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Tag Archive 'patch notes'

1.1.2 Patch Notes

Published by under community news on Feb. 07. 2012.

This week’s patch notes are up and ready to be seen by the general public. The usual class ability tweeks and improvements to Operations and Flashpoints are present. But one note in general should have players jumping for joy.

 

If Sprint was active when a player died, it now remains active when the player is revived.

 

This may seem like a small thing but it is a great relief that players will no longer have to reactivate the Sprint ability after dying, especially in PvP warzones. You can read the full patch notes here.

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Public Test Server Patch Notes and Upcoming Crafting Changes

Published by under community news on Feb. 02. 2012.

BioWare recently released patch notes for update 1.1.2, which is currently live on the Public Test Server. It includes the usual plethora of ability, mission, and companion fixes as well as some tweeks to the Biochem skill.

 

Biochem users will now be able to give/sell Energized and Exotech stims and adrenals to other players as they are no longer bound to the user nor do they require skill in Biochem to use. There seem to be two big reasons why this change was made. First of all it removes the pressure on players to take Biochem in order to optimize their performance, particularly at endgame. Second it opens up more options for Biochem players to make credits by selling these stims and adrenals on the Global Trade Network. Biochem also will be getting another nerf as the effectiveness of Biochem exclusive Rakata stimpacks have been reduced to be equal to Energized stimpacks. In fact Bioware announced that they intend to reduce, over a series of patches, the effectiveness of situational consumables on endgame combat resolution. The end goal being to make the outcome of endgame combat be based more on player skill and less on what items they have on hand.

 

BioChem is just the first of the crafting skills to see tweaks in order to make all the skills more applicable to end game content. Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items, critical crafting successes on orange outfits, more bind-on-equip schematic drops for artifice and other professions, increased relevance of augments, better reverse engineering chance, and other improvements.  PvP is also going to see some changes in the future, with the power difference granted by PvP gear being reduced to make it easier for new level 50 players to compete in PvP.

 

You can read the developer post about the crafting changes here, and the full 1.1.2 patch notes after the jump. Continue Reading »

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1.1.1 Patch Notes

Published by under community news on Feb. 01. 2012.

This week’s patch notes are a bit more substantial than last weeks, showing quite a bit more fixes and items than last weeks patch. You can read the full list below and, as always, you can check BioWare’s patch notes page to read up on all the patches that have occurred since launch. Continue Reading »

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SWTOR’S First Maintenance Update And The Patch Notes

Published by under Breaking News on Dec. 29. 2011.

The first maintenance update has come and gone since SWTOR has released.  Even though there was a lot of QQ-ing about the length of the update and that it went beyond the planned downtime schedule, I still see it as a success.  There were a lot of things they addressed in this first update that had been giving players fits in game and it shows us that they indeed are listening to the feedback they are receiving via the forums and I am assuming through their in game ticket system.

You can find the posting of the patch notes on the swtor.com site here, now lets look at these and see from a player’s perspective some of the changes they have made and how they affect us.

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