Crafting:
Non-Jedi Skill Trees:
Artisan:
- Resource Containers will now display the Resource Class and Resource Name
- 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
- 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 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
- 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
- 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 is now its own tree
- Medic Toxin is now a thrown toxin with a max range of 24m
- 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
- 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 Enhanced Defense is now 250 pts per kin/ele protection per point spent for a max of 4 points
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