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Server Maintenance and Publish - October 19, 2005     2010-02-01 L
What's On Deck - July 19th, 2005 - Publish 20     2010-02-01 L
What's On Deck - June 29th, 2005 - Publish 19     2010-02-01 L
What's On Deck - June 21st, 2005 - Version 0.124731     2010-02-01 L
Frohe Weihnachten und Prosit Neujahr     2010-02-01 L
What's On Deck -- November 17th, 2004     2010-02-01 L
Test Center... We WILL rollback after Beta...     2010-02-01 L
June's State of the Game Report     2010-02-01 L
Test Center 2 Wipe and Re-roll on Wednesday...     2010-02-01 L
Some Galaxies experiencing disruptions     2010-02-01 L

Server Maintenance and Publish - October 19, 2005     
On October 19th, 2005 at 4:00 AM PDT all servers will be taken down for maintenance and a publish update. We expect all servers to return to service by 10:00 AM PDT. The publish notes are as follows:

Publish 24
October 19, 2005

Headlines:

Squad Leader enhancements:
Publish 24 will be bringing you significant changes and enhancements to the Squad Leader profession. The goal of these enhancements is to maintain the essence of the Squad Leader skills, leadership and group enhancement, while making the profession more robust and entertaining to play.

Profession Commando: As some of you may know, Helios has been working with Keldarin and JFreeman to get the community's input on some of the requested commando changes. Today, we have some very exciting update notes for you so we thought we'd call these changes out to your attention.

AI Specials: We are improving the variety of attacks available to NPCs in SWG. We have heard feedback from players, asking for more variety and strategy in NPC behaviors (for instance, having Dark Jedi and Night Sisters use force powers), and agree with that feedback 100%. NPCs that use appropriate tactics and strategy will make the combat experience in SWG the best it has ever been.

Combat - Movement Buffs and Snares Stack: Changes to the way movement buffs and snares stack in combat.

Squad Leader Enhancements
Publish 24 will be bringing you significant changes and enhancements to the Squad Leader profession. The goal of these enhancements is to maintain the essence of the Squad Leader skills, leadership and group enhancement, while making the profession more robust and entertaining to play.

Here's just a few of the things that we've changed:

Squad Leaders no longer need to be the group leader to benefit the group.
Multiple Squad Leaders can combine their skills for greater group enhancement.
New group buffs that give Squad Leaders more control and flexibility for how they enhance the group.
All passive abilities changed to more easily used and understood active abilities.
New group waypoint ability


The changes and enhancements are all intended to better allow a Squad Leader to enhance and lead their group. Lots of new abilities have been added and most of the existing abilities have been changed. The most useful of the existing abilities have stayed the same though their names may have been changed to keep things a bit more cohesive. The Squad Leader skill set concentrates solely on group enhancing abilities, while they do include a full set of combat skill mods (defense, accuracy and speed) a Squad Leader is still strongly encouraged to pick up another combat profession skill set to flesh out their combat abilities.

All the passive abilities of the Squad Leader have been removed and changed to active buff abilities. This will make it easier to understand exactly what benefit is taking affect when. Also Squad Leader's no longer need to be the group leader for their abilities to take affect. This allows them more flexibility to benefit the group even when they are not the "official" leader as well as allowing multiple Squad Leaders in a group to combine their abilities.

Squad Leader New Group Buffs
The buff system has been enhanced to allow group buffs. The core of the Squad Leader abilities are based on these new group buffs. Any group buff that a Squad Leader has active will automatically take affect on all the members of the group. The Squad Leader group buffs have been designed so only one buff can be in effect at a time so care will need to be taken by the Squad Leader to make sure the most important enhancement is active when it is most needed. Multiple Squad Leaders can have different group buffs active and they will all stack.

Steady Aim (Strategy I) - Enhances group accuracy.
Call to Arms (Strategy III) - Enhances group armor ratings.
Volley Fire (Strategy IV) - Gives group members the chance to bypass enemy armor.
Tactics (Tactics I) - Enhances group defenses.
Blaze of Glory (Tactics III) - Gives or enhances the chance to score a critical hit.
Double Time (Tactics IV) - Reduces cooldown times for group members.
Boost Morale (Leadership IV) - Enhances group Action/Mind regeneration.
Form Up (Mobility II) - Enhances group movement speed.
Retreat! (Mobility III) - Significantly enhances group movement speed for a short duration. Prevents all other combat actions.
Charge! (Mobility IV) - Significantly enhances group movement speed for a short duration. Places the Squad Leader at heightened risk by reducing their defenses.


Squad Leader New Individual Buffs
In addition to the ability to enhance overall group performance a Squad Leader can choose to place their attention towards a single group member to give them even greater benefits than the general group enhancements. Like the group buffs these enhancements are designed to only allow one to be in effect at any one time though multiple Squad Leaders can combine their abilities for increased enhancement.

Toughen (Tactics II) - Increases the armor rating of a single group member.
High Yield (Strategy II) - Increases the damage output of a single group member.
Verbal Assault (Leadership II) - Increases the amount of aggro generated by a single group member.
Combat Feint (Leadership III) - Decreases the amount of aggro generated by a single group member.


New Squad Leader Abilities
Finally a few completely new abilities have been added to the Squad Leader repertoire to flesh out their combat utility plus a couple of the original Squad Leader abilities have remained while others have had their names or effects changed slightly.

Group System Message (Novice SL) - Sends an on screen system message to all group members. (Same as previously.)
Called Shot (Novice SL) - Significantly increases the accuracy and damage of the next attack to the designated target. Only works for one attack and then must be reapplied. The accuracy and damage bonus increases as the Squad Leader learns more skills.
Rally Point () - Creates a waypoint for all group members. (Functions similar to the /waypoint command.)
Paint Target (Leadership I) - Increases the accuracy and damage for all attacks to the painted target in the next 20 seconds (Same as old Volley Fire.)
Second Chance (Master Squad Leader) - Equalizes all damage and wounds across all group members in the area. This ability has a very long recharge time.



Profession Commando
As some of you may know, Helios has been working with Keldarin and JFreeman to get the community's input on some of the requested commando changes. Here are some of the things that Commandos can look forward to in this update:

Heavy weapon AOE damage % is now displayed on weapons that have splash damage.
Fixed an issue where commando Area-Of-Effect weapons wouldn't give AOE damage.
Heavy weapon AOE damage percentage is now explicitly determined by the maximum range of the weapon. Longer range weapons have smaller AOE damage %.
Decreased the AOE range of commando grenades, should aggro less mobs now.
Fixed an issue with grenades where the AOE radius of a grenade would be centered on where the attacker was instead of where the target was.
Increased damage on all commando grenades.
Slightly increased the chance of grenade effects sticking to their targets.
Slightly increased the chance of some heavy weapon state effects sticking to their targets.
Slightly increased the effect duration for some heavy weapons.
Increased crafted grenade stack size from 5 to 10.


Added 4 combat specials for Commandos (3 levels each).
These specials are:

Demolition Shot: This ability gives a damage bonus against droids and buildings.
Focus Fire: This ability decreases the area of effect on AOE weapons & gives a damage bonus. The damage bonus is only for non-AOE weapons.
Dead Bang Shot: This ability decreases the range of an AOE weapon & gives a damage bonus - damage bonus only for non-AOE weapons.
Overkill Shot: This ability has a long warmpup/cooldown but gives a great damage bonus. This damage bonus is for non-AOE weapons.


AI Specials
We are improving the variety of attacks available to NPCs in SWG. We have heard feedback from players, asking for more variety and strategy in NPC behaviors (for instance, having Dark Jedi and Night Sisters use force powers), and agree with that feedback 100%. NPCs that use appropriate tactics and strategy will make the combat experience in SWG the best it has ever been.

The changes are designed to address this issue. Force Sensitive NPCs will use force powers, basic NPCs will use special attacks more intelligently, and high-level NPCs will use high-level special attacks.

Key to this effort was the playtest and feedback from Test Center - to ensure that the game difficulty does not substantially increase (except perhaps versus those very high-end Boss and Elite encounters). We're planning on adding several new and interesting loot items into the game, to coincide with the increasing challenge of some encounters, while balancing the baseline damage ranges from normal NPCs to ensure the overall difficulty level of the game does not increase.

Other changes in Publish 24:

Movement Buffs and Snares stacking in combat


In publish 24, we will be making some changes to the way movement buffs and snares stack in combat.

What is changing? We will be changing the way movement buffs and snares stack in combat. "Stacking" buffs means that multiple effects of the same type are used (or applied) in combat to cause a greater effect.

Who is affected by this change? This change will affect anyone who uses movement buffs and/or snares.

Why is this changing? This will address current gameplay issues and will prepare the way for future Squad Leader enhancements.

Can I get some more specific details? The current situation: Currently movement-buffs and snares stack in combat. A basic example of what this means is that if you get a movement-buff to double your speed and then get "snared" in combat to half your speed, your movement will be reduced back to your normal movement speed. Basically, a movement buff cancels a snare and a snare cancels a movement buff. Many types of movement buffs and snares can be used together to cause additional effects. For example, two or more movement buffs will "stack" to cause you to go very fast and multiple snares will stack and can prevent a player from moving. Additionally, snares will stack to quickly prevent all movement. A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.

We are changing this so that: Only one temporary movement buff or effect can be active on a character at one time and movement enhancers will be overwritten by snares (in other words, one will cancel the other).
All buffs that modify movement will continue to stack as normal; however the movement effects will be handled so that only one is in effect at any given time.

For example, a movement buff could make your character move at x2 speed. If your character gets snared, rather than moving at x1 speed you will now be moving at x1/2 speed (as though you didn't have a movement buff on at all.) When the snare wears off you will return to x2 speed.

Also, snares won't stack. This means that if you are already moving at 1/2 speed when you get hit with a 1/4-speed snare, your movement would only be reduced to 1/4 of your base movement rate, rather than being reduced to 1/4 of your current (1/2-speed) total movement rate. (Total movement rate is calculated by adding up your base movement rate and all of your movement modifiers).

Similarly movement enhancements cannot be stacked. Only the most powerful enhancement will be active, when that one wears off the next most powerful will become active and so forth until there are no further movement buffs are on the character.

Finally there are still a few permanent movement enhancements and snares, things like weapon & armor hindrances or Fleet Footed for pets. These permanent modifiers adjust the Base Movement speed and will always stack with each other.



Client Stability
Fixed a Crash-to-Desktop associated with one or more locations within the city of Narmle on the planet Rori.

Combat
Fixed an issue with the Armor Break fail message. It will no longer display a %TT.

Profession: Dancer, Entertainer, Musician
Inspiration buff effects will now be visible as they are applied instead of after you stop listening or watching.

Profession: Jedi
Jedi Force Regeneration should be working correctly in conjunction with enhancement items.

Profession: Shipwright
Fixed a reverse engineering issue where the energy maintenance statistic was not applying the proper Reverse Engineering bonus.

Quests
Fixed the Y-8 mining Ship Convoy Protection quest. Waypoints, quest ships, and pirates will all appear as they should.
Smugglers and the Smuggler Captain in the Hero of Tatooine 'Intellect' quest will now have proper names so that they may be identified by name.
Quest: Hero of Tatooine: Mark of Altruism: Fixed issue that prevented players from placing explosives in the rocky crevice in the Sennex cave

Space
Fixed an issue where players were unable to move furniture up and down inside the Y-8 Mining Ship. Please feel free to decorate your mining vessels.
Increased the amount of resources given per astero id chunk absorbed during space mining. It is now 40 units for pieces gathered with the tractor beam and 20 units for destroyed pieces.
Added two new front mounted turrets to the Y8 to improve its effectiveness. Now 5 people, including the pilot, can take control of the weapons on the Y8 for exciting mining and fighting action.

Multiplayer Ship Component Changes
To make multiplayer ships more formidable, major Elite component changes have been made. These changes will affect newly created Elite components.
All component and armor hitpoints on Elite components have been boosted to three times their previous values.
All asteroid resource requirements in Elite components have been halved from 1250 to 625.
Elite Booster speed and energy values have been increased.
Elite Boosters now take Liquid Petrochemical Fuel like other booster components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
Elite Capacitor energy and recharge values have been increased.
Elite Engine YPR (Yaw, Pitch and Roll) has been increased, giving multiplayer ships greater mobility through their engines.
Elite Engines now take radioactive ore instead of aluminum, like other engine components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
Elite Reactor generation rates have been increased.
Elite Shields have had their shield points increased significantly in front and back, as well as their recharge rate.
Elite Gauss Cannon, Null Bolt, and Railguns have all had their damage increased.

User Interface
Corrected a problem where some options settings would be forgotten. For example, setting the Network Status Window to be visible will now be properly remembered across play sessions.

Additional Misc. Notes:
Fixed problems with consent lists including duplicate names and the inability to remove names from the consent list
Faction point warning messages will now only be displayed once when a cap or minimum is first reached
Fixed problem where clothing/armor pulled from a crate is not retaining color customization. NOTE: The problem is with the schematic itself. So any problem schematics need to be re-created to work properly.
Inventory scrollbar should work properly when the text in the examine window exceeds the size of the window.
Fixed hyperspace effect
Camps will automatically clean up 5 minutes after being abandoned.


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What's On Deck - July 19th, 2005 - Publish 20     
On July 19th, 2005 at 4:00 AM PDT all servers will be taken down for a publish update.

Publish 20
July 19, 2005

Update Headlines!


Galactic Gifts - In Honor of Star Wars Galaxies(TM) 2nd Anniversary!
Veteran Rewards – New Veteran rewards have been added in this publish
Profession : Entertainer – Addition of a new song, a new dance, dance props and exciting flourishes
Profession : Jedi - Group members no longer add to a Jedi's visibility
Player Structures - When a house is transferred the Admin lists will no longer clear.
Kashyyyk - Players can now enter into the Falls Cave in the Dead Forest on Kashyyyk.

Galactic Gifts - In Honor of Star Wars Galaxies(TM) 2nd Anniversary!
Star Wars Galaxies officially turned two on June 26, 2005 ! Beginning with Publish 20, when you log in to the game with an active character that is at least 30-days old and your account is in good standing, you will be offered the opportunity to claim your very own anniversary gift, a choice of one of two Holograms - the Corellian Corvette or the Lambda Shuttle! These holograms will brighten up any house and are set on a unique base that has a roman numeral two integrated to highlight this momentus occasion. Long live the SWG Empire! Oops... Long live the SWG Alliance !

Enjoy this awesome gift with our thanks!

The Star Wars Galaxies Team

*Eligibility Requirements and Tradeable Status:

Accounts in good standing are eligible to receive one (1) gift per active Character during the distribution window.
Anniversary gifts may be redeemed at any time between Publish 20 (currently scheduled on or about July 19, 2005 ) through Publish 22 (currently scheduled on or about August 15, 2005 ). Gifts must be claimed on or before August 15, 2005 at 11:59PM PDT . Publish dates are subject to change.
To be eligible, your character must be at least 30 days old.
The anniversary gifts will be tradeable in-game.
These holograms are a virtual property and not available as a tangible item.

Vet Rewards
Veteran Rewards allow us to offer players rewards in recognition of their investment in Star Wars Galaxies. The intent of the Veteran Rewards program is to show our appreciation to players who have been a part of the Star Wars Galaxies community over time by offering them a selection of exclusive rewards. Veteran Rewards will celebrate subscription milestones achieved by individual players. If you are a former player any active time you have accrued will contribute towards your veteran rewards if/when you reactivate your account. The program will give players a choice of exclusive in-game items at significant subscription milestones. The identified milestones that will be celebrated as part of the program are very three months currently up to the 36 month mark. Players will get one choice per milestone per account. To read more about Veteran rewards click here.

FanFest/Correspondent Feedback Changes
Based upon feedback from the Correspondents and Fan Fest attendees the Entertainer profession will receive a new music and dance icon as well as 6 new entertainer abilities. Along with other requested changes that are listed below, read on for more details.

Profession: Entertainer
Added a New Dance - Bunduki (an interpretive dance from the planet on which the Teras Kasi fighting style originated)

Added a New Song - Swing

Add new particles to the old healing branch

New dance particles:
Center Stage
Color Swirl
Dance Floor

New music particles:
Featured Solo
Laser Show
Fire Jet 2

Exotic flourishes now function properly.
Entertainer's and elite professions' skill branches have been reworked to accommodate these changes.

Added NEW dance props to old healing branch
Staff
Sword
Sparkler
Glowstick
Torch
Ribbon
Double Ribbon
Mystical Ribbon
Double Mystical Ribbon
Sparkle Ribbon
Double Sparkle Ribbon

Also, at novice dancer or higher, dancers can dual wield props.



Other Correspondent and Fan Fest changes include:
Dying in space no longer adds wounds
You can now group with your droids in space
Group members no longer add to a Jedi's visibility
Rifleman cover is no longer affected by group mates
It is no longer possible to inadvertently pay double XP for learning a new skill

General
All mission terminal missions will auto decay from your Datapad after 3 days (Destroy missions, Bounty missions, etc)
Battle Fatigue is no longer acquired and entertainers can no longer heal it.

Profession: Image Designer
Image Designers will no longer see other players avatars in the user interface as swimming

Profession: Bounty Hunter
NPC Bounty missions will now work properly. The Mark will be of appropriate difficulty based on the difficulty of the mission
Moved Player Bounty Hunting to the Master Bounty Hunter skill Box
Jedi missions are only created for online Jedi, the Jedi may go offline after the mission is created
Jedi missions display Faction instead of Jedi name
Jedi missions all display a payout of a random number between 45000 - 52000 credits on the terminal but may pay a bonus amount based on level and time since the Jedi was last killed
Seeker droids will now return the name of the Target
Changed the name of the "imperial probot base" Bounty Hunter droid to “Imperial probot”

Profession: Scout
The Phecnacine Dart will no longer cause creatures AI to turn off
Single target state reduction traps should no longer grant experience when thrown at a creature already affected by that type of grenade.
Experience granted for trap throwing should no longer depend on the throwers combat level versus the creature's level.

Profession: Pilots
Pilots that drop a pilot profession will no longer lose an extra 10% experience if they have an inspiration buff.

Profession: Jedi
Force cloak and cover break as intended when the player is not in a group or non-group members breach the area.
Adjusted ratio of Sith Shadow Pirates to Outlaws spawned in phase 4 of the Force Sensitive Village , to make the Village Assault (Ranged Speed / Melee Defense) quest easier to complete
Players that are using the ability "force cloaked" will no longer be targetable
Jedi heals will no longer cost Force and Mind if the target does not require healing

Changes to Phase 4 of Captain Sarguillo's Quest: Force Village
Players can now take part in the Captain's phase 4 quests even if they have taken the quest in a previous attempt to complete the Phase 4 quests.
Improved quest journal conversation text.
Added animations to accompany certain dialog lines.
Added quest reward item for Melee Defense quest.

Combat
Added a debuff which is applied when you have been Dazed to prevent the instant reapplication of Daze

Player Structures
When a house is transferred the Admin lists will no longer clear.

UI
Removed the version number from the splash screen. If you would like to retrieve the version number, press CTRL+SHIFT+G in game.
Master Badges will now be granted during the token respec period
Targeting a player will no longer cause their ham bar and name to cover the targeted players face.
The Network Status window will now display properly. To open the network status window you can hit Ctrl + Shift + G
Emote animations will now show properly when utilizing them
The Jedi force bar will now show properly on the HAM bar

Galactic Civil War (GCW)
Reduce Temporary Enemy Flag (TEF) timer to 2.5 minutes.
Combat between a bounty hunter and a Jedi for which the bounty hunter has a bounty mission will result in a "bounty hunter TEF". No other TEF (such as factional TEF, for example) is applied. The "bounty hunter TEF" will prevent both the bounty hunter and Jedi from entering player structures, and will eject the player from a player structure if the TEF is received while the player is in the player structure.
Guild war PVP no longer results in a TEF, unless the combatants are a bounty hunter and a Jedi for which the bounty hunter has a bounty mission, in which case it will result in a "bounty hunter TEF".
Opposing factional TEF and "bounty hunter TEF" are applied to both combatants as soon as any of the combatants attacks.

Quests / Loot
Mellichae now drops his cyborg arm as loot.
Mellichae and Daktar Bloodmoon now drop more appropriate loot.
NPC Jedi can now drop medpacks, clothing, and pistols as loot.

Kashyyyk
Players can now enter into the Falls Cave in the Dead Forest on Kashyyyk.

AI
Fixed an error case where AI would emit a "?" over its head when a non-threat approached.
Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you.
Pets: Pets now inherit the same aggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player.
Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly.
Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered.
Pets: Pets no longer lose their ranged weapons on occasion when incapacitated.

New Player Tutorial
Moved the tutorial toggle to a more obvious place in the character creation screens.

Misc
Player event actors will not speak their programmed text. This interim fix is due to abuse of the system and the event actor will be removed entirely in an upcoming change for this publish cycle.
Players will no longer have to kill NPC's twice when they die with a Flamethrower DoT on them
Resource containers for sale on vendors or on commodities terminals will retain the name of the resource and the quantity from their description.
Lairs HAM bars will now show properly

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What's On Deck - June 29th, 2005 - Publish 19     
On June 29th, 2005 at 4:00 AM PDT all servers will be taken down for a publish update.

Publish 19.0 June 29th, 2005

Happy Empire Day!


Publish 19 is jam packed with new features, profession balancing, and bug fixes that were suggested by our Fan Fest attendees and Correspondents.

Empire Day is here!

To celebrate this glorious Imperial holiday, head to Nashal, Talus and speak to the Imperial P.R. Officer at 4311, 5187. To protest against Empire Day, head to the basement of the Anchorhead, Tatooine cantina at 128, -5350 and speak to the off-duty bartender. To find out more about Empire Day click here!

Secrets of the Syren Quest

Part 3 of the Secrets of the Syren quest is now live. If you haven't done the first two chapters, or are picking up where you left off, make sure to visit the quest NPC for your faction. Imperial players should find Jeevan Monsul in the Bestine cantina. Rebel players will need to see Veega Madish in the Tyrena cantina and neutral players will have the pleasure of dealing with Tyla Jinn in the Theed cantina. This part of the story will require you to venture in to space so make sure to have your fighter fueled up and ready.

Smuggler - New Slicing Changes!

A “salvage” option now exists on weapon and armor upgrade kits. Using this option will replace the kit with a random component used in the new slicing system.

The “cut blue/red wire” element has been removed from weapon and armor slicing.

While slices to weapon and armor will always succeed, each slice will add a small amount of customization points to the sliced object. Any piece of weaponry or armor may have up to a total of 100 points worth of slices. The better a slice is, the more points it adds to the item until it reaches 100 points.

Each item (weapons/armor) will have a set of customization categories. Each category will require a number of slices of increasing value in order to get the full value of the category. These slices must be applied in order. For example, a weapon will have a category called “Increase Firing Rate” which has a maximum of 4 slices, each of increasing quality. Each of these slices then has a cost and results in an increase in firing rate.

Here is a list of the new slices:

Weapons
Increase Firing Rate
Enhanced Damage
Increased Critical Hit Chance

Armor
Enhanced Resilience
Impact Deflections
Hardening (Crit save chance)
Armor Break Defense

Correspondents and Fan Fest fixes and Balance Changes

Animations
Added in missing Fencer animations
Added in missing Pikemen animations
Added in missing Swordsmen animations
Art: sped up two handed sword animations

Weapons and Damage
Fixed elemental damage type on the red color crystal
Fixed weapon elemental damage. All weapons with an elemental damage amount should now be correctly doing their elemental damage.
Changed Lightning Rifles speed movement modifier to emulate Rifles instead of commando weapons

Jedi Defender
Avoid Incapacitation - Increased Force cost to activate

Jedi Healing
Force Sap - Lowered duration and debuff amount
Force Heal - Increased cool down and execute timers
Total Heal - Increased cool down and execute timers
Added Mind and Action costs to most Healer abilities

Jedi Powers
Force Choke - Armor will no longer prevent Force Choke damage, Force Defense, and Force Shield still protect against Choke
Mind Blast - Added State effects to ability
Improved Mind Blast - Ability is now single target ability
Force Throw - Added State effects to ability
Force Throw - Is now a cone attack
Force Cloak - Increased cool down timer

Jedi Enhancer
Force Armor - Now adds to your Jedi Innate Jedi Armor
Force Armor - Takes a substantial less amount of Force per incoming damage
Force Shield - Takes a substantial less amount of Force per incoming damage
Transfer Force - Increased cool down timer
Drain Force - Increased cool down timer
Stasis - Increased cool down timer
Force Speed - Increased duration of Buff
Added slight Mind and Action costs to most Enhancer abilities

Jedi Lightsabers
Reduced action cost of Light saber moves
Reduced Force cost on Saber moves
Advanced Saber Throw - Removed Cone effects from ability
Improved Saber Throw - Removed Knockdown effect from ability
Increased Damage Potential of all Saber Throws

Doctor/Combat Medic
Significantly reduced Healing execute timers and cool downs on all healing abilities
Reduced aggro generated by Healing by 50% on all healing abilities
Reduced Mind costs all healing buffing abilities
Significantly reduced Healing execute timers and cool downs on all Combat Medic Offensive abilities
Significantly increased amount of Doctor/CM healing

Cybernetics
Increased refresh rate on Revive ability from Cybernetic arms
"Cybernetic Shock" and "Cyborg Lightning" now deal more damage.

Rifleman
Sniper Shot - Added 20 meter minimum range

Bounty Hunter
Duelist Stance - Increased amount of defense skill added

General Combat
Increased the action cost of KnockdownRecovery
Daze effects now prevent all forms of healing and buffing

Other Publish Notes:

Bounty Hunter
Added Heavy Lightning Rifle to the Galaxy

Entertainers
Entertainers will now heal players from a greater distance.

Pikeman
Pikeman - Increased the amount a target is slowed by with Warcry

Smuggler
Overwhelming Shot should now fires correctly
Panic shot's Daze effect now works (Daze effects break on damage)
Concussion shot is now a Root + a Daze (Daze effects break on damage, as this is a dual effect debuff both the Root + Daze will break on damage)
Some slices now require components that drop in various locations throughout the galaxy.

Jedi
Added a warm-up timer to Jedi Saber Power attack
Fixed issue with new Force Armor
Force Choke will now break when the Jedi is Force Cloaked
Avoid Incapacitation now adds a snare while active as well as an increased force cost.

Force Sensitive Village
The Power Crystals in Mellichae's camp from being destroyed.
Improved handling of enemies defending the Power Crystals in Mellichae's camp.
Force Cloaked Jedi will take damage from turret attacks.

Battlefields
Battlefields have been removed from the galaxy

Quests / Content:
Escort tasks no longer breaks follow when the player is incapped. The escort target may take a few seconds before following the player again

Geonosian Bunker:
The ‘enhanced kwi’ infestation has been reduced to a more manageable state.

Content: Kkowir Forest
If you currently have the arena champion quest active Chief Kerritamba will re-grant the quest to enter the arena.

Content: Space Kashyyyk
Wookiee Resistance Fighters are now attackable.
Players who answered "Their numbers are thin. They are no threat to us" can now continue with the Eyma quest line
The Imperial Station mission for the Imperial Guard Interceptor will now grant the correct badge. If you have already completed the mission, speak with the station again to get your service record corrected.
The path taken by the quest target has been lengthened for Kerssoc's "Destroy the Chiss poacher weapons" space mission.

Avatar Platform
The lockbox on the Avatar platform is now accessible
Added loot to the checkpoint lockbox on the Avatar platform.

Player Structures
Naboo medium style houses now require the proper spacing for placement

Loot
Loot items should now be assigned the proper levels/attributes

Armor / Cybernetics
Can no longer wear biceps from other armor sets over the Mabari jacket
Fixed issue with Wookiee Ceremonial Right biceps and bracers
Fixed the cybernetic proc effects. Cybernetic limbs with proc effects that trigger on a successful hit will now execute correctly
Failing an action with a Cybernetic Limb will no longer cause the cool down timer to execute

Weapons / Damage
Art: sped up two handed sword animations
Fixed newly created Proton Rifles
Elemental damage will now be applied to the target for weapons that have bonus elemental damage.

Shipwright
You are now given another chance to name a reverse engineered component after attempting to use a reserved name.
Unused engine acceleration and deceleration stats of 0.0 are no longer shown in the reverse engineering results dialog.

UI
If you have nothing targeted, and take damage, you automatically target what damaged you.
Visual improvements to the /find ribbon
The Tool Tip for commands in the command browser now gives better descriptions of abilities.
The target display will no longer appear when you have toggled off the HUD
Players with pre-CU characters should no longer get a running man for their role icon the first time they log in
Junk dealer names now appear properly on the overhead map
The group direction arrow will now update when the player is out of range.
Flora and buildings no longer make selecting targets difficult.
Using WASD keys in MMORPG Modeless will no longer break you out of the radial menu. The radial menu will position itself in 3D once activated.
The HAM bar will now show correctly over targets that are being attacked through the assist system
BazaarUI: save sort settings for columns
Default attack should now work for combat commands when using the assist system
Minimized the size of the species requirements.
Moved the species requirements to the end of the examine info when looking at wearables
Adding a new /waypoint with coordinates will give better error messages when the coordinates are bad
Terrain is now displayed in the Radar.

Player Cities
City banned players can no longer travel to the banned city by selecting "Use Travel Ticket" from the ticket's radial menu or by using the ticket from the toolbar
Garage Fee/tax should be displayed in the City Status window now.

GCW
All Crackdown NPC's should now have the correct name, appearance and faction.

New Player Tutorial
The Droideka in the new player tutorial now has less hit points and a quicker respawn rate.

Misc
Added armor deconstruction script to old style Wookiee chest pieces. This will split the old armor into three new pieces: a head and chest piece and 2 arm pieces
Fixed an issue where players could not put bio-link items on the market or drop them in houses they were admins of. Now, only items that have been bio-linked can not be placed on the market.

Japanese
Less IME spam when playing in Japanese.
Resource category names are now localized. These newly understood names will take time to move across the land.

SWG Boards
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0 2010-02-01

What's On Deck - June 21st, 2005 - Version 0.124731     
On June 21st during the normal maintenance time for each region (US, Euro and Japan) we will be pushing out the following fixes:

Version 0.124731
Players who have completed the Clone trooper armor quest but have not yet received the X-Wing hologram will receive the hologram in their inventory the next time they log in.

Fixed two separate issues that were causing players to crash to desktop.


SWG Boards
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0 2010-02-01

Frohe Weihnachten und Prosit Neujahr     
Die Redaktion von GateCentral.com wünscht allen Lesern

FROHE WEIHNACHTEN und einen GUTEN RUTSCH ins Neue Jahr.

MERRY CHRISTMAS and a HAPPY NEW Year to all our readers.

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0 2010-02-01

What's On Deck -- November 17th, 2004     
Hotfix publish

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

Combat
Fixed a problem with the Warcry delay

Tiggs

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0 2010-02-01

Test Center... We WILL rollback after Beta...     
Gentle Peeps,

Although we try to maintain the integrity of TC as much as possible, with the JTL Beta coming it is going to be impossible to not break a few eggs, so to speak. It is assured there will be corrupt legacy data, and all other kinds of fubar stuff, when we get through with this.

Accordingly, we are going to go ahead and commit to rolling TC back (to the state it was in on 10/6/04) after JTL goes live.

This means you can go nuts, stop paying maintenance, burn the houses to the ground, and in general cause as much mayhem as you want, because the next three + weeks are not going to be permanent.

Again, we thank you so much for your dedication, and have fun!!

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0 2010-02-01

June's State of the Game Report     
In senior producer Gary Gattis' June report, he mostly discusses the three main systems to be enhanced in Publishes 9 and 10.

Take a look
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0 2010-02-01

Test Center 2 Wipe and Re-roll on Wednesday...     
... Howdy!

We have gathered all of your feedback, and are ready for another go on Test Center 2.

We need to fully test the conversion process, so we are going to wipe the database tomorrow back to where it was initially. To ease the transition, we are going to give out starter kits to Jedi:
Padawan

400 units of steel_duralloy
400 units of copper_polysteel
400 units of aluminum_titanium
400 units of gas_inert_culsion
400 units of petrochem_inert_polymer
400 units of gemstone
2-3 color crystals
Lightsaber Crafting tool
Swoop
Speederbike
Landspeeder
50K Credits
Jedi Knight

Same as above
3-4 Power Crystals
We have been getting great testing and feedback... and want to keep it coming! Some of the things that will be fixed are:

Removal of old Jedi Skills
Fixing a bunch of conversion bugs
Another pass on the XP data
Marging all XP into Jedi XP
Increased Power Crystal Drops
Tuskens
Nightsisters
EwokS
Janta
Kunga
Various Wild Force Weilders on Dantooine
Lokian Pirates
High Level Corvette Mobs
NPC Dark Jedi/Light Jedi
Increased Color Crystal Drops
Hutt expedition force surveyer

Lost aqualish bomber

Lost aqualish marksman

Lord nyax disciple

Marooned pirate engineer

Weequay captain

Alkhara champion

Binayre swindler

Brigand leader

Hutt expedition force leader

Nym urveyer

Binayre chief

Narmle commander




We want to be checking all aspects of the system, so thanks for helping us make it successful!

Best,

- g

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0 2010-02-01

Some Galaxies experiencing disruptions     
4/9/2004 1:31 PM PDT



The following Galaxies are experiencing significant service disruptions:
Bloodfin
Chilastra
Eclipse
Gorath
Radiant
Tarquinas
Wanderhome
Shadowfire



SOE Engineering and Operations are actively working to remedy the issues, and apologize for the inconvenience.



- SOE Game Operations Team
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0 2010-02-01

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