Patch notes for the upcoming 1.2 update are now available. Keep in mind that these notes are from the Public Test Servers and may not reflect the final official client patch that players will see when BioWare releases it to the live servers. For the patch notes in full, hit the jump.
Media Gallery is now online with more coming soon.
Update: DH PTS DB now lists 10,000+ new entries ranging from vehicles, schematics, crystals and items. Updates to Patch 1.2 are available here and here.
Highlights and General
Highlights (New Features)
- Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!
- Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.
- Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation.
- Novare Coast, a new objective-oriented Warzone on the planet Denova, has been added to the game. This Warzone, like Huttball, supports same-faction matches if there are not enough members of the opposing faction to be found.
- New repeatable high-level daily missions are available in a new area on Corellia, the Black Hole!
- Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.
- A new tier of gear has been added for both PvP and PvE.
- Ranked Warzones are here! Players can now queue up and participate in PvP matchups to rank themselves against the competition.
- Players can now customize their User Interface by moving and resizing UI elements!
- A new level 50 World Boss with a challenge for a well-coordinated 16-player Operation Group has been sighted in the Nightmare Lands region on Voss.
- Players can now leave comment on entires in the Friends List in the Social Window.
General
- The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.
- In-game rewards will be available to players who participate on the Public Test Server. Players will receive a title if they attain level 10 on PTS, and another if they complete Chapter 1.
- A new preference, "Character Texture Atlasing," is now available. Enabling this option increases the texture quality used when rendering character models.
- A new "Customize" option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.
- A new preference, "Awareness Radius," allows players to adjust the number of characters displayed on-screen. Reducing this setting can improve performance in crowded areas on low-end machines.
- On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.
- The Sprint ability is now available at level 1.
General Bug Fixes
- Cinematics throughout the game have been polished. A large number of cinematics have been improved to address incorrect camera angles, smooth out animation issues, and to correct Companion Characters that appear in the wrong gear or at the wrong time.
- Cinematics and mission phases have been updated for consistency. For instance, several occurrences of NPCs appearing alive in a phase after a cinematic in which the player chose to kill them have been corrected.
- Corrected many instances of misplaced geometry, visible seams, and incorrect collision with world objects throughout the game.
- Many locations where player characters could become stuck on world geometry or fall through the world have been corrected.
- Some visual effects and animations have been adjusted and fixed in instances where they played incorrectly.
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- Classes and Combat
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Posted 3/18/2012 7:03:36 AMYeah, I guess when you're a company that used to be Bioware, things like bugs and the ME3 ending don't matter, after all you built up enough good will with past games that it's fine to sell out and disregard QA.
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Posted 3/17/2012 3:06:15 PMTypical official forum attitude that makes it torture to visit the place. Sorry to see these types showing up more and more on Darth Hater.
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Posted 3/17/2012 4:28:09 PMWho? Never heard of this "BiowEARBETMETWCWECWDMXFXW" and so on.. Might wanna just stay with one simple name. :)
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Posted 3/17/2012 10:45:17 AMThanks DH for the list and, pics, and videos! I can't wait for all these amazing changes (especially UI, crew skills, and PVP)!
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Posted 3/17/2012 10:45:02 AMI am just not very happy with the overall changes to the Commando AC. The CM tree is being gutted, Gunnery is getting pvp nerfs in terms of survivability and utility (like it wasn't going down like a paper doll to any melee dps or we had a million tools to deal with enemies) and AS still doesn't get to do anything other than kiting. I understand we have no combat logs to see the whole picture and make comparisons, but were Commandos really THAT much OP? Because that was not my experience.
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Posted 3/17/2012 11:33:47 AMNo one is ever happy they got nerfed, tis the life of an MMO.
As one of the developers said, "If some people aren't complaining about their class, then we aren't doing our job right."
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Posted 3/17/2012 3:57:14 PMHave you actually read the notes about the Commando AC my friend? Do you actually play one and understand how they work? I have been playing MMOs long enough to know what you are saying regarding nerfs, but too much is too much. Finally, if you would be kind enough, please suggest any spec in the Commando AC that would be of any use in pvp after the changes.
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Posted 3/17/2012 4:50:54 PMKeep in mind that a lot of the underlying math has changed as well. I'd with hold judgement without actually playing on the patch man.
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Posted 3/18/2012 3:34:52 AMUnder the section "Classes and Combat" Please read the entire thing. The math changed, which in turn could have boosted the DPS.. Soooo they had to go through and re tool the abilities and talents to "nerf" them which doesn't truly qualify as a nerf because it was to make them do the exact same dps they were before the math changes. As someone else said... Withhold judgement until you actually play and see if the changes are noticible or not.
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Posted 3/18/2012 3:59:24 AMAnd please read my posts and tell me where I mention DPS. The problem is not the DPS but the utility in terms of support (healing), survivability and utility. All of these got nerfed for commandos who are already very limited in pvp, that is all I am saying. DPS-wise AS stays the same and for gunnery we do not know without any logs.
Anyway, I do not wish to pick an argument online, all I am saying is that commandos look like they are getting "adjustements" that don't look nice. I hope that term is to people's satisfaction :-).
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Posted 3/19/2012 12:11:41 AMDude, It doesn't matter if you meant DPS, Threat, Heals, or utility. The underlying MATH changed. For which abilities we do not know, because it isn't specified. Their for my entire post encompasses everything within the commando AC, from DPS, To healing, To utility, even though I specified dps. Because the same exact argument can be used. Until we know what's changed, and we are able to get logs. Even though the logs truly mean nothing seeing as we can't do a log of CURRENT DPS/HPS or what have you and compare it to the dps/hps or w/e after said changes. Seeing as its not on live at the moment. So logs really don't mean anything right now. Until we test it we do not know if its the same or not.
The math changes could have made it OP, so they had to nerf said abilities by x percent to bring it back inline with its numbers prior to the math changes, equaling ZERO CHANGES. its like adding 2 and 2 then subtracting 2 to get the number you started with. So unless you're god, you've gotten a toon to your CURRENT level with the SAME gear, or you work for bioware, You do not know if there has been any TRUE change to DPS, utility, healing or survivability. Not without testing it. So where as it may seem to be getting gutted. That does not mean it is. If it is, you can bet your ass people will be posting their healing logs and comparing them to other healers. If they are substantially lower... it'll get fixed. So stop complaining, specially when the patch notes says "we changed the underlying math" and "these are NOT FINAL" else it'll just start rumors and have people all in a huff about "being gutted" when nothing changed.
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Posted 3/19/2012 3:41:41 AMLet's assume for a moment you are right and that commandos will be "fine" with the unknown changes in addition to the AC-specific "adjustements". Where does that leave the classes that got buffed then? The even more dps of marauders/sentinels or the even better healing of agents/smugglers? Also, what maths do you want for, as an example, "your shield now blocks 50% less incoming damage" for the gunnery commandos before you can say it is a nerf or a buff?
Look, I am not saying "qq I quit" or anything like that, just that I do not like what I see and that for some of the changes no hidden maths will make them even or a buff. And it's a shame because the patch is otherwise full of very nice things in terms of general gameplay.
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Posted 3/18/2012 8:22:00 AMSage/Sorc healers got hit much harder. They clearly did believe that Op/Scoundrel heals were underpowered. Plus you don't know how much the new gear/DR settings will buff you back.
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Posted 3/19/2012 12:47:27 AMYou got to be joking... comando and mercenaries are pretty much op as they are now.. a nerf was needed.
My grip is sentinels and marauders didnt need a buff they were nice as they are now.
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Posted 3/17/2012 10:36:11 AM*Sniper rifles will no longer drop for Republic players.
Poor Zenith. He's such an asshat the only thing I liked about him was that he could use sniper rifles for that extra bit of DPS. I wonder if this is changing or if he's just another companion left out in the cold.
On an urelated note, frowny face on trauma probe taking 2 ammo now instead of zero. I liked being able to spam it on the MT without worry so I could make sure it never wore off. I guess it was too much healing for 0 power? Maybe it is after you layer on end-game stats, but before that it sure doesn't seem game breaking to me.