has been increased. Decay for carbines and rifles has been rebalanced.

NPCs
*NPC resists rebalance is approximately 50% complete. Please provide feedback on new resists to Anishor.

Pets
*Players can now use the /rattle command to speak on behalf of their pets! By targeting a pet and using /rattle followed by text, a player can make their pets speak whatever they’d like. This function is currently restricted to droids and NPC followers.
*Admin characters can now use the /rattle command to cause any creature object in the game to speak.

Smuggler
*Armor effectiveness slice has been adjusted to allow a slightly higher cap.

Travel
*On-planet travel no longer requires a load screen. (Note that this function is in testing and may be reverted if problems arise.)
*Newsnet terminals in starports now have additional functionality. The information on the terminals is updated realtime from the website. Check the terminals for patch notes, GCW headlines, and information on upcoming events!

Patch Notes – 11/17/17

Additions

  • As per popular request, the Tatooine Tavern is now available. It can be crafted as a third option on the Player Tatooine Cantina schematic.
  • Added Dathomiri Player City Hall. This city hall has additional functionality, including a guild terminal and cloning point. The cloner can only be used when the city has been registered with the planetary map. The Dathomiri Player City Hall is slightly more expensive to maintain than a standard player city hall.
  • Added new Dathomiri shuttleport & garage.
  • Added new housing options for Dathomiri city: Nightsister and Dantooine huts from the NGE, the Yoda House from the NGE, and two small cave structures from beta.
  • All Dathomiri structures are acquirable only from a dev; speak to Halyn for details.
  • New shuttles – certain starports are now serviced by a YT-2000 freighter, while Tatooine shuttles are now more appropriately older and shabbier. If you have a player city and prefer the traditional shuttle, no change is required. If you prefer the new, “old” shuttle, simply re-drop your shuttleport.
  • New starport added to Lok.

Changes/Fixes

  • Musician XP gains have been doubled.
  • XP requirements for musician and dancer have been leveled out.
  • XP requirements for the bounty hunter investigation line have been decreased.
  • Novice rifleman XP bug has been fixed.

Balance Changes

A note from Halyn and Anishor: Combat balance is a moving target that responds to players finding unexpectedly powerful combinations & ideas on paper not working out in practice. All changes below are subject to change in either case, and we love hearing feedback on the subject. Please direct your feedback to Anishor, who is the lead on combat balance, whether you find some things too weak or find a super-powerful combination.

  • Time to transfer weapons in combat has been reduced!

State Attacks

  • Skill set special abilities that purpose is to primarily apply a state such as blind, knockdown, dizzy, have had  their damage reduced, the chance to apply the special increased, and the speed delay reduced ( made faster ).
  • Special abilities that do both damage and apply a state have not had their damage or delay changed and only a slight increase in
    in the chance to apply.
  • This was done for the upcoming changes to skill sets and their state defences.

State Defenses:

  • State Defenses have been redistrubted across all skill sets.

Primary Defenses:

  • Melee and Ranged Defense values have been updated on several skill sets.

Center of Being:

  • Reduces a player’s outgoing damage by 25%
  • Increases toughness by Efficacy / 3
  • Can no longer be used while Berserk

Berserk:

  • Can no longer be used while Center of Being is active
  • Increases outgoing damage by 20%
  • Increased the primary defense reduction
  • Secondary Defense will not fire while in berserk state

Bleeds:

  • Bleeds have had their tick interval reduced from 20 seconds per tick to 4 seconds per tick.
  • Damage and length have been updated to match this new interval.
  • Fencer has been refocused toward creating bleeds.

Skill Set changes (state special changes not listed)

Rifleman:

  • Taking cover now reduces damage from ranged sources by 20%
  • Increased DPS of Suprise Shot, this shot acts like a sniper’s attack. Very damaging but very long cooldown.
  • Increased the DPS of Headshot 1-3
  • Increased the DPS of conceal Shot
  • Removed the AOE Cone from Strakeshot 2.
  • Headshot 1 now in Novice box.

Carbineer:

  • Burst Shot 2 Increased DPS, Removed Cone AoE
  • Leg Shot 1-3 Targets Health instead of Action, use Action Shot to target Action pool directly
  • Surpressive Fire 1 now in novice box.

Pistoleer:

  • Increased the damage modifier of body shot 3

Fencer:

  • Reduced the initial damage of 1-H Melee Hit 1, added chance to apply bleed to the pool of attack.
  • Reduced the initial damage of 1-H Melee Hit 2, added chance to apply bleed to the pool of attack, removed chance to dizzy and blind.
  • Reduced the initial damage of 1-H Melee Hit 3, removed chance to dizzy and blind.
  • 1-H Body Hit 1 Added chance for health bleed
  • 1-H Body Hit 2 Added chance for health bleed
  • 1-H Body Hit 3 Added chance for health bleed
  • 1-H Scatter Hit 1 Added chance for bleed on attack pool
  • 1-H Scatter Hit 2 Added chance for bleed on attack pool
  • Reduced AOE range of 1-H Melee Spin 1 to 8m, added chance to bleed
  • Reduced AOE range of 1-H Melee Spin 2 to 8m, added chance to bleed

Swordsmen:

  • 2-H Melee Area 1 Added chance to intimidate
  • 2-H Melee Area 2 Added chance to intimidate
  • 2-H Melee Area 3 Added chance to intimidate
  • 2-H Melee Hit 1 Added chance to intimidate
  • 2-H Melee Hit 2 Added chance to intimidate
  • 2-H Melee Hit 3, Increased dps (decrease in damage multiplier with larger decrease to delay.) decreased the action cost, added chance to intimidate
  • 2-H Melee Spin 1,2 : Increase DPS, reduced range of AOE to 8m
  • 2-H Sweep 1 : AoE range of 8m, chance to lower posture. Reduced Damage
  • 2-H Sweep 2 : AoE range of 8m, chance to knockdown. Reduced the damage ( less chance than pikeman to knockdown )
  • 2-H Head Hit 1-3: Target Health pool instead of Mind.

Polearm:

  • Polearm Area 2 has been brought back from the void, now in your master box.
  • Polearm Area 1 Decreased Delay, Decreased Action Cost, increased Range to 18m added chance to dizzy and stun.
  • Polearm Area 2 Decreased Delay, Decreased Action Cost, increased Range to 18m added chance to dizzy and stun.
  • Polearm Hit 1 – Removed chance to lower posture, added chance to stun.
  • Polearm Hit 2 – Removed chance to lower posture, added chance to stun.
  • Polearm Hit 3 – Removed chance to lower posture, added chance to stun and dizzy.
  • Polearm Spin 1,2 : Increase DPS, reduced range of AOE to 8m, Reduced Action Cost
  • Polearm Sweep 1 : AoE range of 16m, chance to lower posture. Reduced Damage and reduced the delay
  • Polearm Sweep 2 : AoE range of 16m, chance to knockdown. Reduced the damage and reduced the delay
  • Leg Hit 1-3: Targets Health instead of action pool

Tera Kasi:

  • Unarmed Spin 1,2 : Reduced range of AOE to 8m
  • Unarmed Combo 2: Reduced speed delay
  • Unarmed Hit 3: Increased DPS slightly (Reduced Initial Damage, Decreased Delay)

Doctor Buffs:

  • Enchance Packs have had their power increased. Health and Action Packs have higher power than their secondary pools.
  • The forumula for EiF Buff Result Value : Heal Power of Pack x Environment x [[(100 + Wound Treatment Skill + Bivoli + BE modded clothes) / 100] x Med City Bonus] / 5
  • Janta Blood : Reduced power, signifigantly increased use count.

Patch Notes – 10/21/17

On the morning of 10/21/17, the server will be coming down for a patch. Make sure you shut down completely and relaunch the launcher to get the latest patch.

  • Backend reorganization.
  • Added new items that are not yet player acquirable.
  • Added new structures that are not yet player acquirable.
  • Added two new planets that are not yet player reachable. (Chandrila and Coruscant)
  • Added new backpacks that are not yet player acquirable.
  • Added new weapons that are not yet player acquirable.
  • Added new armor that is not yet player acquirable.
  • Sensing a pattern yet?