Shatterpoint

Shatterpoint
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This publish introduces new content and mechanics that turns the sandbox galaxy into a shared story of escalation, conflict, and consequence. Whether you’re fighting on the front lines, running supplies through danger, manipulating intel in a cantina, or selling your loyalty to the highest bidder, you’re shaping a dynamic, breathing galaxy where you’ll make a permanent mark on the game world.
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Shatterpoint Patch Logo


Welcome to Shatterpoint. This publish introduces new content and mechanics that turn the sandbox galaxy into a shared story of escalation, conflict, and consequence. Whether you’re fighting on the front lines, running supplies through danger, manipulating intel in a cantina, or selling your loyalty to the highest bidder, you’re shaping a dynamic, breathing galaxy where you’ll make a permanent mark on the game world.

This is a public preview of the patch notes for the changes that will be live after maintenance on Sunday, February 22. Patch notes are still subject to minor changes prior to the patch.
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Combat
  • + Changed +

    The speed of player attack animations has been reduced for a large number of melee and lightsaber attacks. This is only a visual change.

  • + Changed +

    NPC basic attacks will now do a variable amount of damage within a small range of its default.

  • + Fixed +

    A bug that allowed certain instanced mobs to be killed instantly with traps has been resolved.

  • + Fixed +

    A rare edge-case that allowed Critical Hits to be Blocked has been removed.

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Content
The Battle of Echo Base
  • + Added +

    The epic battle of Echo Base on Hoth is now live!

    • A short pre-quest is required to enter Echo Base. Talk with an ISB Officer or an Alliance Recon Officer in Doaba Guerfel to begin the quest line. Once the pre-quest chain has been completed, players may talk to an ISB Field Transport Coordinator or an Alliance Recon Transport Coordinator in Doaba Guerfel to enter the Echo Base instance.
    • Groups of 8 players can play both sides of the instance, attacking the base as the Empire, or defending the base as part of the Rebel Alliance.
    • Each group will receive a final rating depending on the Difficulty level (easy, normal, hard, nightmare), objective completion (failed, completed, exceeded, or flawless), and the amount of clones required.
    • The quantity of loot depends on the objective completion quality for the instance, while the loot table results depend on the Difficulty Mode as well as the squad’s overall performance.
    • Several side quests are available to complete while inside the instance, including Wampa Valley, where you are tasked with defeating Unkajo and his enraged defenders for a chance at various Wampa-themed items. Some additional side quests are secret and can be discovered by players.
    • There are multiple badges and new collections to complete with additional rewards.

The Battle of Restuss
  • + Added +

    In the northeastern part of Rori lies the once-peaceful city of Restuss. The city was transformed as the "Star Core" - a power source so great that it could power something as large as a Star Destroyer, yet be so small that it would fit in the palm of your hand - has exploded. Following the explosion of the underdeveloped "Star Core", the city is now in ruins. GCW forces fight for control of the ruined city in an attempt to collect, or stop others from collecting, information on the now-destroyed power source.

    • The City of Restuss is now a PvP zone and Special Forces/Declared status is required to enter. Your character must also be at least Combat Level 54 to enter.
    • The first phase of the battle has begun, and both factions may now complete missions at their respective forward bases outside the city to build up their faction’s presence.
    • New Tactical Sanctions have been added to the game and are usable only within Restuss. Each master profession has a unique Tactical Sanction ability. Tactical Sanctions require 100 points in the Kill Meter to activate. Kill Meter points are earned through PvP damage or PvP healing in Restuss. The Kill Meter locks for 30 seconds upon reaching 100 points.

Flashpoints
  • + Added +

    Flashpoints, open-world PvP battles, ignite without warning in more than fifty locations. Each Flashpoint brings one of four objectives to a different battlefield with a different reason to fight, offering credit and GCW rewards.

    • Use the new /flashpoint command to bring up a menu with information regarding the next or ongoing flashpoint with an option to instantly travel to your factional camp. Factional camps have recruiters who can quickly flag up, flag down, or transport players back to Mos Eisley. Flashpoints will also be announced in the Discord #gcw-activity channel.
    • There are four objective types: King of the Hill, Data Uplink, Assassinate Target, and Supply Sabotage.
    • There are a variety of rewards: Completing objectives will reward GCW tokens and points to all members of the faction; PvP kills also reward GCW tokens and points to people who assisted in the kill; At the end, both sides receive Credits, GCW points and tokens, Control score, and PvP Prestige, with the winners receiving an additional bonus to each of the aforementioned.

Galactic Supply Lines
  • + Added +

    Logistics, manufacturing, delivering, and disrupting supply chains plays a new critical role by forging Galactic Supply Lines, with both combatant and non-combatant objectives for providing goods to fuel the war or stopping the supply others are attempting.

    • Market Brokers and Market Fencers have been added to all cities with Starports. You can find them either to the right side of or behind the Starport.
    • Eligible vehicles (non-jetpacks, non-hover) now have a cargo capacity (3, 9, 21) for small, medium, and large category vehicles, cargo speed (5, 4, 3), cargo hp (50000, 75000, 100000), and sentinel capacity (0, 1, 2).
    • Two new vehicles, the Demilitarized AT-AT and Demilitarized Hailfire, have been added to the game. Purchase them at the Battlefield vendors or GCW vendors. Convoyeers using these vehicles will be automatically flagged as Special Forces upon departure.
    • A new schematic, “Crate of X Supplies,” has been added to the master box of each crafting profession. Crafters can turn in these crates to the Market Broker with a weekly limit for credits and zone control points.
    • Convoyeers (any player) can now load vehicles with cargo at the Market Broker. Sell it for a profit by talking to or going within 100m of a Market Broker in another city. Cargo will be dropped on the ground when a cargo vehicle is destroyed. Travel and going in buildings is blocked while carrying cargo. Enemy NPCs will spawn if not in PVP combat and not in a city. Enemy NPCs will despawn if PvP combat is started.
    • Convoyeers using an eligible vehicle (cargo capacity 9+), may hire a Sentinel(s) (any player) to protect them on their journey by talking to the Market Broker prior to departure. Profit is split equally.
    • Interceptors (any player) can now talk to Market Fencers to rent an Illegally Modified Speeder. These speeders are exceptionally fast and don't take damage until cargo is loaded but despawn after 30 minutes. Sell stolen cargo by talking to or going within 100m of a Market Fencer.

Heroics and Instances
  • + Changed +

    The cost of using Heroic Fast Travel is now 10,000 credits.

  • + Changed +

    Some bosses in the Axkva Min and Lost Star Destroyer Heroics have been slightly rebalanced.

  • + Changed +

    Blackwing Corvette:

    • A bug allowing doors opened from previous groups to remain unlocked has been fixed.
    • A group system message will now be displayed when a player takes a loot item from a crate in the instance.
    • An Insurance Terminal has been added to the breach point of the Blackwing Corvette.
    • The /showInstance command will now display the lockout timer for the Blackwing Corvette.

  • + Changed +

    Exar Kun:

    • The Caretaker vapors now have a more dramatic cloud effect. Note that damage will apply when intercepting the front edge of the moving cloud.
    • The Wordbearer electric zap mechanic will now damage players when it hits the ground. There is a particle effect that will show the target of the tower zap for advanced warning. The damage of the zaps have been increased.

  • + Changed +

    IG-88:

    • Droidekas will not drop loot if they have already been defeated once during the instance session.
    • IG-88’s randomized ability set will no longer have a chance to repeat spawning Droidekas twice in a row.

  • + Changed +

    Tusken King:

    • The chances of Tusken NPCs using Armor Break has been reduced.

  • + Fixed +

    A rare edge case that caused the Heroic bosses not to drop any loot has been resolved.

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Crafting
  • + Added +

    When displaying required ingredients, factories now have functionality to display the quantity of resources or subcomponents in the hopper and calculate how many items can be created.

  • + Added +

    Factories are now able to automatically pull resources and subcomponents from player inventories into the hopper by selecting an ingredient from the required ingredients list.

  • + Added +

    Resource Network Terminals have been added outside the Starports of Mos Eisley, Coronet, and Theed. These terminals will display names and stats for resources that have been reported via Interplanetary Survey Droids or reporting individual resources. Note: This does not apply to Creatures Resources (yet).

  • + Changed +

    JTL Steel, Aluminum, Copper, and Ore resources have had their spawn quality ranges changed from 1-1000 to 500-1000 on all properties except Overall Quality (which remains 1-1000). This change seeks to address the Player Voice to revert resource caps while avoiding a drastic and immediate impact to the economy.

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Force Sensitive
  • + Changed +

    Jedi can no longer fish while they are a Force Ghost.

  • + Changed +

    The Force Ghost icon has been updated.

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Galactic Civil War
The new Galactic Civil War is a contest between the two factions to claim a majority of 4 of the 7 active planets. A planet is claimed when it accumulates a total of one million control points for a faction in any of its regions. You can earn points by participating in GCW activities like invasions, flashpoints, and space battles, or by placing and protecting faction bases. These points are also affected by bonuses that come from weekly Crackdowns and Uprisings, which add to a planet’s scoring multipliers more and more each week. You can influence where these Crackdowns and Uprisings happen by contributing intelligence, or planting counterintelligence, through intel missions. Finally, when a faction has claimed at least four of the seven planets, a unique Shatterpoint event begins, affecting the whole galaxy and giving a bonus to the winning faction. At the end, rewards are granted to participants, and the cycle begins again….
  • + Added +

    A new GCW Galaxy Map and Control Score System has been implemented:

    • The GCW Galaxy Map, reached by the command /gcw and via the button bar, now shows the total accumulated points by each faction on each planet in the war, out of a max of 1 million. These total scores no longer decay and will instead accumulate for each side until one or both hits the cap.
    • When one or both factions earn the maximum amount of points for a planet, that planet has been "won" by that faction, and the Victory Progress meter at the top will add a notch to that side.
    • All planets are vulnerable to point gain until they have been claimed by one side. Once that happens, the other faction has until the end of the week to also cross the threshold to claim the planet, otherwise it will be invulnerable going forward.
    • Individual planet maps now display the locations of any discovered, vulnerable factional bases (more on this below).
    • Earning control score can be done through several different activities and play styles. The full list and breakdown is available on the wiki, but the most common mechanisms include:
      • Passive score earned from placing down and linking together bases in the revamped Faction Base system. Watchtowers no longer grant passive point score, and destroying/disabling bases now just prevents their scoring from accumulating rather than earning a bonus on its own.
      • Participating in scheduled event content like Invasions, Space Battles, and Flashpoints. A fixed amount is granted to both sides for participation, with an additional bonus for winning.
      • Some repeatable content like Space Duty missions, new Intel missions, and the new Galactic Supply Line crafts or deliveries, with extra bonuses for being flagged for PvP.

  • + Added +

    Every Sunday at 7pm GMT (the existing GCW reset time), the Empire and Rebellion make their moves to trigger Crackdowns and Uprisings. Each side fights in their own way to push towards victory: the Rebellion does everything they can to spark uprising on a single world, while the Empire exercises its might to crack down on two.

    • Each week, the Empire will automatically initiate a Crackdown on the two worlds that most need to have the spark snuffed out. A Crackdown event triggers these effects:
      • 100,000 Rebel control points are immediately subtracted from the scores of both planets (it cannot go below 0).
      • Each of the two planets gets a 50% temporary scoring bonus for Imperial efforts that week.
      • The crackdowns also cause a reaction: the other five planets that did not experience a crackdown permanently give the Rebellion a 20% scoring bonus.
    • At the same time, the Rebellion finalizes its secret plans to fight back, on whichever planet has the best fighting chance. An Uprising event triggers these effects:
      • 200,000 Rebel control points are instantly scored on that planet.
      • The target planet also receives a temporary +100% scoring bonus for Rebel activities that week
      • This uprising causes just enough chaos for the Empire to capitalize on, and through propaganda and might, the Empire earns a permanent +100% scoring bonus on that planet.

  • + Added +

    New Intelligence Missions act as another lynchpin for the war, requiring the social professions to engage in espionage by gathering intel for their factions or funneling false information to disrupt the enemy.

    • Imperial crackdowns rely on the Imperial Security Bureau and the intelligence it gathers to determine the most valuable planetary targets each week. This shadowy organization leverages intel given by secret agents found across the galaxy, with the best agents doing their work in cantinas.
    • Imperial Entertainers may receive tips after buffing a fellow Imperial player while inside a cantina. These tips trigger a quest to follow up on a lead on one of the planets in the war. Completing that quest will score Intel points which are displayed on the War IntelPad.
    • Each week, when the Empire selects which planets to crack down on, it will select the most valuable (highest Rebel score) planets from among those that have a full Intel meter.
    • The Rebel Alliance has a way to fight back with Counterintelligence. These are similar to Intel missions except they will fill their own side's "Counterintel" meter for that planet. The Empire will see a planet with a full Counterintel meter as a valuable target, and will likely select that planet over one that the Rebellion is actually aiming for.
    • After planet selection, all planet's Intel and Counterintel meters are reset. If meters are not filled, planet selection will happen randomly.

  • + Added +

    After an accumulation of points over multiple weeks, the war reaches a Shatterpoint, leaving permanent scars behind on the world. New checkpoints, wreckage, fortifications, and environmental changes reshape planets long after the fighting ends.

    • When the Empire or Rebellion finishes a week with four or more planets subdued or in rebellion (a majority of the galaxy), the war has reached its climax. A Shatterpoint occurs. This is a week-long special event that is specifically tied to the final planet claimed, and the faction that claimed it. There are several types of Shatterpoint events which will be revealed as they occur.
    • While these thematic events are ongoing, no more control points will count towards planetary scores. Depending on the type of event, other events like Flashpoints or Space Battles may be paused or altered as well.
    • The outcome of the war, and the Shatterpoint that occurred, will leave permanent scars on the galaxy. These environmental scars, from the map-altering to the minute, are predesigned to be adaptive, but also left for players to discover as the game evolves over time. The changes that occur cannot be reversed, and are unique to this server timeline forever.
    • At the end of the Shatterpoint event, all players who participated will earn a bounty of GCW tokens, with the war-winning faction receiving a bonus. In addition, the winning faction will earn a small scoring bonus on a planet for the next cycle. All other scores and bonuses are reset, and the war continues.

  • + Added +

    The Faction Helper system, where neutral players can elect to be Combatant or Special Forces for either side, is expanding into a full "Mercenary" prestige system, acting as a pseudo "third faction" which is there to help the side that needs it most.

    • Mercenaries earn their rank by helping out the faction that is behind. In PvE content, that means the faction that has fewer planets claimed, or overall points among the unclaimed planets. For PvP, mercenaries will be rewarded for flagging up and earning kills on the side with fewer numbers in the area.
    • Instead of GCW tokens and points, Mercenaries earn Mercenary tokens and Prestige XP in roughly the same ways. Mercenary tokens can be spent to purchase items similar to those on GCW vendors, but also a few unique items such as the Slave I ITV and Bodyguard Jacket.
    • These token purchases, as well as uncomfortably accurate information about the state of the war, can be found from the shady pirate who has landed his ship behind Mos Eisley Starport.
    • In addition to the Mercenary system, an additional balancing mechanic exists: Every week, the faction that is behind can receive a temporary "catch-up" scoring bonus on all planets. This bonus will be calculated based on the current slate of captures and points, as well as the current trajectory of each faction towards victory. This bonus will be recalculated each week to help give the faction behind a better chance, but stops applying once factions are within a certain range of each other, and ramps up slowly with a maximum bonus of 50%.

  • + Changed +

    Factional Bases have been refreshed to have more orientation towards PvE, are now hidden and require discovery, have new defenses, and new Tier 5 Bases can be installed directly as part of Player Cities.

    • Faction Bases are now player-crafted structures, requiring schematics purchased from the vendors, that passively generate GCW control points for their side. They no longer block scoring in a region, nor require the faction to "control" the region to place a base.
    • Both PvE and PvP variants now exist, organized into tiers that require increasing GCW ranks to purchase and place, with higher tiers earning more points. Scoring happens once every ten minutes. PvP variants earn ten more points per tick than PvE variants, except that there is no Tier 5 (Regional HQ) variant for PvP.
    • Placement rules for bases have been adjusted as follows:
      • Each character may place one base
      • One base per faction per region
      • Planet-wide PvE caps per faction: 1 Detachment HQ, 2 Tactical Centers, 3 Field Hospitals, and 4 Forward Outposts
      • Rank 5 cities that are aligned with a faction may place the exclusive Tier 5 Regional HQ, ignoring planet and region caps. These bases do not get destroyed when "busted"; instead they are disabled for 3 days, no longer granting passive point gain.
      • PvP bases are limited to one per planet per faction and can only be placed if that faction already controls at least five PvE bases on the planet.
    • Newly placed bases are hidden on the map, and invulnerable. To make a base vulnerable, enemy combatants must visit the Watchtower for a discovery quest. The quest will direct them to a region to search, and once found can reveal a base for 12 hours, placing a map pin and starting its vulnerability cycle.
    • PvE bases may be upgraded through donations of turrets or mines, unlocking one specialization which affects how long after discovery the base is vulnerable to attack:
      • Default – vulnerable for 12 hours immediately upon discovery
      • Secure (Turrets) – invulnerable for 8 hours, then vulnerable for 4
      • Covert (Mines) – vulnerable for 2 hours immediately, then invulnerable for 10
      • Undiscovered bases equipped with both turrets and mines may be freely toggled by their owner between Secure and Covert modes.
    • PvP Bases become vulnerable 1 hour after discovery, outside blackout hours, and use the existing Shield Disruptor mechanics to enter.
    • Bases can now be linked to a higher-tier friendly base of the same specialization within 4000 meters on the same planet. Linked bases receive a 25% bonus to scoring and share vulnerability windows. Linking is optional and may be removed while not revealed.
    • The same Scorched Ground rule applies: destroying any base prevents that faction from placing new bases in the region for 24 hours. Destroying a PvP base locks the entire planet from new base placements for 24 hours.
    • Planetary Watchtowers are no longer PvP-locked and may be captured by either faction. Once captured, players may take discovery quests every 30 minutes to locate hidden enemy bases. They no longer grant tokens for guarding them, nor passively score points.

  • + Changed +

    Officer Ranks have been refreshed in coordination with the introduction of Prestige.

    • Officer ranks (ranks above Sgt. Major) no longer have any requirement to be Special Forces, and Jedi are eligible to earn them. Point requirements and decay have been reduced to match their behavior in the original game.
    • Senior Officer ranks can now be gained regardless of planetary/regional control status, and there are no limits to the number of players at each rank. Players no longer elect to defend a region, or see declared regions.
    • Power levels and placement of Officer rank abilities like Legendary Warrior and Airstrike have been lowered. Armor bonuses from officer ranks have been removed, and weapon procs reduced. Comlink devices to call NPCs have been disabled.
    • New badges are earned for these GCW ranks. Badges earned from the outgoing system have been renamed to Veteran badges.

  • + Changed +

    During a GCW City Invasion, players are no longer flagged for PvP if engaging in combat near the final General. Directly attacking the General still flags the attacker for PvP so that defenders can fight back to prevent it.

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Items & Equipment
  • + Added +

    ITV Multipass is a new system for pre-purchasing uses of any Instant Travel Vehicle in exchange for long-term savings. Accessible via any ITV’s payment confirmation UI, Multipasses can be purchased in quantities of 10, 20, 50, or 100, with a 10% bonus to uses acquired for pre-paying, capped at a limit of 1,100.

  • + Added +

    The Marine Armor Backpack is now available on GCW and Mercenary token vendors.

  • + Changed +

    Mechanics have been standardized across the full variety of Instant Travel Vehicles(ITVs), including Flight of the Veteran. All ITVs now have a 10,000 credit use cost for characters over 30 days old. For the full information on costs, restrictions, and functionalities see the ITV Wiki Page.

  • + Changed +

    Ship parts can now only be tagged/untagged while in a player's inventory.

  • + Changed +

    Nourishing Vita-Caps and GCW Weapons are no longer sellable to Junk Dealers.

  • + Changed +

    All Commando weapons now only require Novice Commando to equip.

  • + Fixed +

    The Legendary Petar Knuckler appearance has been corrected.

  • + Fixed +

    The Wookiee species requirement that was erroneously applied to some weapons has been removed.

  • + Fixed +

    Precolored items will no longer revert their color after dyeing them.

  • + Fixed +

    Some weapons that incorrectly showed a combat level requirement of 0 or -1 have been fixed.

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Misc.
  • + Fixed +

    Bounty Hunter missions now have additional location checks for water and structures that should improve spawning significantly.

  • + Fixed +

    Grenz Zittoun is no longer missing his clothes.

  • + Fixed +

    Missing titles from the Petranaki tournament have been added.

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Prestige
  • + Added +

    Prestige is a new endgame progression system that lets players rank up in specialized trees tied to different game systems like PvP, crafting, surveying, space, mercenary, and more in the future. These can be viewed inside the Skills Window.

    • Each Prestige tree has its own unique XP earned by doing relevant activities. That XP will automatically unlock Prestige Rank skills in its tree. These skills do not use Skill Points, and XP in one Prestige tree does not affect others. There are no limits to how many Prestige trees you can rank up in.
    • Every Prestige tree launching today follows a pyramid structure with twelve total ranks, starting at a free novice rank, ten standard ranks divided into four tiers (4, 3, 2, 1), and a mastery box. Each rank and tier comes with higher benefits and steeper XP requirements.
    • Every Prestige tree launching today also features XP decay at higher ranks, requiring ongoing activity to maintain your position. These trees also have decay floors at each level of the pyramid, so once you earn them you will not drop below them.
    • The top mastery rank in each Prestige is globally unique and automatically belongs to the player with the highest XP on the server. This position can change hands dynamically.
    • Each Prestige rank grants rewards such as skill bonuses, abilities, titles, a weekly credit payout, access to purchases, or other thematic benefits.
    • Prestige trees reset on a seasonal cycle called a Parsec, roughly every six months, returning players to the starting rank to refresh competition. The exact date of the seasonal reset will be announced as it nears, but we expect it to be in August or September.
    • The Prestige Leaderboard on the website displays the top 25 players in each Prestige tree by XP.
    • For a full list of prestige ranks, earning methods, and perks, see the Prestige Wiki Page.

  • + Added +

    PvP Prestige (Recruit → PvP Legend) earned from PvP kills and assists (with bonuses for higher-ranked targets, Jedi, bounties, Flashpoints, and Battlefields, plus minor XP for deaths) which is rewarded by unlocking PvP combat bonuses, objective capture boosts, group buffs at top ranks, weekly credit payouts (with decay at higher tiers), and exclusive titles at each rank.

  • + Added +

    Surveying Prestige (Field Scout → Galaxy Prospector) earned by discovering resources with Interplanetary Survey Droids, reporting new resource data, and completing hand-sampling mini-games, unlocking increased survey range, faster droid reports, improved sampling results, and higher harvester extraction rates (when buffs are active at placement).

  • + Added +

    Space Piracy Prestige (Scavenger → Master of the Void) earned through Duty missions, convoy boarding, ship and capital ship destruction, granting increased Duty Token rewards, higher credit payouts, bonus salvage chances, and improved Midlithe Crystal drop rates.

  • + Added +

    Space PvP Prestige (Wingman → One Hell of a Pilot) earned through Special Forces Duty missions, Space Battles, and GCW ship kills, granting increased Station Tokens, faster /homeport calculations, reduced droid command delays, and bonus GCW points from space combat.

  • + Added +

    Manufacturing Prestige (Tinkerer → Titan of Industry) earned through item crafting and factory runs, granting increased Lucky experimentation chances, faster factory production (with active buffs), reduced schematic complexity, and bonus Assembly modifiers.

  • + Added +

    Mercenary Prestige (Freeblade → Mercenary Legend) earned by supporting the underdog faction in GCW PvE and PvP content as a Faction Helper, unlocking access to liberated goods, officer-style abilities, and increased credit payouts from Flashpoints and Base Busts.

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Professions
Doctor
  • + Changed +

    Doctors will no longer get a kickback from using their Thyferran Module with any characters on their own account.

Jedi
  • + Changed +

    Force Focus, from the Guardian Heroic Jewelry Set, now applies at a reduced rate. The 3-5 piece set bonuses now increase the maximum stack (still up to 30), but charges only accumulate one at a time. As more stacks are built, the chance to proc the next stack reduces slightly. Players wishing to refund their jewelry purchase as a result of this change may do so by using the radial menu until March 31.

Lancer
  • + Changed +

    Perception now has a 60-second cooldown and a new Improved Perception has been added to Master Lancer which has the same effect but on a reduced 25-second cooldown.

Fencer
  • + Fixed +

    Combat Medic attacks now cause the Improved/Advanced Sprint ability to dispel.

Smuggler
  • + Fixed +

    Smugglers can no longer use Instant Travel Vehicles while on a travel-restricted mission.

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Space
  • + Added +

    A Starship Terminal has been added to the back of Theed Palace to benefit RSF Pilots.

  • + Changed +

    Hyperlane freighters and escorts now have a new loot table containing Kessel loot as well as many of the select items sold by Rash Nunes.

  • + Changed +

    The quest reward for Tipping The Scales (Defeat Lord Cyssc) will now reward all four of the weapon components as opposed to only one.

  • + Changed +

    Reloading Missiles and Chaff now costs 5,000 credits.

  • + Changed +

    The space part evaluation ‘blue’ color has been updated.

  • + Changed +

    Jedi who die in space to a bounty hunter with their ground bounty will now be ghosted and forced to land.

  • + Changed +

    The Eta-2 Actis Interceptor is now No Trade Shared.

  • + Fixed +

    Players in Deep Space will now properly show up on the War Intelpad and will receive Space PvP Trophies.

  • + Fixed +

    Prototype Scyk and TIE Fighters will now use their correct Flight Computer instead of an Astromech.

  • + Fixed +

    New pilot rewards of Engine Overload I has been updated to have a Program Size of 5.

  • + Fixed +

    Reloading Missiles and Chaff at Space Stations will now properly consume the entire ordnance object.

  • + Fixed +

    Leaving the Pilot’s chair while using the Homeport command will no longer instantly trigger hyperspace.

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User Interface
  • + Added +

    Additional role icons have been added for customizing your character's group frame. These role icons become available depending on your skill tree professions.

  • + Added +

    The client now uses enhanced font sizes by default across the entire user interface to improve readability.

  • + Changed +

    Secondary Professions (e.g., “Politician” and “Pilot”) have been migrated from their separate UI window into the primary skills window. In addition, the Skills window has been updated to split out different expandable sections for each of the following:

    • Basic Professions (Brawler, Sharpshooter, Entertainer, etc)
    • Advanced Professions (Fencer, Carbineer, Bounty Hunter, etc)
    • Force Sensitivity (Combat Prowess, Heightened Senses, etc)
    • Jedi Discipline (Lightsaber, Force Powers, etc)
    • Secondary Professions (Pilot ranks, Chronicler, and Politician)
    • Prestige Rankings (Manufacturing, Mercenary, PvP, etc)

  • + Fixed +

    When adjusting graphics or terrain options above the recommended level, players will no longer get the pop up warning about performance each time they adjust the slider. The warning will still pop up when first increasing beyond the recommended limit and when saving settings by closing the options window.

 
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