Crafting:
Resource Containers will now display the Resource Class and Resource Name
Space:
POB Loot box capacity should be 150 now
Fixed various Starship Hangar ship displays:
TIE Advanced.
TIE Fighter LN
TIE Fighter Modified (Not currently available.)
Black Sun "Kihrakx" Fighter (Style 1)
Space factional helper timer was correctly adjusted last PR, however the space overt timer was not. This should correct that from 30 seconds to 10
Potential fix for the Novaldex J-77 Event Horizon engine component not being flaggable for sale protection
Other:
WoD Themepark Quests should correctly recongnize crafters
New method for token distribution, almost all tokens should now be affected by token bonuses, including BH and FRS tokens
Also fixes issue with too many tokens spawning at once and crashing
Removed NoTrade from Chronicles Items
Make tokens default to Store All instead of one at a time
Fixed Wampa Snowglobe
Rotated Sandcrawler House Sign
PuPs and Exoctic Attachments have been returned to their original divisors
Initial Concepts of World Boss and Event Vendors have been added
Jedi:
Jedi Specialization Trees now require the following point spends:
Row 1 - 0
Row 2 - 4
Row 3 - 8
Row 4 - 18
Row 5 - 24
Row 6 - 30 (Mastery Row)
Force Powers Cooldown is now percentage base instead of a flat reduction. (This may be tuned further after testing)
Fixed several string files for incorrect Form Names
Removed Damage Reflect from Guardian set and replaced it with Block Chance and Block Value that mirror the other tanking sets
Lowered Vigilant Strike and Overhead Slice CDs from 15 to 10 seconds
Jedi Taunt is now an area taunt
Heightened Speed and Second Wind have been combined into a single selection
Saber Strike and Saber Sweep have been moved from Jedi Battlemaster to Force Sensitive
The Force Cloak ability will now include the stat from Improved Force Cloak that breaks combat
Jedi Innate Armor has been reduced from a max of 7000 to 6000 Innate Armor
Force Drag ability is now included with Force Revive Skill
Battlemaster has gained the Saber Burst Ability - Powerful melee attack that does more damage to more it stacks
Battlemaster has gained the Arterial Strike Ability - Causes Action Damage
Guardian has gained the Life Warden Ability - Reactive Heal Self Buff
Guardian has gained the Force Pull Ability - Pulls a target to the Guardian and snares them for 4 sec
Sage has gained the Inner Peace Ability - 10 sec buff that can be applied to targets to increase incoming heals by 15%
Sage has gained the Stasis and Self Stasis abilities - similiar to medic stasis but does not restrict movement
Mystic has gained the Force Rend Ability - Bleeding causes tissues to swell resulting in intense pain, when action is spent and damage over time
Increased base self heal from 5k to 10k
FRS Tree investment no longer requires expertise points to be spent
Non-Jedi Skill Trees:
New Martial Artist Tree
Master Pikeman, Fencer, Swordsman and Martial Artist now grant the Narrow Escape ability
Moved Teras Kasi and Grenadier Trees to Combat Skills
Restructured the order of skill trees
Reduced XP Costs of the various weapon specific trees
Reduced available armor protection from various expertise trees
Heavyweapon Specialist has been revamped to be more inline with our weapon skills
Dancer and Musician skill boxes have been moved to the Performer Tree
Combat Skillsets outside of Beast Master and Creature Handler have the following point spends:
Jedi Specialization Trees now require the following point spends:
Row 1 - 0
Row 2 - 4
Row 3 - 8
Row 4 - 18
Row 5 - 24
Row 6 - 30 (Mastery Row)
Artisan:
Master Merchant Line has been merged with the Business Line of Artisan
Bounty Hunter:
Tangle Bomb is now a thrown trap with a max ranged of 18m
Bounty Hunter Absorption is now 250 pts per kin/ele protection per point spent
Manhunter now grants 2% strikethrough chance, 5% block reduction and 5% glancing blow reduction per point spent
Detect Camouflage is now granted with Master Bounty Hunter
Snare Duration is now included in the Lethality Skill Boxes
Preparation has been increased to increase all damage by 60%
Multiple skill boxes have been reworked to apply to all 3 trap types
Bounty Hunters have gained the following abilities:
Torso Shot - High Damage Bleed
Eye Shot - Causes Target to Reduce Precision and Chance to hit
Confusion Shot - Cone Snare
Critical Shot - Guaranteed Crit Hit
Underhand Shot - Causes Target a debuff that makes them receive 25% increased damage from all sources for 6 seconds
Carbineer:
Flawless Strike now does more damage and is a guaranteed critical
Using this ability grants a Flawless Strike buff that increase Strikethrough Chance of the attacker for the next 15 seconds
Combat Medic:
Combat Medic is now its own tree
Medic Toxin is now a thrown toxin with a max range of 24m
Doctor:
Doctor tree is now its own tree
Medic Enhanced Armor is now 250 pts per kin/ele protection per point spent
Fixed an issue that allowed Area Revive to not have a cooldown
Smuggler:
Impossible Odds duration bonus tuned down to 4 seconds per tick instead of 13
Impossible Odds hit chance by luck has been tuned down to 3% per tick instead of 8
Skullduggery duration bonus tuned down to 4 seconds per tick instead of 13
Skullduggery miss chance by luck has been tuned down to 3% per tick instead of 6
Squad Leader:
Squad Leader Enhanced Defense is now 250 pts per kin/ele protection per point spent for a max of 4 points