EiF Patch notes 08/28/2021 

Patch notes 08/28/2021 

The one with a lot of bug fixes
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Fixes

  • Airspeeders should now correctly have high-altitude hovering.
  • Fixed broken base alarm appearances.
  • Equipping jackets or armor should no longer cause belts and bandoleers to hoola-hoop.
  • Removed hair appearance from character creation that shouldn’t have been allowed.
  • Fixed Chiss poacher backpack appearance.
  • Added a couple of missing Jedi strings.
  • Login UI now shows “LOGIN” and “EXIT” instead of “EXIT” and “BACK”.
  • Fixed an issue with battle-damaged assault armor chestplates.
  • Fixed a broadcast issue which required leading spaces on sent messages. (Not all such messages have been fixed yet to remove the leading space.)
  • Multipassenger tweak for more stability.
  • Fixed small memory leak.
  • Fixed weapon crate types.
  • Fixed weapon component crate types.
  • Fixed munition crate types.
  • Fixed armor subcomponent crate types.
  • Fixed armor crate types.
  • Junkshops can now be used for buffs. (Abi)

General

  • Guilds can now use numbers in their names.
  • Firing a cannon while piloting a walker now puts the pilot in combat.
  • /holster can now be bound. New players (or players who reset their control map) will have it automatically bound.

EiF Patch Notes – 07/01/2021

Empire Day

  • Empire Day will be live starting on 07/01 and will run through the month of July! New Republic players should report to Hanna City for duty; Imperial players will want to visit Kuat City for orders.
    • PvP event: Speak to your faction’s special forces coordinator to get a holocomm contact. Use your /holocomm to queue up for battle. Retrieve more droids than your enemy from hostile Ewoks to win.
    • PvE event: Speak to your faction’s Defense or Assault Coordinator to get a mission to defend an Ewok village or mercilessly slaughter the primitives.
    • Non-combat event: Speak to your faction’s propaganda officer to get a mission to either plaster a city with propaganda or deface the enemy’s propaganda posters.
    • Racing event: Either travel to the Endor smuggler outpost or speak to your faction’s event coordinator to instantly travel there. Race speederbikes through Endor on a time trial to earn tokens.
  • New prizes are available this year, including speeders, weapons, and decoratives.

General

  • EiF has updated its code base to the latest SWGEmu development code. Some bugs may occur. Please report issues in #bugreports on Discord.
  • /holster has been added to EiF. It will move an equipped weapon to your holster slot, or move a holstered weapon to your hand. By default, a holstered weapon will always force an equipped weapon out of hand.
  • /holocomm now automatically holsters an equipped weapon.
  • Starport ships will no longer show posture changes in the combat tab.
  • Reflective shaders have been updated to be shinier. (Courtesy Borrie)
  • Water shaders have been improved. (Courtesy Borrie)
  • Fixed a number of outstanding clothing occlusion issues.
  • The Duros Jedi NPC has arms again.

Combat 

  • ForceLightningCone1 has had its cost adjusted to allow a full-light Jedi to cast it.
  • Force Choke will no longer hang in the queue if an error occurs.
  • Force Choke will now properly use kinetic damage when checking for PSG resists.
  • EyeShot can now be used while berserk.
  • Min accuracy crystals will now properly apply their stats to the lightsaber.

EiF Patch Notes – 06/15/2021

EiF Patch Notes – 06/15/2021

Jedi

  • 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.

Combat

  • 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.

UI

  • New login screen. (Abi)
  • New, much-improved and more stable animation added for holocomm and holocron. (Wefi and Borrie BoBaka)
  • Backend stability tweaks.

Wearables Overhaul

  • 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.

EiF Armor Crafting 101

In today’s feature, we bring you a very in-depth write-up on armorsmithing by the illustrious armor crafter Demiurge. In this article, Demi outlines what it takes to be a successful armorsmith on Empire in Flames as well as give insight into the changed systems you’ll find, some best practices, and tools of the trade to help any aspiring crafters become the best they can be and in his words, “knock him off of his pedestal”. Thank you, Demiurge!

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EiF Armor Crafting 101

Artwork courtesy of AgentOrangeJuice

Introduction

The purpose of this guide is to explain how armor crafting works on EiF and demonstrate how it is different from any other server you might have played on.  I intend to explain every important aspect and consideration in order to teach you how to craft armor with the exact same stats that I am able to currently make.  I have been making armor continuously on our server for the last three years.  In that time, due to the among of sheer work I’ve put into it, I believe I have become the dominant armor crafter here.  I hope to teach and inspire you to be able to match what I am capable of, and ultimately to surpass me.

For those of you who have experience crafting armor on any other SWG server, a good bit of this will be familiar or previously understood the content.  But what makes armor different on EiF is the usage of armor cores.  The purpose of an armor core is to allow all types of armor to be of similar or equal stats.  A core consists of up to three armor segments, with each segment containing zero to nine armor layers.  Armor on EiF requires one to five armor cores, depending on the armor type.  This means that, unlike other servers where specific segment types are required for its corresponding armor type (composite or advanced composite segments to go into any piece of composite), the same armor core can be used in ANY armor type.  This modification to the system allows basically all armor types to be craftable within a very tight range of stats between one another (I will explain further below) and opens the door to a wide array of looks, styles, and viable options.  You won’t just see people running around in RIS or Composite.

Before I break down layers, segments, and cores further, it is important for you to understand how a piece of armor gets its stats.  On EIF, 95% of the stats provided to a final, crafted piece of armor comes from the armor core itself.  The remaining 5% are derived from the final assembly resources that are specific to a type of armor.  For example, crafting a piece of RIS would require (among other things), a specific resource like Platinite Copper, while a piece of Bone armor would require a generic resource such as “metal”.  This fact alone allows Bone armor to have a much wider array of possible resources to satisfy that requirement.  This is critical because all resources have min and max possible stats in several key areas that are very important to armor.  Plantinite has a less advantageous range of stats than many other types of metal, such as steel, iron, or even other types of copper.  This deviation in final assembly resource requirements is what allows a range of 1-5% variance between what you might see on the final crafted product (speaking specifically on the final types of damage resistances).  The maximum craftable resist per damage type is a theoretical 55%.  If perfectly sliced by a Smuggler, this value can reach 60%.

Halyn, and sometimes in conjunction with various staff members, has made numerous design decisions that set EiF apart from how things are done elsewhere.  In an attempt to completely eliminate spawn camping, the team has removed the ability to use looted components from various mobs as augments to crafted armor pieces.  Items like Janta Hides, Rancor Hides, etc, are not used in armor crafting here.  Therefore, the essential factors that determine your final product are:

  1. Your resources – This is the single most important factor in determining armor’s final quality.
  2. The crafter – Are you a 12 point smith, fully taped for assembly and experimentation?
  3. Your crafting tool – The stats of your crafting tool matter (while the stats on the crafting station itself does not).  The maximum stat of a crafting tool is a 15.0
  4. Food/Drink – Foods such as Pyollian Cake will offer a decent assembly bonus to your crafting roll, helping your chances of crafting an amazing assembly.  Drinks such as Bespin Port will do the exact same thing for each of your experimentation rolls.  Experimentation is the more desired buff of the two (though both can be utilized at the same time).
  5. Where you perform the craft – Crafting in a player city is always the most desirable way to make something.  A level 5 player city gains the ability to set a “city bonus”.  Two of these (Manufacturing Center = Assembly bonus, and Research Center = Experimentation bonus) grants bonuses to every craft that occurs within its city limits.

These are the five factors to keep in mind when you craft something.  Other factors, such as a crafter’s current battle fatigue or wounds do not factor into the crafting equation!  With this in mind, let’s look at the single most important factor in your crafting process: the resources used.

Continue reading

An Accounting

Awaken,” the voices whispered together.

Rix started, shaking his head as his office came back into focus. The Feeorin shook his head again, trying to clear the cobwebs away.

Accounting was dull, by most standards, but it seldom put him to sleep.

“What a strange dream,” he murmured aloud. “I need caf if I’m going to finish these projections.”

He rose, a bit unsteadily, and walked out of his cramped, tiny office and headed toward the break room on the thirty-eighth floor of the Corellian Engineering Corps’s Tower Two skyscraper. The walk was only twenty-two meters, took him past his boss’s office, and offered a spectacular view of Coronet at night.

Lights blazed across the city, shining in the dark of night. Rix blinked as he slowly walked down the hall, the normally enjoyable view somehow putting him on edge. “What was that dream?” he asked aloud.

“You had it, too, didn’t you?” another voice rasped in the darkness. Rix stopped abruptly, squinting into the darkness as the voice resolved itself into form: his boss, Nrohk, eighty-four kilograms of scaly Trandoshan.

“Boss?”

“You had the dream. The voices. Calling.”

Rix frowned. Something was wrong in Nrohk’s voice. “What dream?”

“Don’t lie to me, Rix. I can feel it. You had the dream.” The Trandoshan lumbered forward, his very movements predatory. “You’re a rival.”

“I don’t…” was all Rix could get out before the Trandoshan leaped.

Reflexes slowed by sleep, the Feeorin couldn’t slip out of the way before his boss hit him, sending him flying backward into thin cubicle walls. The duraplast crunched and shattered, slowing Rix and sending him sprawling to the office floor.

“I will brook no competition, Rix,” Nrohk growled. “Whatever this power is, it’ll be mine.”

“You’re welcome to it,” Rix muttered as he fumbled for just a moment before he swept the small holdout blaster up. “I’ve got no interest in it. Why the hell do you think I became an accountant?” He squeezed the trigger.

The blaster flared, illuminating the walls bloodred. Nrohk stumbled backward, his scales smoking.

For a moment, Rix thought it was over.

Nrohk began to laugh, somewhere between a wheeze, a hiss, and a chuckle, with all the warmth of deep space. “I can feel the power now. You think your little toy will do you any good?” The Trandoshan rushed forward.

Rix fired again, but Nrohk didn’t even slow. Another shot, and the grip of the blaster pulsed in his hand to warn him the charge was depleted. The accountant hurled his spent weapon at the Trandoshan, aiming at his eyes.

The solid impact of hot metal hitting scaly flesh sizzled. The Trandoshan barely flinched, but it blinded him for a critical second. Rix dropped to the floor and swept his leg, tangling the Trandoshan and sending him sprawling.

“Guess not,” Rix panted, rage rising in his chest as the Trandoshan rolled over and began to charge at him on all fours. The Feeorin braced and met him in a tangle of flesh and scales, punching, biting, scratching, gouging.

Nrohk was getting stronger.

Rix brought a knee up into the Dosh’s jaw. Nrohk stumbled backward for a moment, shaking his head. The accountant backed up, could feel the transparisteel at his back.

“Nowhere to go, rival,” the Dosh snarled.

“Agreed.” Rix braced.

Nrohk charged.

Rix met his onslaught, grabbing the Dosh by his suit, and swung him into the window with his attacker’s own momentum.

Transparisteel fractured, cracking.

The Feeorin stepped back and kicked with all his might.

His boss plunged thirty-eight floors to the streets below.

“Dammit,” Rix muttered. “So much for accounting.”