Additional Patch Notes: 1.1 1/13/12

The public test server was updated today with additional changes for the big 1.1 patch coming next week. The changes include everything from bug fixes, changes to the Jedi Knight and Sith Warrior class abilities, tweaks to the Smuggler to bring it fully in line with the Agent and edits to Flashpoints and Operations. In addition, the first iteration of changes Georg Zoeller spoke about regarding Biochem and Cybertech are included in this patch.

For the full list of additions read past the jump. Note, changes that were already slated to be part of 1.1 and were previously on the test server are not represented in these notes.

 

Patch Notes

Star Wars: The Old Republic - Game Update 1.1 Additional Notes



Classes and Combat

General

  • The cooldown indicator on hotbars no longer causes all ability icons to appear grayed out (unusable). Now, when an ability is on cooldown, it will not be grayed out if its activation conditions (like resource costs or range) are met.
  • Using character rotation keys no longer breaks a character out of cover.

 Jedi Knight (Forum / Talent Calculator / Abilities)

Guardian

Bug Fixes

  • Force Stasis: This ability is now correctly an instant ability when both Stasis Mastery and the 2-piece PvP set bonus are present.
  • Plasma Brand: This ability’s tooltip now properly reflects the damage it does. Its damage has not been adjusted.

 Sith Warrior (Forum / Talent Calculator / Abilities)

Juggernaut

Bug Fixes

  • Force Choke: This ability is now correctly an instant ability when both Force Grip and the 2-piece PvP set bonus are present.

 Smuggler (Forum / Talent Calculator / Abilities)

General

Scoundrel

Sawbones

Scrapper

  • Underdog: The tooltip for this skill has been re-worded to clearly state which abilities are modified.

Dirty Fighting (Shared Tree)

Companion Characters

Companions

Ashara Zavro

  • Ashara’s Force Blast ability has had its damage increased.
  • Ashara now animates correctly when using dual wield attacks.

Jaesa Willsaam

  • Fixed a bug that could block marriage dialogue options with this companion.

Bug Fixes

  • Companion abilities that have been disabled by the player no longer toggle back on when the companion is re-summoned.
  • Corrected an issue that caused the indicator that a companion wants to talk to you to disappear.
  • Companions no longer need to be re-summoned after selling trash items if the player mounts a vehicle after dispatching them.
  • Traveling from a Contested Area to a Contested Region now causes companions to be unsummoned correctly.

Crew Skills

Crafting Skills

Below, you’ll notice some changes to high-end Biochem and Cybertech crafted items that reduce their output. We understand that these changes may cause concern for Biochemists and Cybertechs, but we’ve made them in order to prevent a situation where any specific crafting skill becomes the objective “best choice” for players challenging endgame content or PvP. We only make this type of change after very careful consideration, and only to ensure a level and fun playing field for all players.

Artifice

  • All mod type item modification schematics have been removed from the Artifice trainer. These schematics were invalid, and could not be used if purchased.

Biochem

  • All Energized, Exotech, and Rakata adrenals and stims now require 400 Biochem for use.
  • The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets. Use of this item now requires 400 Biochem.
  • The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly. Use of this item now requires 400 Biochem.

Cybertech

  • Wynz-Tek grenades now require 400 Cybertech for use.
  • Wynz-Tek Grenades have had their damage reduced to bring them more in line with grenades of similar level.
  • The Wynz-Tek Firestorm grenade’s damage has been reduced to bring it in line with grenades of similar level. It now deals damage every 3 seconds over 12 seconds.


Flashpoints and Operations

Flashpoints

The Foundry

  • The final boss now resets if he is pulled out of his chamber. This prevents an exploit allowing players to avoid the encounter’s mechanics.

Maelstrom Prison

Colicoid War Game

  • This Flashpoint’s mission now correctly leads the players into the Flashpoint.

The Red Reaper

  • The Red Reaper mission now updates correctly for the entire group when the mission is obtained on the Imperial or Republic Fleets.
  • Lord Kherus was granting more XP than intended. It has been reduced.

Directive 7

  • Bulwark was dealing more damage than intended in Normal Mode. His damage output has been reduced.
  • Corrected an issue that caused Interrogator to sometimes spawn far more cyborgs than intended. The fight is now more manageable.
  • Corrected an issue that allowed Replicator to become susceptible to crowd control in Hard Mode, making the encounter easier than intended.

The False Emperor

  • Tregg no longer immediately initiates his whirlwind attack after leaping to a player target. Players now have more time to react and avoid whirlwind damage.
  • Corrected an issue that caused Jindo Krey to randomly target players with his blaster attack. He now focuses those attacks on his primary target, making him “tankable” as intended.
  • Players can now acquire special Pulse Grenades outside of Darth Malgus’ throne room. These grenades aid groups lacking knockback abilities in defeating him.


Operations

Eternity Vault

  • The Ancient Pylons now reset correctly if not solved within the allotted time.
  • Soa’s mind traps unintentionally had 200k health in Nightmare Mode. This amount has been reduced significantly.
  • The duration of the Penalty of Destiny effect in the Infernal Council encounter has been increased to 1 minute. Players are unable to assist other players in their fight for the duration of this effect.

Karagga’s Palace

  • Reduced the damage of Bonethrasher’s Overhead Smash attack and reduced the distance players are knocked back by his Backhand attack in Hard Mode. This gives players more room to avoid being knocked into the pit.
  • Bonethrasher no longer attacks players immediately after they fall into his pit when re-entering after being defeated, allowing players to regroup before engaging.


Items

General

  • Several tanking relics that had the incorrect stats have been corrected.

PvP

  • The PvP item “Heal Consumable” is now named “Warzone Medpac.” Its cooldown has been reduced from 5 minutes to 3 minutes and it now shares the 1.5-minute cooldown with other medpacs. This item can be used effectively over time, but now cannot be stacked beyond what is intended.
  • The PvP item “Overcharge Consumable” is now named “Warzone Expertise Adrenal.” Its cooldown has been reduced from 5 minutes to 3 minutes and it now shares a cooldown with other adrenals. It (and other adrenals) no longer stack with the PvP Power-Up that increases Expertise to prevent Expertise values from increasing beyond intended levels.
  • Warzone Medpacs and Warzone Expertise Adrenals no longer share a cooldown with each other.
  • A new line of high-end PvP relics with appropriate PvP stats have been added to PvP vendors.

Bug Fixes

Missions and NPCs

Missions

Imperial

  • A Dangerous Auction: The step “Travel to Hutta” now updates if the player travels there via the Imperial Fleet.
  • Death Marks: This mission now advances in the Star Cluster Casino regardless of player decisions regarding Yjal on Balmorra.
  • Enclave Raid: This mission no longer becomes blocked if players complete the task “Defeat Tarisian Enclave Masters” before completing “Recover Tarisian Artifacts.”
  • Hutt Hospitality: The conversation with Ambassador Rove now takes into account the outcome of a decision regarding Grub.
  • The Mandalorian Killer: Kellian Jarro and Thendys Noori now correctly spawn during this mission.
  • The Sacred Flame: Blank dialogue options no longer display during this mission’s conversations.

Republic

  • Back Alley: Players now receive credit for defending the point with the turret.
  • Lab Work: Choosing the dark side option in this mission no longer causes this mission to stop advancing.
  • Prison Breaking: Rist Slayers, Stalkers, Torturers, and Prison Guards now respawn correctly.
  • Rescue Operation: This mission now progresses normally if the player is defeated on the step “Use Your Personal Holocom” when fleeing the base.
  • Scorched Earth: The mission objective NPC in this mission no longer spawns as friendly and unattackable in some instances.
  • Shattering: Mission progression no longer becomes blocked if the player returns to the med center after being defeated in combat.
  • The Shadow Fist: Mission progression no longer becomes blocked if the player closes the loot window on the step “Recover the Stealth Field Generator.”
  • Thwarting House Thul: Thul Mercenaries, Thul Sharpshooters, and Thul Colonels now respawn properly.

NPCs

Bug Fixes

  • Fixed a bug that could cause specific NPCs to appear miniature-sized in conversations.
  • Players using the French and German clients can now obtain daily PvE missions.


PvP

General

  • Players who are interacting with a Warzone objective and are then affected by an area of stealth effect will have the objective interaction interrupted. This ensures players cannot exploit area of stealth effects to secure Warzone objectives unaffected and unseen by defending players.

World PvP

Ilum

  • Automated defense turrets have been added to Empire and Republic taxi spawn points.
  • Particle Cannons around the Empire and Republic bases now activate more reliably.

The Outlaws’ Den (Tatooine)

Space Combat

Bug Fixes

UI

General

  • Players now receive the appropriate message when they are unable to enter an area because they are in an Operation group.

Bug Fixes

  • Opening the Inventory Panel with the button on the Menu Bar now always correctly displays the reverse engineering button.
  • Inviting a new player to a guild no longer causes the member list to display incorrectly.

Miscellaneous Bug Fixes

  • Corrected an issue with older ATI cards that could cause the game to render as a black screen.
  • Falls on the Republic and Imperial Fleets that should lead to death now properly do so. Players who die on the Fleets now respawn at the appropriate med center.
  • Corrected an issue that could cause the game to crash during area transitions.
  • Fixed a bug that could cause players to fall through the world during or after a conversation or cinematic.


Comments

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  • #18 Jaramukhti

    Having just done Kaliyo's loyalty missions (Death Marks), I applaud this new patch in that aspect. I experienced no problems, whatsoever.

    Hopefully the other dozen or more issues get resolved in future patches - but Rome wasn't built in a day.Smile

  • #17 Nietsneknarf

    The Directive 7 fixes are much needed. I got through it with a group of my buddies but it was awful. And to add insult to injury the drops were mostly green items.

  • #16 deangelis

    *sigh* Still no fix for unmappable keybindings... 

  • #14 gankatron

    The biggest problem with the game for many of us with 64 bit OS is the continual Error 9000 latency/dc bug. Hopefully that one will be corrected soon. It is not possible to play a wz when one dc's every 2-5 minutes.

  • #6 syzygy

    so they still cant put a view distance option in the game?

    my brother played in beta fine, so he got the game. then they took out the option to reduce your view distance now he cant play cause he gets like 1fps

     

  • #9 Caerdwyn

    There is a way to force View Distance with an .ini value. I do not know of it offhand, but look around for it.

    I know it isn't a "slider" and easy to use... hopefully they will add a slider back in, as they've added AA back in... but it is an option for your friend.

  • #10 syzygy

    thanks ill look in to that..

  • #4 Beltyra

    Biochem still seems like the "only option" though...:-/

    Unless they nerf that pack more, or make it not usable in PvP or something, I don't see any PvPers NOT going that route.

    Are there PvP sets Synthweavers/Armormechs can make? Artifice and Armstech? Shouldn't there be? If they don't want one craft to always be the choice over others, doesn't this need to get worked out? (I'm not certain that there are PvP recipies as I have yet to find them, but I could just be a noob :-P)

  • #5 Jonneh

    Quote from Beltyra »

    Biochem still seems like the "only option" though...:-/

    Unless they nerf that pack more, or make it not usable in PvP or something, I don't see any PvPers NOT going that route.

    Are there PvP sets Synthweavers/Armormechs can make? Artifice and Armstech? Shouldn't there be? If they don't want one craft to always be the choice over others, doesn't this need to get worked out? (I'm not certain that there are PvP recipies as I have yet to find them, but I could just be a noob :-P)

    The other professions just need something useful. You can make absolutly nothing of any worth with anything other than biotech/cybertech.

    /shrug

    I could care less tbh, its not like crafting is fun to do anyway.

    My youtube channel - SW:TOR content

  • #12 Beltyra

    Exactly.

    And while I disagree in the dislike of crafting, I've always been a big fan of it in MMO's and really do like the crew skills system, it's just the most worthless thing I've ever sunk time and money into at the moment. :-(

  • #8 Kraxis

    Quote from Jonneh »

    The other professions just need something useful. You can make absolutly nothing of any worth with anything other than biotech/cybertech.

    /shrug

    I could care less tbh, its not like crafting is fun to do anyway.

    When is it ever? At least they made it more encompassing.

    Anyway, I agree with Beltyra. If Biochem was required by some idiots before, for running Ops, then it will remain so. The others are pretty much pointless at 50. Nerfing might have been required, but the real fix would be buffing the others, or adding things to them so they had something to look forward to. This nerf won't really change anything I'm afraid. I will still stick to my Biochem and be very happy I'm not something else.

    Charming... yes? http://imgur.com/r6WrI

  • #3 Plague
    I have come to the conclusion that anyone who has something bad to say about this patch just can't stand but to complain about absolutely everything.
  • #2 Strongsadd

    Some nice features and bug fixes in there, Bioware is holding up their end of the deal.

  • #7 Vesperia51

    Quote from Strongsadd »

    Some nice features and bug fixes in there, Bioware is holding up their end of the deal.

    Hah! They rather fix small tiny bugs that isn't even vital at Foundry / Revan.

    But they can't be arsed fixing his 50k hit on random party members (force lightning) bug.

    Great game bioware.

    Great game.

  • #15 ricosuave413

    a little less QQ, a little more pew pew

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