<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[TC Patch Notes - 6/5/2024]]></title><description><![CDATA[<p dir="auto"><strong>Crafting:</strong></p>
<ul>
<li>Resource Containers will now display the Resource Class and Resource Name</li>
</ul>
<p dir="auto"><strong>Space:</strong></p>
<ul>
<li>
<p dir="auto">POB Loot box capacity should be 150 now</p>
</li>
<li>
<p dir="auto">Fixed various Starship Hangar ship displays:</p>
</li>
<li>
<p dir="auto">TIE Advanced.</p>
</li>
<li>
<p dir="auto">TIE Fighter LN</p>
</li>
<li>
<p dir="auto">TIE Fighter Modified (Not currently available.)</p>
</li>
<li>
<p dir="auto">Black Sun "Kihrakx" Fighter (Style 1)</p>
</li>
<li>
<p dir="auto">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</p>
</li>
<li>
<p dir="auto">Potential fix for the Novaldex J-77 Event Horizon engine component not being flaggable for sale protection</p>
</li>
</ul>
<p dir="auto"><strong>Other:</strong></p>
<ul>
<li>
<p dir="auto">WoD Themepark Quests should correctly recongnize crafters</p>
</li>
<li>
<p dir="auto">New method for token distribution, almost all tokens should now be affected by token bonuses, including BH and FRS tokens</p>
</li>
<li>
<p dir="auto">Also fixes issue with too many tokens spawning at once and crashing</p>
</li>
<li>
<p dir="auto">Removed NoTrade from Chronicles Items</p>
</li>
<li>
<p dir="auto">Make tokens default to Store All instead of one at a time</p>
</li>
<li>
<p dir="auto">Fixed Wampa Snowglobe</p>
</li>
<li>
<p dir="auto">Rotated Sandcrawler House Sign</p>
</li>
<li>
<p dir="auto">PuPs and Exoctic Attachments have been returned to their original divisors</p>
</li>
<li>
<p dir="auto">Initial Concepts of World Boss and Event Vendors have been added</p>
</li>
</ul>
<p dir="auto"><strong>Jedi:</strong></p>
<ul>
<li>
<p dir="auto">Jedi Specialization Trees now require the following point spends:</p>
</li>
<li>
<p dir="auto">Row 1 - 0</p>
</li>
<li>
<p dir="auto">Row 2 - 4</p>
</li>
<li>
<p dir="auto">Row 3 - 8</p>
</li>
<li>
<p dir="auto">Row 4 - 18</p>
</li>
<li>
<p dir="auto">Row 5 - 24</p>
</li>
<li>
<p dir="auto">Row 6 - 30 (Mastery Row)</p>
</li>
<li>
<p dir="auto">Force Powers Cooldown is now percentage base instead of a flat reduction. (This may be tuned further after testing)</p>
</li>
<li>
<p dir="auto">Fixed several string files for incorrect Form Names</p>
</li>
<li>
<p dir="auto">Removed Damage Reflect from Guardian set and replaced it with Block Chance and Block Value that mirror the other tanking sets</p>
</li>
<li>
<p dir="auto">Lowered Vigilant Strike and Overhead Slice CDs from 15 to 10 seconds</p>
</li>
<li>
<p dir="auto">Jedi Taunt is now an area taunt</p>
</li>
<li>
<p dir="auto">Heightened Speed and Second Wind have been combined into a single selection</p>
</li>
<li>
<p dir="auto">Saber Strike and Saber Sweep have been moved from Jedi Battlemaster to Force Sensitive</p>
</li>
<li>
<p dir="auto">The Force Cloak ability will now include the stat from Improved Force Cloak that breaks combat</p>
</li>
<li>
<p dir="auto">Jedi Innate Armor has been reduced from a max of 7000 to 6000 Innate Armor</p>
</li>
<li>
<p dir="auto">Force Drag ability is now included with Force Revive Skill</p>
</li>
<li>
<p dir="auto">Battlemaster has gained the Saber Burst Ability - Powerful melee attack that does more damage to more it stacks</p>
</li>
<li>
<p dir="auto">Battlemaster has gained the Arterial Strike Ability - Causes Action Damage</p>
</li>
<li>
<p dir="auto">Guardian has gained the Life Warden Ability - Reactive Heal Self Buff</p>
</li>
<li>
<p dir="auto">Guardian has gained the Force Pull Ability - Pulls a target to the Guardian and snares them for 4 sec</p>
</li>
<li>
<p dir="auto">Sage has gained the Inner Peace Ability - 10 sec buff that can be applied to targets to increase incoming heals by 15%</p>
</li>
<li>
<p dir="auto">Sage has gained the Stasis and Self Stasis abilities - similiar to medic stasis but does not restrict movement</p>
</li>
<li>
<p dir="auto">Mystic has gained the Force Rend Ability - Bleeding causes tissues to swell resulting in intense pain, when action is spent and damage over time</p>
</li>
<li>
<p dir="auto">Increased base self heal from 5k to 10k</p>
</li>
<li>
<p dir="auto">FRS Tree investment no longer requires expertise points to be spent</p>
</li>
</ul>
<p dir="auto"><strong>Non-Jedi Skill Trees:</strong></p>
<ul>
<li>
<p dir="auto">New Martial Artist Tree</p>
</li>
<li>
<p dir="auto">Master Pikeman, Fencer, Swordsman and Martial Artist now grant the Narrow Escape ability</p>
</li>
<li>
<p dir="auto">Moved Teras Kasi and Grenadier Trees to Combat Skills</p>
</li>
<li>
<p dir="auto">Restructured the order of skill trees</p>
</li>
<li>
<p dir="auto">Reduced XP Costs of the various weapon specific trees</p>
</li>
<li>
<p dir="auto">Reduced available armor protection from various expertise trees</p>
</li>
<li>
<p dir="auto">Heavyweapon Specialist has been revamped to be more inline with our weapon skills</p>
</li>
<li>
<p dir="auto">Dancer and Musician skill boxes have been moved to the Performer Tree</p>
</li>
<li>
<p dir="auto">Combat Skillsets outside of Beast Master and Creature Handler have the following point spends:</p>
</li>
<li>
<p dir="auto">Jedi Specialization Trees now require the following point spends:</p>
</li>
<li>
<p dir="auto">Row 1 - 0</p>
</li>
<li>
<p dir="auto">Row 2 - 4</p>
</li>
<li>
<p dir="auto">Row 3 - 8</p>
</li>
<li>
<p dir="auto">Row 4 - 18</p>
</li>
<li>
<p dir="auto">Row 5 - 24</p>
</li>
<li>
<p dir="auto">Row 6 - 30 (Mastery Row)</p>
</li>
</ul>
<p dir="auto"><strong>Artisan:</strong></p>
<ul>
<li>Master Merchant Line has been merged with the Business Line of Artisan</li>
</ul>
<p dir="auto"><strong>Bounty Hunter:</strong></p>
<ul>
<li>
<p dir="auto">Tangle Bomb is now a thrown trap with a max ranged of 18m</p>
</li>
<li>
<p dir="auto">Bounty Hunter Absorption is now 250 pts per kin/ele protection per point spent</p>
</li>
<li>
<p dir="auto">Manhunter now grants 2% strikethrough chance, 5% block reduction and 5% glancing blow reduction per point spent</p>
</li>
<li>
<p dir="auto">Detect Camouflage is now granted with Master Bounty Hunter</p>
</li>
<li>
<p dir="auto">Snare Duration is now included in the Lethality Skill Boxes</p>
</li>
<li>
<p dir="auto">Preparation has been increased to increase all damage by 60%</p>
</li>
<li>
<p dir="auto">Multiple skill boxes have been reworked to apply to all 3 trap types</p>
</li>
<li>
<p dir="auto">Bounty Hunters have gained the following abilities:</p>
</li>
<li>
<p dir="auto">Torso Shot - High Damage Bleed</p>
</li>
<li>
<p dir="auto">Eye Shot - Causes Target to Reduce Precision and Chance to hit</p>
</li>
<li>
<p dir="auto">Confusion Shot - Cone Snare</p>
</li>
<li>
<p dir="auto">Critical Shot - Guaranteed Crit Hit</p>
</li>
<li>
<p dir="auto">Underhand Shot - Causes Target a debuff that makes them receive 25% increased damage from all sources for 6 seconds</p>
</li>
</ul>
<p dir="auto"><strong>Carbineer:</strong></p>
<ul>
<li>
<p dir="auto">Flawless Strike now does more damage and is a guaranteed critical</p>
</li>
<li>
<p dir="auto">Using this ability grants a Flawless Strike buff that increase Strikethrough Chance of the attacker for the next 15 seconds</p>
</li>
</ul>
<p dir="auto"><strong>Combat Medic:</strong></p>
<ul>
<li>Combat Medic is now its own tree</li>
<li>Medic Toxin is now a thrown toxin with a max range of 24m</li>
</ul>
<p dir="auto"><strong>Doctor:</strong></p>
<ul>
<li>Doctor tree is now its own tree</li>
<li>Medic Enhanced Armor is now 250 pts per kin/ele protection per point spent</li>
<li>Fixed an issue that allowed Area Revive to not have a cooldown</li>
</ul>
<p dir="auto"><strong>Smuggler:</strong></p>
<ul>
<li>Impossible Odds duration bonus tuned down to 4 seconds per tick instead of 13</li>
<li>Impossible Odds hit chance by luck has been tuned down to 3% per tick instead of 8</li>
<li>Skullduggery duration bonus tuned down to 4 seconds per tick instead of 13</li>
<li>Skullduggery miss chance by luck has been tuned down to 3% per tick instead of 6</li>
</ul>
<p dir="auto"><strong>Squad Leader:</strong></p>
<ul>
<li>Squad Leader Enhanced Defense is now 250 pts per kin/ele protection per point spent for a max of 4 points</li>
</ul>
]]></description><link>https://swgevolve.com/forums/topic/474/tc-patch-notes-6-5-2024</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 10:24:59 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/474.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 05 Jun 2024 22:38:45 GMT</pubDate><ttl>60</ttl></channel></rss>