Making Credits, F2P style!

>> Sunday, April 5, 2015

Ok, so lets admit it, there are likely just as many people on the F2P "plan" as there are people with subs. With that in mind, lets take a moment to address the issue that some people with F2P are having...credits, or rather, the lack of them.

Remember, just because there is a cap on how many credits you can have at any given time on F2P, doesn't mean you can't set up a nice, easy way to keep the credits rolling in. There are some obvious ways, like make sure you do every...single...mission...everywhere. There is also, what I like to call, the easy way. I highly recommend picking up the Treasure Hunter skill. with this skill, you can get items that many people will deny they buy, yet with my experience, many of them do...companion gifts. Even the small ones that give little affection sell for a minimum of 850 credits each. Now you do have to take in to account the GTN cut for posting it, plus the cost of the mission from Treasure Hunting. But even then, you are still getting a nice amount of credits for very little/no work. You can sell other items from your crew skills, I've tried. But the Companion Gifts are by far the easiest to get, easiest to sell and will keep the money flowing in.

I hope this helps those of you out that are always in need of more credits. Until next time, may the Force be with you.
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Where are all the Disciplines Calculators?

>> Sunday, March 29, 2015

So after much hunting, searching, begging and pleading with the SWTOR gods (lol) I finally found a Disciplines Calculator for 3.0. I'm currently working on a version that will be embedded right here on this site, but for the time being, you can head over to Dulfy and use it over there. Here is the link to the calculator, SWTOR Discipline Calculator 3.0.  Hopefully this will give you what you need to come up with the perfect build for your character before you end up paying credits to start over in game. Good luck, and May the Force be with you.
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What to Expect in the Future.

>> Sunday, March 22, 2015

Since I've been gone from SWTOR, there have been a LOT of changes to the game. So, we're going to be setting up new article sections to deal with PvE, PvP, Space Missions, Starfighter PvP, Collecting (speeders, pets and anything else that is collectable), Cartel Market, Patch Notes and Class Information. I'm looking in to bringing a couple back onboard with me to write some of the columns as they did before. I have no high hopes of bringing the podcast back any time soon, but only time will tell.
I have to say, it's good to be back playing SWTOR. I had forgotten how much fun this game can be. Now that most of those that complained about how terribad the game was and how there was a serious lack of content are gone, it's easy to finally be ale to see the game as it is and not forced to see it as they do. I do however find it funny that I seem to have found all the old WoW gold sellers that used to spam trade chat. They seems to have transformed in to SWTOR credit sellers spamming chat, lol. Well, back to laying out the new article section layout, So for now, may the Force be with you.
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Bring Things Back Up and Running!

>> Thursday, March 19, 2015

So as those of you that still visit the site, We've been down for awhile as far as new content. But.....NO MORE! We are back up and running and getting back in to the swing of things. Several new posts are in the works as well as a new layout that should be rolling out soon. For those that use the site for past collecting info, all that will still be here, so don't fear. For now, may the force be with you!
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Our newest companion character is...wait a minute....HE'S A WHAT?!?!?!

>> Thursday, August 1, 2013

So it has been a little while since we got our last companion character, HK-51. In 2.3, we'll be getting Treek......an Ewok.



Yes, you heard me right, this little dude is a freakin Ewok. Ok ok ok, getting past that little fact, which makes me wonder since in ROTJ, they were running round with spears and bows and arrows, this new companion can be obtained several differet ways. Here is a breakdown as to how you can obtain him as stated by swtor.com.....



All methods begin with acquiring Treek for a single character:

From the Cartel Market:
The first step to gaining Treek is to purchase the Mercenary Contract from the Cartel Market (2100 Cartel Coins). This is a single-use item which will start a quest. Completing this quest will earn that character Treek. In order to complete the quest, you will need to be at least Level 10 as it takes place on the fleet.

With In-Game Credits:
The Mercenary Contract is also available from the astromech Legacy Vendor located in the new Cartel Bazaar area of each faction’s Fleet. This version of the Mercenary Contract requires a Legacy Level of 40 and costs 1 million credits. As above, using the Mercenary Contract will begin a quest and your character must be at least Level 10. Completing the quest will unlock Treek for that character.

Note that both versions of the Mercenary Contract can also be traded on the GTN. The non-Cartel Market version will still require Legacy Level 40 to use, so be sure to check which version you are buying before completing the transaction!

The Mercenary Contract (either version) will enter that character’s Collection when used – both versions unlock the same collection item. Completing the quest granted by the Mercenary Contract will also grant the Treek Legacy Unlock, a prerequisite for the Treek Character Perks.

Having acquired Treek via either method, you may now choose to obtain her for other characters on your account.

Via Collections:
The Mercenary Contract can be purchased as an account-wide unlock (like any other item) after it has been unlocked by one character on the account (700 Cartel Coins). Doing so will allow any other character on the account to pull down a copy of the Mercenary Contract, which can be used to start the quest as above.

Via Legacy:
Once one character on a Legacy has completed the quest and received the Treek Legacy Unlock, any other character on that legacy can purchase the Treek Character Perk for the appropriate faction, which will instantly grant that character Treek as a Companion without needing to complete the quest again. The Character Perk is purchased with in-game credits (300,000) and requires Legacy Level 40 and Character Level 10.


So, now that you know the details, you can run out soon and get yourself your very own Ewok companion. Personally, this is one I'll be passing on. However, if I find more details on this companion, I will keep you updated.  For now, keep on gaming and remember......Han shot first!

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Game Update (patch) 1.4 is on the PTS now for your enjoyment.

>> Monday, September 10, 2012

With the PTS up and running with 1.4, there is much to be done.  Here is the first of what I'm sure will be many updates on this patch while it's on the PTS.



Classes and Combat

General

The crowd control gameplay has been adjusted to address the amount of control a player can be subject to at once. The majority of this change comes from reduced ranges on a number of crowd control abilities, as well as some adjustments to area of effect knockback abilities. To complement these changes, some small Resolve system tweaks (found in the PvP section) have been put in place to polish the system as a whole.
The ground targeting reticule is no longer cleared when a channeled ability completes channeling.
Players no longer receive the error message "You cannot cast while moving" when moving, stopping, and then immediately using a ground-targeted ability.
When a player is defeated immediately after applying a damage over time effect to another character, the player is no longer occasionally put back into combat after being revived.


Jedi Knight
General

Force Sweep's timing has been adjusted; the ability now executes more quickly.
Force Stasis has a new animation.

Sentinel
Guarded by the Force now lasts 4 seconds (down from 5 seconds).
Zen (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Zen consumes 1 charge every .5 seconds, generating 2 Focus for each charge consumed.
Valorous Call can no longer be activated when you already have 30 stacks of Centering

Focus (Sentinel)
Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.
Swift Slash now additionally affects Dispatch.
Saber Strength now additionally affects Dispatch.
Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.
Shii-Cho Mastery's armor penetration has been increased to 15% per point.

Guardian
Focus (Guardian)

Zephyrean Slash has been redesigned. It now gives Strike, Zealous Strike, Slash, Blade Storm, and Dispatch a 50% chance per point to reduce the active cooldown of Force Sweep and Zealous Leap by .5 seconds per point.
Swift Slash now additionally affects Dispatch.
Saber Strength now additionally affects Dispatch.
Singularity: Stacks of Singularity now additionally reduce the Focus cost of Force Sweep by 12.5% per point per stack.
Inner Focus now causes Combat Focus to generate 2 additional Focus per point.
Shii-Cho Mastery: Armor penetration has been increased to 15% per point.


Sith Warrior
General

Smash's timing has been adjusted; the ability now executes more quickly.
Ravage's audio now plays reliably when the ability is used.

Marauder
Undying Rage now lasts 4 seconds (down from 5 seconds).
Berserk (Shii-Cho Form) has been redesigned. Now, while Shii-Cho Form is active, using Berserk consumes 1 charge every .5 seconds, generating 2 Rage for each charge consumed.
Frenzy can no longer be activated when you already have 30 stacks of Fury.

Rage (Marauder)
Overpower has been redesigned. It now gives Assault, Battering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.
Brutality now additionally affects Vicious Throw.
Saber Strength now additionally affects Vicious Throw.
Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.
Shii-Cho Mastery's armor penetration has been increased to 15% per point.

Juggernaut
Rage (Juggernaut)

Overpower has been redesigned. It now gives Assault, Sundering Assault, Vicious Slash, Force Scream, and Vicious Throw a 50% chance per point to reduce the active cooldown of Smash and Obliterate by .5 seconds per point.
Brutality now additionally affects Vicious Throw.
Saber Strength now additionally affects Vicious Throw.
Shockwave: Stacks of Shockwave now additionally reduce the Rage cost of Smash by 12.5% per point per stack.
Empowering Rage now causes Enrage to generate 2 additional Rage per point.
Shii-Cho Mastery: Armor penetration has been increased to 15% per point.


Jedi Consular
General

Force Stun now costs no Force and has a 10-meter range.
Force Speed now has a 20-second cooldown (down from 30).
Force Wave now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes more quickly.

Sage
Force Mend: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.

Seer
Valiance now additionally increases the healing of Force Mend by 15% per point.
Egress has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.

Telekinetics
Mental Alacrity now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.
Telekinetic Effusion no longer reduces the cooldown of Force Speed.
Telekinetic Wave has a new animation.
Kinetic Collapse: The Incapacitation effect caused by this skill no longer breaks on damage.

Shadow
Force Cloak now has a 2 minute cooldown.

Kinetic Combat
Elusiveness has been redesigned. It now requires Double-Bladed Saber Defense and increases the Force recovered by Double-Bladed Saber Defense. Successful shielding, parries, and deflects now reduce the active cooldown of Resilience by .5 second per point. This effect cannot occur more than once every second.

Infiltration
Infiltration Tactics: When Find Weakness activates, your next Shadow Strike deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
Celerity now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
Masked Assault now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Masked Assault causes Shadow's Respite to reduce all damage taken by 25% while active.
Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Kinetic Field no longer provides this effect.
Kinetic Field has been redesigned. Critical hits now cause you to build a Kinetic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.
Situational Awareness is now located in tier 6 of the skill tree.
Deep Impact is now a 2-point skill with the same overall effect.
Humbling Strike is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spinning Kick to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Subduing Techniques.
Clairvoyant Strike: Using Project no longer consumes the buff provided by this ability. This change was made to better synergize with Spinning Strike during execute phases.
Clairvoyant Strike now correctly increases Project's damage with 1 stack.


Sith Inquisitor
General

Electrocute now costs no Force and has a 10-meter range.
Force Speed now has a 20-second cooldown (down from 30).
Overload now costs no Force and affects targets in a 15-meter cone in front of you. This ability now executes more quickly.

Sorcerer
Unnatural Preservation: This new ability allows you to heal yourself for a moderate amount. It costs no Force, is instant, and has a 30-second cooldown.

Corruption
Dark Resilience now additionally increases the healing of Unnatural Preservation by 15% per point.
Fadeout has been redesigned. It now causes Force Speed to remove roots and snares and grants immunity to roots and snares for its duration.

Lightning
Polarity Shift now additionally provides immunity to interrupts for its duration. It has improved visual effects to demonstrate this effect.
Lightning Effusion no longer reduces the cooldown of Force Speed.
Backlash: The blindness effect caused by this skill no longer breaks on damage. The visual explosion effect now plays on the correct target.

Assassin
Force Cloak now has a 2 minute cooldown.

Darkness
Lightning Recovery has been redesigned. It now requires Lightning Reflexes and increases the Force recovered by Lightning Reflexes. Successful shielding, parries, and deflects now reduce the active cooldown of Force Shroud by .5 second per point. This effect cannot occur more than once every second.

Deception
Duplicity: When Exploit Weakness activates, your next Maul deals 30% more damage and costs 75% less Force. This cannot occur more than once every 15 seconds, but each rank after the first reduces this rate limit by 3 seconds.
Avoidance now additionally reduces the cooldown of Force Speed by 2.5 seconds per point.
Darkswell now additionally finishes the cooldown of Blackout when you exit stealth. In addition, Darkswell causes Dark Embrace to reduce all damage taken by 25% while active.
Fade now additionally reduces the damage taken from area effects by 15% per point and reduces the cooldown of Force Cloak by 15 seconds per point (down from 30 seconds per point). Entropic Field no longer provides this effect.
Entropic Field has been redesigned. Critical hits now cause you to build an Entropic Field, increasing damage reduction by 1% per point per stack. This effect stacks up to 3 times. This skill is now located in tier 5 of the skill tree.
Resourcefulness is now located in tier 6 of the skill tree.
Cracking Blasts is now a 2-point skill with the same overall effect.
Magnetism is a new 1-point skill in tier 6 of the skill tree. It causes the target of your Spike to be slowed by 70% for 3 seconds when the knockdown effect ends. It requires Static Cling.
Voltaic Slash: Using Shock no longer consumes the buff provided by this ability. This change was made to better synergize with Assassinate during execute phases.
Static Charges now correctly refers to the damage dealt by your next Surging Charge's Discharge.
Voltaic Slash now correctly increases Shock's damage with 1 stack.


Smuggler
General

Defense Screen: This ability's tooltip now mentions that it absorbs damage up to a moderate limit and that it does not break stealth.
Flash Grenade no longer has an Energy cost.
An issue that could prevent players from taking cover correctly has been corrected. This issue could cause the error "Unknown Effect Result" to display.


Gunslinger
Scrambling Field has a new icon.
Pulse Detonator's timing has been adjusted; it now executes more quickly.

Saboteur
Hot Pursuit: This ability can now only be triggered once every 20 seconds.
Incendiary Grenade's appearance no longer incorrectly displays 2 grenades in the air. Some timing issues with the throwing animation have been addressed.

Sharpshooter
Trickshot is now usable within the 5 seconds immediately following Charged Burst, Aimed Shot, or Quickdraw.

Dirty Fighting (Gunslinger)

Wounding Shots has a new animation.

Scoundrel
Disappearing Act now has a 2 minute cooldown.

Scrapper
Fight or Flight has been redesigned. It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Disappearing Act.
Flee the Scene now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Disappearing Act by 15 seconds per point (down from 30 seconds per point).


Imperial Agent
General

Flash Bang no longer has an Energy cost.

Sniper
Ballistic Shield has a new icon.
Cover Pulse's timing has been adjusted; it now executes more quickly.

Marksmanship
Followthrough is now usable within the 5 seconds immediately following Snipe, Ambush, or Takedown.

Engineering
Calculated Pursuit: This ability can now only be triggered once every 20 seconds.


Operative
Cloaking Screen now has a 2 minute cooldown.

Concealment
Energy Screen has been redesigned. It is now called "Ghost." It finishes the cooldown on Sneak when you exit stealth and allows Sneak to be used out of stealth, increasing movement speed by 50% for 6 seconds. It still removes the penalty to healing done and received caused by Cloaking Screen.
Advanced Cloaking now additionally reduces the cooldown of Sneak by 7.5 seconds per point. It also now reduces the cooldown of Cloaking Screen by 15 seconds per point (down from 30 seconds per point).


Trooper
General

Hold the Line now has more noticeable visual effects.
Cryo Grenade now has a 10-meter range.

Vanguard
Tactics

Pulse Generator: Each stack now causes 20% additional damage. This can stack up to 3 times.
Shock Absorbers now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.

Assault Specialist (Vanguard)

Sweltering Heat's snare has been reduced to 30%.
Incendiary Round's range has been reduced to 10 meters.
Assault Plastique's range has been reduced to 10 meters.

Commando
Due to changes in the Commando skill trees, all Commandos have had their skill points refunded.
Disabling Shot is a new ability that interrupts the target's current action and prevents that ability from being used for the next 4 seconds.

Gunnery
Concussive Force: Stockstrike now immobilizes the target for 4 seconds instead of knocking it back.
Cover Fire: This ability's snare has been increased to 70%.
Charged Barrel: Each stack of Charged Barrel now additionally reduces the activation time of your next Advanced Medical Probe by 20% per stack.

Combat Medic
Kolto Residue now additionally snares enemies struck by your Kolto Bomb by 50% for 3 seconds.
Potent Medicine is now a 3-point skill with the same overall effect.
Frontline Medic is a new 2-point skill. While protected by your own Trauma Probe, firing Hammer Shot at an enemy now triggers your Trauma Probe (this can only happen once every 3 seconds). This does not trigger if your health is full.

Assault Specialist (Commando)

Sweltering Heat's snare has been reduced to 30%.


Bounty Hunter
General

Electro Dart now has a 10-meter range.
Unload has a new animation when used with a single blaster pistol.


Powertech
Shield Tech

Prototype Flame Thrower: Each stack now causes 20% additional damage. This can stack up to 3 times.
Stabilized Armor now additionally reduces damage taken from area effects by 15% per point. Damage reduction while stunned has been increased to 15% per point.

Pyrotech (Powertech)

Sweltering Heat's snare has been reduced to 30%.
Incendiary Missile's range has been reduced to 10 meters.
Thermal Detonator's range has been reduced to 10 meters.

Mercenary
Due to changes in the Mercenary skill trees, all Mercenaries have had their skill points refunded.
Disabling Shot is a new ability that interrupts the target's current action and prevents that ability from being used for the next 4 seconds.

Arsenal
Afterburners: Rocket Punch now immobilizes the target for 4 seconds instead of knocking it back.
Pinning Fire: This ability's snare has been increased to 70%.
Tracer Lock: Each stack of Tracer Lock now additionally reduces the activation time of your next Healing Scan by 20% per stack.

Bodyguard

Kolto Residue now additionally snares enemies struck by your Kolto Missile by 50% for 3 seconds.
Warden is now a 3-point skill with the same overall effect.
Peacekeeper is a new 2-point skill. While protected by your own Kolto Shell, firing Rapid Shots at an enemy now triggers your Kolto Shell (this can only happen once every 3 seconds). This does not trigger if your health is full.

Pyrotech (Mercenary)

Sweltering Heat's snare has been reduced to 30%.



Companion Characters
General

Players can now use "match color to chest" for their companions, and can choose to show or hide companion head gear.
Companions no longer have their weapons drawn on the player's starship.


Companions

Gault
Memento Marketing: This conversation is now only available on the player's ship.

Lord Scourge
Legends: Affection gained during this conversation is now properly granted to Lord Scourge (instead of Rusk).

Tallos Drellik
The conversation for "Failure" now grants affection gains and losses correctly.

Vector
Agents on the conversation "The Lost Colony" now properly receive affection rewards for the dialogue.



Crew Skills
General

Several gathering nodes that were previously inaccessible (for instance, some that were underneath terrain) can now be harvested.



Flashpoints and Operations

Flashpoints
General

While participating in a Flashpoint conversation, using Esc to cancel a conversation and then pressing the "x" button to close the window no longer causes the player to exit the Flashpoint instance.
Operations

General

[WEEKLY] Deadly Operations now awards 30 Daily Commendations.
[WEEKLY] Galactic Operations now awards 10 Daily Commendations and 8 Black Hole Commendations.
[WEEKLY] Galactic Crisis Points now awards 10 Daily Commendations and 8 Black Hole Commendations.
Explosive Conflict now awards 10 Black Hole Commendations and crafting materials.


Eternity Vault

Annihilator Droid XRR-3 can now be attacked more reliably with abilities that require standing behind the target.
Characters no longer occasionally become invisible when moving through the lava tunnels.
Corrected the location of a misplaced Ancient Power Source during the Soa encounter.


Explosive Conflict

Ugnaut Engineers' "Firebomb" now correctly displays visual effects on the ground for the full duration of the effect.
The console that deactivates Colonel Vorgath's minefield is now positioned in a more accessible location.
Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap (in all difficulty modes).
Chests in Explosive Conflict no longer contain Black Hole Commendations. They now have increased amounts of credits and crafting materials.
Bosses in Hard Mode Explosive Conflict now drop 5 Black Hole Commendations each.
A number of changes have been made to Explosive Conflict's Story Mode in order to make it more accessible for pick-up groups:

Toth and Zorn
Frenzy now increases damage less per stack.
Toth now waits longer before using area of effect abilities after jumping.
Fearful now increases damage taken by a lower amount.
The amount of time before Toth and Zorn enrage when one dies has been increased.
The enrage timer for the encounter has been increased to 6 minutes 30 seconds.
Damaging Toth and Zorn too quickly no longer causes their health threshold mechanics to overlap.

Firebrand and Stormcaller
The activation time of Incinerate Armor, Double Destruction, and Defensive Systems has been increased.
Incinerate Armor no longer increases damage taken in addition to its armor debuff.
Shield generators can no longer be damaged by players.

Colonel Vorgath
Probe Droids no longer use Cleave.
The enrage timer for the encounter has been increased to 4 minutes 30 seconds.

Warlord Kephess
The time before Baradium Bombers explode has been increased.
The damage for the Pulsar Power Droids' rail shot has been decreased.
Kephess' damage in the final phase has been decreased.
The damage from the Trandoshan Warrior's reflective shields has been decreased.
The enrage timer for the encounter has been increased.


Karagga's Palace

Bonethrasher can now be attacked more reliably with abilities that require standing behind the target.
Proximity Pulse Mines no longer spawn during the G4-B3 Heavy Fabricator encounter in Story Mode.


Group Finder

Players participating in a Group Finder group now have the ability to teleport to the Group Finder instance at any point.
Players who leave an active Group Finder instance can now be returned to the location they were in when they used the "travel now" dialog option to travel to the instance.
Once players reach a checkpoint or defeat an Operation boss, they may choose to exit at the normal area entrance when leaving.


Items
General

A majority of offhand items can now be modified. Shields, Generators, and Foci accept Armoring modifications, and Vibroknives and Shotguns accept Barrels. Additionally, they can contain Color Crystal, Mod, and Enhancement slots (though the Color Crystal slot does not currently impact the visuals of the item). Note that there are some exceptions – not all offhands can be modified.
Bind on pickup and Bind on Legacy items can now be traded for up to 2 hours between players that were eligible to loot the item.
Items purchased from a vendor can now be sold to any vendor for full purchase price (in commendations) for up to 2 hours. Stackable items and mission items cannot be traded or sold back for full value. The 2 hour time is terminated if a mod is added or removed or an augment slot is added. Bind on Equip items cannot be refunded (in commendations) if they are traded, mailed, put in a guild bank, or listed on the GTN.
Lockboxes' 2 hour timer terminates when the lockbox is opened.
The formula that determines extraction costs for modifications has been adjusted. Costs to remove Premium and Artifact quality modifications have been reduced substantially. The cost to remove Prototype modifications has been decreased slightly.
The Heavy Sonic Disruptor can now be drawn correctly by characters.


Missions and NPCs
General

Several cinematics throughout the game have been improved. In many cases, animations have been cleaned up and missing or extraneous characters have been addressed.
Some instances where the player would enter or leave a mission phase unexpectedly have been corrected. This could, in some cases, cause a player to become stuck.
An issue that could cause a glow effect to be applied to a player’s starship holoterminal several times has been corrected.


World Missions

Alderaan
Hive Mined: Imperial Mine Inspectors now run away and despawn correctly when freed.
Paladins: Players can no longer accidentally attack Duke Charle Organa while fighting the Wolf Baron.
Revenge Served Cold: Line of sight issues with the Thul Cryo Dragoon have been corrected.
Thwarting House Thul: Looting Deral Thul's Cybernetic Implant now works properly when the player is in a group.


Balmorra
Big Guns: Mission indicators now direct players to the correct locations.
Coms Away: The post-mission ambient dialogue from Fixer 66 now properly relates to the player's choices.
Data Corruption: This mission no longer progresses if the player cancels the action while uploading the virus.
Flush out the Snipers: Enemies for this mission's objective now have an appropriate name ("Resistance Sharpshooter" instead of "Gold Neerbray Commando").
Salting the Fields: Each player in a group must now use the Soil Devastators separately.
Storming the Front: The medical supplies item is now displayed in the mission tracker during the step "Heal the Wounded Republic Defenders."
Wild Fire: The mission log text now correctly instructs players to return to the Troida Military Workshop Hangar.

Corellia
The item "Anti-rad Injector" associated with Glow and Counter Eco-Terrorism now properly removes stacks of radiation poisoning from a character over time.
Asset Liquidation: Usable objective items and enemy NPCs related to this mission now respawn more quickly.
Coronet Shipping Invasion: More Imperial forces in the Coronet Shipping Docks now count towards completion of this bonus mission.
Counter Eco-Terrorism: Objective items related to this mission now respawn more quickly.
Criminal Crackdown: Usable objective items and enemy NPCs related to this mission now respawn more quickly.
Forced Labor: A Drall Engineer no longer runs through the force field when rescued. Usable objects related to this mission now respawn more quickly.

Hoth
Imperial Interference: This bonus mission is now the appropriate level (previously, it was lower level than its main mission).
Razing the Ice Fortress: The step "Speak to Seeker Kabath" now directs the player to the correct location.

Ilum
Darkness on Ilum: multiple encounters related to this mission can no longer be activated at the same time.

Korriban
Allegiance: Players can now consistently complete this mission while in a group.

Nar Shaddaa
Back Alley: This mission now correctly provides a lockbox in its reward choice.
Recruitment: The Jedi Master now spawns reliably.
Zero Protocol: The step "Return to Commandor Stron" now has an appropriate map link.

Ord Mantell
Take Back Drelliad Village: Separatist Defenders and Separatist Heavy Gunners now grant credit towards the objective "Dispatch the Separatist Forces."

Quesh
The Republic Commando and Medical Officer on Quesh now properly show mission indicators if a player is the appropriate level for Quesh.

Taris
Bashun's Bodyguards: This bonus mission now activates correctly for Imperial Agents. It is a bonus mission for the mission Cathar Assassination.

Tatooine
Shields Down: Players now receive kill credit for Shielded Mark V Junk Droids if their companion deals the killing blow.

Voss
A Selfless Act: Log entries for this mission now reflect the proper mission steps.
Dark Rites: Dark Mastery: This mission now correctly awards affection points for Companion Characters.
March of Time: Monument text now remains on screen for a longer period of time.
Signal Fires: Gormak Tower Guards no longer pre-emptively despawn during this mission.



Class Missions

Jedi Knight
Vault of the Gormak King: Players can no longer re-enter the Gormak Vault phase once this mission has been completed.
Weapon of the Jedi: Players who did not properly receive the “Jedi Weapons” Codex entry will find it unlocked.

Sith Warrior
Ambush: A Republic Strike Droid in Darth Vengean's Flagship no longer becomes invisible.
An Army of One: Players can no longer destroy Commander Naughlen’s barricade before they reach the mission step to do so.
Bringing up the Rear: The map note for the task “Defeat the Imperial Rear Guards” now displays correctly.
Choke Point: The map note related to the mission step “Rendezvous with Lieutenant Dargus” now displays correctly.
Distress Call: Halidrell Setsyn now has a mission indicator on the appropriate mission step.
General Durant: The conversation with General Durant is no longer forced upon completion of the mission step "Confront General Durant." Lieutenant Pierce no longer enters combat during this mission.
Power Play: The fight with Darth Vengean now only resets if Lord Draahg is killed.

Jedi Consular
Deep Cradle, Dark Heart: The conversation with Sophia Farash now triggers correctly.
Nightmares: The step "Find Doctor Kerrian" now directs players to the correct location.
Old Blood: The mission step "Enter Bekvalen Hall" now has an appropriate map note. Hollow Voice now uses the correct language.

Sith Inquisitor
The Dark Council: The step "Defeat Darth Thanaton" now points the player to the correct location.

Smuggler
Eco-Terrorists: This mission now correctly provides a Premium Skill Barrel 8 in addition to the reward choice.
Heist of the Millennium: The Droid head now has the appropriate model, and it is now more obvious that players are removing a piece of it.
Into the Fire: The conversation with Lokir-Ka no longer auto-triggers again if the player uses Esc to end the conversation.
The Endless Abyss: This mission now correctly provides a Prototype Artful Mod 14 if you do not keep the blaster.

Imperial Agent
Imperial Agents who are simultaneously on the "Travel to Nar Shaddaa" step of Kaliyo's mission "What You Do for a Partner" and the "Closing the Deal" class mission can now satisfy both mission steps by traveling to Nar Shaddaa.
The Assassin's Prize: Players can no longer accidentally leave Denri Ayl's mission area.
The Sky Burns: Players no longer see this mission progress until the beacons are fully planted.

Trooper
Public Relations: Sergeant Jaxo can no longer die during one of the steps requiring the player to speak with her. Re-opening the door after closing it during the bomb sequence can no longer cause this mission to become blocked. Players can no longer infiltrate Port Raga until they have spoken to Jaxo.
Welcome Party: Colonel Gaff's conversation no longer begins automatically when the player approaches.

Bounty Hunter
Electrocution: Jicoln's electric floor now properly stuns players, and its debuff has an appropriate icon.
Honor or Glory: The conversation with Toran is no longer forced if the player uses Esc to cancel the conversation.
Meeting the Admiral: The last step of this mission no longer directs you back to Hangar Bay 59 if you helped the Admiral.
The Alderaan Target: All companion affection changes during this mission are now properly applied at the end of the mission.



NPCs

The Nightmare Pilgrim can now be respawned every 30 minutes (down from 2 hours).
Intelligence Officer Breerdin no longer treats all alien characters as Chiss.
Corsec Blaster Droids on Corellia are no longer invisible.
Members of the Black Sun and Coruscant Security now engage in combat appropriately in several areas on Coruscant.
Several common NPC Boss encounters have had their loot adjusted to be more in line with their rarity.
Conquest Droids on Balmorra no longer attack other Imperial NPCs that enter their range.


PvP
General

Level 50 daily Warzone missions (No Quarter and March Them Down) now only require 4 Warzone completions (down from 6). Winning a Warzone still counts as an extra completion.
The Resolve system has been adjusted in the following ways:
When a player becomes immune to control due to Resolve, his Resolve meter will not start decaying until after all the current controlling effects expire (instead of decaying immediately after the immunity begins).
Players under the effects of a control ability now build less Resolve for other control abilities that target them. The exact amount of Resolve the player builds is based on the time remaining on the ability currently controlling the player and the relative strength of that ability's effect. If two stuns of similar strength (such as Electrocute and Debilitate) target a single player at the same time, the second ability would generate very little Resolve. However, if the two effects were applied so that the duration of their effects overlapped very little, each effect would grant its full (or nearly full) Resolve to the target.
A new Codex entry can be found in the Game Rules section to help players who are unfamiliar with the details of the Resolve system.
New Recruit MK-2 gear is now available. This gear replaces the Recruit set, which is no longer available.
Unranked Warzones now backfill empty player slots more frequently.


Warzones

General

Leaving a Warzone queue from the queue window now properly closes the "join Warzone" dialog.

Huttball
Frogdogs now hear voiceover when they score their second point.
The maximum time limit in Huttball has been reduced from 15 minutes to 13 minutes.

Novare Coast
The fire rate for each of the turrets has been increased from 8 seconds to 9 seconds.
Players are no longer required to press Spacebar to exit the loading screen before this Warzone.

Voidstar
In the event that neither team breaches the first set of doors, the winner of the match is now the team that scored the most kills.



Space Combat
Items that grant repeated upgrades of the same type are now correctly accounted for.
Power Conversion Module abilities now appear in the correct quickslot during Space Combat Missions for Imperial Agents.



UI

General
The title row in panels such as the Guild Roster and who list no longer occasionally disappear.
The "inspect" window now closes when the inspected character is too far away.
The "promote" and "demote" buttons are now more visible in the guild UI.
Activating multiple UI panels in very rapid succession no longer causes the game to become unresponsive.
Players can now use shift+right click to equip an item directly on their active companion.
Players can now set their moods, altering your character’s facial expression. You can find these moods in the emote browser near the chat window.


Chat
PvP messages (such as becoming flagged) can now be toggled off in chat tabs.
The description of the chat preference "Group Awareness Ping" now more accurately describes its effect. The tooltip now reads: "Plays an audible tone when your name is said in a Group chat channel. If you have heard an audible tone in the last 30 seconds, you won't hear one."


Maps
The accuracy of the Promenade map on Nar Shaddaa has been improved.
The map for the Dark Temple Approach on Dromund Kaas now better reflects the world.
Several areas where the map would incorrectly transition to a new map have been corrected.


Miscellaneous Bug Fixes

Jedi Consulars arriving on Balmorra are no longer facing their ship door upon entering the spaceport.
The Dromund Kaas Nexus Cantina rest zone has been slightly adjusted.
The Fernell Research Facility on Balmorra now displays the correct name.
Trees and large moving objects now cast animated shadows in the game world. Shadows are smoother, and players will notice improved self-shadowing. Additionally, the shadow system has been optimized to increase performance. Players utilizing AMD Crossfire or Nvidia SLI options will see a boost in performance. To see these changes, the shader settings and shadow settings must be set to "high."
Several minor art issues, like floating objects, seams in the terrain, and issues with disappearing geometry have been corrected.
Many places in the world where players could get stuck have been fixed.
Several typographical errors have been corrected.
An issue that could cause display problems after changing a video card out has been addressed.
Players performing certain emotes while riding the Jawa Balloon on Tatooine are no longer teleported back to the balloon's start position.
Changes to the Grass Quality slider in the options now apply immediately when the player presses "OK" or "Apply."


Known Issues

General:

Players who log out of the game client while on a group member’s ship will be unable to exit the ship after logging back in.
Workaround: Players can exit the ship by using their Emergency Fleet Pass ability.
Several NPCs, abilities, gear and other content are missing text in French and German.
Audio effects for speeders and lightsabers do not change with movement as intended.
There is no sound effect when players are hit by weapons or when weapons are sheathed or unsheathed.

Flashpoints and Operations


Terror From Beyond

Completing the last encounter in Hard Mode does not grant proper loot rewards.
The chest before the puzzle encounter does not contain crafting materials.
Missions and NPCs

Bounty Hunter: Expense Reimbursement: This bonus mission is not completed upon fulfilling the requirement.

UI

The Chat Color Wheel does not function as intended.
The toggle functionality the companion preference to "Hide Head Slot" is reversed.
Several pieces of information are missing from the Warzone Queue Window.



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