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SWG: Evolve Forums

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  3. TC Patch Notes - 6/5/2024

TC Patch Notes - 6/5/2024

Scheduled Pinned Locked Moved Test Center Patch Notes
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  • Evolve StaffE Offline
    Evolve StaffE Offline
    Evolve Staff
    wrote on last edited by
    #1

    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
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