This morning, BioWare brings us the new 1.1.4 patch that primarily includes an assortment of bug fixes to Star Wars: The Old Republic. A few of the changes like the Soa Mind Trap issue fans will welcome with greater fervor than many of the alterations have in the past.
For the 1.1.4 patch notes in full, hit the jump.
Update: All game servers are now online.
Patch Notes
General
- The key formerly bound to /bug can now be mapped to any action and no longer opens the /bug window. The command is no longer able to be bound to a quickslot, but player can still type /bug in chat to open a new bug report.
Classes and Combat
General
- Using abilities with indirect targeting (such as area of effect abilities) will no longer cause players to be flagged for PvP if a PvP-flagged player from the opposing faction is within the ability's range, and the ability will have no effect on the PvP-flagged player.
Imperial Agent (Forum / Talent Calculator / Abilities)
Operative
- Medical Therapy: Kolto Probe and Recuperative nanotech will now properly benefit from this skill.
Bounty Hunter (Forum / Talent Calculator / Abilities)
Powertech
- Carbonize: PvP armor for Combat Tech will no longer prevent this skill from stunning enemies.
Flashpoints and Operations
Operations
- G4-B3 Heavy Fabricator now has fewer hit points in Normal Mode.
Items
Vendors
- "Show Usable" now properly filters to only show equipable items.
Missions and NPCs
Missions
Republic
- Unlikely Allies: Resetting no longer requires players to abandon and re-acquire the mission in order to complete it.
PvP
Warzones
General
- Fixed a queue interface exploit that allowed players to bring additional players into a warzone. While imbalances can still happen under specific circumstances, the issue can no longer be intentionally triggered by players in this way.
Alderaan Civil War
- The Eastern Turret no longer fires twice under some circumstances when it is captured by the Imperials.
World PvP
Ilum
- The /stuck comman will no longer teleport players to the location where they died.
UI
General
- Added a /version command.
- Added several new preferences for cooldown appearance:
- Show Ready Flash: Toggles a bright flash when an ability finishes cooldown.
- Show Global Cooldown Ready Flash: Toggles a bright flash when an ability finishes global cooldown.
- Cooldown Style: Changes the art style for the cooldown graphic.
- Global Cooldown Style: Changes the art style for the global cooldown graphic.
- Show Cooldown Timer: Toggles cooldown time text on top of the ability icon in the quickbar.
Bug Fixes
- Sorting will now function properly in the Guild Window.
- Items placed in a quickbar are no longer removed when training abilities.
- Using Shift + Right Click to split a stack of usable items will no longer cause the item to be used.
- Some UI settings (such as quickbar lock, chat font size, and minimap zoom) will no longer reset upon area transition.
Miscellaneous Bug Fixes
- Players will no longer experience occasional disconnection when purchasing Crafting Materials from the GTN.
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Posted 2/23/2012 12:28:08 PMso when are they gonna fix the quests or bonus-objective's of quests you cannot abandon?
that 1 thing I really like to know
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Posted 2/22/2012 4:15:14 PMHow about all the Sith Stun Locks? Need more stuns or stun breaks on the Rep side! Nothing like being stunned by two Inq, a jug that jumps in and an IA that back stabs right as soon as you hit the map.
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Posted 2/23/2012 12:52:28 PMSounds like a personal problem to me...
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Posted 2/22/2012 8:56:05 PMIn the chanllenging Star Wars:The Old Republic,with sufficient SWTOR Gold can ehance your SWTOR Power Leveling fast!Amount of cheap SWTOR Credits on 'www.swtorcreditsbuy.com'
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Posted 2/22/2012 8:30:48 PMErm you expect to win 1v4?
Oh and replace Inq with Cons, Jugg with Guard, Agent with Smuggler and you get same scenario in reverse.
Very odd comment, was it satire that didn't quite come off?
Edit : Getting your own personal gold farmer reply.. that has to hurt.
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Posted 2/22/2012 5:45:21 PMYou mention Sith stunlocks, then you bring up Agents. Do you mean Imp stunlocks? Sith only make up half of the Imperial classes.
Plus since every class has a mirror on the other side, Reps can equally "stunlock".
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Posted 2/22/2012 4:25:50 PMI don't see anything wrong with that scenario? Why wouldn't two Inquisitors, a Juggernaut and an Imperial Agent jump you whe you zone in? It's what we do. The stuns are just bonus.
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Posted 2/22/2012 4:14:00 PMHey all i have put together a small video of the 1.1.4 patch.
http://youtu.be/YaxP73TLoL8
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Posted 2/22/2012 3:05:02 PMWhat are all these cheats that people are claiming?
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Posted 2/22/2012 3:44:24 PMThey're not cheats. Certian assets in the game can be used beyond a players advantage.
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Posted 2/22/2012 11:16:06 AMShow usable and cool down ui preferences good stuff.
60% of the time it works, every time
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Posted 2/22/2012 10:58:12 AMWTB AA/bloom fix already...
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Posted 2/22/2012 9:49:44 AMGood stuff!! Slowly but surely making progress.
Does anyone know whether the /version is simply a saved ui settings type of command? Sounds like it and I hope it's true however I haven't heard much about it.
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Posted 2/22/2012 9:11:14 AMGame up(and good that they fixed 3 sith cheats)
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Posted 2/22/2012 1:07:45 PMI like how it's a 'Sith' cheat. LOL
Would you like a screenshot or two of the Pubs using the PVP bug? I have one with 12 Jedi Consulurs in one Warfront. I'm not claiming that either side in innocent, but you can at least be fair with your accusations.
A cheater is just a cheater. Doesn't matter which side they are on.