Empire in Flames turns six months old tomorrow! Since we launched EiF a Friday Feature has been put together nearly every week! (except one, oops.) The staff and community has found over the past months that we’ve referred to these posts over and over and over! So now you have an archive of them to easily reference for personal use or to direct a new player to the information!
The Empire in Flames Heavy Weapons Revamp has arrived! Commandos everywhere are rejoicing, or should be! New Entertainers should rejoice too, lots of healing XP should be available soon, from all the damage! The weapons were created unique to EiF by our lead developer and project owner, Halyn. All of the weapons require newly designed munitions components,as well.
In addition, in keeping with EiF’s mission to value crafters and interdependency, the munitions components will require items from an Artisan.
The revamp brings in four categories of weapons:
Heavy Weapons (40 Uses)
Acid Stream Launcher (this one’s gonna hurt!)
Heavy Particle Beam Cannon (starts singing, “He Ain’t Heavy, He’s mah Particle Beam…)
Lightning Beam Cannon (Get out your Solar Eclipse glasses for this one folks! It’s Shiny!)
The much anticipated CLIENT PATCH arrives tomorrow! Patch notes follow down below. The brand spanking new EiF Launcher will be available to load up the patch, as well! Instructions will be available. I’m sure you will all be grateful I didn’t add my *squees* and *happy dances* throughout these notes, you’ll just have to guess at which ones are my favorites!
4 new player races:
New creature mounts have been introduced! Note that not all variants of a creature can necessarily be mounted – only the largest, toughest versions of some of these animals can carry a rider.
Greater Sludge Panthers
Entertainer Missions have been reworked using the new Fame system, which replaces the old Image Designer line in the Entertainer Profession. Entertainers with more fame can command higher payouts, particularly for gigs that require travel.
Fame-enhancing clothing and attachments will be coming at a future time.
Fame is not retroactive for already-established entertainers. The SWGEmu code that should force an update does not work, and we are investigating and will patch as soon as we have a solution.
Only a single entertainer mission can be taken at a time.
Munitions crafting has been re-added to the game. See the next Friday Feature to learn more about the Heavy Weapons revamp.
Weaponsmiths now have a number of new cores and components to craft to create heavy weapons.
Grenades, mines, and rocket launchers use explosive cores.
Flamethrowers and acid rifles use tanks.
Heavy beam weapons use capacitors.
Light lightning cannons use static cores.
Armor slicing has been re-added to the game.
Races that previously lacked customization now have basic morphs and palettes available, including:
The first stage of the GCW has been implemented. All planets participating in the GCW now have factional troops present. (See this Friday Feature!) Planetary control scripting is still in process and has not yet been enabled, but is coming soon.
Port Jato, an underworld-themed player hub, can now be visited via friendly smugglers who take cash in advance. These smugglers generally don’t like being found anywhere near law enforcement, but can likely be found at the watering hole of criminal-infested hives of scum and villainy.
Devaronians and Kel Dor no longer appear headless when wearing hats or hoods.
Paintings now have backs.
Cats can now swim.
Ubese armor jackets now correctly offer chest protection.
Two-strap bandoleers now use the correct color palette.
Up to six missions can be taken from a standard mission terminal.
BER rates on harvesters have been changed from pre-CU BER calculations to NGE BER calculations.