Below you’ll find an index of all of our Friday Features over the years. There is a wealth of great information, so be sure to take a look!
Today’s Friday Feature showcases a write-up by community member Gin’bilu’alelu about the Smuggler Profession. Learn tips, tricks, and more! Thank you, Bill!
Quick with a joke, but quicker with a blaster.
Taking the jobs and the risks that the others won’t.
Star Wars-y and iconic.
Smugglers are as integral to the Star Wars galaxy as the Jedi Knights and X-Wing pilots are. After all, it was not Ben Kenobi that made the Kessel Run in twelve parsecs, nor was it Princess Leia that conned her way into ownership of Cloud City. But take heed as you begin your journey into scum and villainy, newcomer; even the best Smugglers get boarded sometimes. And when that day comes, you had best be ready.
Here are the notes for the patch released on 07/07/07.
- Enabled Empire Day for 2022. Participate in four different activities:
- Posters – Either put up or tear down propaganda posters for your faction. –Racing – race a speederbike across Endor.
- PvE – attack or defend an Ewok village during a stormtrooper raid.
- PvP – recover protocol droids with sensitive information from an Ewok village. Beware – the Ewoks will not like someone taking away their god.
- Updated Empire Day vendors.
Character Skill Updates
- The unused spice crafting line has been replaced by the scattergun line.
- Newly-created smugglers will get an introductory CR-1 scattergun.
- Scatterguns have five specials.
- /chokeShot – A high damage, narrow cone attack.
- /gutShot – a bleed cone attack.
- /overheatShot – a fire cone attack.
- /sweepShot – a broad, high-damage cone attack.
- /breachShot – an attack to cause a defender to break armor.
- All scatterguns use the dodge secondary defense type.
- Commando disposable heavy weapons will now cause armor breaks against specific damage types.
- Added CR-1 schematic to master weaponsmith.
- Fixed some general appearance issues with several wearables.
- Disabled the tutorial due to occasional server crashes.
- Updated the new player selectable planets to disable JtL selections.
- Fixed player-to-player holocomm to accurately reflect player moods.
- Fixed droid trap modules to be available to rangers again.
- Adjusted maximum hitpoints of several types of armor. (Demiurge)
- Fixed missing combat spam.
- Merged upstream SWGEmu code.
- Added scattergun schematics to the war fame vendors.
Schisms of the Force: Dev Q&A
Schisms of the Force was the highly anticipated update many moons in the making that debuted on May 4th, 2021, and brought the long-awaited Jedi profession to Empire in Flames. Since then, players – both new and returning – have had the opportunity to embark on the journey to becoming a Jedi and choose the path of light, dark, or somewhere in-between. As is the norm here on EiF however, the process to become a Jedi was new, different, and the profession itself differs from what someone might remember from Live. The secrets of the unlock and progression journey were also kept a complete secret to everyone but Lead Developer Halyn. After weeks of community trial and error, exploration, and crazy theory crafting, the first Master Jedi entered EiF on June 3rd but much of the intricacies of the profession, and what it took to being released, were as yet unknown. In this iteration of the Friday Feature, we got a more in-depth look behind the scenes with developers Halyn, Anishor, Abi, and Demiurge, and learned just what went into the making of Schisms of the Force, and what players can expect to see in the future. For those of you that have not completed the unlock process and want to maintain the mystery, be aware that there are significant spoilers ahead. If not, read on!
EiF Patch Notes – 06/15/2021
- Jedi specials now are all interrupted by being knocked down. No offensive or defensive powers will work while KD.
- Jedi specials should now be usable while berserk.
- Krayt pearl drops have been reworked. Various krayt dragons will drop different levels of pearls. The overall chance of looting a pearl has been improved. (Demiurge)
- Typo fixed in the Maul’s Vengeance crystal name.
- Faction recruiters now have special Jedi loot. Master Jedi can talk to a faction recruiter – in person, not via holocomm – to access this special trove of relics.
- Warfame vendors now have special Jedi loot. Master Jedi can talk to their factions’ quartermaster to access a special selection of Jedi goods.
- Staff note from Demiurge – the warfame vendors’ pristine crystal purchase is potentially the best power crystal available in the game, with stats guaranteed to be high-end – however, there is no guarantee the crystal you receive will have the selection of stats you want. Purchase at your own risk.
- Staff note from Halyn – we’re still looking into some issues with dark-side powers. This won’t be the last Jedi-related balance patch.
- Tweaked 2-hand head hit 3, 2-hand spin attack 2, and polearm leg hit 3. (Demiurge)
- Norulac Raiders on Taanab are no longer vulnerable to lightsabers.
- New login screen. (Abi)
- New, much-improved and more stable animation added for holocomm and holocron. (Wefi and Borrie BoBaka)
- Backend stability tweaks.
- RIS chestplate now has additional hitpoints on newly-crafted armor. (Demiurge)
- Clothing and armor slot selection has been overhauled.
- Items whose slot descriptors have changed will be unequipped when you log in to prevent pre-nerf and bug issues.
- In general, clothes are worn close to the skin. Armor is worn over clothes. A jacket, robe, vest, or cape can be worn over armor.
- Armor boots cannot be worn with cloth boots.
- Armor gloves cannot be worn with cloth gloves.
- Armor leggings can be worn with pants or skirts.
- Open-face helmets will allow you to equip eyewear
- Wookiee and Ithorian wearables have not been touched with this update. Once the EiF team has worked out any remaining issues with wearables for regular races, Halyn will do a pass on Wookiees and Ithorians as well.
- Occlusion has been reworked. In general, an item at a higher occlusion level will “obscure” an item at a lower occlusion level, to the extent SOE built the art to be occluded.
- General occlusion levels are as follows:
0 – skin
1 – concealable armor (not yet available – coming soon)
2 – pants, shirts, cloth bodysuits
3 – armor bodysuits
4 – footwear, vests
5 – skirts, dresses
6 – armor
7 – jackets & robes
- *The #solicitedfeedback channel will be used for all feedback on occlusion issues, including bugs for wearability. The EiF team has altered some 2000 files for this project, and some adjustments will likely be required.