Mysteries of the Force
Start your journey to becoming a powerful Jedi, constrained by the era of the Galactic Empire, which poses unique challenges as a thriving Force Sensitive community to take in a youngling for training is nonexistent. Consequently, becoming a Jedi will be a demanding, stimulating, and individualized experience for every inhabitant of the Star Wars Galaxy. Discovery of The Force will require exploration on group and solo adventures throughout the ground and Space. Everything encountered along the way, from artifacts and horticulture to creatures and conclaves, will play a role in your saga.
Use the /checkForce command to monitor your progress towards force sensitivity.
Mustafar Mustafar returns to Star Wars Galaxies, offering more than 30 quest lines and experiences. This adventure planet contains iconic points of interest, relics worth collecting, powerful Weapons, dangerous dungeons, and more—all balanced for the Combat Upgrade. Purchase a shuttle ticket to Mensix Mining Facility from Corellia or Talus. The planet is jam-packed with quests, collections, and more! Visit Foreman Chivos in the Mustafar Mining Facility (334, -1125) to get started on an epic adventure.
Visit the Mustafar Content Vendor after completing various stages of your journey in the lava-filled world to acquire:
Lava Resistance Kit
A Darth Vader Painting
A Jedi Painting
Darth Vader vs Obi Wan Kenobi Diorama
Blue and Red glowing eyes
Lava Beetle Mount
The Progression System has arrived with gating for Mustafarian instances! Players can unlock new content areas after meeting server-wide prerequisites for the galaxy by working together under a unifying set of complex goals. The challenges of the Droid Army, Droid Factory Two, HK-47, and Sher Kar await the collective unlock of the community! Visitthe Progression terminal at Mensix Mining Facility to check out the progress of the server as it updates.
Damage over time effects will proc at the following rates
Bleed - every 8 seconds
Poison - every 10 seconds
Disease - every 20 seconds
Fire - every 5 seconds
Fixed an issue preventing a player from using certain commands and skills while stunned.
Enabled weapon-specific damage exotics.
Increased the effectiveness of healing potency exotics.
Increased the impact of accuracy when your accuracy rating is superior to your opponent’s defense.
Reintroduced state recovery skills into the game! You can now clear your blind, dizzy, and stun states if you have the appropriate recovery skill.
Locomotion (movement) and Posture (physical positioning) now have an effect on Accuracy and Defense rolls. The following is a list of different posture and movement bonuses or penalties. Players will want to consider their accuracy from skill tapes + their bonus accuracy based on posture and movement multiplied by what type of weapon they are holding. Then the opposite can be rolled for your defense. Weapon multipliers are:
The Adrenal Boost skill from a Doctor, and the Double Time ability from Squad Leader, will reduce your combat speed by 0.25 and 0.5, respectively. This will not change your weapon-modified speed, instead, it will reduce your cooldown timers. Your cooldown timer is calculated as your modified attackspeed + your ability cooldown. Your execute timer is your modified attack speed + the execution time of the ability.
The Battle Fatigue mechanic has been implemented. Battle Fatigue is generated over time while engaged in combat and produces negative effects on your character based on the amount of fatigue.
Your HAM (Health, Action, and Mind) Regeneration will be depleted when you reach 200 Battle Fatigue by a rate of 0.25% per point, up to a maximum reduction of 25%.
The efficacy of cast heals is reduced by up to 75% when you have full battle fatigue (1000 points).
Combat Medic, Master Medic, and Doctor now have a new skill modifier, "healing shock," in their trees that mitigates the effects of Battle Fatigue on their healing.
You can heal Battle Fatigue in the following ways:
Watching an Entertainer in a camp: 26 points per 10 seconds
A bug preventing Cybernetics from properly attaching to your character when you rolled for one after cloning has been resolved.
A helper popup message explaining that a cybernetic has been attached after you cloned and providing instructions on removing it will now display the first time a death cybernetic is applied to your character.
Thyferran Buffs now charge your bank account
Droids can now be charged with batteries from your backpack.
An issue with droids not allowing you to purchase a Thyferran Buff when they have available battery power has been resolved.
A bug that allowed droids to be used in combat when out of battery has been resolved.
Droids now lose 1% battery when told to attack an invalid target.
3rd character slot content bugs have been resolved.
Furniture colors have been re-added
The Restoration Lava Skiff Collection has been moved to a safe place somewhere else in the galaxy. The limited-time “Mustafarian Skiff” is no longer available in-game. The collection will now offer the desert skiff as the reward.
Etinoca Real Estate has been established in the galaxy. Read more here.
A bug that caused factories and harvesters to double charge their re-deed cost has been fixed.
The Interplanetary Survey Droid now functions properly for all resource types.
Parry Riposte duration was increased from 5 seconds to 10 seconds.
Added a new suppression fire effect that creates a "slow down" effect between the attacker and defender. The effect acts as if there was a hill between the combatants, with the attacker at the top and the defender at the bottom. The area of the effect is a cone between the attacker and defender. The "hill" will be maintained between the combatants even if they move.
The range of Scatter Shot has been limited to 32m, its damage modifier has been increased to 2.0 from 1.5, and its Mind cost has been increased from 2 to 3.
Fixed the special effects of grenades.
The Burn Down and It Burns abilities are now restricted to only be usable while a Heavy Weapon is equipped.
Commando DOT abilities no longer have a warmup timer.
The Deadbang Shot ability now has a range of 42 meters with a 70-degree cone effect and a 2.0 damage modifier.
The Focus Fire ability now relies on your weapon range, with a 35-degree cone effect and a 1.7 damage modifier.
Flamethrowers now properly treat all attacks as cone Area of Effect (AoE).
The cooldown for Stand Fast is now 60 seconds.
Heavy Weapon Proc Effects now ignore defenses and apply as follows:
Heavy Acid Beams blind chance changes based on distance
Lightning Beam Cannon has a chance to apply a Fire Dot, and also it can snare a Vehicle.
Rocket Launchers apply a Knockdown.
Flamethrowers apply a DoT Effect.
[*[Heavy Particle applies a Stun Effect.
A bug allowing AI ships to spawn on top of themselves and/or without random axial rotation and distancing has been resolved.
Credit chip payouts from kills in Space have been adjusted to have no minimum payout.
Chasis Dealers now offer 30% fewer credits for Space Parts.
The /beacon command should now work properly.
The Command Browser now displays a command's disallowed locomotions and states.
The Overhead Map now adds additional spacing between overlapping text labels for readability.
The maximum zoom multiplier on the free chase camera has been limited to 3x.
When a player is watching an Entertainer or listening to a Musician and has reached the maximum inspiration buff duration, a (Ready for Buff) label will persist above their heads until they have been buffed or stop watching/listening to the entertainer.
Hotfix 220.127.116.11 (Sept 24, 2022)
Volumetric Shadows should now work properly, and their attenuation has been increased for better visual appearance.
Volumetric Shadows now cast relative to their origin celestial light source more precisely and adhere to a planet's time of day cycle.
The client should no longer crash when opening the skills window after dropping all skills.
The Battle Fatigue and Wound effect from Disease Abilities has been reduced.
Creatures should no longer fire electricity when using special attacks.
Cyrobang grenades should now craft with an appropriate speed. This change is not retroactive.
Galactic Civil War
Mercenary players should now be flagged as Special Forces/Overt when entering the range of a GCW Invasion Defensive General.
A bug causing the barrel of turret objects to appear invisible has been resolved.
A bug causing structure placement pylons to appear with invalid textures has been resolved.
The following collection objects that previously gave cannot see/cannot interact errors should now be collectible:
The Wound and Battle Fatigue multiplier applied from Combat Medic's Infect ability has been reduced
You can now apply powerups to all heavy weapons
3rd Character Slot
The issue with the profession terminals not responding to input has been resolved
Players with the master profession badge (instead of the master skill) can now interact with the profession terminals. The effect of this change means that anyone with the master profession badge can now interact with those respective terminals