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[SWG Retail]Complete Patch History for Star Wars: Galaxies until patch 14.1


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Original Release:

An Empire Divided US 26 June 2003; EU 7 November 2003

 

 

Expansions:

Jump to Lightspeed (JtL) US October 27, 2004

Rage of the Wookiees (RotW) US May 05, 2005

Trials of Obi-Wan US November 1, 2005

Quote

This release information refers to items up until the day of the combat upgrade. Any patches past the CU are irrelevant in concerns to current EMU status, but certain ones will be kept for historic purposes.

 

  • Publish 1: 8/13/2003
  • Publish 2: 9/4/2003 (22 day wait)
  • Publish 3: 10/8/2003 (34 day wait)
  • Publish 4: 11/13/2003 (36 day wait)
  • Publish 5: 12/16/2003 (33 day wait)
  • Publish 6: 2/11/04 (57 day wait)
  • Publish 7: 3/16/2004 (33 day wait)
  • Publish 8: 4/27/2004 (42 day wait)
  • Publish 9: 7/2/2004 (66 day wait)
  • Publish 10: 8/31/2004 (60 day wait)
  • Publish 11 (JTL): 10/21/2004 (51 day wait)
  • Publish 12: 1/13/2005 (84 day wait)
  • Publish 13: 2/10/2005 (28 day wait)
  • Publish 14: 3/9/2005 (27 day wait)
  • Publish 15 (CU): 4/27/2005 (49 day wait)

 

 

 

Star Wars Galaxies
Publish Archive 2003


June 2003

June 29, 2003

AI

  • Fixed instances of stuck AI
  • Fix for /aim exploit that kept AI from aggroing on the attacker

Cloning

  • Fix cloning sometimes teleporting player to the facility's location instead of inside it

Crafting

  • Fix for crafting failure and success messages
  • Weapon Experimentation: should be functional as intended now

Creatures

  • Baby creatures will no longer give xp (for killing them, that is)

Faction

  • Fixed exploit where you can gain much too much faction points from missions.

Grief

  • added /eject, a command that can be used if you are locked on someone's balcony

Groups

  • fixed group xp bonus being too high
  • prevented groups of more than 20

Login

  • Fixed an issue where sometimes a player's name would not be correct in the character selection UI

Missions

  • fix for disappearing mission objectives
  • fix for players running out of available missions (you go to take a mission, and there are none available)
  • fixed missions sometimes appearing in water

Name Validation

  • improvements to catch more obscene names, and not prohibit valid names.

Special Edition Goggles

  • fixed a rare race/gender/customization combination that prevented goggles from working

Tutorial

  • fixed issue where players would sometimes not get starting equipment

UI

  • Fixed UI settings not saving sometimes.

Vendors

  • make refused vendor items not disappear

July 2003

July 2, 2003

  • Mobs should be dying correctly and creature handlers should get xp.
  • NPCs should not be spawning inside walls/buildings.
  • Jabba's theme park problem resolved.
  • Fix for players that are stuck in the "login" state.
  • Should no longer be able to place personal harvesters atop one another.

July 7, 2003

  • The Xp problem gating doctors and combat medics from advancing has been resolved.
  • Merchants should now accrue XP faster.
  • You should now be able to stand up when in the water
  • The range for /corpse has been increased.
  • Lots of fixes for the Imperial theme park.
  • Improved AI in dungeons.
  • Faction pets will now destroy themselves (and the pet control device) when they die
  • Faction pets now take 60 seconds to store
  • Faction pets can no longer be stored if they are in combat or if their master is in combat
  • We have made some fixes that should help the "disappearing house" problem.

July 8, 2003

  • If a creature breaks your /maskscent, you cannot remaskscent for 60 seconds.
  • Fix for looting corpses across server boundaries (when verified, we will be removing free newbie deaths)
  • Fixed AI pathfinding in interiors
  • Client optimizations and stability improvements
  • Chance for a critical sampling event has been increased 3%
  • New critical sampling events have been added
  • Sampling is now slower
  • The cost to sample is higher
  • Maintenance and power are required for harvesters to run

July 10, 2003

  • Fixed an exploit that allowed players to obtain very powerful rifles.
  • All rifles obtained through this exploit have been deleted.
  • Fixed an exploit that allowed players to continue to access harvesters of a player that was deleted.
  • All structures owned by a player will be deleted when the character is deleted (including existing structures that no longer have valid owners).

July 15, 2003

  • Fixed an exploit where you can get too many pets active at once.
  • Problems still reported with lost corpses, so temporarily we have made all items auto-insured.

July 16, 2003

  • Fixed problem where the player can't move if they only play in first-person.
  • Reduced stuttering in cities (you'll get better performance with more RAM).
  • Fixed UI rendering objects with the lowest level of detail.
  • Fixed sound volumes being reset to zero.
  • Fixed another potential case of the ghosting issue.
  • Added support for /report, so players may more easily report harrassment.
  • Fixed an exploit where your droid could carry missions for you.
  • Network optimizations.

July 18, 2003

  • Adjusted resource pools on Lowca and Radiant to be more reasonable.
  • Improved server stability.

July 22, 2003

  • Fixed a client crash if you log into an interior which is then deleted on your client.
  • Fixed an issue where your character would log into an interior at the wrong spot.
  • Added character name to delete character confirmation dialog box to prevent deletion of the wrong character.
  • Fixed a problem with the camera zooming in to the neck when customizing the face.
  • Improved server stability.
  • Continued client optimizations. (reducing stuttering in cities)  

July 24, 2003

Downtime will be 1 hour longer than usual this morning, servers will come back up at 9am PST.

Client Version 55436.0

  • Improved server stability
  • Improved server performance (some players on Tatooine at prime time may have noticed some areas were getting laggy, this should help address that).
  • Added "practice" for crafting - when you practice, you'll use all the resources naturally, but you won't actually make the item - you'll also get a 5% xp bonus. This is to help address those people who want the xp from practicing crafting, but don't want (or don't think they can) to sell the items they are making.
  • Storing a pet will no longer heal it.
  • Storing an incapacitated pet will no longer kill it.
  • Pets that were previously 'dead' when called, will be alive again.
  • Any remaining Bio-engineered pets with crazy stats will delete themselves from the world.
  • Fixed a crash associated with manufacturing from multiple resource containers at once.
  • Melons provided to newbies have been reduced from 3 to 1

July 25, 2003

  • Fixed an exploit with taming creatures.
  • Corrected the XP bonus for practicing from a 25% bonus to a 5% bonus.
  • Fixed a bug that had removed natural armor on bio-engineered creatures.
  • Fixed a problem where we would 'recommend' an incorrect server during creation
  • Fixed a potential case where a client would 'ghost'.
  • Resolved exploit where image designers could make very large or very small players.
  • Fixed a problem where the client would drop connection after selecting 'operate machinery' on a harvester.

July 30, 2003

Client Version 55993.0

NOTE: We have disabled insurance costs. Thanks for your patience with us here.

  • Now limit user to having 3 open customer service tickets at one time, this should allow us to assist a great range of customers at a higher pace. Feel free to submit more tickets as your top issues get resolved.
  • Fixed movement rate of 'cat' type creatures like the Jax. Poor guy was running too slowly and being picked off like dogs.
  • Fixed bug where house terminals would not always show up.
  • Droid Modules now work again.
  • Endor, Yavin 4 and Dathomir are no build zones for everything except installations and camps. As designed, you will not be able to place houses on these planets. If you have a house, we recommend you pack it up and move before the Empire becomes aware of it.
  • Fixed bug where characters would warp to coordinate 0,0.
  • Resolved Changed /painicShot such that it can?t be executed over and over with little cost.
  • Relaxed limits on creating characters during heavy server load.

August 2003

August 1, 2003
Client Version 56199.0

  • Fixed a problem where the player's inventory was not displaying volume correctly.
  • Added a system message when a mission waypoint moves and an explanation why it moves
  • Fixed a problem which would cause people who had logged out to appear linkdead and still in the game for hours
  • Fixed a bug where you could kill someone else's vendor
  • Improved server stability
  • Improved server performance
  • Worn equipped items will no longer shows all their contents as being equipped
  • Fixed a problem where an inventory window would always come up tiny.
  • Fixed a problem where you would trade with another player, then that other player would immediately delete their character, and you would lose the items you had traded for.

August 5, 2003
Client Version 56456.0

  • We have reduced the number of tickets customers can submit from 3 to 1. When a CSR takes a ticket to assist a customer, all of that customers concerns are resolved, not just the one on the ticket. If you have another issue come up when you have an outstanding ticket, add that information to your existing ticket. The CSR will help solve all outstanding issues when they talk to you.
  • Fixed the missing elevator button/guild management terminal/house management terminals. Really this time!
  • Fixed an exploit where a harvester could be turned off or on by someone who wasn't its owner.
    Fixed an exploit where you could sometimes attack a lair and not be attacked in return.

August 8, 2003

  • Improved server performance
  • Fixed an exploit with a terminal from a quest with Jabba's Palace, where you could destroy structures.
  • Fixed a problem where people would be unable to log in if they logged out of a house that had a turnstile that was on a server boundary
  • Added a verification and notification message when you destroy a vendor, or pack up a house or PA Hall.

August 12, 2003

PROFESSIONS

Armorsmith

  • Fixed a problem with the armorweave armor segment which prevented experimentation on it's special effectiveness.
  • Armor should be properly hueable now.
  • Fixed armor segments so that their special protection effectiveness properly corresponds to the armor set.
  • Crafters can now experiment on the special protection effectiveness attribute on armor segments
  • Special protection effectiveness is now falls under resistance experimentation. Integrity is affected by the durability experimentation.
  • Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
  • Fixed bad resource references on the advanced chemical dispersion and advanced padded armor components. They should now be craftable.
  • Fixed bug that added component armor values to the final object twice.
  • Fixed a problem with mind encumbrance using the wrong experimentation attribute in armor schematics.

Weaponsmith

  • A weapon stock is no longer required on the DH17 carbines.
  • The minimum HAM penalty range on option weapon components has been reduced to zero. Therefore it is technically possible to experiment away all of the penalties.
  • The positive effects of optional weapon components have been increased slightly.
  • Fixed durability experimentation on weapon components so that it affects their integrity properly.
  • Fixed a problem where skills were not granting enough assembly and experimentation. These skill mods now add up to 100 for the master.
  • Fixed a bug in the beam rifle which made it appear to be an acid beam rifle.
  • Added attribute examination to munition components as well as weapon and armor component enhancements.
  • Corrected bad resource references in several advanced components: Dispersal Mechanism, Vibro Blade Unit, and Chemical Dispersal Mechanism.

Bio-Engineer

  • Fixed a bug in XP calcs when sampling from creature deeds
  • Added range check at end of sample time to prevent exploit
  • Can no longer sample from the rancor in the cage at Jabba's palace (funny though)
  • Reduced xp rewards when sampling from deeds
  • Allowed Bio-Engineer to sample from their own pets
    Removed ability to sample from baby creatures.

Combat Medic

  • Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected.
  • Fixed a problem with area stimpacks requiring Medicine Use. They should require Combat Medicine Use. This fix only affects newly crafted stimpacks, so old ones will still require Medicine Use.
  • Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time..

Creature Handler

  • Non-creature handlers will not gain creaturehandler xp now.
  • You must have at least a 15% chance of taming a creature to get the taming menu option
  • Reduced regen stats of baby creatures and pets.
  • Baby creatures will not attempt to follow each other
  • Pet control devices cannot be transferred to someone who is at their max-count for number of stored pets
  • Creature handlers will be able to transfer pets to non-creatureHandlers. The non-creature handlers will not be able to train the pet new commands, but they will be able to store them, call them, and issue any commands that the pet already knows. Note, only certain types of creatures, all fairly low level, can be controlled by a non-creature handler.
  • Pets can now attack creature lairs.
  • Fixed scaling bug with tamable creatures which resulted in too-small or too-large baby variants.
  • Pets will never be "death-blowed", but instead will suffer a reduction in max Health, Action and Mind in cases where they would have been death-blowed.
  • Creature handlers will not be able to 'call' pets that they would have no chance of taming
  • Fixed an issue with pets wandering around aimlessly in the midst of combat
  • Fixed an issue with pets bolting to the location they were called during/after combat
  • Removed the requirement for a creature handler to be within 30 meters of his pet in order to gain xp.
  • Added a system message explaining why transfering a pet fails

Smuggler

  • Increased the damage and the action cost of the /lastditch smuggler attack.
  • Weapon slicing no longer has a chance of slowing a weapon down. It now properly speeds the weapon up.

Droid Engineer

  • You can now get a more detailed Examine window on droid components.
  • Changed the armor integrity attribute to armor toughness
  • Added mechanism quality to the Examine window for droid deeds.
  • Removed personality chip ingredient slots from droids that don't talk
  • Added the surgical droid to the list of droids that do talk.
  • It is no longer possible to apply damage over time effects to droids.
  • Droid medic modules should now have a variable effect on medical wound healing, depending on what quality medical modules were built into the droid.
  • Droids allow a person to drag an item on top of their pet droid to store an item in it. (assuming that the droid has a storage module, of course).
  • Droid pets will die when incapacitated
  • Fixed a problem that prevented surgical droids from being used to heal wounds.

Scout

  • Bigger camps now grant xp slightly faster than smaller camps.
  • The rate at which camps accumulate XP to award when they are disbanded has been increased.
  • You can now place camps in no-build regions (but you still cannot in city regions)
  • Camps now auto-heal faster as their level increases (i.e. a high tech base heals faster than a two person kit).
  • Baby creatures now yield 1/4th the resources and xp of an adult when harvested.
  • The mind pool damage done by the sharp bone spur has been decreased.
  • The ranged and melee defense debuff traps have been strengthened slightly.
  • Fixed the description of FX on a couple traps.
  • Attempts at scent masking against creatures should be more successful.
  • Scent masking should be much less likely to break against large groups of creatures now.
  • There is a chance that a creature that detects you while you are scent masked will attack you.
    Improved mask scent's ability to make a creature ignore the player
  • Camps will now properly give XP.

Medic

  • Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
  • Removed durability experimentation from medicines since medicines do not decay.
  • Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
  • Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
  • Added healing kill credit for medics that perform healing on same group combatants
  • Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
  • Added auto-wound select to tendWound if no wound is specified.
  • Fixed a problem that enabled revive packs to fire on a /healWound command.

Merchant

  • Fixed an exploit where you could steal things from vendors
  • Fixed the max sale price on vendors being the same as the bazaar.
  • You now have to select "init vendor" from the vendor options after you place your vendor to activate it.

Entertainers, Dancers, and Musicians

  • Added checks and failsafes to prevent getting stuck "performing" when not actually performing.
  • Added check when player joins group to make sure they are playing the same song as the group.
  • Added messages for /bandflourishes
  • New flourishes for poplock dance: Flourishes 5, 6, 7, 8
  • New flourishes for rythmic dance: Flourishes 3, 4, 5, 6, 7, 8.
  • Fixed bug with /changebandmusic and band members that are not performing
  • Made /bandflourish on/off setting persist
    Added status check for /bandFlourish on/off

Artisan

  • Exploit fix for surverying, now if you sell back your survey skills and try to use a survey tool, it will ask you to reset your survey settings. If you abort this, the lowest setting will be used.
  • The survey UI will scroll to the last used resource in each survey tool
  • Survey Fix "here" icon rotation when inside.
  • Various visual & usability improvements to the survey UI.
  • Fireworks: Made all fireworks not loop after the first display of particles.

ECONOMY

Bazaar and bank

  • Make instant sales money transfers go player to player rather than through the bazaar (receiving the payment should be more reliable)
  • Update automated bazaar mail messages to contain more data
  • Add resource type name to auction name for resource containers
  • Enforced a timeout of 30 seconds for bank transfer window
  • Forced bank transfer window to close on other bank transactions

Crafting

  • Many fixes to crafting experimentation were made. It should be working much better now.
  • Fixed an exploit where you could duplicate components
  • You now only get UXP on components that someone else made.
  • Made crafting/manf hoppers visible to players.
    Creature lairs now have a "Search Lair" option. This option may only be used once per lair.
  • Searching a creature lair may now yield egg resources or animal samples. The eggs can be used for food crafting
  • Animal samples may be used in animal particle effects generator craftable by an artisan with Engineering I.
  • Fixed powerups to work properly when manufactured from a schematic. This means that they should function correctly when built in factories.
    Added messages for when manf stations run out of ingredients.
  • Fixed manf schems & factory crates to display the attributes of their manufactured item
  • Don't let users try to activate a harvester without setting a resource first
  • Fixed "can't retrieve resources the first time" bug
    Various visual & usability improvements
  • Fix default button on harvesters page
  • Fixed an issue that prevented certain powerups (stocks) from being attached to items they should have been allowed to attach to.
  • Send mail to player when their manf station runs out of power.

Fishing

  • You can now examine fishing poles to determine their quality.
  • Made fishing more fun & interactive in stages "nibble" & "bite"
  • Added the "star rating" fish density & vegetation meters

Housing and structures

  • Fix bug that was preventing characters from getting ejected from ramp edges
  • Players now get punted from a house when their access fee permission times out.
  • Structures under construction could get into a state where they weren't able to finish their construction - structures now detect this state, and fix themselves.
  • The default image on player structure signs has been updated from the bank/credits symbol
  • Adding banner like signs for over the door style addresses
  • There were some turret AI updates
  • Made public crafting stations immovable to regular folks

COMBAT

Combat

  • Changed berserk to be a 75 point damage increase instead of double base damage
  • Decreased berserk costs slightly
  • Fixed double berserk spam
  • fixed berserk sometimes stopping combat loop
  • Modified unarmed special move damage modifiers to improve their combat abilities
  • Increased unarmed damage progression slightly
  • Increased melee1h damage for special moves
    Fixed wildshot2 not working
  • Fixed melee2hlunge2 not having an animation
  • Fixed multitargetpistolshot not working
  • Fixed suppressionfire 1/2 not changing posture properly
  • Fixed acid rifle certification
  • Added xp bonus for non-damaging moves
  • Fixed fastblast combat spam
  • Increased power of bountyhunter/commando moves
  • Fix for xp exploit: Killing baby pets won't grant xp.
  • Bring /con messages in line with new colors
  • Fix fragmentation grenade blast self hit/miss
  • A fix went in for an exploit involving damage over time.

Battlefields

  • Added error messaging to battlefield reinforcements so that you know when it fails due to lack of faction points.
  • You can no longer build battlefield structures outside of the battlefield perimeter even if it is in range of a constructor.
  • Added explosion effects to all destructible battlefield objects.
  • fix problem with group ham bars all turning violet (or orange, now)

Death and cloning

  • Fixed issue with player spawning in wrong room of outpost cloning facility
  • Respawn fx added.

Grouping

  • Improvements to help deal with the bug where group members get removed from group chat at the wrong times
  • Fixed bugs with group difficulty calculations. This should also correct problems with the XP awards in groups.
  • Fix crazy group icon showing up in all the wrong places
  • Fixed group chat going away if anyone leaves the group

PvP

  • Control of static factional dungeons now affects the status of control of the Galaxy in the Galactic Civil War. - The number of player-built factional HQs on the map now affects control of the Galaxy as well. - The side that is winning in the Galactic Civil War conflict gets a 15% bonus to all earned XP. - The side that is losing in the Galactic Civil War gets a 30% discount on the cost of all faction perks. - Reduced the cost of factional perks to compensate for the slower gain rate for faction points.
  • Fixed duels preventing secure trade.
  • Faction point caps are now variable for your aligned faction. The amount of faction you can have is equal to the cost to reach your current rank times 10.1. This means at the rank of Colonel, which costs 6000 faction to achieve, you can have up to 66,000 faction points stored up.
  • Made it so that you will get a faction enemy flag for attacking someone who is factioned, even if the attacker was a personal enemy.

CREATURES AND AI

  • Pathfinding bug fixes
  • Stuck AI's will warp past the thing they are stuck on to get to a target
  • Lairs:
    •  Reduced frequency that creatures near their lair will 'bluff'
    • The first couple creatures spawned by a creature lair will never be Baby creatures.
    • Increased spawn rate on boss mob lairs, added new boss mob lairs, moved large creature newbie spawns to world/default spawners, expanded newbie spawn regions.
    • Lair defenders will not defend their lair until it has actually been damaged
  • Updated some creatures' level for balance.
    Pets will be able to follow their masters into buildings/caves
  • Non-aggressive npcs will defend their lairs
  • Upped level on lantern birds to be inline with rest of Endor.

Servers

Login:

  • Fixed case where some characters could get into a state where they were unable to login - happened in approximately 1 in 100,000 logins.
  • Many, many, many server crash fixes, login process fixes, slowdowns, and database problems have been corrected.

THE WORLD

New locations

•  There are rumors of a new Nightsister Spider Cave on Dathomir.

•  Rori has seen notable new activity among Garyn Raiders. They may have built a new bunker.

•  As you know, Lok is a dangerous place. We've even heard rumors of a town terrorized by Kimogilas...

•  The Empire is not pleased to hear that pirate activity has increased on Naboo, including the construction of a new bunker.

•  Corellia has also seen more criminal activity, the Chunker Gang has built a new bunker there.

•  There's a new Giant Decay Mite Cave on Talus.

•  And a Giant Fynock Cave on Talus.

•  And a Pygmy Torton Cave on Rori.

•  And a Bark Mite Cave on Rori.

•  The Rebels have packed up their base on Tatooine. Rumor has it that they may have relocated to Rori to avoid Imperial detection...

•  Modran Borvo's Champion has been rumored to be on Naboo.

•  Word is that there's a newly founded Rorgungan Swamp Town with some fellow named Captain Hassk, on Rori.

•  Beware of Lord Nyax on Corellia!

New battle spawn areas: these are not battlefields in the formal sense, but rather spawn areas that are battles between two sides.

•  Rebels vs. Imperials battle on Corellia.

•  Drall vs. Corsec battle on Corellia.

•  Hunters vs. Creatures battle on Rori.

•  Corsec vs. the Flail battle on Talus.

Content

  • Fort Tusken - Set up Fort Tusken to spawn in waves. - Added a fort tusken champion
  • Herald NPCs for static dungeons created and placed. These NPCs are located in various towns and other locations and give out information related to the static dungeons.
  • Converted six Imperial or Rebel dungeons into factional dungeons that can be controlled/defended by either faction. These PvE dungeons can change sides based on who is winning the battle there.
    There are battles that now contain AT-ATs.
    Non-aggro giant creatures added to newbie spawn areas.
  • Gambling: - Added slot machines and roulette to hotels and some cantinas. - Adding gambling commands: /joinGame, /leaveGame, & /bet
  • Moved location of Tusken Village so that it's not so easy to ace it over and over
  • Adjusted ancient krayt spawn rate
  • The sarlacc is now more interesting. All newbies should run there right away to see it. Or not.
  • Added range checking to travel ticket purchases. You must now stay near the terminal in order to complete a purchase.
  • Tusken Raiders: increased the level of Tusken raider special attacks across the board
  • Fixed rebel specops soldiers appearing as Imperial Officers
  • Fixed Talon Karrde (who used to be a wealthy, over-40's Zabrak woman)

Quests and missions

Delivery Missions:

•  Added many more delivery mission locations in cities so that NPCs wouldn't all stand around in the same place

Missions:

•  low end missions now pay less, high end missions pay more.

•  if a location is off-planet, display both the planet and region name

•  Group mission rewards have had their range extended from 64m to 200m. this means that to receive part of a mission reward, group members must be within 200m of the player that took the mission at time of completion.

•  New mission terminals added for Artisan (crafting, and surveying missions), Entertainer (musician and dancer gig missions) and Explorer (hunting missions, and recon) mission types.

•  Various mission difficulty fixes.

•  Integrated a group mission payout fix.

•  Fixed group mission money split.

•  Destroy mission min difficulty and payoff balancing pass.

•  Updates put in place for all static quests, theme park quests, and random quests

•  Fixed a potential problem with making an escort a thug (if you have low thug faction he attacks you and you can't escort him back) on the Emperor's first quest

•  Emperor now sends you to see Vader

•  Added a new special grenade called the "Zicx Bug Bomb" - rewarded to players who complete a quest which begins by speaking to a disgraced weapons designer hiding somewhere on Rori...

Tutorial

  • Fixed a problem where sometimes a player would be unable to join a regular bank after leaving the tutorial.
  • Made the pirate in the newbie tutorial con green to new players.
  • Fixed random spam in tutorial bug
  • Fixed problems with code strings in automatic waypoints

Loot

  • Added armor segment and segment enhancement loot drops
  • Added the ability for loot items to have randomized stats. The chance and extent of randomized stats is based on the creature's level.
  • Added the ability for the loot system to drop functional crafting components.
  • Added special loot items for a number of creature types. These items can only be found on specific creatures. Many of these items are components which can be used in the crafting process. Start looking. :)
  • Added exceptional and legendary item/component drops. These items are very rare and are found only on high level creatures.
  • Added the ability for weapons and armor to drop with skill mods.
  • Static (placed) locked crates and dropped locked crates will now have loot in them again.
  • When looting a resource container, the default action is now pickup instead of split.

THE CLIENT

UI

  • Hid born date and played time on the character sheet, since they didn't display anything.
  • /find: added bazaar, mission, & bank terminals to /find and planetary map
  • Strings: Fixed lots of spelling mistakes, added many new descriptions
  • Improved container error messages (so you have a better idea why you cannot drop something, or put it into a container)
  • fix range checks to objects in containers (bug was causing the UI to use the very topmost container, which for interior objects was the building itself)
    fix for more ui settings not saving
  • Character Sheet: fix for data display on character sheet
  • Containers: fixed a bug that allows players to remove doubly-nested objects from containers they don't own
  • Examine:
    • weapon attribs now show damage type, armor piercing level, damage over times, & powerups
      Examine: reformat weapon special move attack costs in attributes
    • display crafting tool effectiveness in attributes
  • Inventory:
    • fix inventory sort order not saving
    • don't highlight things as equipped when they are in an equipped bag
  • Mail: fix sort order for mail browser on the date column
  • Overhead Map: render waypoints on overhead map
  • Planetmap: allow closer zooming of the planet map
  • Radar : change radar blips to render top to bottom: player, target, group leader, group members, can attack you, players, creatures, others
  • Radar: make control-mousewheel work with radar window
  • Skill Page: skill mods, commands, and certifications now sorted
  • Skill Page: show skill titles in skill information
  • Split: make sure splitting can't occur on objects we can't manipulate
  • Split: add resource name to resource splitter
  • Trades: fewer actions will cancel trades
  • Travel: fix partial occlusion of galacticmap/planetmap button, also restack planets so Rori is selectable
  • XP Monitor: make exp monitor choose a more appropriate skill to display when the currently selected skill is learned
  • Waypoints: fixed bugs with waypoint naming
  • Waypoints: fix waypoints being deactivated when traveling
  • Enable button bar mail icon
  • New HUD element available for labeling waypoints and showing distance to them. You can now also turn off the flashing arrows pointing towards waypoints if you'd rather use the new UI widget.

Audio

  • Added sounds for steam and sparks
  • Attached sounds to 3po protocol droid
  • R2D2 now has correct sounds attached
  • Pitch shift removed from random stormtrooper conversation sounds
  • Fixed all sound crackling, popping, warbling resulting from sound buffer starvation.

Client and visuals

  • Client: More framerate improvements
  • Fixed a crash in the intro.
  • Fixed numerous other client crashes.
  • Client Performance: sped up collision by breaking up geometry into pieces
  • Fixes for floating buildings.
  • Fixed the problem with running while holding a rifle, where the run would appear jerky.
  • Fixed Rori fog
  • Changed cluster selection screen to sort by performance & population, then recommend up to 5 servers
  • A bunch of work on water visuals.
  • Add warning dialog boxes for old drivers
  • Update terrain sliders to match new max defaults

August 15, 2003

  • Reset resource pools for both Lowca and Radiant clusters.
  • Fixed a problem where AI would stop at city boundaries. 
  • Reduced the chance of weapon decay from overcharge shot.
  • Reduced the chance of weapon decay on weapons with powerups.
  • Fixed an additional robe/backpack combination where the backpack would not appear in your inventory.
  • Fixed a problem where the Rantok Sword couldn't be picked up after the G-5PO mission.
  • Added additional information to the loading screen.
  • Added ability to specify the vertex and pixel shader version in the SwgClient setup program.
  • Fixed a problem where the interest icon (The Big Yellow I) for NPCs would remain after death. 
  • Improved Interest indicator (The Big Yellow I is now the Rotating Blue I) over NPC heads.
  • Harvesters must now be empty and off in order to redeed them.
  • Corrected position of names on the overhead map.
    Added missing piece of personal chemical harvester.
    Reduced the frequency of puke effect after consuming spice.
  • Fixed roulette betting bug where players would pay total amount, but display would only show cash.
  • Upped roulette table capacity to 10 players from 5.
  • Upped roulette max bet to 10000 credits from 1000.
  • Fixed a problem where you could bet over the maximum prescribed amount. 
  • Added the ability to voluntarily remove powerups from weapons.
  • Powerup crafting: experimenting on a powerup will now be reflected real-time in the item attributes window.
  • Powerup crafting: powerup names may now be changed and will reflect the crafted name if altered.
  • Powerup crafting: experimentation on a powerup now increases the initial attribute values instead of re-rolling them.
  • Powerup crafting: powerup schematics should now receive the appropriate attributes of the final experimented prototype.
  • Powerup manufacturing: per above, crafted powerups will now be identical to the final attributes of the prototype in the experimentation window.

August 16, 2003

  • Fixed a problem where your vendor would not be initialized correctly.  All players owning a vendor should have access at this point.
  • Fixed an issue where Stormtrooper targets would not spawn for Rebel factional missions.
  • Improved a problem where AI would stop at a city boundary.
  • Fixed a problem where destroy missions would not show up on mission boards for lower level players.
    Improved overall flow of bug bomb quest.

August 19, 2003

  • Changed harvesters such that when you re-deed a harvester both maintenance and power will carry over.
  • Fixed a PVP DOT exploit.  Damage Over Time (DOT) attacks now result in a Temporary Enemy Flag.  (TEF)
  • Fixed a problem where a factory would become non-functional when completing manufacture of the last item in a schematic run.
  • T-21 Rifle - Reduced armor piercing class from heavy to light
  • T-21 Rifle - Increased fire rate
  • T-21 Rifle - Reduced the overall damage per second
  • After the Monthly Update, some Mon Cal and Trandoshan females lost their customization data.  We've fixed it so this can't happen again.   Additionally, if you haven't been to an Image Designer, you should revert to your pre-update status.
  • Fixed a problem where the Sarlacc would lose its special attack. 
  • Solved a problem where creatures occasionally wouldn't attack you if you were standing in a lair.
    Made it more difficult to delete a character, thus reducing the frequency of accidental deletes. 

August 21, 2003

  • Fixed a bug that prevented medium and large flora harvesters from being crafted.  Crafting these will now work.
  • Fixed a problem where you could get into the a PA Hall basement or attic and be unable to use the elevator to get out.
  • Updated Image Designers to give them the ability to modify all available customization options for Mon Cals and Trandoshans.
  • /eject will now work from inside structures - if you get trapped for whatever reason in a building, you can /eject yourself from it to get out.
  • Everything placed by a player inside a player structure will be non-collidable (to prevent players from trying to trap each other in their houses).

August 22, 2003

  • Fixed bazaar terminal issues in (the previously named)  Lianorm Swamp area.  These should be functional again.
  • Crafting missions would grant schematics that would sometimes not get deleted if you abort the mission.  Eventually this can clutter up the datapad with undestroyable and useless schematics.  This issue has been fixed.
  • Fixed an issue (recently created) where doors on player structures wouldn't open when you approached them, even if you had access to the structure.
  • T-21 changed (again)
    • Armor piercing raised to Heavy
    • Max Damage raised to 200..375
    • Min Damage raised to 80..115
    • Attack Speed raised to 65..105
    • Zero Range Mod lowered to -70
    • MaxRange Mod Raised to 10
  • We now attempt to detect cases where a character has lost a skill accidentally (through a bug that we haven't been able to track down yet).  When we detect that this happens, we will now automagically restore the skill.
  • Fixed an issue with stat migration - on login, we detect if you have a stat migrated out of the correct species range (ie, the value is too high and we need to lower it, or the value is too low, and we need to raise it) we automatically fix the problem.  Players who run into this issue will receive an in-game email informing them of it.

August 23, 2003

  • Reverted the stats rule changes made Friday morning.
  • Temporarily removed the cost for redeeding factories while we investigate factory issues.

August 26, 2003

  • Changed factories temporarily such that they no longer require a fee to re-deed.
  • Increased the rate of loot drops.
  • Corrected a problem on the server that would result in invalid resources occasionally being generated.
  • Fixed /eject, such that it only works with player structures.
  • Changed medic XP such that you no longer get XP for healing pets.
  • Fixed a problem where players could apply a bleeding shot to AT-STs.
  • Fixed a problem where a gameserver would run very slow on startup.
  • Fixed a crash in the database server.
  • Fixed a problem where you could dupe crafting components.
  • Fixed an exploit where you could gain unlimited creature handler XP.

August 27, 2003

  • Fixed a problem where armor segments and weapon component enhancements wouldn't correctly fit into the enhancement slot during the crafting step.
  • Fixed a client crash caused when a macro was running while traveling. 
  • Fixed a server problem which sometimes capped the population artificially low. 
  • Fixed an exploit where droids on Lok wouldn't correctly guard their lair.
  • Increased the range you must travel in order to successfully complete survey missions.

August 29, 2003

  • Fixed a problem with Bounty Hunters where bad data could crash the client.  If you have encountered this crash on your current mission, you should abort it and take a new one.  This has proven to be a more difficult problem than most to track down.  We are grateful to the customers who volunteered the time of their character to help us track it down.
  • Changed the command /setcurrentskilltitle so you couldn't set a title you didn't actually possess. 

September 2003

September 5, 2003

  • Fix to allow pets that are stored on a droid and that have not learned the transfer command to be reclaimed.  NOTE: Pets will not be able to be transferred back onto the droid.
  • Changed the harvester maintenance interface to be more intuitive.
  • Fixed lairs so that if they spawn close to a player building they will be removed from the world faster.  This should prevent the problem where lairs would sometimes block the entrances to player buildings for long periods of time.

September 7, 2003

  • Fixed issue with factories that caused powerups (as well as other items) to not have the correct attributes
  • Fixed issue with destroy missions that caused the objective to be destroyed as it spawned; however, they may block entrances to buildings again
  • Made low level, non-aggressive pets created by bio-engineers to be "tame-able" and all low level, non-aggressive pets to be "trade-able" by anyone
  • Fixed a case where redeeding your structure would fail, causing you to lose the structure and the deed
  • Fixed issue with image designers that allowed some combinations that were not intended
  • Fixed issue causing signs to not be displayed properly
  • Added an email warning that is sent to you when your structure's condition drops below 50%
  • Streamlined Customer Service UI categories for more efficient ticket handling

September 9, 2003

  • Some containers (crafting stations and vendors especially) could get into a state where they would not calculate their inventory space correctly.  This would make your inventory act like it was full, though the UI would say that you still have some room available.  In some instances, this could also cause objects in your inventory to disappear until you thinned down how much you were carrying, at which point they would reappear.  This should be fixed.
  • Fixed an issue with factory crates not showing the stats of the contained items.
  • Fixed an exploit where you could add charges to stimpacks.
  • Fixed an exploit where you could raise your secondary stats high enough such that using special moves actually caused you to gain points, rather than lose them.
  • Fixed a /tellpet exploit that let you quick store pets.

September 12, 2003

  • Increased HP of creature lairs. Destroying lairs without attacking the creatures protecting it should be more difficult now.
  • Fixed issue that caused items to sometimes disappear from your inventory after purchasing them from a vendor and traveling.
  • Fixed issue that prevented combining data disks if your inventory was full.
  • Fixed issue with factory crates that allowed item duping.
  • Fixed an issue where creature handlers could call multiple pets from a single pet control device.

September 16, 2003

  • Increased damage when attacking a lair that will not spawn any more defenders
  • Fixed issue with macros which could unintentionally cause server lag
  • Fixed exploit that allowed players to attack another player from inside a private structure

September 25, 2003

  • Fixed a problem where Bounty Hunter targets would loose their TEF status.
  • You can now click the mouse or hit any key to bypass the logo screens.  (Thanks ESRB!)

September 29, 2003

  • Fix for an issue where charged based weapons could sometimes be used without lowering the charge.

October 2003

October 2, 2003

  • Fixed an issue where players could become invisible.
  • Fixed a problem where items in bags that are sold on vendors would sometimes disappear.
  • Fixed an issue where sometimes after redeeding a structure the deed would not be displayed in the inventory.

October 8, 2003

MAJOR FEATURES

  • An Imperial Research Facility on Dantooine headed by the premier cyborg specialist Colonel Teraud has been revealed. Rumors of unrest surround 'The Warren' (as it is called), after an Imperial Inquisitor sent to investigate the Colonel's progress has failed to report back any findings.
  • Bartender Rumors added for Monthly Fiction current events.
  • Cries of Alderaan - Act 2
  • Imperial probes have picked up chatter on Lok indicating that Nym's crime operation is expanding.
  • Nym's chief lieutenants are said to be actively recruiting adventurers in the area...

AI AND WORLD

  • Fixed a bug that would cause mission objectives and creature lairs to respawn infinitely.
  • Vader and Palpatine (and imperial officers) now default to Imperial Mood so they don't scratch, yawn, etc.
  • Missions on advanced planets will now scale correctly based on character level.
  • Added chance to draw mission above your level on starting planets.
  • Updated creature spawning on Dathomir and Endor.
  • Made Cowardly Gurrecks smaller.
  • Added random quest giving NPCs to Talus and Corellia.
  • Changed generic outpost to science and trade outpost on Dathomir.
  • Fixed retrieve quest for Nien Nunb (part of the Rebel Theme Park). You can now converse with the Trader who is supposed to give you a hyperdrive repair part.
  • Fixed missing mission objective on rebel faction destroy missions
  • Capped the max number of components that can be found off a single creature in loot at 10.
  • Fixed many quest bugs for static quests and theme parks
  • Fixed string error in last Rebel theme park mission
  • Added MEDIUM and STRONG disease attacks to some difficult creatures
  • Wookiees are now allowed to wear rings
  • Wookiee roar reuse timer was reduced
  • Wookiee roar now gives a short mind buff in addition to its normal effect

COMBAT

  • Changed all delay moves to be on a 30 second timer
  • Added some failsafe clearing of dot states to help prevent the states sticking after the dot is removed.
  • Made AT-ST & AT-AT vulnerable to DT_blast
  • Modified turret armor ratings vs DT_energy
  • Modified turret weapon damage types (block=blast & tower=kinetic)
  • Special attacks which knockdown NPCs will cause the NPC to fall down for a couple of seconds before trying to stand back up. If the NPC is dizzy, he may fall down again when attempting to stand.
  • Decreased unarmed move costs
  • Fixed bugs with state defense modifiers
  • Brought pistolmeleedefense2 (pistolwhip 2) cost in line with pistolwhip 1
  • Fixed surprise shot and change surprise shot so it doesn't remove cover
  • Increased vibroknuckler range to 5 meters
  • Increased movement accuracy penalties/defensive bonuses
  • Fixed a problem that prevented several loot armor components from not providing their special protections.
  • Reduced the encumbrance of the padded armor segment.
  • Tweaked component loot values on armor segments and enhancements to correspond with changes made to draft schematics.
  • Fixed a problem with some loot weapon component enhancements increasing attack delay instead of decreasing it.
  • Modified process for granting general combat xp (should always be at least 10% of total combat damage)
  • Upped combat xp grant range to 80m
    Decreased pistolwhip 1/2 damage
  • Increased move costs for lowblow
  • Fixed panic shot cone size, delaying user, and not effecting multiple people
  • Increased damage of overcharge shot 2
  • Fixed bug with intimidate so that it should be successful more often

CRAFTING

  • When manufacturing an item that takes components, you do not have to extract the components from the crate to put in the input hopper. You can just put the crate in, and the manufacturing station will get the components as needed.
  • Made double clicking work on factory crates in crafting
  • Fixed containers (crafting stations and vendors especially) to calculate their inventory space correctly.
  • Fixed an issue with factory crates not showing the stats of the contained items.
  • Fix crafting lock-up if you try to use 2 crafting tools at once.
  • Added "empty harvester" button to discard ALL resources
  • Added more info when you examine a manufacturing factory.
  • Fixed crafting manufacture schematic UI limit to go up to 1000
  • Fix for missing components after crafting
  • Added new schematic for droid customization kit
  • Send message to player if he loses a component during crafting due to his inventory being full.
  • Prevent deletion of manufacture stations if the hoppers or schematic slot is not empty.
  • Reduced the HAM costs on advanced sword core and vibro blade components.
  • Altered the artisan-granted harvester and generator schematics to grant general crafting XP instead of specialized architect XP.
  • Added 'premium' column to vendor listing
  • Fixed a typo in the ranged stimpack E schematic which caused it to cost 13 duration mechanisms instead of 3.
  • Items with low hitpoints are now unrepairable.
  • The difficulty to repair an item now increases as the item becomes more damaged.
  • Skilled crafters gain bonuses for the repair of items within their field.
  • Fixed exploit that allowed crafters to skip past critical failures
  • Fixed issue that would cause manufactured components to be lost during crafting if you exit the assembly stage with more than one component in a slot.

PETS

  • You have to go outside to call a pet if you are in a city. (Outside of town you must be in a camp, near your declared-residence, or in a building).
  • Pets will no longer eat food when they aren't wounded.
  • Pets are no longer considered by /boostmorale.
  • Pets will wait to complain about health, action or mind wounds until they have lost at least 20% of those attributes to wounds.

PROFESSIONS

Armorsmith  

•  Slightly increased the crafting effectiveness ranges on Padded and Composite armor segments.

•  Fixed a problem with the advanced Ubese segment which prevented it from working in Ubese schematics.

•  Armorsmiths should now be able to fully colorize their armor without having to be tailors. The Armor Customization skill mod determines how many colors the armorsmith can pick from (note, some items may not have all colors available for selection. The available colors depends on the palettes used for that item).

•  Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type.

•  Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type.

•  Fixed a problem where adding special protections to armor did not remove any underlying vulnerabilities

Bio-engineer

•  DNA Sampling: Made creatures that are being sampled from not attackable while sampling occurs

•  DNA Sampling: Made dna sampling more relative to creature level (high skill/low level = high success; low skill/high level = high failure)

•  DNA Sampling: Made aggro & spook chances more consistent with skill level and # times sampled

•  DNA Sampling: Changed dna sampling animation

•  Tissue Engineering: Updated tissue descriptions to include information about bonuses given.

•  Tissue Engineering: Removed Charigra & Personaphene tissues

•  Tissue Engineering: Removed experimental durability from tissue experimental attributes as it had no effect.

•  Tissue Engineering: Added the new Mask Scent skill to the Scent Camouflage & Scent Neutralization tissues.

•  Tissue Engineering: Made all tissues and pet medicines craftable in Food & Chemical Factories

•  Tissue Engineering: Made multiple tissue enhanced components used in different slots of a clothing schematic stack better. (Components with no enhancements will no longer wipe the final enhancements.)

•  Tissue Engineering: Fixed all tissues skill modifiers to work correctly. (Existing tissue and clothing made with those tissues that report a modification also work, with the exception of the removed skill modifiers.)

•  Tissue Engineering: Removed Medicine Use from new crafted tissues. (Existing tissues and clothing crafted with those tissues will still report the Medicine Use modifier but they will not be counted for determining the level of medicine to be used.)

•  Tissue Engineering: Updated tissue descriptions to include information about bonuses given.

Bounty Hunter

•  Added 5 charges to probots

•  Added 10 charges to seekers

•  Lowered average level of bounty mission mark.

Creature Handler  

•  Fixed exploit that allowed players to tame baby creatures while dead

•  Fixed exploit that allowed players to call multiple pets

•  Fixed pet to heal correctly in datapad when stored from the radial menu

•  Fixed issue with pet control devices which prevented the 'CALL' option menu from showing up for several seconds

Dancer

•  Increased the effect of dance mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours.

Droid Engineer  

•  Fix for a few droids and droid schematics were not granting XP for their being crafted.

•  Now a pet droid won't ever have any armor unless it was crafted onto it.

ImageDesigner

•  Display a selection index number on the slider page to help users communicate and remember changes

•  Add a palette UI for color changes

•  Added human male freckles customization

Merchant

•  Added merchant ability to update player shop signs

•  Fixed bug where vendors took up too much space in your inventory

•  Added ability to deactivate a vendor

•  Added better dialogs for errant conditions when retrieving items

•  Added better error messages for missing vendor items and vendor reimbursals

Musician

•  Always have play option on placed instruments (ommni box, nalargon), but give a failure message if they have another instrument equipped

•  Increased the effect of musician mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours.

Ranger

•  The flora component of camo kits has been removed.

•  Camo kits now yield more uses and have a wider experimentation range.

•  Camo kits now work properly when crafted in a factory.

•  The duration for conceal has been fixed, it was half what it should have been.

•  Rangers are now notified when a creature begins to stalk them.

Scout

•  Mask Scent / Conceal is now properly removed when you initiate combat.

•  When examining creatures, the "Aggressive" trait will now be correct.

•  A novice scout can now examine a creature to determine if it is a "Stalker."

Scout/Range

•  Non-aggro creatures will not attack you when mask scent or conceal breaks.

•  Aggro creatures will only attack you when mask scent or conceal breaks if you are within 40 meters.

•  Fixed a problem with creatures breaking mask scent/ conceal when scouts and rangers left their interest radius.

Teras Kasi

•  /meditation: fixed /powerBoost

Weaponsmith

•  Added the ability for weaponsmiths to craft the reinforcement core and advanced reinforcement core components.

•  Added the reinforcement core as a required component to gaderiffi baton, stun baton, two-handed axe, and power hammer. The addition of the component will enable the armorsmith to impart component bonuses on these items (making them more in line with other weapons). Slightly reduced the HAM costs on the gaderiffi baton, stun baton, two-handed axe, and power hammer to compensate for the extra HAM cost given by using the reinforcement core.

PVP AND GCW

  • Removed the "revenge" TEF from pvp.
  • Fixed bad start locations for several battlefields.
  • Fixed several problems with battlefield behavior
  • You can no longer pick up HQ Terminals
  • Added HQ kickbacks for missions taken from HQ terminals (missions taken from HQ terminals grant credits equals to 5% of reward toward HQ maintenance and factional missions taken from HQ terminals grant +5% faction point reward bonus)
  • No longer allow neutral players to help neutral non-players with enemy flags of any sort
  • Now allow donation of mines to minefields by same faction personnel regardless of owner.
  • Added armor, increased hp and up range to 70 meters to faction perk turrets
  • Upped default hp for covert detectors
  • Streamlined doctor faction perks (+25% effect)
  • Added musician & dancer faction perks (+10% effect to heal wound/shock & +25% mind buff value)
  • Allow doctor, musician, dancer faction perks to work wherever they can factionally register
  • Adding factional hqs to planetary map for player registration capable hqs
  • When purchasing battlefield reinforcements, players are only held to the faction declared minimums if they are actually declared.
  • Various Imperial/Rebel factional dungeon bug fixes
  • Disallowing terminals inside of factional HQs from registering with the planetary map
  • Integrating minefields for tower turrets
  • /delegateFactionPoints command added. The conversion ratio is based on the delegating players rank
  • Added additional HQ specific data to the structure status window
  • Updated the Faction Recruiter conversation to warn players who are resigning from a faction that they will lose their factional items

UI

  • Changed display of maintenance to be every hour instead of every 30 minutes (no, your costs did not actually double)
  • Character Sheet - now display value and max value for each attribute in the text field (buffs update the attribute value as well as the max attribute value)
  • Guild member lists allow more than 50 entries.
  • Made /dragIncapacitatedPlayer visible in action list
  • Fixed auction table columns resetting sizes every close/reopen
  • Added travel lines between destinations on galaxy map
  • Can no longer split resources on Vendor, Bazaar or Trade Window screen.
  • Bio-Engineered Tissues now have their own sort category on the Commodities Market.
  • Fixed chat rooms getting deleted when group is disbanded
  • Added group and advertise chat bubbles
  • Fixed more palette colors throughout, brighter text on darker buttons
  • Fixed radial menu, more contrast between bright and dark colors
  • Made 'instant sale' the default action when selling items on the bazaar
  • Community Screen - Badges should now display properly
  • Community Screen - Fixed help tips
  • Community Screen - Added a "Spoken Language" option to coincide with the /language command.
  • Holocron - added a "Report A Bug" button to help players avoid creating inappropriate CSTickets
  • Holocron - Added an explanation of armor protection
  • Made auction windows auto-refresh for available
    Now saves the auto-afk time, response message, and whether auto-afk is enabled.
  • FriendList: Added comment field per friend.
  • FriendList: Added group field per friend.
  • FriendList: Added confirmation option when removing friends.
  • FriendList: Added option whether to notify when a friend comes online/offline. This is specified per friend. Disabling this option on a name in the friend list also disables the name from showing when using /friend. This option is for keeping someone in your friend list who you want to keep in touch with, but don't necessarily want to know every time they come online/offline. The UI will always display all friends online/offline status regardless of whether you want the notifications.
  • FriendList: Added option to hide offline friends from the UI and /friend.
  • FriendList: In the FriendList UI, the online status now shows in the color specified in Options->ChatColor->OnlineStatus.
  • FriendList: Updated /friend to show group sorted friends. Offline friends are hidden by /friend if the option is specified in the FriendList UI.
  • FriendList: Added /friendcomment (friend name) (comment)
  • FriendList: Added /friendgroup (friend name) (group name)
  • Fixed some situations where chat text colors would change in the middle of a sentence.

Other Bug Fixes

  • Grouping system rewritten to perform in context of local players
  • Group notifications now always on and go to group chat
  • /group command temporarily disabled
  • Autolooting disabled
  • Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly.
  • Fix attribute mods that lower a max attribute value to 0 causing the attribute value to be the max.
  • Fixed an issue where players could become permanently incapacitated in some cases where they had been buffed and were then cloned with many wounds.
  • Added additional attribute checking on login to fix any attributes that are lower or higher than they should be.
  • Fixed problem with selling items from inside a factory crate
  • Force the player to standing before performing a ranged healing action.
  • Fixed the 2 most annoying cases of 'trade canceled'
  • Fixed problem trading datapad objects
  • Fixed bug with /changeBandMusic
  • Fixed some template problems that were causing a few armor segment and weapon component enhancements to not function properly.
  • Set fishing pole volume to 1
  • Random vocalizations for stormtroopers removed.
  • Increased the maximum range of the special protection on armor layers.
  • Reduced the encumbrance penalty on advanced armor segments.
  • Setting a building to private will now eject any npc not on the entry list.
  • Incapacitated players can no longer search a lair.
  • Fish on different planets should now have varying colors
  • Players will now be notified when they have reached an experience cap for a specific experience type
  • The problem with food stacks sometimes becoming inedible has been fixed. This should work retroactively with previously broken food stacks.
  • External Options Menu: Added option to re-enable setting the mouse cursor every frame
  • External Options Menu: Added option to disable character LOD manager
  • External Options Menu: Added option to skip the intro
  • External Options Menu: Added option to disable the asynchronous loader
  • External Options Menu: Improved graphics performance by splitting vertex/pixel shader support and fixed function pipeline support into their own code paths
  • Increased the integrity of player houses so that it takes longer for maintenance decay to destroy one.
  • Male characters can now go shirtless.
  • Added the group command /splitCreditsToGroup.
  • Loot items now have better chance of having increased attributes.
  • Loot items with one or more increased attributes are now highlighted green to make this more obvious.
  • Fixed exploit that allowed players to kill difficult creatures very easily by using their house.
  • Fixed a problem that allowed some enhancement medicines to stack when they shouldn't
  • Fixed an issue that allowed poison and disease to be applied to incapacitated or dead players
  • Increased integrity of houses so that they take longer to decay

October 10, 2003

  • Fixed an issue that caused some NPCs to appear naked from a distance
  • Fixed an issue with buffs that kept them from being removed when cloning
  • Fixed a problem with baby creatures that caused them to use their adult level for xp calculations
  • Fixed a problem with player and creature armor that caused it to be ineffective.
  • Fixed issue with objects not playing ambient sounds
  • Fixed an issue with AI that prevented them from recovering from knockdown
  • Fixed a problem that prevented some droid deeds from being tamed
  • Weapon certifications were fixed
  • Fixed an issue panic shot that allowed players to kill creatures without risk
  • Mask scent now drops when entering combat
  • Fixed an issue with the Cries of Alderaan that prevented you from continuing if you aborted the Imperial commander's mission

October 11, 2003
Client version: 59800.19

  • Improved Server Stability
  • Graul Maulers are tamable again
  • Removed the additional 75% reduction on PvP damage
  • Bio-Engineer: Fix to make /sampledna not aggro 100% of the time.

October 14, 2003
Client version: 59800.20

  • Improved client stability
  • Cries of Alderaan 2: Fixed a bug where players wouldn't get the key for the Imperial Relay Station
  • Fixed a problem where the power consumption rate was displaying incorrectly.
  • Nym's Stronghold: Updated dialog script for the pirate engineer (said Kole, should have said Jinkins).
  • Fixed a problem with loot components that was causing them to all be stackable. Loot components should only be stackable if they are all looted from the same creature.
  • Fixed a problem where missions that were taken while in groups weren't difficult enough.
  • Fixed several droids that were not craftable.
  • Fixed a problem with several droids which could not be called.

October 16, 2003
Client version: 62512.0

  • Improved Client Stability
  • The Warren: Changed reactor core in the Warren to automatically take the core rods, rather than waiting for them to be inserted.
  • The Warren: Fix for people getting trapped inside the Warren
  • The Warren: The goodbye letter now respawns more frequently on the corpse. It should no longer be necessary to camp the corpse.
  • Fixed a problem with backpack navigation where if you used the UI up arrow when viewing the contents of an equipped backpack it would display incorrect inventory information.
  • Fixed an issue that would prevent players from rejoining guild chat

October 22, 2003
Client version: 62897.0

  • Fixed Warren issue: permission on Reactor Core Container to reset after each use (so that you don't have to wait for a server restart to insert the reactor core rods).
  • Fixed Warren issue: clicking on the Reactor Core will drop the core rods into the reactor core container (rather than selecting OPEN and then putting the core rods in manually).
  • Logging into the Warren will add the player to the permission list rather than ejecting the player
  • Fixed Drall Camp in final Imperial Mission of Act 2 so that all opponents spawn correctly.
  • Fixed problem causing some machines to not detect DirectX properly
  • Fixed issues with squadleader that would cause commands to not work correctly and xp to cap lower than it should

October 23, 2003

  • Fixed an exploit with /extract that allowed people to steal items from others.
  • Improved server performance and increased creature density on Dantooine and Dathomir.

October 24, 2003

  • Changed Squad Leader XP to be scaled based on the group size.
  • Fixed several bugs with /tip that would cause funds to hang and not deliver.

October 31, 2003

  • Changed Squad Leader XP to be based on total combat related XP earned by group not just Combat XP
  • Make buildings only disallow access due to enemy flags for temporary aligned enemy flags
  • Change visual enemy flag indicator to only include temporary aligned enemy flags
  • Temporary enemy flags now only last 5 minutes.
    Cases where players were not receiving credits for items they sold on bazaar terminals or vendors have been corrected.
  • People with temporary enemy flags may no longer enter player placed structures other than factional bases.

November 2003

November 10, 2003

Mounts

  • Mounts have been added!  Players can now ride Bols, Brackasets, Kaadu, Carrion Spats, Dewbacks, and Falumpasets.  To get a mount, mounts must be your pet AND trained as a mount.  Players can either buy them as trained mounts or players with pets can take their pets to a Creature Handler (with the correct skill) to be trained as a mount.  Bio Engineers can create mountable pets but can't automatically train them unless they have Creature Handler skills.

Balance

  • Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type.
  • Adding special protections to armor will reduce underlying vulnerabilities.
  • Restored creature resource harvesting rates to their normal level.
  • Increased the power of quickHeal and reduced its mind cost.
  • Increased the power of cure poison and cure disease dots  to make them more competitive with the strength of high level dots. (Doctors need them to use the /cureDisease command).
  • Players cannot tame baby creatures while dead or incapacitated.
  • Fixed a bug in AI which resulted in NPCs sometimes deathblowing players just for fun.
  • Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.
  • Non-aggro creatures will not attack you when scent mask or conceal breaks.
  • Aggro creatures will only attack you when scent mask or conceal breaks if you are within 40 meters
  • Crafting camo kits no longer requires flora components.
  • Fixed an exploit that allowed you to retain an upgrade kit during slicing and still get xp.
    fixed collision length of snakes to prevent them "melee-kiting".
  • Fixed a problem with several healing commands using the default roundtimes and not the roundtime modified by skill mods.
  • Changed the queue delay on quickHeal so that it is modified by the Injury Treatment Speed skill mod.
  • Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1.  Because of this change, the dot grace period for being incapacitated has been removed.
  • Decreased frequency of NPC targetted shots vs. mind, focus and willpower.
  • Added a projectile feed mechanism enhancement loot item comparable to the Krayt tissue enhancement for blaster power handlers. Start looking. :)
  • Added mediumDisease and strongDisease attacks so creatures assigned those special attacks will be able to inflict hideous disease upon the players.
  • Added poison and disease attacks to many creatures.
    Enhancement medicines of the same attribute to stack.
  • Removed mapping of some slots to hit locations. If you have an item equipped in the eyes, mouth, back, or belt slots, it will not count as a potential hit location during combat.
  • Guard and soldier-type NPCs will no longer attack pets, unless they are supposed to (e.g. the pet is attacking one of their allies).
  • Attacking townfolk will no longer give the pvp TEF.
  • Fixed pets friendlist, so pets can be ordered to befriend another player and will respond to commands from that player (you can /tellpet to someone else's pet though, even if you are the pet's friend).
  • Multiple attribute mods wont contradict each other.
  • Fixed a bug that enabled medics to get experience by removing dots from pets.
  • Added kill contribution to the application of medical dots.
  • Loot components from unrelated creatures no longer stack.  Only same-creature loot components will stack.
  • Increased the decay resist attribute ranges on reactive gas types.
  • Social creatures will not respond to attacks on their friends which they see, but which their friends do not respond to.  For an example of the bug: If you throw a trap and it fails to effect the target, the target will not attack you but all of its friends WILL.  For another example:  If you /taunt a creature and it is out of range of the taunt, it will not attack you but all of its friends will.  With this change the social friends should only respond to the attack if it really does push the defender (their friend) into combat-mode.
    Removed "double movement speed" for creatures in Frenzy mode: this will reduce many instances of creature warping.
  • Players can no longer call pets multiple times

Combat

  • NPCs and creatures will not Immediately resume standing when knocked down.  If dizzy, they may fall down again when they do try to stand.
  • Added combat spam when you take wounds or shock wounds.
  • Removed the blaster power handler requirement from the FWG pistol. Requiring two different power supplies was enabling these weapons to benefit from two separate power supply attribute crafting bonuses.
  • Lairs will delete immediately upon being destroyed.
  • Boss monsters will be more aggressive.
  • 2 Handed Sword visuals improved.
  • Fixed the collision-length of the faamba skeleton, which should help very short-ranged weapons being "out of range" when in melee with the fambaa.

Rifleman Skill Changes

  • Rifleman improvements; Increased rifle accuracy, rifle Aim, melee defence, ranged defence, blocking modifiers and ranged defense modifiers.

Pistol Skill Changes

  • Pistol improvements made to dodge modifiers and melee defense modifiers. 
  • Def vs.Stun, Blind, Dizzy, Knockdown, and Posture Change were all upped.

Carbine Skill Changes

  • Carbine improvements made to accuracy modifiers and counterattack modifiers.

Unarmed Skill Changes

  • Unarmed combat has new passive defense modifiers, increased damage at the novice and master boxes, increased defensive modifiers and accuracy modifiers.

OneHandMelee Skill Changes

  • One Hand Melee Weapons has increased accuracy modifiers, increased dodge modifiers, increased dizzy defense modifiers, increased melee defense modifiers and increased the ranged defense modifiers.

TwoHandMelee Skill Changes

  • Two Handed Melee Weapons have increased counterattack modifers and increased stun defense modifiers.
  • Increased stun defense modifiers

Content

  • Added quest items for the Huff Darklighter quest.
    Added Darklighter niece, NPC for Huff Darklighter quest.
  • Senator Naberrie's first mission has been changed to "escort".
  • Adjusted the height of several "movie" NPC's like Leia, Han Solo etc.

Crafting

  • Experimentation on general effectiveness now adds to special protections given by components.  This does not apply if the armor was previously vulnerable to that damage type.
  • Advanced Resilience Compounds should be craftable.
  • Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.
  • Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.
  • Trader's Flightsuits can now be crafted with sockets.
  • Crafting can now make use of nested containers.
  • Fixed experimentation formula to use the correct range when determining how much an item attribute changes. The formula was supposed to be based on the resource max range, but was using the entire attribute range. A crit success experimenting with an attribute can push the attrib over the resource max value, but never over the item max attrib value.
  • Fixed a problem with the crafting experimentation ranges on the projectile feed mechanisms being reduced in half.
  • Made it so you can't delete a factory crate that's being used in a crafting session.
  • Prevent old crates from being split.
  • Architects, working with Tailors, can now craft Tents, that Merchants with Efficiency IV: Structures, can place and use as specialized store fronts.
  • Experimentation ranges for the harvester 'extraction rate' property is now set up correctly.
  • There are two new components: Heavy Harvesting Mechanism and Turbo Fluidic Drilling Pump Unit, now used in heavy harvesters.
  • Harvester extraction components (like the Ore Mining Unit and Fluidic Drilling Pump Unit) now display how many points they contribute to a harvester's extraction rate.  This is so these items can be more easily sold as individual pieces.
  • Removed the 'experimental durability' property from structure components, because it didn't actually do anything.
  • The 'experimental efficiency' property of structure components no longer just relies on the Unit Toughness of your crafting resources.  Make sure you check what contributes to a good efficiency for harvesters.
  • Changed the Modern armoire furniture schematic to differ from the Elegant one.
  • Set the potted tree to come in factory crates of 10 when mass produced in a factory.
  • The problem with food stacks sometimes becoming inedible has been fixed.  This should work retroactively with previously broken food stacks.

GCW

  • Talus Battlefield will now need a weatherperson to report on the local weather.
  • Made faction recruiters warn players who are resigning from a faction that they will lose all their faction perks.
  • Battlefield start locations will have improved placement.
  • Clothes issued to naked Rebels

GUI

  • Fixed the enhancement medicine radial menu so that target self actually targets self.
  • Changed the display for insufficient skill in consumable use so that it more clearly indicates what is required.
  • Added support for refreshable battlefield status UI.
  • Fixed radial menu range of looting.
  • Added new command, "/notepad", allows modifications to a text file that gets saved as "notes.txt" in the user's base profile directory.
  • Added clientside mail saving with the /mailSave command.

Housing

  • Increased the number of hitpoints on player houses so that it takes about 30 days of maintenance decay to destroy one.
  • The drop down list of players that can be added to a player structure permissions lists now includes players near the building.
  • Added the ability to see base maintenance rates on structure deeds.

Loot

  • Loots items now have better chance of having increased attributes.
  • Loot items with one or more increased attributes are now highlighted green to make this more obvious.
  • Static item binoculars added.

Pets

  • REMOVED RESTRICTION PREVENTING FACTION PERK PETS FROM ENGAGING UNDECLARED TARGETS (so they can again/still).

Professions

Armorsmiths

•  Armorsmiths should now be able to fully colorize their armor without having to be tailors.  The Armor Customization skill mod determines how many colors the armorsmith can pick from (note, some items may not have all colors available for selection.  The available colors depends on the palettes used for that item).

BioEngineer

    • Bioengineers component stacking Tailor Component stacking.  Effects from SEPERATE slots will now stack correctly.  A MAXIMUM of 6 effects can exist per final crafted item.

Creature Handler/Pets

•  Improved standing trick 1 for some cats.
fixed pet GUARD command so pets will guard players when commanded to

•  creatures will no longer attack each other to defend themselves from a pet of the same social group.

•  Pets: TRICK1 and TRICK2 will not automatically heal all of a pets mind wounds and damage.  Per use, TRICK1 will heal up to 20% of the creature's mind, focus and willpower wounds and damage while TRICK2 will heal up to 40% of the creatures mind, focus and willpower wounds and damage.

•  Pets: Embolden: This is now a 60 second buff for 15% of the creatures Health Action and Mind which cannot be repeated more often than once per 5 minutes (per pet).

•  fixed bug that allowed you to call pets anywhere after logging out in a camp (er, after logging back in again).

•  Pets can no longer fight while swimming.

Combat Medics

•  Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself.

•  Changed the attribute weightings on combat medical components to fix a problem where it was not possible to get resources to fill all of the requirments.  These items now use decay resist and quality for determining experimentation.

•  Changed the area of effect selection logic on combat medic attacks to exclude dead and incapacitated targets.

•  Moved the schematics for combat medical components to the combat medic skill tree.

•  Combat medical components now use combat medic experimentation and assembly for crafting purposes.

•  Added an additional 10 Combat Medic Effectiveness to the Ranged Healing Distance branch so that total effectiveness equals 100.

Droid Engineer

•  Destroyed droids and incapacitated pets will auto-store if not quickly revived.

Medics

•  Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.

•  Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions.

•  /healState and /healEnhance no longer require an argument. It will automatically select a medicine if nothing is specified.  This enables these commands to be used in the toolbar.

Rangers

•  Rangers are now notified when a creature begins to stalk them.

•  Camo kits now yield more uses and have a wider experimentation range.

•  Camo kits now work properly when crafted in a factory.

•  Mask Scent / Conceal is now properly removed when you initiate combat.

•  The duration for conceal has been fixed, it was half what it should have been.

Scouts

•  When a scout examines a creature, the "Aggressive" trait will now be correct.
A novice scout can now examine a creature to determine if it is a "Stalker."

•  Fixed a problem with creatures breaking scent mask / conceal when scouts and rangers left their interest radius. (Scouts and Rangers)

Tailors

•  The following Tailor schematics now give Tailor xp instead of GCXP: High Quality Boots, Large Headwrap, Sunguard, Warm Hat, Wookiee Battle Padding, Wookiee Traveler's Helm.

•  The following tailor schematics now properly craft objects with socket slots: High Quality Boots, Doctor's Dress, Light Bustier, Traders Flight Suit.

Weaponsmith

•  Added the ability to craft metal staves to novice weaponsmith.

•  Added the DLT20 rifle to novice weaponsmith.

Travel

•  When purchasing travel tickets, If a player too far away from the destination location, the ticket is refunded.

Vendors

•  Vendor ad barking and planetary map registration now persist, so you won't have to reset them after a server restart.  Note that you'll need to reenable ad barking one time for this to start working on your vendor.

•  Vendor maintenance is now enabled.  Vendors now cost about 15 cr/hr to maintain. 

•  Maintenance of droid and terminal vendors has been fixed.

•  All vendor types now have proper rotation controls prior to initialization.  Initializing the vendor will remove the rotation options.

•  Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.

•  Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.

•  Increased sale timer from 7 days to 30 days for player vendor sales.

Warren

•  Fixed Warren scientist faction so droids will properly agro.

•  Wide range of minor improvements to the Warren.

•  Creatures in the Warren have improved Pathing.

•  Changed reactor core in the Warren to automatically take the core rods from the players, rather than waiting for the player to insert the rods, since players "Don't have permission to access that container".

Wearables

•  You can now wear a backpack with Grand Healers Robe, Grand Ball Gown, and the Luxurious Gown.  Why you would want to desecrate such fine dresswear with a backpack is beyond us, but you can if you feel like it.
Long gloves are now correctly categorized as handwear.

World Details

•  Added dance moves, wearables, vehicles, creatures, and a few other notes from LucasArts.

•  Any creature that looks like an elephant (Bantha, Gronda, Snorble, etc) run faster than they used to.

•  Guard and militia types will defend the poor defenseless townfolk.

•  When Dewbacks are nervous, they will sound and act nervous.

•  Dewback's shaking their head will make a sound.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Star Wars Galaxies
Publish Archive 2004


March 2004

March 17th, 2004

  • HQ vulnerability problem fixed (GCW: HQs are now invulnerable during a maintenance cycle)
  • GCW: Opposite faction people shouldn't be allowed inside a faction base and reset the timer.
  • GCW: Make sure structure deed is in a players inventory before placing structure

March 23, 2004

Bestine Politician Event

  • Fixed a bug where players were not getting the option to ask for their reward when the candidate they voted for was in office.

Commando

  • Fixed a problem where limited use weapons could not fire while indoors

Creature Handler

  • Fixed Ranged Attack training to work on BE created pets with ranged attacks.

Dancer/Musician

  • Fixed performance buffs to add buff amount to current value instead of just setting the maximum value.

Doctor

  • Fixed the use command on the fire blanket.
  • Fixed fire blankets not working from the hotkey bar.

HAM

  • Fix HAM bar to reflect increased (buffed) maximum attributes.

Missions

  • Made some optimizations to the mission system. 
  • Requesting a mission on a planet like Dantooine should be somewhat faster.

Pets

  • Fixed the PCD to display damage and other combat stats for pets

Player Cities

  • Corrected a bug that was causing incorrect nearby player structures to be deleted when attempting to destroy a player city garden

Treasure Map

  • Fixed a problem where all treasure maps were falsely stating that it was a fake when you tried to use them.  Some treasure maps should now work when they are used.

Turrets

  • Fixed problems for old turrets not attacking correctly.
  • Fixed problems with bases having old turrets not sealing.

Vendors/Bazaar

  • The purchasing of a container now displays a warning message about the name of the container not reflecting the contents of the container.

Misc

  • Fixed some text errors on the Junk Dealer and Underworld Smuggler loading screens.

Corellian Corvette

  • Grammar fixes in npc conversations.
  • Fixed another case where badges were not being granted.
  • Fixed a bug where players would get an "engines normal" message after they've been set to explode.
  • The boot disk and the droid maint. module are now taken away from players when they leave the corvette.
  • Now everyone in the group will get the Rescue Mission reward when completing the mission instead of only the player who actually speaks to the rescue target.
  • Corvette quest documents are now no drop/no trade. And when a player aborts a corvette quest, all documents they currently hold are deleted.
  • Yondalla: Incorrect "Your" used in conversation text fixed.Corellian
  • Rebel Destroy: Master Sergeant Crowley: typo in conversation "has has" fixed.
  • Neutral Destroy: Bruce McBrain: typos in mission description text fixed.
  • Neutral Assassination: Bronell: typos in mission description text fixed.
  • Imperial Assassination: Lt. Sabol: punctuation typos in conversation fixed.
  • When aborting the quest, it will now search in the player's bank as well as their inventory for the ticket to remove.
  • Fixed some problems with some NPC names.
  • Players will be sent back to the quest giver to get their reward. This is to help solve some issues where player's were not able to get their reward because their inventory is full.
  • Another fix so that players will no longer be able to trade the quest documents or tickets.
  • Players can once again speak to the quest giver NPC and abort the corvette quest they took from them.
  • Fixed engines so they tell you they're going to blow up after you set them properly.
  • Set the conversation condition for quest npcs to check in the bank as well as in the inventory for a dungeon ticket so that players get the correct abort option that removes the ticket when they quit the quest.

March 30, 2004

Wookiees

  • Added Kashyyykian Ceremonial Armor.

Entertainers

  • Added additional check to make NPCs stop their entertained mood when player stops performing.

Furniture Movement

  • Improved the functionality of /movefurniture.

GCW

  • Added a feign death check for the Power Regulator, Security, Override, and Uplink terminals in the HQs.
  • Players can no longer access faction base terminals if they are feigned death.
  • Imperial Shakedown: Added functionality so that Jedi don't get turned overt when being scanned.
    Items: Added some checks to prevent cases where items would go missing in houses occasionally until the next server restart.

Missions

  • Changed the mission terminal UI so that you can no longer open it from anywhere on the planet.

Rifleman

  • Added certification to use Berserker Rifle at Rifleman - Abilities 3


Weapon Certifications

  • Fixed several weapon certification typos.

Misc

  • Added "Current Announcement" functionality to the first loading screen.

March 31, 2004

Missions

  • All mission terminals should now allow players to accept missions from them.

April 2004

April 1, 2004

Misc

  • Implemented Krayt dragon mini-invasion at several starports.

Player Cities

  • Temporarily removed the inactive citizen check for player cities.

April 2, 2004

Misc

  • Removed april fools Krayt mini-invasion (10% scale)event from starports.

April 8, 2004

Exploit fix

  • AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat.
  • Spamming special attacks while out of combat range will no longer cause multiple attacks to go off when combat range is entered.

April 13, 2004

The Corellian Corvette adventures are now open! Players can now play through nine possible quests to gain access to SWG's space-themed adventure. This instanced dungeon can be played with you and your friends alone! Battle your way through the pristine white hallways of ships like the Rebel blockade runner from Star Wars: A New Hope!

Imperial officers, Rebel commandos and CorSec officers collide as different factions try to seize control of the ships to complete their missions while players act as the focal point of these quests. Super battle droids, Nova-class Stormtroopers and dangerous challenges stand in between you and victory! For more information on how to get involved with this adventure, see our official web site.


April 29, 2004

HQ's

  • HQs should now display vulnerability times when first dropped.

Corellian Corvette

  • Battle Droids have been redeployed on the neutral corvette missions.
  • There should no longer be a fuel problem with the destroy missions.

May 2004

May 4, 2004

AI

  • AI should deathblow more frequently now the higher level the enemy is.

Combat

  • Players should no longer be able to attack from inside a building if they cannot see their target.

GCW

  • Covert detectors will again place a TEF on appropriate players.

Item Manipulation

  • You can now swap weapons even if your inventory is full

Survey Missions

  • Survey missions that fail due to the player being too close to the mission giver will report how close the player is to the mission giver and how far away they need to be.

New User Experience

  • Brawler and marksmen can now get credit for their quests when in a group.
  • Fix for losing a crafted cdef pistol when choosing a marksman weapon style.

UI

  • Attribute Modifiers window now has a close button.
  • Added a directional arrow to the group member UI window. The direction arrow shows the direction of the group member relative to the camera's viewpoint. This should be useful when quickly trying to find group members. If the player is out of range, the arrow turns gray. If the group member is targeted, the arrow shows up blue; otherwise, the arrow shows up as the same color as the overhead text for the group member.

Vendor/Bazaar

  • When purchasing an item using instant sale, if the item would normally be able to be retrieved from that location, the item will automatically be put into your inventory if possible.

Misc

  • Examining a creature will now report the combat difficulty of the creature (as in the /con command).

May 12, 2004

Image Designer Makeover Publish 8.1 brings us the Image Designer profession enhancements

  • Image Design Building (tents): The new Image Designer tents located in Theed, Moenia, Coronet, Bestine and Vreni Island are now active. These locations are where players will go for Stat Migration and Image Design.
  • Stat Migration: Image Designers now have the sole ability to migrate player stats. The process will take 10 minutes and requires the Image Modification Booth located inside the ID tents. This functionality has been revoked from the general player base and now requires an Image Designer.
  • Image Modification Booth: Image Designer booths grant the ability to facilitate the new stat migration aspect of the profession and reduces the amount of time needed to perform an ID change in half.
  • Holo-Emotes: A new type of "holo-emote" particle effects have been added to the game. Image Designers will sell these limited use, special use emotes to players. There are 16 unique holo-emotes that represent a "holographic" image for a short period of time.
  • Increased Colors for all Palettes: Hair color, Skin/Fur Color, Lip Color, Cosmetics, Eye Color, Markings and the existing tattoos will all have new colors added to their current palette choices.
  • Price Information on UI: During the Image Modification session, the Image Designer and client can now agree to a price for the displayed design changes. Only upon selecting the confirm button for the Image Designer's changes in the "after" window will the client be billed and the changes take effect in a secure fashion.
  • Dynamic, Real-Time Updating to Client's Interface: The image designers and their client's interface windows will be linked and dynamically synchronized. Both players will see the "before" and "after" images as it is happening.
  • Image Designer Bug Fixes: Changing a client's hair style from bald can now be undone, eye shapes and eye angles now alter the proper areas, and IDs have the ability to change all male freckles. (i.e. Zabrak and Twi'lek).
  • There is a known issue where hair color changes may not take effect until after the player relogs.

Additional Changes:

Droid Modules

  • Fixed structure maintenance modules

Guild Hall

  • Increased the time that it takes for PA hall to decay from lack of maintenance to about 30 days

HQ's

  • Fixed the vulnerability time to not fluctuate after a server is restarted

Manual Turrets

  • Fixed a code string with the AT-ST when using a manual turret.
  • Made sure that players needed to be declared to use manual turrets
  • Players can no longer use manual turrets if dead or feigned

New User Experience

  • Added warning to the new player final quest info and counter window to relate that the counter does not automatically update without being re-opened

Stat Migration

  • Image Designers now have the sole ability to migrate player stats. The process will take 10 minutes and requires the Image Modification Booth located inside the ID tents. This functionality has been revoked from the general player base and now requires an Image Designer.

Tips

  • Tip email confirmation should now be received

Turrets

  • Set turrets to a higher level so that they will death blow

May 14, 2004

Houses/Structures

  • Disabled the /rotate command on houses and structures. This was unintended functionality that when used could cause problems with the structure. The command should continue to work for items inside structures.

May 18, 2004

Houses/Structures

  • Disabled the /rotate command on houses and structures. This was unintended functionality that when used could cause problems with the structure.
  • The command should continue to work for items inside structures.

Vehicles

  • Vehicles should no longer warp to another location when dismounting from them.

Misc

  • Added some additional logging information to help track a problem with Bounty Hunter terminal missions.

May 25, 2004

Death Watch Bunker

Boba Fett has discovered that an ancient splinter group of Mandalorian mercenaries known as the Death Watch are not just the stuff of myth and rumor but are operating out of a hidden location.  Boba Fett's network of spies has also discovered that the Death Watch assassins have contracted a heavy of contingent of the Black Sun to help them in their unknown plans.  Are you brave enough to find out what these heinous villains are up to?  Work your way through this new adventure zone with over 6 Action packed new quests and unique new crafting missions to find out what has brought these ancient warriors out of hiding!

Goggles

  • Using the /seGoggles command will return your Special Edition Goggles if they were lost.

Groups

  • When in a group, a waypoint to the nearest group mission is displayed. The nearest mission is the mission closest to the most people in the group.
  • Group member status bars will continue to report position information, even if the player is on the other side of the world. If the group member is on another planet, the planet name is displayed in the status bar.

Shadows

  • Fixed rendering issues with simple shadows at low angles.

UI

  • Radar dots should "flicker" much less.
    UI: Overhead map now tries to space out text.

June 2004

June 2, 2004

  • Players should no longer be able to clone at facilities in cities from which they have been citybanned.
  • Minefields will again blow up when you walk on them.
  • Minefields can now only be attached to factional HQs.
  • Mines must be removed from a factory crate before they can be donated to a minefield.

June 9, 2004

Free Trial Accounts

  • Free trial users should now be able to deposit money into their bank account still if they are near the 50k limit.
  • Free trial accounts should be able to buy things from the bazaar.

Special Note: 14 day trial accounts have a maximum capacity for 50k credits. Tips to a Trial Account will lose any credits over that limit. SOE will not reimburse these lost credits.


June 15, 2004

In preparation for publish 9 we will be patching out new data throughout the week


June 29, 2004

*** Secrets of the Force***

Major Features

Jedi Revamp Part 1: Publish 9 brings us The Secrets of the Force. In The Secrets of the Force, existing Jedi may now re-allocate their skill points based on the type of Jedi they would like to create. When you log on, you will see a window pop up that will prompt you to convert your Jedi to the new Jedi skill system.

In the new Jedi skill system, you may remain PvE (with the exception of the occasional Bounty Hunters wanting to prove themselves) or may choose to go on to the new PvP Force Ranking System (FRS). Jedi must choose their path to Force mastery by following the path of light or turn to the dark side. The FRS is a PvP mechanic that allows a Jedi to advance beyond the rank of Knight. It consists of two skills trees, one for Light and one for Dark. Each skill represents a Force Rank. Experience to attain these Force Rank skills is gained and lost through PvP actions. Light Jedi will vote on advancement and Dark Jedi will fight for advancement. To advance, the Light Jedi and Dark Jedi have gathered into groups and have set up their own secret Enclaves, hidden away from the Empire, allowing only a set number of players to advance into the various Force ranks. Only a set number of players may attain a given rank within each Enclave. Therefore, in order for one to advance, another must be demoted. Jedi who enter the FRS are automatically set as always overt for their aligned faction (Rebel for Light and Imperial for Dark). As long as they stay within the FRS, they can not go covert or resign/change factions.

Please visit our Jedi Conversion Guide for further details.
Jedi Conversion Guide

Hero of Tatooine: Due to high player demand, we have revamped and reintroduced the famed 'Hero of Tatooine' quest. The quest utilizes brand new static and dynamic content. Find the hero and see if you have what it takes to acquire the Marks of Altruism, Intellect, Courage, and Honor. For players who previously completed the quest, you will retain your badges and may complete the quests from where you left off or from the beginning. To start the quest, the player must first seek out and speak with the Hermit of Tatooine.

Loot Kits: Loot kits are a new mini-game for collectors. Players can collect a new type of loot from NPC's and combine them to make better items. Players can start by visiting Junk Dealers that are located in Combat Guild Halls and request a loot kit". These loot kits are containers that will be used to collect miscellaneous items dropped from NPC's and can be turned into a new reward for players to keep or sell back to the Junk Dealer.

Update Notes List Items

Art

  • Fixed some occasional issues with per-pixel lighting where the light would appear to be coming from the wrong direction
  • Fixed the Mandalorian helmet so that it is wearable by Rodians
  • Fixed a problem with Squill death animations causing them to flip over after death
  • Fixed a problem with the Grand Healer's robe that was causing a hole to appear in Mon Calamari neck
    Fixed a problem causing too much transparency on Wookiee skirt fur
  • Removed a leak in particle emitters that has caused some clients problems, whereby particles would build up and lower frame rate while the particle system was alive. (e.g. flamethrower effect)
    Wookiee Armor now correctly displays the base fur in uncovered areas
  • Fixed a potential graphical glitch with Corellian corvette walls related to some new video drivers
    Sun no longer produces glare inside structures
    Fixed water effect on Radeon 8500-class cards

Badges

  • Character badges are now located on the "personal" tab of the character sheet in the middle box instead of the examine window
  • The Character Sheet now displays a list of badges earned by the player and also badges not yet won

Bazaar / Vendor

  • Made improvements to the commodities server response time
  • Fixed a problem that could cause invalid bids and take money from your account
  • Fixed a problem where you receive an email saying you've been outbid even if you bid on an auction in which you are already the highest bidder
  • Improved auto retrieval code for vendors
  • Players will now be notified when placing an auction bid that is invalid because there is a another bid with a higher value
  • Fixed a problem with MyBids not updating correctly
  • Fixed an issue where vendor registration would not correctly re-register until the server restarted
  • The detail description should now appear on all new items being put on the Commodities Market.

Client Stability Enhancements

  • Fixed two memory leaks including one that would occur each time a rider dismounts from a mount or vehicle without storing it

Combat

  • Improved combat visuals and head tracking in combat. 'Head tracking' for melee combat is now disabled. This addresses problems with head tracking in many of the complex melee combat animations. Notice that the neck no longer snaps around in an unnatural way when executing the move.
  • Adjusted several combat special moves to no longer bypass Toughness defenses
  • Healing commands are now visible in the combat queue.
  • Added /showpvp [target] to get the rating of other players. This is in preparation for leader boards.

Crafting

  • Weapon/Droid Crafting tools have been fixed and will not work with every single draft schematic in the game. Weapon/Droid Crafting tools have been fixed and will not work with every single draft schematic in the game. Items crafted using the Generic Crafting Tool that are not handled by any other specific crafting tool such as a can still be crafted and experimented on with a Weapon/Droid Crafting tool.
  • Made the "misc" crafting type display correctly when selecting a schematic
  • Lightsabers can no longer be crafted with a Weapon/Droid Crafting tool and now require the Lightsaber Crafting tool
  • Lightsabers can now be experimented on when using a Lightsaber tool next to a Weapon/Droid Crafting Station

GCW

  • Fixed several fire rate problems with manual turrets.

Grouping

  • Fixed a problem with the group UI not correctly displaying the group member name under certain situations

GUI / Keyboard

  • Removed 5 loading checkboxes from initial loading screen
  • FPS display now correctly goes up to 30 fps (not 29)
  • Fixed a problem with the GUI not updating XP totals when XP is gained or lost
  • Added options in the chat options menu to filter out chat from /afk players
  • Jedi will no longer have to reset their special Force UI's every time they zone or log
  • Toolbar now adds default commands for brand new characters.
  • Command Queue now displays some non-combat commands as appropriate.
  • Attribute Mod window can now shrink vertically to only one row.
  • Items that are reduced to 0 hitpoints, show up as red in your inventory (unless it is equipped in which case it still shows up as an equipped item)
  • Fixed several typos in Command Browser Window.
  • Fixed a typo in the master BE skills window tooltip description
  • Datapad no longer continually offers you help
  • Removed Crash bug involving giving the /alarmremove command an invalid index
  • Macro Editing Window - Removed crash bug, improved UI consistency

Holocron / Knowledge Base

  • Added Holocron entries for the Force Rankings under "Professions"
  • Fixed several typos in the several sections of the Holocron.

Inventory

  • Equipping/un-equipping/transferring items now goes through the Command Queue. Equipping armor and weapons also has a delay associated with it. This is to prevent combat system exploits that were occurring.
  • Traps, Grenades and Heavy Weapons in nested containers will now function correctly

NPC's

  • Fixed typos in NPC conversations: Bestine Political Quests, Corellia Heralds, Corellia Static Quests, Corellian Corvette, Dantooine Static Quests, Dathomir Static Quests, Imperial Theme Park, Jabba's Theme Park, Junk Dealers, Loading Screens, Rebel Theme Park Quests, Talus Static Quests, Tatooine Heralds, Tatooine Static Quests, Yavin IV Static Quests
  • AI improvements: on steep hillsides and cliffs, creature aggressiveness and accuracy has been improved

Other

  • Fixed a problem where free trial users could not deposit money into their bank account if they were near the 50k limit

Pets

  • Removed vitality loss from PvP deaths
  • Added "Incapacitation Recovery" option for pets. This will allow the pet's master to revive an incapacitated pet to 1 HAM point.

Profession: Bounty Hunter

  • Fixed a crash to desktop issue that happens when taking a bounty hunter mission and traveling
  • Temporarily reduced BH - Jedi Bounty Mission rewards (Credits & XP)

Profession: Combat Medic

  • Fixed an issue with Combat Medics swimming and combat actions

Profession: Doctor / Medic

  • If the player attempts to heal an illegal target with /healDamage, the command will default to the player even if the target is not a combat target.

Profession Entertainer & Dancer

  • Entertainers/Dancers: Modifying /watch and /listen so that you can perform these actions while sitting on the ground

Profession: Image Designer

  • Fully decorated all the Image Designer salons
    Added music inside the Image Design salons
    Master ID timer changes (a master outside the Image Design salon gets 1/2 time, a master inside the Image Design salon has no time required)

Profession: Jedi

As part of the Jedi revamp, Jedi will find that they will have to deconstruct their lightsabers via a new radial menu option. Jedi will be able to use their crystals and pearls as they will be reclaimed using the new system. Please make sure you have enough free inventory space before attempting to deconstruct any lightsaber. New lightsabers are a weapon that is also a slotted container based on a player's level. The only items a Jedi may place in the lightsaber are 1 Color Crystal and 1-4 (based on lightsaber type) 'tuned' Force Crystals or 'tuned' Krayt Pearls. The stats of the basic lightsaber will remain at its crafted values, however stats will go up and down based on the values of the crystals placed within. The lightsaber's blade color will be determined by the 'Color Crystal'. Lightsaber's without a color crystal cannot be used. Based on its generation, lightsaber's will gain slight stat bonuses along with more container slots to put crystals in. There are 4 styles available to each lightsaber skill line now.

A Jedi will now be required to 'Tune' the crystal or pearl he/she wishes to use. A Jedi will use the Force to tune the crystal to their body. Once tuned, the crystals and pearls will only fit within lightsabers crafted by that Jedi. Jedi may only use lightsabers that they have crafted. Lightsabers, tuned crystals, and pearls will all be tradable to others. There will be a description on the crystal and pearl after it has been tuned to the player who tuned and the stats will be visible at the time. Lightsabers may not be sliced. All crystals and pearls must be tuned. A lightsaber must have 1 color crystal in it to power on. All crystals must be in the lightsaber prior to equipping it as once equipped the lightsaber inventory cannot be altered. A player must unequip a lightsaber if they wish to change the setup of their crystals. Lightsabers will no longer decay; now, crystals and pearls decay based on damage. Once the condition of a crystal or pearl reaches 1 or lower it must be replaced. The crystal/pearl's text will change to red when it is no longer usable.
These changes will affect players who have already unlocked their Force Sensitive (FS) slots. Players who have not unlocked their FS slot may continue to master professions for credit, but no new players will become Jedi until Publish 10, The Jedi Trials. Players may still unlock their slot, but it will not be active until Publish 10.

Reworked Force Healing line. Heals now cost a proportionate amount of force cost based on the amount they heal. Heals are no longer for a random amount, but have a fixed maximum for each ability. Different abilities have different force cost efficiencies.
Fixed a bug where 2 dueling dark Jedi get an imperial TEF
Fixed a memory leak that would occur every time a new lightsaber was turned on or thrown
Jedi don't regenerate force power while incapacitated
Fixed a bug where all thrown lightsabers emitted a red swoosh visual. Swooshes for thrown lightsabers now match the color of the blade
Added Entertainer healing skill mods to Force Sensitive Healing skills

Profession: Merchant

  • Fixed a problem with the Merchant entry fee window incorrectly applying entry fee

Profession: Smuggler

  • You will no longer be able to slice an item by using a tool in a crate. You will have to remove it from the crate first.

Profession: Tailor

  • Fixed missing color option on Bandoliers (Now both color options are available)

Technical Support

  • Fixed a problem where the optional hardware information reports would sometimes be sent with an incorrect station id
  • Added warning for known bad older card/driver combination
  • Setup - Win 98 no longer incorrectly reports CPU is too slow
  • Setup screen - automatic settings for low-memory conditions

Theme Parks / Missions / Quests

  • Reintroduced the 'Hero of Tatooine' quest, utilizing brand new static and dynamic content

Tutorial / New Player Experience

  • Made bubble chat greeting from helper droid appear only to owner

Vehicles / Mounts

  • Enter/Exit vehicle changed to toggle
  • Vehicle hit points should now be saved properly when making repairs
  • Fixed vehicle orientation when traveling over water
  • Smoothed ground effect more when driving off of a cliff
  • Players can now use the radial menu, in addition to the previously working slash commands to enter and exit a vehicle while in combat.
  • Removed the option to mount an Incapacitated or Dead Mount

World

  • Improved terrain LOS and terrain generation
  • Increased occurrence of Stintaril Prowler spawns
  • Loot Kits: Players can now visit Junk Dealers Junk Dealers that are located in Combat Guild Halls to request a loot kit. These loot kits are containers that will be used to collect miscellaneous items dropped from NPC's and can be turned into a new reward. Loot kits are free for the asking and one per customer. Players can speak to different junk dealers in order to get new loot kits, by asking the Junk Dealer, "What sort of items do you have that you are looking to get rid of?". Once players decide which loot kit they would like, they may begin collecting the parts. To complete a kit, players will need to gather 10 different items that go with the kit. To see what items the kit requires and which ones have already been gathered, examine the kit. This list also will tell the player what items they still need to loot by use of a yes? or no? next to each item in that list. Only items that the kit actually requires can be placed inside the kit. When a player gets an item that fits with a kit they own they can instantly drag and drop it into the kit and the kit then will count that item as recovered. Kits will not be tradable between players although all the looted parts will be. Kits can only be placed in your main inventory slot or in the bank. The loot kits examine window gives a basic description of what the kit will make, as will the names of the kits. These items can be kept by the player or sold back to the junk dealer for a 1000 credit reward.

Armor Issue:

  • Some armor is erroneously displaying resistance to Lightsaber damage, when displayed in a vendor or on the Bazaar terminals. We apologize for the inconvenience; Buyers please beware, most armor does NOT actually have Lightsaber resistance regardless of displayed characteristics.

June 30, 2004


July 2004

July 6, 2004

Bounty Hunter

  • Bounty Hunter only requires Exploration IV now instead of Master Scout.

Hermit Quest

  • Corrected some typos in the hermit conversations.

Jedi

  • Restored missing pearls to Jedi who dismantled their sabers without enough inventory space for the new items. If you clear up enough inventory space, log out for 30 minutes, and then log back in, you will be given the missing items.
  • Demotions should now work properly with rank demotions.
  • Rank scores should now update consistently.
  • Added message for Regain Consciousness explaining the Force regen reduction.
  • Non-Jedi trainers should no longer train Jedi skills.
  • Jedi should no longer be able to heal droids.
  • Jedi heals should no longer work when the player has insufficient Force power.

Resource Containers

  • Resource type and quantity for resource containers should now be displayed when put on sale on vendors/bazaars. Any items that were placed since publish 9 was pushed to live will need to be removed and placed up for sale again in order for this information to be displayed.

Unstick

  • Changed the /unstick command such that you can only have one pending at a time. Furthermore, if you move, the one you have pending will be cancelled.

July 13, 2004

*** 9.1 Update Notes ***

http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?page=Old%20Swoop%20Tracks&resource=features">The Agrilat Swamp Circuit Now Live! Start at Corellia 1859, 4642

New Chat Channels: Two new chat channels have been added to the chat system. There is an Auction channel and a Planet channel. Players are encouraged to trade goods and services galaxy wide in the Auction Channel. Planet Channels will be available to players on a chat tab when they arrive on any planet. Players can use these channels to find groups, medics, entertainers, find services, coordinate events and find all types of help in real time chat.

  • An auction channel is now available.
  • The Planet-wide chat channel is available.
  • Chat channels that were active before logging out will be auto-joined when the client reconnects.

Combat

  • Fixed bug that prevented DOT's from breaking the Warcy effect

Profession: Bounty Hunter

  • Fixed a case where NPC bounty targets can spawn high above the terrain.
  • Bounty Hunter missions should no longer appear at 0 0 0 when a Jedi first logs in.
  • Changed the seeker code to update the positions of the Jedi waypoints much more frequently. Previously waypoints could be as much as 20 minutes out of date. Now they will be less than 30 seconds out of date at the most.
  • Fixed a bug in seekers that sometimes caused them to report a Jedi was not on the same planet when in fact they were.

Profession: Combat Medic

  • Added a minimum throw time to combat medic apply disease and apply poison
  • Corrected a bug that allowed combat medics to throw at twice the range listed on poisons and diseases

Professions: Jedi

  • Fixed a bug in Force Meditate - ensures meditate both force and TKA both work still and cannot jump from force to TKA meditate
  • Fixed an issue where covert factioned players didn't award xp to a ranked Jedi - Issue: if a group of covert Jedi gain a group TEF against a ranked Jedi and that ranked Jedi kills the covert Jedi, the ranked Jedi takes -1 XP as opposed to gaining XP for the kill. This change fixes that behavior.Armor Issue: Some armor is erroneously displaying resistance to Lightsaber damage, when displayed in a vendor or on the Bazaar terminals. We apologize for the inconvenience; Buyers please beware, most armor does NOT actually have Lightsaber resistance regardless of displayed characteristics.

July 19, 2004

Chat:

  • Added /auction and /planet commands for the new channels. These commands allow the player to send auction and chat messages to the proper window while managing multiple chat windows.
  • Players will no longer be autojoined to private rooms as this could make these rooms public in some cases.
    Players should no longer be able to create a room name with "..", starting with a "." or containing a space.

Combat:

  • Fixed bug that prevented Warcry and Intimidate from generating TEF's

Jedi:

  • Fixed an issue that was causing the failure of FRS demotions due to unaccepted challenges.
  • Fixed some issues that would cause Jedi visibility to sometimes reset to zero.

Quests:

  • You should now be able to loot the Mark of Courage item from the Ferocious Beast, even if you have acquired the Mark of Courage badge from before the Hero of Tatooine revamp.

Vehicle:

  • Fixed a problem where vehicles would store too quickly or at the wrong time

Misc:

  • Improved server stability
  • Adjusted some server boundaries on Tatooine for a speed improvement in Mos Eisley

July 27, 2004

*****9.2 Update Notes*****

Wookiee Armor Sets 2 and 3

http://forums.station.sony.com/swg/board/message?board.id=Events&message.id=8756">The Old Mos Espa Arena Circuit is now Live!

· Necklaces will now display correctly in the character's inventory

Crafting Quests

Wookiee Armor
This update to the game brings us the much anticipated Kashyyykian Hunting and Black Mountain Armor! The intermediate set of armor is the Black Mountain Armor. There is also the fabled Kashyyykian Hunting Armor for the Wookiees taking the fight to the Empire.

Swoop Race #2
Fly your speeder along the same course as Anakin Skywalker in The Phantom Menace! Be sure to check out the Old Mos Espa Arena Circuit by starting at Tatooine 2380, 5000.

Crafting Quests
NPC contractors located in Commerce Guild Halls in static cities can give out new crafting missions.  There are mission difficulties of easy, challenging, and difficult (depending upon the Artisan-related skill boxes a player possesses). The rewards granted are credits and a small experience point bonus associated with crafting the item. The goal of the implementation of the Crafting Quests is to provide our wide variety of crafting professions the chance to use/sell their otherwise obsolete items and wares, creating a market for novice and intermediate crafters in a market of masters.


August 2004

August 2, 2004

*****9.25 Update Notes*****

  • Improved Jedi Bounty TEF removal upon completion or failure of the Bounty Mission.
  • Mark of Courage quest will now allow looting of no-move item.
  • NPCs will use equip/change weapons during combat.
  • NPCs will use special abilities in combat.
  • Increased drop rate of loot kit items
  • Increased the spawn time for the squill cave

August 11, 2004

*****9.3 Update Notes*****

Travel 

Wookiee Armor  

  • Adjusted the encumbrance values on the Hunting and Black Mountain Wookiee chest armor pieces. 

Profession: Doctor  

  • Added point blank area poison & disease cures for Doctors 
  • Added new Doctor Disease & Poison Resistance Buffs. 

Combat 

  • Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency. Most current poisons & diseases will affect the target a similar amount of time. The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get. 
  • Added message to target when they resist a poison or disease 

GCW 

  • Increased turret hitpoints for Faction Bases and Free standing turrets. 

Crafting  

  • Increased the Crafting Quest practice XP reward for crafting jobs by a small amount 

*Turret Data*

Large Tower Turret:

300000

Medium Tower Turret:

200000

Small Tower Turret:

75000

 

Large Block Turret:

300000

Medium Block Turret:

200000

Small Block Turret:

75000

 

Large Dish Turret:

300000

Small Dish Turret:

75000


August 25, 2004

Credit Dupe Update

All persons potentially involved in the dupe have been banned or suspended.

People who have been banned or suspended are going through the appeals process now. Each case is resolved privately between the customer and customer service. The appeals process will be complete by early next week.

Over 75% of the duped credits are being removed from the economy preventing hyper-inflation in the SWG economy.

No vendor owners were suspended for purchases made from their vendor with duped credits, only people that had money directly transferred to them were affected.

We are committed to maintaining a safe and fair playing environment and exploiting will not be tolerated.


Publish 10 Update Notes August 31, 2004  

 

Major Features  

 

Jedi Revamp Part 2, "The Jedi Trials": There has been a great disturbance in the Force...as if millions of voices suddenly cried out in relief. An ancient path to becoming a Jedi has been altered. In its stead, it has been said that there is a new group of Force wielders in the galaxy who can help mentor those beings gifted with a sensitivity to the Force. A lost village in the Meridian sector is believed to be the hiding place. It is also said that this place has fearsome enemies. This journey begins with a single step and can last a lifetime. 

 

For those of you who did not unlock your slot before publish 10, please click here to find out how much credit you will receive in the new system. 

 

Bazaar/Vendor Changes Vendor item limits will now be based on player skill. (Players over the limit will not be able to add new items for sale on vendors. If a player is over his or her vendor limit they will not be allowed to place any items up for sale. He or she will get a message indicating why he couldn't place an item for sale. However, the vendors will continue to function normally with their current inventory). 

 

Artisan Business III: Grant 1 vendor that will hold a total of 100 items 

Artisan Business IV: Grant an additional vendor and a total item limit increase of +150 

Merchant Novice: Grant an additional vendor and a total item limit increase of +500 

Merchant Efficiency III: Grant a total item limit increase of +100 

Merchant Efficiency IV: Grant an additional vendor and a total item limit increase of +150 

Merchant Management I: Grant an additional vendor and a total item limit increase of +500 

Merchant Management II: Grant an additional vendor and a total item limit increase of +500 

Merchant Management III: Grant two additional vendors and a total item limit increase of +500 

Merchant Management IV: Grant two additional vendors and a total item limit increase of +500 

Merchant Master: Grant two additional vendors and a total item limit increase of +1000 

 

Some examples of different Merchant Templates might be: At Merchant Novice the player would be allowed 3 vendors and 750 total items divided between those 3 as he or she chooses. If the player wants to go to Efficiency IV without any Management, he could have 4 vendors with 1000 total items. At Management IV without any Efficiency the limit is 9 vendors and 2750 items. At Master Merchant, it's 12 vendors and 4000 total items. 

 

Additional Merchant/Vendor changes  

  • Vendors that are empty will no longer be visible on the overhead map (Ctrl-V). 
  • Vendors that have been left empty or abandoned (untouched) for two weeks will be deleted (owner will receive a warning message prior to deletion). 
  • Email notifications have been added to advise vendor owners of the status of their vendor. 
  • Fixed a bug that caused items to sometimes vanish from vendors. 
  • Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors). 

GUI Enhancements

  • Several enhancements have been made to the user interface. Some of the highlights are: Players can now put Vehicle objects on the toolbar to call/store vehicles. Radar now has "consider mode" which shows con rating of NPC's and creatures, clicking on a mission icon in the datapad will display a small summary of the mission without having to open another window, an option was added in the chat options menu to filter out chat from /afk players. For all those fans asking for it, we have added an option under "Miscellaneous" menu to disable the camera shake! 

Crafting Inventory Control:

  • A new feature has been added to the options window to help organize and reference resources. Open up your options menu by pressing Ctrl-O and then the Interface button. Scroll to the bottom of the window and you will find a list of crafting values. By checking the corresponding box, your inventory will now display the number of your choice on your resources. 

Update Notes List Items  

 

Client Stability Enhancements  

  • Fixed a problem where experience points (XP) would not show up until you logged out and back into the game 
  • Fixed one of the most common client crashes. 

    Resolved an issue where non-anonymous crash reporting wouldn't include the user's information if they crashed very early in the loading process. 

Commands  

  • Changed the /unstick command so that you can only have one pending unstuck command in the cue at a time. Furthermore, if you move, the previous unstuck command you have pending will be cancelled. 
  • A /findFriend command has been added. /findFriend will only work when the player you are trying to find has you on their friend's list. It will create or update a 'friend' waypoint to a friend's current location 

Datapad  

  • When clicking on a mission icon in the datapad, a small summary of the mission will be given in the UI without having to open another window. 

Dungeons / POI's: Death Watch Bunker  

  • The Death Watch Bunker Overlord will properly drop the jetpack stabilizer when he is defeated. 
  • Increased duration of the timer during the crafting process. 

Grouping  

  • Fixed a problem with the group user interface (UI) not correctly displaying a group member name under certain situations. 

GUI / Keyboard  

  • Added option under "Miscellaneous" menu to disable the camera shake (In-Game, press CTRL-O and press the "Misc" button) 
  • Crafting user interface (UI) now has additional information about resources. This new feature has been added to the options window to help organize and reference resources. Open up your options menu by pressing Ctrl-O and then the Interface button. Scroll to the bottom of the window and you will find a list of crafting values. By checking the corresponding box, your inventory will now display the number of your choice on your resources. 
  • Radar now has "consider mode" which shows con rating of NPC's and Creatures (Mobiles) 
  • When clicking on a mission icon in the datapad, a small summary of the mission will be given in the UI without having to open another window 
  • Fix problem with the GUI not updating XP totals when XP is gained or lost 
  • Fixed a problem where some of the UI menus, like the cloning screen, would auto select a blank line. 
  • Fixed the spurious con(sider) mod radar circles on vehicles/corpses 
  • The Planetary map now always correctly displays POI list. 

GCW 

  • Fixed an issue where a player might get stuck going covert via faction recruiter. Speaking with the faction recruiter will now correct any such situation, should it occur. 

Holocron / Knowledge Base  

  • Added Holocron entries for Force-sensitive skills. 

Inventory 

  • Encumbrance for inventory has been added. If a player's inventory is overfull/overloaded by means of loot, quest rewards, etc, the player will no longer be able to move. If this occurs, a player will have to choose and delete an item from inventory before being able to move again. When you are overloaded by +1 items, your inventory icon begins to blink (like when you have email messages). When you are overloaded by +2 items, you get a big red message in the middle of your screen that never goes away that says "Inventory Overloaded - You can not move."  

Profession: Jedi   

There has been a great disturbance in the Force...as if millions of voices suddenly cried out in relief. An ancient path to becoming a Jedi has been altered. In its stead, it has been said that there is a new group of Force wielders in the galaxy who can help mentor those beings gifted with a sensitivity to the Force. A lost village in the Meridian sector is believed to be the hiding place. It is also said that this place has fearsome enemies. This journey begins with a single step and can last a lifetime. 

  • Removed the restrictions on Jedi placing structures. 

    Removed Bleeds from Saberthrow1 and Saberthrow3 

  • Players are now disallowed from teaching Force sensitive skills. 
  • The XP monitor box no longer shows Jedi skills. 
  • Significantly reduce offensive output when using ForceRun2 and ForceRun3 
  • Fixed a Jedi Meditation exploit 
  • Significantly increased the amount of FRS experience given when a Jedi kills another opposing Jedi 
  • Non-Jedi characters will no longer give FRS experience when killed by FRS Ranked Jedi 

Professions: Merchant

Vendor item limits will now be based on player skill. (Players over the limit will not be able to add new items for sale on vendors. If a player is over his or her vendor limit they will not be allowed to place any items up for sale. He or she will get a message indicating why he couldn't place an item for sale. However, the vendors will continue to function normally with their current inventory). 

 

Artisan Business III: Grant 1 vendor that will hold a total of 100 items 

Artisan Business IV: Grant an additional vendor and a total item limit increase of +150 

Merchant Novice: Grant an additional vendor and a total item limit increase of +500 

Merchant Efficiency III: Grant a total item limit increase of +100 

Merchant Efficiency IV: Grant an additional vendor and a total item limit increase of +150 

Merchant Management I: Grant an additional vendor and a total item limit increase of +500 

Merchant Management II: Grant an additional vendor and a total item limit increase of +500 

Merchant Management III: Grant two additional vendors and a total item limit increase of +500 

Merchant Management IV: Grant two additional vendors and a total item limit increase of +500 

Merchant Master: Grant two additional vendors and a total item limit increase of +1000 

  • Vendors that are empty will no longer be visible on the overhead map (Ctrl-V). 
  • Vendors that have been left empty or abandoned (untouched) for two weeks will be deleted (owner will receive a warning message prior to deletion). 

    Email notifications have been added to advise vendor owners of the status of their vendor. 

  • Fixed a bug that caused items to sometimes vanish from vendors. 
  • Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors). 

Professions: Armorsmith  

  • Ubese Shirt and Bandolier will now have hit points. Previously they were always crafted with 0 hit points. Now when crafted they always have more than 0 hit points. 

Theme Parks / Missions / Quests

  • Made some changes to the Mark of Intellect event spawn controller. The Mark of Intellect event should now spawn more reliably and give better feedback if spawning fails. 

Vehicle / Mount  

  • Fixed a problem where a player would warp when dismounting a vehicle/mount. 
  • Fixed a problem where vehicle would store too quickly or at the wrong time. 
  • Fixed a bug where vehicles were sometimes unable to be called. 

World 

  • Added cleanup for old NPC's in cities. They will de-spawn after 5 minutes of inactivity 

September 2004

September 2, 2004

  *** Update Notes September 2nd, 2004 ***

 

 Improved server stability.

 

GUI

  • Corrected a problem that prevented some player's badges from appearing on the badge list.

Profession: Jedi

  • Using /checkForceStatus with an existing Jedi will now report the inner glow.
  •  Fixes for Jedi's not tefing when transferring force/healing

FS Quest  

  • Should now be able to power down the phase 3 shield generator when in a group
  • Fixed a typo in Sarguillo's patrol quest dialogue.
  • The radiation sensor should no longer stop updating.
  • Corrected some typos in the Padawan trials.
  • Whip should no longer give new waypoint if you already have one

Professions: Merchant

  • Fixed problem with registered vendors and some cities not showing up on the planetary map.
  • Items should now stay in the stockroom for 30 days.
  • When storing backpacks on vendors, the items inside the backpack will count as one item, but the backpack itself will NOT be counted against the item

September 3, 2004

Doctor's Havla Alert!

We have discovered that Doctors who find themselves unable to heal is being cause by bad Havla. Please do not use Havla at this time. We will be pushing a fix to the live service on Tuesday, September 7th. Thank you for your patience.


September 8, 2004

Healing

  • Fixed an issue with havala that would prevent medics from being able to heal.
  • Fixed an exploit related to pet following.

September 10, 2004

Resources:

  • Fixed a problem where resources spontaneously transformed into different resources. Unfortunately, all resources that have been changed in this way are unrecoverable. We do understand what this means to many of you and we apologize for the inconvenience.
  • Talus: The creature spawning rate on Talus should be back to normal.

September 15, 2004

Email:

  • Emails are now limited to 4000 characters.

Misc:

  • Weapon and armor equipping should now be visible in the command queue

Vehicles and Droids:

  • Increasing customization lifespan for vehicles anddroids to 200 calls

Vehicles:

  • Customization fade-away for vehicles will now work like droids(fade to white)

Vendors:

Fixed a problem where some players were not able to create orinitialize the correct number of vendors.

Hero of Tatooine:

  • Players who completed all four parts but were unableto get the final badge and reward should be able to get them now.

Commodities Market:

  • Added time remaining field for available items onthe Bazaar
  • Added time remaining field a players own items thatare for sale on a vendor.

FS Quests:

Padawan trials

•  Fixed Pannaqa not giving trial task if player restarts or fails.

•  Fixed trial target automatically attackingif player has lost enough faction standing in that NPCs faction.

•  Fixed being able to speak with vanquishedtrial targets.

  • Updated Whip so that he knows you gave him a crate and didn'tactually lose a crate.
  • Fixed dialog with the planter NPC in the village (typos)
  • Phase 3 combat - Both parties now get reward in teamcomplete.
  • Phase 3 combat - Added system message to indicate that groupmate has completed the "kill 5 enemies" step.
  • Theme park: Updated Nym's conversation. If the player has the itemshe'll delete them, and if not he doesn't care.

September 21, 2004

  • Bounty Hunter Payouts Have Been Adjusted Based on the Level of the Jedi
  • Non-Force ranked Jedi will always be worth at least 25k credits.
  • Force Ranked Jedi will always be worth at least 50k credits

Profession: Bounty Hunter

  • The XP reward has been increased for player Jedi bounty missions.

Profession: Jedi

  • All bounty TEFs should now be cleared correctly upon death from a bounty hunter.
  • Jedi should now be able to completely clear their visibility after 3 weeks if they don't do anything else to increase it during this time. Visibility is gained when drawing your lightsaber or using force powers for each NPC or non allied PC within range.
  • A Jedi must perform a death blow against a bounty hunter to cause the hunter's mission to fail, instead of just incapacitating them.

Furniture

  • All armoires, bookcases, cabinets, and chests can now all hold items.

Vendors

  • Empty Vendors - A vendor is considered empty if it has no items for sale. Empty vendors may not be registered on the planetary map. If a registered vendor becomes empty, he will be removed from the planetary map. If a vendor remains empty for 14 days, the owner will be sent an email warning that the vendor will soon be deleted. If that vendor remains empty for an additional 14 days, the vendor will be deleted. Any items in the vendor's Stock Room and any items offered to that vendor will be deleted with the vendor.
  • Unused Vendors - Vendors who go too long without being used will get deleted from the game. The only events that constitute use are placing a new item for sale on the vendor, or a customer buying an item from the vendor. Checking a vendor's status, paying maintenance, withdrawing sales, having offers placed, or accepting offers are all events that do not reset the Last Used timer. If a vendor goes 14 days without having a new item placed for sale, or an item purchased, then the vendor gets flagged as Unused. If a vendor remains Unused for a 14 days, it becomes in danger of getting deleted. When this happens, the player will be sent an email warning. If the vendor continues to be unused for an additional 14 days, the vendor gets deleted. Any items for sale on the vendor, items in the Stock Room, and offers to that vendor will be deleted with the vendor.

    Fixed some cases where the number of vendors was being set incorrectly on players.

Force Sensitive

  • Added a check on login to restore the force sensitive title skill to a player that is eligible to enter Aurilia.

FS Quests

  • Updated the code in the medic quest puzzle for phase 1 to fix an unlocking problem
  • Completing the extra patrols in FS Quest Combat 1 should now give the reward item even if you have a full inventory.
  • Tweaked the messaging of the shield destruction in the FS counterstrike quest in order to make it clearer.
  • Crafting Phase 1 Quest: You may only calibrate components that you craft.

Nym's Themepark

  • Jinkins and Kole should no longer require players to drop items on them; instead they can just talk to the NPC

Misc

  • You can no longer revoke the force sensitive title skill as a non-Jedi. (Jedi's already could not revoke this).

September 29, 2004

*** Update Notes September 29, 2004 ***

FS Quests

  • The crate of supplies Whip sends you to find will be automatically placed in your inventory when you arrive at the crashed transport (resolves certain issues with crate not spawning, spawning in tree, underwater, under a house, etc.) If you cannot find the transport crash site, you can return to Whip and request a new site to search for.

September 30, 2004

Jedi

  • Visibility is now cleared upon completion of a successful bounty hunter mission against the Jedi. This fixes an issue where bounty TEFs were not clearing. All bounty TEFs will now be cleared correctly upon death from a bounty hunter .

Force Sensitivity

  • Fixes players who have completed the FS village phase 2 crafting quest who did not get their skills opened.
  • Fixes players who failed the FS village phase 2 crafting quest by going to another planet and receiving a "Failed Mission" message upon leaving the planet. All players doing this quest should no longer receive a "failed mission" message.
  • Power up reward from the village Search and Destroy missions can no longer be used on lightsabers.

Padawan Trials

  • Fix for players who fail or quit the Padawan trials, and then when they start again cannot tune a light crystal. This also allows players currently in this state to use a Force shrine and it will automatically fix the problem for them.

October 2004

October 2, 2004

Given recent changes to Jedi, as a one time event:

  • Jedi Visibility has been reset to zero.
  • Jedi players with experience below (-1 Million) has been raised to (-1 Million)
  • Jedi players will gain visibility if the following actions are performed while players or NPCs are near:
    • Equipping a lightsaber.
    • Engaging in combat with a lightsaber.
    • Using a force power.
  • Jedi visibility is reset to zero only when a bounty hunter that has a mission on a Jedi kills that Jedi. Visibility is not reset by random Jedi death.

October 6, 2004

Nym's Themepark:

  • Jenkins now responds with the correct quest success conversation.

Star Wars Galaxies, BITS Technology and today's launchpad downloads

Start downloading now!

JTL has a 150+ meg download. Get a head start on the process and enable your BITS option on the launch pad. Avoid having to download this all at one time.

  1. Start your launch pad and log in
  2. Press the "Launchpad Options" button
  3. Click the box that says "Enable Background Downloads"
  4. Close the box and you're done!

More info about BITS

New Launchpad!

The SWG team has rebuilt the launchpad from the ground up! You can expect to see the new launchpad this afternoon.


October 13, 2004

  • FRS Jedi XP will no longer be granted for dueling.
  • Delivery and crafting mission NPC's will no longer dynamically spawn. There will now be a single NPC who handles all pick up and deliveries in each location.
  • The number of players that can do the quest from Quharek in phase 2 and 3 of the FS village has been increased.

October 14, 2004

Vendors:

  • Fixed a problem that would sometimes cause items to disappear when transferring to the stockroom. Items in the stockroom will have a 30 day expiration timer.

Mail Purge Reminder!

We are making changes to the in-game email system to greatly improve its speed and stability. Mail that is older than 6 months and mail that is longer than 4096 characters will be deleted from your mailbox on Monday. Please use the /mailsave command to save any email you want to keep.

How to save your in-game email on your hard drive

There is a "mail save" command that will save your in-game email to your hard drive. This is handy if you are a crafter with a lot of email or a player who runs a lot of events and has to manage a lot of email.

In-game, simply type: /mailsave

After you enter the command, the computer will prompt you to wait for a moment while it saves the mail to your hard drive. When it is complete, it will give you a message in your chat window that notifies you what directory the mail has been saved to. Then, later on, you can access the mail by using the explorer to browse to the following sample directory:

 

http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=210964&query.id=0#M210964">Click here to find out how to use the mailsave command.

Inside the last folder will be all of your mail saved as a *.mail file.

If you have never opened a *.mail file, your computer will ask you to find a program to open the file with after you double-click the file. You can use a text notepad to read the files.

Also note that in the same window, there will be a checkbox asking you if you ALWAYS want to open the mail files with a notepad or other type text program. If you choose, "yes", you will be able to double-click on any mail in your mail directory to open it with your notepad. If you choose "no", you will have to browse for the application to open the mail file each time you double click on the file.

Make sure to choose what works best for you.


October 21, 2004

Jump to Lightspeed Expansion Publish Part 1: October 21

Major Features

Jump to Lightspeed Part 1

This is the first part of Publish 11: Jump to Lightspeed. Next week on October 27th, the second part of Publish 11 will be updated to the live service and anyone who has the Jump to Lightspeed expansion will be enabled for JtL. Purchase your copy today!

  • The "Rate the Game Exit poll" is a tool used throughout beta for community development. This will be removed from the service Friday October 22nd.
  • For those members of our community who purchased the pre-order JTL, your Flash Speeder will be available next week on October 27th (Please note that you must have purchased JTL and input your key code)
  • For those members of our community who have earned the Sorosuub 3000 Luxury Yacht, this will also be available next week on October 27th (Please note that you must have purchased JTL and input your key code)
  • Please note that we are pushing a tremendous amount of new code out to you, of which only a limited portion will be available until we launch JTL. There will likely be some issues with the ground game that we will need to fix. If you find any issues, please post them in our Ground Regressions Thread. We will also post a Known Issues list so you know we are aware of them.

Entertainer Quests

  • Entertainer quests have been added to all of the theaters in planetary cities. Entertainers, Dancers and Musicians can all participate in this quest by visiting the theaters and speaking with the theater manager NPC. By speaking with this NPC, Entertainers, Dancers and Musicians can sign up for an audition. Once players have passed the audition, the theater manager will extend an offer for a performance series. The performance series consists of three shows and three promotional campaigns.
  • When the time comes for a show to begin, audience members will enter the theater. The performing player will have an opportunity to speak to the audience to try and determine what type of music, dance, or flourishes they like, and what they dislike. When the show starts, the player will receive feedback indicating the audience reaction to the performance. Once players complete the all three shows to the satisfaction of the audience, the theater manager will reward them with a new song or dance (rewards are given for Musicians and Dancers. Entertainers may participate and earn the reward, but they will not be able to use it until they become Musicians or Dancers.)

Please stay tuned as we will updated these patch notes as needed.

Avatar

  • Many new emotes are now available for all players.
  • Twilek lekku should now light correctly

Bazaar / Vendor

  • Fixed item ghosting issues on Bloodfin and Kauri
  • Wookiee items are now categorized under wookiee wear
  • Skirts are now categorized as "skirts"

Client Stability Enhancements

  • Speed up terrain rendering on DX9 class cards when per-pixel lighting is disabled
  • Fix problem where terrain would glow if per pixel lighting was disabled

Crafting

  • Fixed a bug when a crafting tool crafts ANOTHER crafting tool with Practice turned on. When the tool was finished, it would cancel a player's current crafting session, regardless of what crafting tool they were currently using.
  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time
  • Droid Crafting Stations are now Owner use only. No one standing near your droid will benefit from the effects of an installed crafting station.

    When you chose "filter items" on the crafting screen, it now filters out containers that do not contain anything you can use for the crafting session.

Droids

  • Droids will remain the color you paint them for a very long time. 2000 Calls

Force Sensitive Village

  • The number of players that can do the quest from Quharek in phase 2 and 3 of the fs village has been increased

NPC's

  • NPC's will use chat moods and the appropriate chat bubble type.Many NPC's have been added in and around Starports, with things to say about Pilots and Shipwrights.

Player Character

  • New player starting credits increased from 250cr to 1000cr to accomodate for an Imperial cost of living increase.

Profession: Architect

  • Pre-JTL Architect schematics: Space crafting station

Profession: Armorsmith

  • Ithorian armor is now available
  • Fixed gap on female RIS armor helmet.
  • Added Twilek version of RIS armor helmets

Profession: Artisan

  • Pre-JTL Artisan schematics: Space crafting tool

Profession: Dancer

  • Fixed missing flourishes for a number of Base Dances.

Profession: Droid Engineer

  • Pre-JTL Droid Engineer schematics: Space crafting station module
  • Pre-JTL Droid Engineer schematics: v Flight Computers
  • Pre-JTL Droid Engineer schematics: Unprogrammed Droid Command Modules

Profession: Tailor

  • Ithorian wearables are now available.
  • New schematics that were previously loot-only or NPC-only (Leia's slave skirt, hood-up cloaks and winged hotpants).
  • The swoop helm now comes in the full 255 color palette

World

  • Fixed a problem with POI spawns only spawning once per day
  • Pilot, Pilot Recruiter and Shipwright NPC's are placed throughout the world. They will only respond if you are JtL enabled.

Vehicles

  • Vehicles will remain the color you paint them for a very long time. 2000 Calls

Warren

  • Fixed Mirla and The Guard not spawning in the Warren

October 26, 2004

Jump to Lightspeed Expansion Publish Part 2: October 26th

This is the second part of Jump to Lightspeed. Today's publish includes the last files needed to enable Jump to Lightspeed.

To Activate your Pre-Order Flash Speeder:

You must enter both your Pre-Order key and register your retail key to claim your reward (2 keys total)

Step 1: You can enter your Pre-Order key in either of these locations:

https://swgbl.station.sony.com/web/subscription.jsp">Location 1

https://swgbl.station.sony.com/launchpad/index.jsp">Location 2

Step 2: Then on the left hand side of the Launchpad, just underneath the "chat" button, you will see a "Register Expansion" button. Click that button to start the registration process. Enter your JtL retail key as prompted and when you are completed, your account will be JtL Enabled and your Flash Speeder deed will be in your inventory.

To Claim your Sorosuub 3000 Veteranreward: To claim your Party Barge, your account must be "JtL Enabled". Once your account is flagged for JtL, simply log into the game and a dialogue box will open up and prompt you through claiming your reward. (To claim the SoroSuub yacht requires that you have had 180 days of uninterrupted account membership.)

Shared Assets: Please be aware that there are many "shared images" in the JtL Expansion such as ship components and other items which have a "default appearance". If you do not purchase and enable JtL, you will only see the "Default Appearance" of these items and not the item itself. Players who have JtL and players who do not have JtL may see different appearances of some in-game items in this case.

Graphics Options: There are new graphics options with JtL that are automatically enabled for all players. One thing players can do to improve their game performance is to check their graphics settings. Press CTRL-O in game and open up your options window. Click the "Graphics" button and turn features on or off to suit your needs.

Please note that we are pushing a tremendous amount of new code out to you. There will likely be some issues with the ground game that we will need to fix. If you find any issues, please post them in our Ground Regressions Thread .

We will also post a Known Issues list so you know we are aware of them.

Update Notes

Major Features

Entertainer Quests

  • Entertainer quests have been added to all of the theaters in planetary cities. Entertainers, Dancers and Musicians can all participate in this quest by visiting the theaters and speaking with the theater manager NPC. By speaking with this NPC, Entertainers, Dancers and Musicians can sign up for an audition. Once players have passed the audition, the theater manager will extend an offer for a performance series. The performance series consists of three shows and three promotional campaigns.
  • When the time comes for a show to begin, audience members will enter the theater. The performing player will have an opportunity to speak to the audience to try and determine what type of music, dance, or flourishes they like, and what they dislike. When the show starts, the player will receive feedback indicating the audience reaction to the performance. Once players complete the all three shows to the satisfaction of the audience, the theater manager will reward them with a new song or dance(rewards are given for Musicians and Dancers. Entertainers may participate andearn the reward, but they will not be able to use it until they become Musicians or Dancers.)

Optimizations

  • Many server and client optimizations were made to improve game performance.

Please stay tuned as we may update these patch notes.

Update Notes List Items

Avatar

  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time
  • Droid Crafting Stations are now Owner use only. No one standing near your droid will benefit from the effects of an installed crafting station.
  • When you chose "filter items" on the crafting screen, it now filters out containers that do not contain anything you can use for the crafting session.

    Harvester animations are working properly

Droids

  • Droids will remain the color you paint them for a very long time. 2000 Calls

Force Sensitive Village

  • The number of players that can do the quest from Quharek in phase 2 and 3 of the FS village has been increased

NPC's

  • NPC's will use chat moods and the appropriate chat bubble type. Many NPC's have been added in and around Starports, with things to say about Pilots and Shipwrights.

Player Associations

  • PA halls will now consume only 7 lots instead of 9. If your PA halls are existing, then this change will take effect after you pay maintenance.

Player Character

  • New player starting credits increased from 250cr to 1000cr to accommodate for an Imperial cost of living increase.

Player Cities

  • Fixed a Player City setting where Mayors could set their shuttle ports to a cost of 0 credits and cause the travel terminal and the travel droid would be disabled.

Profession: Architect

  • JTL Architect schematics: Space crafting station

Profession:Armorsmith

  • Ithorian armor is now available
  • Fixed gap on female RIS armor helmet.
  • Added Twilek version of RIS armor helmets

Profession: Artisan

  • Artisan schematics: Space crafting tool

Profession: Dancer

  • Fixed missing flourishes for a number of Base Dances.

Profession:Droid Engineer

  • JTL Droid Engineer schematics: Space crafting station module
  • JTL Droid Engineer schematics: v Flight Computers
  • JTL Droid Engineer schematics: Unprogrammed Droid Command Modules

Profession: Tailor

  • Ithorian wearables are now available.
  • New schematics that were previously loot-only or NPC-only (Leia's slaveskirt, hood-up cloaks and winged hotpants).
  • The swoop helm now comes in the full 255 color palette

World

  • Fixed a problem with POI spawns only spawning once per day
  • Pilot, Pilot Recruiter and Shipwright NPC's are placed throughout the world.They will only respond if you are JtL enabled.

Vehicles

  • Vehicles will remain the color you paint them for a very long time. 2000Calls

Warren

  • Fixed Mirla and The Guard not spawning in the Warren

October 27, 2004

New Player

  • Fix some cases where you could end up outside the newbie tutorial or get outside of a multiplayer ship in space.

Art

  • Added facial animations for Sullustans and Ithorians

SpaceUI

  • Crosshair should not snap to the ship.
  • The weapon group "flyout" should show current weapon group selected.
  • Fixed an issue on your radar: capital ships and space stations should draw behind all blips.

Launchpad

  • Fixed instances of launchpad freezing and crashing

October 28, 2004

Joystick

  • Add external option to disable force feedback in game
  • Fix force feedback on joysticks other than the first

    Fix joystick selection to work for joysticks other than the first Improve client stability

UI

  • Fixed /attack and /stand no longer appearing in the combat queue.

Missions

  • Moved Tatooine Imperial tier 1 duty missions to safer locations.
  • The Tier 2 Bwing should only be a boss mob for the Corellia Imperial tier 1 destroy duty

Loot

  • Fixed an issue with loot drop rates

Player Associations

  • PA halls will now consume only 7 lots instead of 9. If your PA halls are existing, then this change will take effect after you pay maintenance

October 29, 2004

Patch Notes: Live - October 29, 2004

Version: 103880.103882

Space UI

  • Fixed zone map reset button to actually focus on the player's ship

Ships

  • Right clicking on a mission critical ship in the zone map and selecting "auto-pilot to" will now take you to it's current location instead of it's spawn location
  • When flying a ship, if you have no target and get hit by a missile, you will now automatically target the ship that launched the missile.

Graphics

  • Fixed a particle object leak that would cap out the number of particles show on screen. This would keep bolts and other effects from being rendered.
  • Priority system changes for effects to help keep blaster bolts from disappearing
  • Fixed weird black shader on YT-1300

Player Associations

  • Redeeding old (9-lot) guildhalls will give you back 9 lots, instead of just giving 7 (However, you can still recover the 2-lots by paying any amount of maintenance on the hall - no need to redeed it just to convert it to a 7-lot hall).

October 30, 2004

Update Notes October 30, 2004 Version: 103987.103990

New Player

  • Fixed bad bloom on bacta tanks in new player tutorial

SpaceUI

  • Adjusted camera zoom distances from cockpit camera to 3rd person camera on star ships.
  • Booster glows now only display when the boosters are active
  • Fixed X-Wing appearance in Datapad on non-vs/ps hardware.

Ships

  • Lowered the Full Repair cost of the free starter ships to 100 credits.

Performance

  • Improved the game startup time by several seconds

November 2004

Update Notes: November 1, 2004

  • Improved client performance

Update Notes: November 2, 2004

 

Fixed a problem where an Overt player flying a player ship would land ata star port and remain unprotected (and attackable). The 30 secondsafety delay has been restored.

 

Sorosuub Yachts now have the ability to be repaired in the event they take damage from the escape pod.


Update Notes November 4, 2004

Version: 104456.104574

Major Features

GCW

  • Added the Imperial Hat to the Imperial faction perk list. Note that this is wearable only on Human and Zabrak males.
  • Added explosion effects to factional HQ destructions

Pets

  • Fixed pets failure to respond to commands prefixed with the name of the pet. Previously in order to respond to "bob follow", the pet had to be taught "bob follow". Now a pet named "bob" can be trained to follow when he hears "follow", and then he will obey either "bob follow" or "follow".

Travel

  • Removed the movement restrictions on attempting to board a shuttle. This should help to prevent getting "You cannot do that in your current state.." messages.

Update Notes List Items

 

Audio

  • Improved combat music logic.
  • Combat music now stops immediately when dying, escape podding, hyperspacing from a combat situation, if you are no longer in a combat situation.

Avatar

  • Fixed problems with Sullustan facial animations causing eyelid twitching and clipping

Bazaar / Vendor

  • You can no longer drop vendors in a ship that were created in your house on the ground.

Combat

  • Fixed a problem where an Overt player flying a player ship would land at a star port and remain unprotected (and attackable). The 30 second safety delay has been restored

Crafting

  • Fixed invisible factory crates for Armor Reinforcement Panel Mk2 items
  • All ground palettes are now available in space.
  • Greatly increased repair charges on ship repair kits
  • Added an "All purpose" ship repair kit for Master Artisans

GCW

  • Added explosion effects to factional HQ destructions
  • Added the Imperial Hat to the Imperial faction perk list. Note that this is wearable only on Human and Zabrak males.

NPC's

  • Fixed some issues with the paths shown for JTL trainers
  • Fixed creatures appearing to teleport when walking into buildings sometimes.
  • CorSec pilots will now assist Civilians and Merchants in need.

Pets

  • Fixed pets failure to respond to commands prefixed with the name of the pet. Previously in order to respond to "bob follow", the pet had to be taught "bob follow". Now a pet named "bob" can be trained to follow when he hears "follow", and then he will obey either "bob follow" or "follow".

Spaceships

  • Fixed bad stats on the Cygnus HD-7 Starfighter Engine
  • Fixed bad certification levels on the Slayn Vortex series of starfighter reactors
  • Fixed a number of weapons not attaching properly to the TIE Aggressor
  • Sorosuub Yachts now have the ability to be repaired in the event they take damage from the escape pod
  • Fixed the Y-wing Longprobe PCD appearance to not look black anymore
  • Fix to Turret Targeting crash when destroying a ship
  • The YT1300 and the Ywing should no longer look black in the player's PCD.
  • You can no longer get missile lock on a space station or capital ship "in general," with no component targeted. You must target a specific component to get missile lock.
  • Xwing PCD appearance is now correct.

Space UI

  • Fixed a bug where choosing autopilot from the zone map on a waypoint would cause the user to auto pilot to 0, 0, 0
  • Fixed targeting the last ship that shot you (R in the default keymap).
  • Added Ctrl-J as a default key to open the quest journal when on the ground
  • Blips should now flash on the radar when the target damages your ship.
  • Mission critical ships are always visible on the radar.
  • Fixed a bug where you could target yourself and form a group of one
  • The space zone map icons now change colors when the player chooses a new palette

Theme Parks / Missions / Quests

  • Master-level mission rewards are now no-trade, and can only be equipped by players of the appropriate pilot profession.
  • For new pilots (still in tier1), the city at which the pilot trainer is located will be the first landing option from the appropriate space station, with the trainer-type listed in addition to the city name.
  • Changed the spawner for Rebel trainer Lady Viopa's first mission, Steal Imperial Information. The 'Lambda' shuttle should now be easier to find
  • The Rebel delivery mission from Lok to Dathomir (Tatooine track tier 3) spawned waves a bit too close together. We spaced them out some more.
  • The Rebel Naboo Tier 1 trainer will now explain where you need to go for Tier 2, even if you are polite to him.
  • The final Tier 3 Rebel mission for the Vortex will no longer take place right next to a spawn of advanced Tier 4 Imperial fighters.
  • Fixed problem with master Rebels gaining master Privateer skill. Master Rebel skill will be granted to player and privateer skills will be revoked automatically.
  • Normalized credit reward payouts for destroying enemy starships: Increased low-end payouts (min and max), increased high-end minimums and decreased high-end maximums. This will make it possible for new players to earn enough credits in space to pay for maintenance, repairs and upgrades without "mission-grinding for credits" on the ground game.

Travel / Waypoints

  • Removed the movement restrictions on attempting to board a shuttle. This should help to prevent getting "You cannot do that in your current state.." messages.

Update Notes - November 5, 2004

Version: 104456.104574

 

Stability

  • Fixed a random client crash that was related to memory allocation.

Naboo Privateer

  • The freighter for Diness Imlers second mission is now attackable by RSF and CorSec pilots

Update Notes - November 10, 2004

Version: 104456.104837

Space Missions

  • Tatooine Privateer: Shamdon Kree will now not tell you to speak with Talon Karrde until you complete her fourth mission.
  • Tatooine Privateer: Anyone who is stuck on Beissa's first mission because the Valarian ships are invulnerable need to go back to Shamdon and complete her tasks.

Hotfix Publish - November 12, 2004

We have now changed Kessel's rule set and removed it from being a full PVP zone. In order to PVP in Kessel you will have to visit a faction station in a near by zone and declare.


Update Notes - November 16, 2004

Publish 11.2

Major Features

Apprenticeship XP

•  Lowered to 300 necessary for all professions

FRS Tweaks/ Fixes

•  Reduced the FRS experience maintenance costs.

•  PvP kill lists which are used to track FRS experience now persist from session to session.

•  Increased the amount of FRS experience received from killing rival Enclave members as well as bounty hunters.

•  Added a no-confidence voting challenge terminal to the Light Jedi Enclave.  This enables Jedi to petition for the removal of higher ranked members.

Note: As a result of these changes the FRS ranks will be reset (all Knights set to Rank 0), to allow the system to get repopulated under these new rules.

CS will not reimburse for this change so please do not email or place a petition regarding the FRS ranks being reset.

Chat

•  Spatial chat persists from ground to space -- and back again

We were made aware of some issues that give people an unfair advantage over others. If you run across an issue like this in game please help us out by reporting it with our bug tool.

These fixes include:

•  Fix a problem where a Jedi can log in and out quickly to drop off a tracking droid's radar

•  Fixed a problem where Lightsabers could be overloaded

•  Fixed pet duping issue

•  We changed the way group payouts for missions are calculated.  When a mission is generated, the reward payout per member is calculated based on the current size of the group.  If the group shrinks in size or group members are too far away to receive payout, those that do get paid receive the original per member reward.  For example, if 3 players take a mission that pays 12k credits, each player will receive a maximum of 4k credits when the mission is completed.  They receive 0 if they are out of range, and less if more people are added to the group to complete the mission

Along with these Major Features and the above listed fixes we have changed the way City Voting is handled. Read on for more information.

City Voting Rules Update

The system for electing a new mayor has changed. Voting is now held every 3 weeks. City maintenance still occurs every week. A citizen who registers to run may now unregister from the vote terminal. The mayor may unregister as well. Changes to the voting roster are only allowed during the first two weeks of each election cycle. The citizen with the most votes wins the election.

You MUST explicitly cast a vote in order to be counted. Abstentions no longer count as votes for the incumbent.

Experience point grants for winning votes have been tripled. The incumbent mayor also receives a weekly 750 point experience bonus.

Below you will find other fixes and game play enhancements to make Star Wars Galaxies a better game.

GCW

•  Overt players are now only forced covert when cloning.  Players are now invulnerable while loading from travel or logging in from being safely logged out

•  There is now a black-out period per-server during which factional base vulnerability cannot be reset that should typically conform to when the servers are down.

•  Stopping a factional base overload now requires a friendly player to start the base shutdown, remain at the terminal for 60 seconds, and then confirm their desire to shut the base down to avoid overload.

Profession: Droid Engineer

•  Increased droid battery duration by 4x

Profession: Image Designer

•  Cosmetic change timer has been changed from 2 minutes to 1 minute.

•  Body change timer has been changed from 5 minutes to 2 minutes.

•  Stat Migration timer has been changed from 10 minutes to 4 minutes

•  Master IDs can now make Body and Cosmetic changes to themselves outside of the ID salon without incurring a timer.

Combat

•  Fixed Wookiee Grenade Certification

•  Added /toggleCombatTaunts command

Travel

•  An option to land at the Imperial Outpost on Dantooine has been added to the Dantooine Station.

•  Fixed waypoints in Kessel and Deep Space to use the space waypoint art, not the Tatooine planet art.

•  The star ship travel terminal will now display your current planet as the default screen

•  Fixed a bug in star ship terminals where travel points were not being displayed when choosing to travel by ship from world to world.

Player

•  Players are now invulnerable while loading in space, unless they disconnected unsafely and were still in the game.

Player City

Voting System Fixes / Changes

•  Voting will change to take place every 3 weeks. City maintenance will be unaffected.

•  Candidates, including the incumbent, will be able to opt out of the election at the city voting terminal. Everyone gets an email when this happens.

•  You may register to run in the race during the first 2 weeks of the election. Everyone gets an email when someone registers. In order to block email spam abuse, players will only be able to register/unregister once in a 24 hour period.

•  Votes that are not actively cast for a candidate will no longer be counted.

•  The mayor will be elected by the majority of voters who participate.

•  Politician XP for receiving votes will be tripled.

•  The sitting mayor will receive a weekly Politician XP bonus of 750 points. This will allow mayors to advance if their citizens are apathetic about voting.

•  A method for sending a city version update email to all city citizens will be added. This way each citizen will receive an in-game email detailing the new changes.

Bug Fixes

•  Players that are banned will no longer be able to take a shuttle to the city they are banned from.

•  Commands that allowed banned players to buy tickets and travel in cities they were banned from are now fixed.

•  Structures will no longer be transferable to players who are banned from the city.

Public structures containing vendors will be transferable without requiring the vendors be removed

Grouping

•  Fixed a bug where you could target yourself and form a group of one

•  Fixed problem where if you are in a group, you sometimes don't receive your mission reward

•  The directional arrow now changes to a circle when the group member is on screen

Crafting

•  Increased crafted engine max speeds

•  Moved the All Purpose Ship Repair Kit to the space crafting tool so that it is now experimental

•  Removed conductivity requirement for the Max Speed stat on crafted engines

•  Reactors and armor no longer list an energy requirement of 0.

Profession: Pilot

•  Lowered space PVP damage by 25%

•  Add system messages when engaging/disengaging autopilot

•  /follow no longer causes your ship to roll level, because the ship you're following may not be level.

•  Ship warping/rubberbanding should be reduced

•  Fixed a bug where controls could be left locked when hyperspacing to a point you were already at.

•  Player's should hear the "qualify for skill" sound effect in space, even when zoomed out from cockpit.

•  Fixed incorrect destination list when traveling using a personal ship.

•  Hutt fighter helmets is now able to be worn by all playable species except Wookiees and Ithorians. The "Hutt fighter helmet" is the Privateer Ace Helmet.

•  Destroying a target solely with a bomberstrike should now give you credit for the target.

•  Removed autopilot engaged/disengaged system message spam that occurred when ship was trying to autolevel

•  Increased firing range for capital ships

•  Added starship repair kit to new player starting equipment

•  Extreme and Moderate rear shield reinforcement droid program triggering and functionality fixed.

•  Weapon tuning 3 and 4 droid program triggering fixed.

•  Fixed incorrect experimentable mass on the Spacebomb launchers

Joysticks

•  Fixed an inconsistency where moving the joystick would cancel autopilot-to-waypoint but not following

Profession: Shipwright

•  Increased possible max armor stats for Mark IV and V Durasteel Plating

•  Ship Components don't display yaw, pitch, or roll acceleration values, since these are determined by the chassis, not the engine

•  Existing equipment factories that would not take shipwright schematics should now accept them

•  Moved missile and countermeasure launchers to separate categories in the crafting tool

New Player

•  Added notification when launching to tutorial zones vs. full zones

Ships

•  Increased the mass of some privateer ship chassis, the TIE Oppressor, and the KSE Firespray

•  Fixed a bug where large transport ships were not marked as being collidable.

•  You can now use "match speed" on enemy ships.

•  Slightly increased the XP reward for TIE Aggressors.

Space Loot

•  Crafted and looted droid interface stats are now tiered appropriately---low level crafted items have higher command speeds, and high level items have lower command speeds.

•  Increased level of loot drops for space

•  Increased odds of dropping tier-appropriate loot for space

•  Chassis Broker will now buy looted space components from any player

Stability

•  Improved client stability and performance.

Space Missions

•  Fixed Corellia (Talus) Imperial Trainer 2 refusing to speak to player about anything but training if the player had enough XP for a tier2 skill, but already had all 4 tier2 skills.

•  There will no longer be a Tier 5 Blacklight Wing Commander in Dantooine near the Rebel Tier 3 inspect mission of the Naboo track.

•  Fixed Rebel Master Jacket being wearable by Privateers only

•  It should now be easier to find the inspect target for the Naboo Rebel Tier 3 mission 2 "Inspect remaining Blacklight Pirates" mission. Check your quest journal when on this mission for more information on who to inspect.

•  The quest journal toolbar will now flash when you get assigned a Force Sensitive quest.  (Previously it would only flash for space quests.)

•  Naboo - Privateer: Removed the tier 5 Ay'Nat Outlaw from the space battle in Cmnd. Dulios's second mission.

•  Naboo - Privateer: Lowered the tier for the final target in Capt. Kaydine's first mission.

•  Naboo - Privateer: Lowered tier values for the Ay'Nat Viggo

•  Naboo - Privateer: The Black Sun will now spawn properly at the end of Diness Imlers third mission.

•  Tatooine Privateer: Changed the final part of Beissa's first mission.

•  Tatooine Privateer: Lowered tier values for the Valarian Replacements

•  Your missions will no longer activate while you are flying in a SoroSuub Yacht.

•  Certain types of deliver missions will now properly spawn enemies to intercept you

Avatar

•  Fixed bug where not all species were visible on the avatar creation screen

Space UI

•  The targeting status page now displays the distance to the object before the name of the object to help players see the distance to a targeted item if the name is too long.

•  The ship names that are displayed in the space group UI are no longer displayed in capital letters.

•  Fixed planet sizes on the galaxy maps for ground and space.

•  Space HUD deadzone is limited to >= 101 regardless of your mouse dead zone settings (improves virtual joystick)

•  The targeting status page now displays the distance to the object before the name of the object to help players see the distance to a targeted item if the name is too long.

•  Space HUD deadzone is limited to >= 101 regardless of your mouse dead zone settings (improves virtual joystick)

Theme Parks / Ground Missions / Quests

•  Fixed some Theme Park NPCs in the Emperor's Retreat from being aggressive / attacking players on-sight, when they should have been calmly waiting to chat with the player.

UI

•  Fixed planet sizes on the galaxy maps for ground and space.

•  Fixed broken icons

•  Fixed a bug that caused ship vendors to not display on the planetary map.

•  The Toolbar is always visible.

ShipComponent UI

•  Prevent case where clicking the ammo item would unload the launcher


Hotfix Publish - November 17, 2004

UI  

  • Fixed HAM UI cropping
  • Fixed travel round trip checked by default

     

Combat 

  • Fixed a problem with the Warcry delay

FRS

  • FRS ranks (all Knights set to Rank 0) and all banked FRS XP above 15,000 will be reset once again, to allow the system to get repopulated under these new rules

Update Notes - November 29, 2004

Publish 11.3

New Loot

Everybody loves loot! Star Wars Galaxies is enhancing the loot system to make it more fun and exciting. With this publish, players will find all sorts of new goodies. There are 17 new skill enhancement stims, new loot kits, and new ways to recycle old loot kits. Tired of all of those broken datapads, viewscreens and firework duds? Well now, you can combine them with loot that drops from all sorts of NPC's to create new loot! You can Turn broken viewscreens into over 20 brand new paintings, turn broken datapads into working datapads, dud fireworks into working fireworks, corrupt datadisks into fixed datadisks that when combined with a working datadisk will a piece of flavor fiction and all sorts of new loot surprises (30 new craftables!).

Space Missions

We have added over 30 new Space missions for Jump to Lightspeed users. This can be found throughout the various Space Stations.

Here are some some tips to getting started:

Corellia:

•  Any CorSec Pilot can receive new missions (but missions are not offered every time).

Endor:

•  Imperial and RSF Pilots of Tier 3.5+ (two skills in tier 3) can receive missions.

Dantooine:

•  Tier 2+, Specific story missions for all pilots, rebel pilots, and smuggler pilots.

Lok:

•  Rebel, CorSec and SA pilots tier 2+ receive missions.

Naboo:

•  Imperial and RSF Pilots Tier 2+ can receive missions.

•  Players of the RSF or Imperial track that have completed tier one can do a quest to get access to the Emperor's retreat without doing the ground Theme park missions.

•  Tatooine System, POI: SA, look for Garret at the Hutt Claims POI.

•  Any faction can find Kelen Wordka near the Tatooine Station or A'Lerris near the Nalera's Mining Station POI.

Tatooine:

•  Rebel and SA pilots in Tier 1 can take the duty mission; Tier 2 SA can do the quest for access to Jabba's Palace.

Talus:

•  Players wishing to receive missions from this station must be a ground Smuggler of Alliance or Privateer faction.

Yavin:

•  Tier2+ Specific story missions for all pilots, rebel pilots, and smuggler pilots.

New Droid User Interface

Here's how to use the droid programming UI (flight commands UI)

  1. Get a droid, either an astromech or a flight computer.
  2. Get programmed chips (optional). If you have un-programmed chips, you can use the radial menu program the chip with any command your character "knows". You can also buy chips with commands you don't know.
  3. Select the "Program Droid" command from the radial on the droid.
  4. Once the UI appears. All commands you know (from skills) and chips you have (crafted or purchased) are on the left side of the window. All commands IN (active) the droid are on the right side. You can move commands back and forth to program the droid. The volume bar on the right shows how much room you have left. Putting chips in a droid (as opposed to commands you know) destroys the chip when the command is entered. This is so you can get "one-shot" programming of commands you don't know. Each faction gets different commands, so they can trade back and forth.
  5. Press "Commit" to make the change to the droid.
  6. When you are ready to load your droid or flight computer onto your ship, all you have to do is access a starship terminal and go to the "Manage Components" screen. On the left hand side, select the "Droid/Flight Computer" option and "load" it into your ship. You can now access your droid or flight computer in space by pressing CTRL-A while in space.

Announcement on Engine Component Rebalance

The top speed of the Mandal Motors 'Inferno' engine (granted as a quest reward) was reduced from 92 to approximately 79 to achieve better game balance. The certification level required for the 'Inferno' is too low to warrant such a high speed. Please note that engines of this speed (90+) and greater can still be looted and manufactured, but with high enough certification levels as to keep the game balanced. Existing 92 speed "reward" engines will not be affected, but will decay with damage as any other component would.

Server Stability Enhancements

  • Improved client startup times

Loot

  • Added new loot schematics, objects, draft schematics

UI

  • Fixed chat window scroll bar "popping" up from bottom in some cases

Profession: Pilots

  • Fixed Rebel Ace Pilot Helmet so that it can be worn by all species except Ithorian and Wookiee.
  • Fixed Privateer Ace Helmet so that it can now be worn by all species except Ithorians and Wookiees.
  • Added Black Sun Ace Fighter Helmet to the game. It can be worn by all species except Ithorians and Wookiees. Black Sun Ace Pilots may take some 'convincing' before they relinquish their helmets, so to speak. We recommend shooting them until they explode
  • Changed how missiles deal with obstacles. Formerly, missiles would almost always seek around obstacles such as asteroids. Now, there is a much greater chance that they will collide with the obstacle
  • When flying JtL and after using a pilot command, a system message will now tell you when you are ready to execute another pilot command
  • The ship engine 'run' sound now has variable pitch based on your throttle position
  • Updated the sound effects for the engines of the tie oppressor & the tie interceptor
  • Turning on the booster now disengages the autopilot.
  • Fixed problems with various species wearing the Ace flight jackets

SpaceAI

  • AI ship combat tweaks

SpaceUI

  • Made /ttell work when targeting a player ship.
  • The space launch UI will now listen for when a group is joined and disbanded and enable the group button appropriately.
  • The space group launch UI will now dynamically update its state to reflect group members if they are too far away to launch with the owner.
  • Added a declined invitation icon to the group launch UI.
  • You should now get group join and leave messages while in space.
  • Added a group management UI for launching into space with multi passenger ships
  • When you click on a starship terminal you will now see a group button next to launch.
  • If the player is in a group and is attempting to launch with a multi-passenger ship, then the Group button will be enabled.
  • Clicking on this button will bring up a small UI that lists all group members that are in the same cell as the player.
  • The player can choose to send invitations to each of the listed members, if the player agrees, then they will be launched into space in the ship with the other agreeing members.

Conversations:

  • Fixed a bug causing space conversation UI to show up on the ground
  • Added checkmarks next to completed quests in the quest journal.
  • Fixed some issues with grouping in space not updating properly
  • Fixed a problem with Space Terminals where they were not allowing you to travel to another Starport

Space Missions

  • Corellia Privateer: Adwan Turoldine will now recognize that you have succeeded his third mission the next time you are victorious. If you currently have this mission, abort it and speak with Adwan again.
  • Naboo Privateer: Diness Imler will now recognize that you have succeeded her fourth mission the next time you are victorious. If you currently have this mission, abort it and speak with Diness again.
  • Dantooine and Yavin space stations will now grant side quests for players
  • The Lok Station will offer missions to non-Imperial and non-RSF pilots.
  • Imperial and RSF pilots will now be able to get quests from the Naboo space station.
  • Fixed incorrect message appearing when loading missile ammunition
  • Added Missions to Endor Station for Imperial and RSF pilots (You must be at least midway through tier3 in order to take these missions).
  • Tatooine station will now grant the duty station indicated by the conversation.
  • Corellia: Talon Karrde has moved to space and been replaced by one of his lieutenants
  • Tatooine station will now grant the duty station indicated by the conversation.
  • Assassinate space missions will now be properly marked as failed if you take too long to complete them and one of the target's escort ships escapes. Made the Blacklight Squadron Leader that you need to inspect in a Vortex Tier 3 Rebel mission a lot more common.

Profession Shipwright

  • Fixed the chassis npc broker refusing to accept CANCEL

Travel

  • Fixed a problem with /boardShuttle that in some instances would allow a character to board the shuttle when they are too far away.

Player Associations

  • Increased the time to decay on the Corellian Guild Hall so that it matches the decay times of the other guild halls

Combat

  • Fix issues with restoring attributes and setting wounds while invulnerability timers are active.

Update Notes - November 30, 2004

Hotfix Notes

Theme Parks / Ground Missions / Quests

  • Fixed a line of site problem with one of the terminals at the FS Village. Make sure that you can use this terminal without any Line of Sight problems. Dathomir: 5420, -4120

Server Stability Enhancements


December 2004

December 7, 2004

Publish 11.4

 

In this publish we have given new pilots an upgradeable ship, added new droid commands for our pilots and removed the costs for damage in the pvp zone. Read on to find out more.

 

Major features:

PVP

  • If you leave deep space or die, all damage is repaired for free with no decay. There are NO pvp Damage penalties for deep space now

New Player Ships

  • New Player - Replaced the non-upgradeable newbie ships with new "Prototype Ships", which are upgradeable, and are equipped with a hyperdrive.

Pilots

  • New Droid Commands: 9 neutral (Weapon Capacitor Overcharge 1 - 4, Weapon Capacitor Reset, Capacitor to Shield Shunt 1 - 4)  and 2 rebel (Shield Emergency Front & Rear).

Along with those major features we have the following changes and fixes.

 

Theme Parks / Ground Missions / Quests

  • Fixed a line of site problem with one of the terminals at the FS Village. Make sure that you can use this terminal without any Line of Sight problems. Dathomir: 5420, -4120

UI

  • TreeViews will now select the item and create the context menu for the appropriate item if there happens to be a previously selected item.
  • Targeting components using the the left and right bracket keys will now create a beep while switching between components

Pilots

  • If you leave deep space or die, all damage is repaired for free with no decay. There are NO pvp Damage penalties for deep space now
  • Reduced size of moncal privateer helmet
  • Fixed a problem where failing to redeed a ship could make the ship unable to be redeeded thereafter.
  • Star Destroyer pieces should look much more solid when blowing up.
  • Ships now play sound effects when components are disabled or re-enabled.
  • Fixed a few issues with redeeding pob ships.
  • Added support for finding lost items and destroying all contents of pob ships from the admin terminal.
  • Ship control devices should now only count as 1 item in your datapad, regardless of whether the ship is in use or not.
  • You can now use /follow on NPC ships, provided they are not enemies.
  • Fixed a bug where the crosshairs would not be rendered when the target was out of range. This mostly applied to targeting capital ships and space stations.
  • Corrected information in the Holocron on how to surrender pilot skills.
  • New Player - Replaced the non-upgradeable newbie ships with new "Prototype Ships", which are upgradeable, and are equipped with a hyperdrive.

Loot

  • Weapon components that drop from creatures, like the Acklay Bones, will no longer drop with a minimum damage value that exceeds the maximum damage
  • Fixed an issue where players were able to make manufacturing schematics for any of the items given out in loot phase 1.

Combat

  • Combat commands that have a shout text component, such as /formup, will now be limited to shouting every 30 seconds. All of these commands use the same timer. This doesn't change the rate you can use commands. It only limits how often the additional shout appears. No combat move functionality has changed.

Crafting

  • Crafting aprons are now wearable by all races. If a Wookiee or an Ithorian wears a crafting apron, it will appear as a chef apron.

Profession: Shipwright

  • Reverse engineering droid interfaces now selects the lowest speed value from the droid interfaces used, as opposed to the highest (a lower command speed is a better stat). The percent bonus is also now properly subtracted from the speed total as opposed to added.
  •  ShipComponentUI: fix case where droid commands could get cut off

December 14, 2004

Publish 11.5

Tis the season and with the last publish of this year we bring you Wookiee Life day, a new gunship, the ability to register with buildings for battle fatigue healing and the ability to save sorted items in your datapad for your next gaming session.

Main Features

Wookiee Life Day

  • Wookiees and other sentient beings are gathering for Life Day celebrations. To learn more about Life Day head to Vreni Island, the Lake Retreat or Anchorhead and speak to the Wookiee in red.

UI

  • If you sort datapad items and the inventory in the detail view, the sort state will now be remembered the next time you log in.

Profession Entertainer

  • Dancers and Musicians can now register with certain buildings that allow battle fatigue healing, including NPC and player cantinas, NPC and player theaters, and NPC hotels, via the /registerWithLocation command

Profession Pilots

  • Added the M22-T "Krayt" Gunship as a neutral master-box gunship. This ship is equipped with a player controlled turret, like the Y-wing and TIE Aggressor.  

Along with those major features we also have the following changes and fixes:

Profession Pilots

  • Privateer droid commands - The ship component detail page now displays the ship's capacitor's current level, maximum level, and recharge rate.  It will also correctly reflect capacitor related droid command results that modify these values.
  • DroidProgrammingUI: Fixed an issue causing load/unload options to be enabled when no item is selected
  • DroidProgrammingUI: Fixed some update issues
  • Fixed a bug where the crosshairs would not be rendered when the target was out of range. This mostly applied to targeting capital ships and space stations.
  • Fixed a bug that allowed RSF pilots to attack Imperial NPCs
  • Removed unusable "Use" radial menu option on probe droids.
  • Added the M22-T "Krayt" Gunship as a neutral master-box gunship. This ship is equipped with a player controlled turret, like the Y-wing and TIE Aggressor
  • Naboo Privateer: Adjusted the flight path for targets in Captain Kaydine's first and third mission so they are easier to catch.
  • Naboo Privateer: Captain Kaydine now provides better direction for locating the Ay'Nat ghost fighters for his second mission.

Profession Entertainer

  • Dancers and Musicians can now register with certain buildings that allow battle fatigue healing, including NPC and player cantinas, NPC and player theaters, and NPC hotels, via the /registerWithLocation command
  • Logging out removes registered performers properly

Profession Merchant

  • The vendor maintenance cycle will no longer halt when the vendor is out of maintenance.

Profession Chef

  • Blue milk and other mind healing foods will now heal you instead of causing damage when you have mind wounds.

Armor

  • Ithorian Guardian armor will now properly have the same special protections and stats as Chitin. This will impact new pieces of Ithorian Guardian armor only. Note: The old pieces had two special protections (blast & kinetic) this was wrong. They were meant to have only one (kinetic). In addition, the armor's effectivenesses was wrong. They were "energy/cold/electricity" they are now "energy/blast/acid." The intention is to make this armor an Ithorian version of Chitin.

UI

  • If you sort datapad items and the inventory in the detail view, the sort state will now be remembered the next time you log in.
  • Fixed a bug where a running player would open a UI (such as the planet map) and then close out the UI only to stuck in a running state.

Crafting

  • Using /harvestCreature to harvest a creature resource that doesn't exist (like bones from a Piket) will no longer cause you to be unable to harvest a legitimate resource from that creature. You will also get a message saying the creature doesn't have the resource you wanted to harvest.
  • Decreased duration of vehicle customization kits

Group

  • Added the number of credits you receive for completing a mission if you are not in a group to display as a system message.

Travel

  • Fixed an exploit where vehicles could be generated with 40k max HAM

Misc

  • The Gorax may make an appearance on Endor.
  • Race droids now reset record times once every 24 hours to allow everyone a more equitable chance to earn racing badges.

 

 


Live Update Notes

Version 108278.0

Server Stability

  • Fixed an issue that would crash the SWG client when hitting alt + ESC

Deep Space

  • Fixed rebel spacestation aggro behavior in deep space. It won't attack friendlies anymore.
  • Fixed an exploit for spacestation and star destroyer in deep space.
    • Star Destroyer now drops 10-20k credits in deep space
    • Rebel Spacestation now drops 10-20k credits in deep space

 


Hotfix Publish - Live

December 22, 2004

Profession Pilots:

Certain Space Recovery and Rescue missions that were prematurely failing because the mission lasted longer than 30 minutes will no longer fail. 

 

 


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