10-04-24
Profession Trainers
- Added around 500 CU profession trainers.
Basic trainers can be found on planet map too! Trainer list for reference - https://nexus.swgtools.com/trainers/
10-14-24
- Mask Scent is in a rudimentary state; testing and feedback are highly encouraged.
Note on Mask Sent Mechanics:
- Creature mobs perform a skill check against the player's Mask Scent ability to -determine aggro. This check factors in movement, posture, player level, creature level, and skill modifiers.
- Only works on creatures (no effect in PvP, NPCs, or droids).
- Mask Scent is removed if combat begins.
- Cannot be applied simultaneously with Conceal.
- Currently, Mask Scent never wears off (a timer needs to be added, but documentation on its original duration is lacking).
Commands (Posture Changes)
- Posture Changes: Commands like Kip Up Shot, Dive Shot, and Roll Shot now affect posture, though animations are not yet implemented. Please test and provide feedback.
Center of Being (Fixed)
- Fixed Center of Being to now correctly apply a buff.
Teräs Käsi Commands (Partially Implemented)
Added the following commands:
- Leg Sweep 1 & 2
- Dizzy Attack 1 & 2
- Combo Attack 0, 1 & 2
- Center of Being 1
- Taunt 1
- Meditate
- Blind/Dizzy/Stun Recovery
Known Issues:
- Combo Attack: Currently not stacking any accuracy or defense bonuses.
- Leg Sweep: Knockdown (KD) effect is not yet implemented.
- Meditate, Blind Recovery, Dizzy Recovery, and Stun Recovery are present, but no functionality has been added yet. Additional research is needed to implement the appropriate logic.
NPC Shipwright Trainers
- All NPC Shipwright Trainers have been added and are available for use.
Nexus Bunker in Coronet
A new Nexus Bunker has been installed in Coronet. This one is now fully customizable.
10-18-24
Martial Precision Restored
- Teräs Käsi practitioners rejoice: The missing Leg Sweep, Dizzy Attack, and Combo Attack commands have been successfully recovered and are back in your repertoire.
- Fencing Mastery Expanded: Those skilled with the blade, new commands for Fencers (1H) are now available:
- Binding Strike 1/2
- Lunge 2/3
- Blind Attack 1/2/3
- Bleed Attack 2/3
- Body Hit 1/2
- Scatter Hit 1/2
- Swordsman Power Unleashed: Wielders of the two-handed sword, prepare for battle with these new Swordsman (2H) commands:
- Area Taunt 1/2
- Berserk 1/2
- Critical Strike 1/2
- Armor Break 2/3
- Sword Flurry 1/2
- Power Attack 1/2
- Head Hit 1/2
- Trainers Relocated: The temporary trainers previously stationed outside Mos Eisley Guild Hall have been removed. Seek your training from the normal trainers scattered throughout the galaxy.
Crafting and Surveying Overhaul
Surveyors, your Surveying skill mod now determines several critical functions:
- Expanded survey range
- Reduced sampling fail chance
- Increased yield from hand-sampled resources
- Shortened time between sampling pulses
Artisans and Advanced Crafters, be advised! All crafting schematics now properly reward crafting XP, and surveying XP has been implemented, further supporting crafting.
10-22-24
New Commands for Pikemen: We have successfully implemented a series of formidable commands for those wielding the mighty pike:
- Intimidate 1/2
- Warcry 1/2
- Sweep Attack 2/3
- Stunning Blow 1/2
- Spin Attack 1/2
- Leg Hit 1/2
- Impale 1/2
Prepare to harness the full power of your weaponry in combat!
Combat Level Adjustments: A system calibration has corrected issues with combat abilities being inaccurately granted or revoked based on your combat level. You will now have proper access to abilities according to your current standing
10-24-24
- Armor Certification Removed: Armor certification restrictions have been lifted. Now, any citizen, regardless of skill or level, can equip any armor. However, faction-specific armor remains restricted. Note that while armor currently has no encumbrances, this feature will be added at a later date.
- Center of Being Update: The Center of Being defensive stance will now only function when wielding a melee weapon or when unarmed. Ranged combatants, take note!
- Smuggler Profession Released: The Smuggler profession is now officially live with a full suite of commands! Smugglers can utilize the following abilities:
- Concussion Shot 1 / 2
- Panic Shot 1 / 2
- Reckless Shot 1 / 2 / 3
- Restraining Shot 1 / 2
- Overwhelming Shot 1 / 2
- Low Blow
- Last Ditch
- Feign Death (Note: Full implementation is pending. The command will queue up but won't perform a complete feign death check or incapacitate the player. The roll mechanics, buff, and messaging are in place, but further tuning is required before full deployment.)
10-28-24
New Feature: Armor Penalties for Unauthorized Use
Reckless with that armor? You might want to think again. Now, wearing armor beyond your skill level introduces penalties. These include:
- Movement Speed Debuff
- Attack Speed Reduction
- Accuracy Reduction (Accuracy adjustments will be fully integrated in future updates.)
Penalties vary depending on the type and advancement level of the armor—choose wisely, or feel the weight of that beskar!
Profession Command Additions
Pistoleer Commands:
- Firearm Strike (Improved / Advanced)
- Quick Draw (Improved / Advanced)
- Body Shot (Basic / Improved)
- Warning Shot
- Burst Shot (Basic / Improved)
- Disarming Shot (Basic / Improved)
- Intimidate Shot
- Stopping Shot (Basic / Improved / Advanced)
- Fan Shot (Basic / Improved)
Carbineer Commands:
- Rapid Fire (Improved / Advanced)
- Leg Shot (Basic / Improved)
- Scatter Shot (Basic / Improved)
- Full Auto Area (Basic / Improved)
- Crippling Shot (Basic / Improved)
- Charge Shot (Basic / Improved)
- Suppression Fire (Basic / Improved / Advanced)
Rifleman Commands:
- Head Shot (Basic / Improved)
- Kneecap Shot (Basic / Improved)
- Sniper Shot (Basic / Improved / Advanced)
- Must be prone and 20m from target
- Startle Shot (Basic / Improved / Advanced)
- Cover
- 10s channel, requires prone stance and ends upon movement
- Conceal Shot (Basic / Improved)
- Requires Cover
- Aim (Basic / Improved / Advanced)
- Currently in testing; aim may experience execution issues.
11-26-24
Factory Terminal System:
For a hefty sum of Nexus coins, you can now transform your factory deeds into sleek Factory Terminals with Factory Deed Conversion Kits. Install these terminals in your homes, but keep an eye on your house size - there's a limit to how many you can install. These terminals aren't picky; they work with all factory types, bringing crafting right to your doorstep. Operational Tips
- Placement: Only install in houses where you're the Admin. Use the radial menu to get your terminal up and running.
- Maintenance: Each terminal adds the factory maintenance cost to your house's maintenance.
- Mobility: Once installed, your terminal is part of your home. It's not going anywhere unless you uninstall it, but feel free to shuffle it around inside.
- Cost: An active terminal costs half the idle maintenance of a regular factory, so keep those credits flowing!
This system isn't just about convenience; it's about strategy. With high conversion costs and ongoing maintenance, you'll need to think about where and when to use these terminals. It's a new way to manage your production, right from the comfort of your living room (or throne room, if that's your thing).
Combat Updates
I'll start with the Profession Fixes:
- Brawler: Now proudly displays on the full profession list, no longer hiding in the shadows.
- Intimidate Shot: Now properly buffs your intimidation, making your enemies think twice.
- Dynamic Buffs: No more double-time buffs; we've streamlined the duration for a fair fight.
New Commando Commands:
- Focus Fire (Basic / Improved / Advanced): Sharpen your aim and increase your damage output.
- Dead Bang (Basic / Improved / Advanced): Make your foes quiver with fear at the sound of your shot.
- Overkill Shot (Basic / Improved / Advanced): When you want to ensure your target stays down.
- Demolition Shot (Basic / Improved / Advanced): For those times when you need to bring down the heavy armor.
11-27-24
New Additions
Receptionist Vendor Installed
The Nexus Bunker now has its very own Receptionist Vendor, offering Factory Deed Conversion Kits. Need help? They’ll pretend to assist you—but mostly they just sell stuff with flair.
Crafting Overhauls
Bio-Engineer (BE) Tissue Updates
- Expanded crafting options with new tissue schematics and rebalanced existing ones.
- Your crafting game just went from basic to bio-fabulous.
Tailoring Upgrades
- Synth Cloth and Reinforced Fiberpanel schematics can now incorporate BE tissues.
- Function meets fashion—because Nexus citizens demand both.
Jewelry Enhancements
- Jewelry settings are now compatible with BE tissues.
- The pinnacle of wearable science—shiny, stylish, and scientific!
Tweaks and Balances
Sampling Action Cost Adjustment
- Sampling action costs now properly account for your Surveying mods from wearables.
- Efficiency is the name of the game: no wasted energy, no lost time.
Combat Overhauls
Medic Updates:
- Drag Player: Pull incapacitated group members to safety. Must be in a group.
Combat Medic Arsenal:
- Neurotoxin: Poison damage over 20s. Tick damage: 100 / 150 / 200.
- Infect: Disease damage over 10s. Tick damage: 100 / 150 / 200.
- Deuterium Toss: Set enemies ablaze for 8s. Tick damage: 200 / 300.
- Hemorrhage: Action regen debuff:
- Basic: 25% for 120s.
- Improved: 50% for 240s.
- Shock: State resist debuff:
- Basic: 20 points for 60s.
- Improved: 40 points for 120s.
- Electrolyte Drain: Movement speed debuff:
- Basic: 20 points for 60s.
- Improved: 40 points for 120s.
- Thyroid Rupture: Combat speed debuff:
- Basic: 20 points for 60s.
- Improved: 40 points for 120s.
- Paralyze: Daze and root enemies for 7s / 15s.
- Bacta Toss: Ranged heal for 500 / 600 / 750.
- Bacta Spray: Area heal for 350 / 400 / 500.
- Resuscitate Player: Revive incapacitated players. Cannot be used in combat.
Doctor Commands:
- Bacta Shot: Heal for 800 / 1000.
- Bacta Jab: Quick heal for 200 / 300 / 500.
- Bacta Infusion: Heal over time for 24s / 32s / 40s.
- Bandage: Cure bleeding damage for 200 / 500.
- Countertoxin: Cure poison damage for 200 / 500.
- Countertoxin Spray: Area poison cure for 100 damage.
- Disinfect: Cure disease damage for 200 / 500.
- Decontaminate: Area disease cure for 100 damage.
- Extinguish Fire: Cure fire damage for 200 / 500.
- Poison Inoculation: Resist poison for 20m / 40m @ 50 / 80 points.
- Disease Inoculation: Resist disease for 20m / 40m @ 50 / 80 points.
- Adrenal Boost: Increase combat speed for 20m / 40m @ 15 / 25 points.
- Nutrient Injection:
- Improved: Health Buff 10% + Constitution Buff 5 for 40m.
- Advanced: Health Buff 10% + Constitution Buff 10 for 45m.
- Endorphin Injection: Buff stamina:
- Basic: 5% for 20m.
- Improved: 10% for 40m.
- Revive Player: Revive incapacitated allies. Can be used in combat.
12-03-24
Bounty Hunter Updates:
- New Commands Unlocked:
-
- Duelist Stance (Basic / Improved)
- Critical Shot (Basic / Improved / Advanced)
- Spray Shot (Basic / Improved)
- Underhand Shot (Basic / Improved)
- Confusion Shot (Basic / Improved)
- Eye Shot (Basic / Improved)
- Torso Shot
Mechanics Revamped:
- Bounty Hunters can now access terminals, deploy probe and seeker droids, and track mission success or expiration with ease.
- Underworld Titles have been added, reflecting your rank and reputation.
Smuggler Updates:
- Smuggling Just Got Smoother:
-
- Evade contraband scans with improved chances as you progress through the Investigation line. (Team up with a Smuggler in your group for extra evasion perks!)
- CU Smugglers are now recognized for Wookiee speech checks and can slice HQ terminals, locked containers, and even the Corvette Computer (with scaling based on slicing skills).
- Work with brokers, avoid Space contraband checks, and enjoy expanded Geonosian Keypad Slicing abilities.
- Underworld Titles:
- Titles are now earned based on your rank—wear your reputation with pride (or fear).
12-14-24
Squad Leader Enhancements:
- XP Overhaul: Squad Leader skills now require Squad Leadership XP.
-
- Gain XP as the group leader when your group earns kill credit, based on this formula:
-+XP = ((totalGroupWeaponXp / groupSize) * 0.2) * (1.05 ^ groupSize)+- - Larger groups = greater rewards!
- Gain XP as the group leader when your group earns kill credit, based on this formula:
- New Commands for Group Utility:
- /sysgroup +-
- Send an on-screen message to your group (no need to be the group leader).
- -+/groupWaypoint+- (Novice Squad Leader Skill):
- Share a waypoint with your group, automatically removed after 10 minutes.
- /sysgroup +-
Combat Commands:
- Called Shot: Buff your group’s next attack, boosting damage by 6.25% to 50% (based on Squad Leader skills).
- Paint Target: Mark the target for focus fire with a visible animation and debuff.
- Rally Point: Deploy a temporary waypoint and buff group members within range (20m).
Group Buffs (100m Range):
- Second Chance: Spread incoming damage across group members.
- Retreat: Boost movement speed but reduce action/mind regen (no combat allowed).
- Charge: Temporary speed boost, followed by a Squad Leader debuff after expiration.
- Form Up: Enhance movement speed and terrain negotiation (long-term).
- Steady Aim: Improve group accuracy.
- Call To Arms: Boost group armor.
- Volley Fire: Reduce enemy armor effectiveness.
- Boost Morale: Improve action/mind regen.
- Tactics: Increase group defense.
- Blaze of Glory: Increase group damage and critical hit chance.
- Double Time: Reduce cooldowns.
Individual Buffs:
- Verbal Assault: Increase aggro for one group member.
- Combat Feint: Reduce aggro for one group member.
- High Yield: Boost damage output.
- Toughen: Improve defense.
Bounty Hunter Updates
- XP Rewards for Bounties:
-
- PvE Bounties: Gain XP equal to 1.5% of the bounty reward.
- PvP Bounties: Gain XP based on the target’s level: Level × 1.5.
- Bug Fixes:
- Resolved spam issues with seeker/probe droids when the “target” action failed.
- Corrected missing mission text when a target is found by a droid.
Additional Changes
- Mandalorian Armor Access Expanded:
-
- Now wearable by Master Bounty Hunters, Master Commandos, and Master Squad Leaders.
12-20-24
Character Creation Overhaul:
- Removed NGE Class Selection:
-
- The outdated NGE class selection page has been retired.
- CU Profession Selection Added:
- You can now pick from one of the six base professions upon character creation.
- Tutorial Adjustments:
- The "Skip Tutorial" checkbox has been temporarily hidden, and the tutorial is auto-skipped as we fine-tune Tansarii for CU professions.
General Updates
- SWG Nexus Client Branding:
-
- Updated the application name and icon to reflect Nexus branding.
- No More NGE Classes:
- After character creation, you’ll no longer be tied to an NGE class and locked out of the Expertise window.
- Chronicles Profession Disabled:
- The Chronicles quest/profession has been disabled for now.
- Respec Page Fix:
- Prevented the NGE respec page from forcing a class selection if one hasn’t been chosen.
- Frog Restrictions:
- Locked down a few items on the Frog terminal to require God Mode.
12-29-24
Crafting and Professions:
Novice Artisan Simplified:
- No longer requires crafting XP to unlock. It didn’t make much sense to demand crafting XP when you’re not even able to craft yet, right?
Trainer Fixes:
- Resolved an issue where trainers for your base profession would incorrectly offer to train Novice skills you already possess.
- Novice skills will no longer appear as trainable once acquired. Trainers will now properly inform you when there’s nothing left to train.
Weaponsmith Upgrades:
- Weaponsmith schematics are live! Weaponsmiths can now craft weapons. Let’s arm the galaxy with style!
Character Progression Enhancements
Level-Based Stat Adjustments:
- Health, Action, Health Regeneration, and Action Regeneration now scale with your character’s level to match NGE leveling mechanics.
Stat Modifiers Introduced:
- Stat boosts (Strength, Agility, Precision, Constitution, Stamina, and Luck) are now tied to skills!
- Currently applied to the base six professions (Entertainer, Brawler, Marksman, Medic, Scout, Artisan) as part of a trial run. Expect more expansions soon!
Combat System Overhaul
Miss Chance Adjustments:
- Base Miss Chance:
-
- Increased to 15% for melee and 20% for ranged combat.
- Distance Impact:
- Miss chance now scales exponentially with distance from your target. Ranged combatants, watch your positioning!
- Melee remains capped at a 5m range, though adjustments are planned for future patches.
- Accuracy Modifiers:
- General Accuracy: Decreases miss chance by 0.1% per point.
- Weapon-Specific Accuracy: Decreases miss chance by 0.2% per point.
These adjustments aim to make combat more strategic, rewarding those who master positioning and stat optimization.
01-05-25
Entertainer XP Types Granted!
Entertainers now have four distinct XP types tied to their actions and contributions:
Image Design XP
How to Earn It:
- Perform Image Design changes on other players.
Musicianship XP
How to Earn It:
- Play music and use flourishes during performances.
Dancing XP
How to Earn It:
- Perform dances and add flourishes to your routine.
Entertainer XP
How to Earn It:
- Players watching or listening to your performance.
- Applying Inspire buffs to players.
- Healing wounds (TBD on implementation of wound mechanics).
Buff Inspire Points Increased!
Entertainers will now have more flexibility when inspiring buffs for others. Previously, entertainers received 8 Inspire Points to allocate for buffs. With these changes:
- Base Points: Entertainers still receive 8 points.
- Additional Points: An extra 12 points (4 each for Entertainer, Dancer, and Musician skills) have been added to the CU skill trees.
This ensures entertainers can further customize buffs and enhance their impact on the galaxy.
Scout
Scout XP Types Implemented!
Scouts now have three distinct XP types to progress through their skill trees: Trapping XP, Scouting XP, and Wilderness Survival XP. Each type rewards different playstyles and actions:
Trapping XP
How to Earn It:
- Damage creatures with traps during combat.
- Trapping XP is based on the trap's pseudo-damage (approximately 1,000 damage plus 0-35%, depending on your trap skill).
- When a trap lands, it contributes to a shared combat XP pool. If you finish the target with a weapon, XP is distributed proportionally between your weapon type and traps.
Example: Land traps on a creature and finish it with a pistol—XP is split between Trapping XP and Pistol XP, based on each source's contribution.
Scouting XP
How to Earn It:
- Harvesting Creatures: Use the
/harvestcorpsecommand after defeating creatures to gather resources like meat, hide, or bone. XP scales with the creature's level and type. - Mask Scent: Activate the
/maskscentability to sneak past creatures. Successfully avoiding detection by creatures near your level grants XP, based on the number evaded and your skill level.
Wilderness Survival XP
How to Earn It:
- Crafting Camps: Earn XP based on the resources used to craft camps, with XP equal to twice the resource cost.
- Using Camps: Gain XP over time while camps are active, influenced by healing done, the number of visitors, and camp duration.
- Crafting Traps: Like camps, crafting traps grants some Wilderness Survival XP.
- Fishing: Catch fish to earn XP; larger fish yield more rewards.
Skill Points and Attribute Updates!
Map NGE Attribute Stats to CU Skills
Attributes previously tied to NGE classes will now be assigned to CU professions and skill trees, reflecting each profession’s thematic and GAMEPLAY focus.
Key goals of this distribution:
- Combat Balance: Professions are balanced to ensure that each has a niche where they excel, encouraging teamwork and specialization.
- Skill Customization: While these are base stats, players can often modify or enhance these through GAMEPLAY, allowing some flexibility in character development.
Combat Level Tied to Skill Points
Combat Level (CL) is now determined by the number of skill points you have allocated rather than the total XP earned.
- Players reach CL 90 after spending 200 out of 250 skill points, leaving room for customization and diverse builds.
- Non-combat professions like Crafting and Entertainer will also benefit, allowing dedicated players to enjoy a slight advantage in the wild.
Additional Changes
Surveying:
- A maxed survey skill (100) significantly reduces the likelihood of pop-ups during sampling and ensures no sampling failures.
Auto Aim (Y):
- The auto-aim accuracy penalty has been reduced to 3% (down from 5%).
01-22-05
- The CU “Speed” stat has been reprogrammed and repurposed into “Damage” modifiers.
- New logic has been implemented to enhance damage output based on this updated stat, giving combat an extra edge.
CU Defense Modifiers Implemented
- Defense modifiers from CU professions have been activated and integrated into the NGE combat system. These stats now affect defense rolls for key actions like Dodge, Evade, and Block.
- Here's how defense modifiers now work:
General Defenses
- These stats are factored in based on the attacker’s weapon type:
-
- Ranged Defense
- Melee Defense
Weapon-Specific Defenses
- These stats depend on the defender’s weapon proficiency:
-
- Unarmed Defense
- One-Handed Defense
- Two-Handed Defense
- Polearm Defense
- Pistol Defense
- Carbine Defense
- Rifle Defense
What This Means for You
Every choice matters—your weapon type, defense stats, and even your opponent’s loadout now play a critical role in determining the outcome of combat.
Verbose Combat Logging
Enhanced Combat Log Details
- Verbose combat logs now include additional information to give you a clearer picture of every engagement.
- Attack Roll Percentages: See how attack rolls stack up for each hit.
- Defense Roll Percentages: Gain insight into how your defense stats are impacting combat outcomes.
- Use these logs to analyze battles and fine-tune your strategy!
02-01-25
- Smugglers now gain Spice Crafting XP when crafting spices.
- The Smuggler crafting tree has been updated to require Spice Crafting XP for progression.
Slicing:
- Smugglers can now earn Slicing XP from:
-
- Unlocking containers
- Slicing mission terminals
- Slicing base terminals
- Slicing weapons and armor
- Full weapon and armor slicing implementation is still in development. Slicing XP is not yet required for skills, and schematics for slicing remain unavailable until the system is fully integrated.
Combat State Adjustments
Stun:
- Stunned targets can now move and perform other actions while stunned.
- Stun debuff now applies the following penalties:
- Damage Reduction: 10%
- Ranged/Melee Defense: -50 points
- Ranged/Melee Accuracy: -80 points
Blind:
- Blind debuff now applies the following penalties:
-
- Ranged/Melee Defense: -25 points
- Ranged/Melee Accuracy: -160 points
Dizzy:
- Dizzy debuff now applies the following penalties:
-
- Ranged/Melee Defense: -100 points
- Ranged/Melee Accuracy: -40 points
Additional Information:
- States Affect NPCs & Creatures: These effects apply to mobs and creatures, but only in relation to the defenses and accuracy they already have. The full extent of their impact depends on the stats of the target.
- Reapplying Effects: Stun, Blind, and Dizzy will reapply and restart their timers upon a new application, just like buffs. The duration is based on the command used to apply the effect.
- Stacking Effects: A player can be affected by any or all of these states simultaneously, and their modifiers will stack.
Recovery Abilities (Stun, Blind, Dizzy)
- Recovery abilities now properly remove their respective debuffs.
- These abilities can only be used if affected by the debuff they are meant to cure.
- Added new messaging to clarify whether the state was removed or if you were unaffected.
02-11-25
Combat Adjustments
Action Cost Overhaul:
- The action cost for nearly every ability has been increased by ~10x, making action management a more critical resource.
- Exceptions have been made for early Brawler/Marksman abilities to ensure low-level players can still engage effectively.
- Early Action Pool Buffs:
- Action pools and regeneration rates have been slightly increased for the first 10 levels to compensate for the flat-rate cost increase.
Healing Enhancements (Temporary):
- The effectiveness of Bacta Shot, Bacta Toss, Bacta Spray, and Bacta Jab has been increased to 4x their previous healing values.
- This is a temporary boost until the implementation of stim packs.
Melee Range Adjustments:
All melee weapons have been standardized with new maximum ranges:
- Unarmed: 8m
- One-Handed: 10m
- Two-Handed: 11m
- Polearm: 12m
- Lunge: Now usable from up to 15m (previously 8m).
- All other melee abilities now use the default weapon range rather than being locked to 15m.
State Adjustments:
- Players may now /sit while inflicted with stunned, dizzy, blind, or other debuffs.
03-03-25
v0.16.0
Combat Systems
- Healing Logic: Self-healing no longer stalls when your target’s too far for friendly bacta range. Bacta Shot, Jab, and Infusion now default to you if the enemy’s out of reach. No more bleeding out while staring at a distant foe.
- Accuracy Tuning: Combat abilities now carry custom accuracy modifiers. The Crew’s tweaked these so far:
- Aimed Shot: +10
- Firearm Strike: +15
- Rapid Fire: +15
- Lethal Shot: +5
- Head Shot: -20 (Aim carefully, or don’t.)
- Sniper Shot: +20 / +30 / +40 (Tiered precision.)
- Conceal Shot: +18
- Startle Shot: +5
- Body Shot: +8Results may vary. Blame your hands, not the math.
Decay and Cloning
- Cloning Wear: Non-PvP deaths now decay gear on cloning—Weapons, Armor, PSGs, Clothing, Cybernetics, Tools, Jewelry. Uninsured? 5% condition hit. Insured? 1%, but insurance burns off after. Re-insure it, or weep later.
- Weapon Decay: 2% chance per use to lose 1 condition point. Powerups bump it to 5% per hit while active. Cloning adds more wear—check your coverage.
- Armor Decay: Takes a hit based on damage slipping through—10% of unblocked damage splits across your set (Chest: 5, Pants: 3, Head: 2, rest at 1). Below 50% condition, effectiveness drops, bottoming at 50% before zero. PSGs soak some punishment first. Cloning applies extra decay.
- PSG Decay: Only wears when blocking its damage type. Kinetic breezes by; no decay there. Cloning still stings—mind your terminals.
Insurance Overhaul
- Terminals Deployed: Insurance stations added to all cloning facilities, save Imperial/Rebel outposts. Player cities should have them too.
- Insure Dialog: Check item conditions, see costs, pick what to insure. 100CR per item, or bulk-insure via radial menu. Convenience isn’t free.
Repair Kits
- Usage Rules: Anyone can repair decayed gear if it’s not trashed. Success hinges on item complexity—crafters’ Assembly skills cut that down. Better kits and skill tapes help. Outcomes:
-
- Perfect Repair: Full fix, 5% max HP loss.
- Slight Repair: Full fix, 20% max HP loss.
- Imperfect Repair: Full fix, 33% max HP loss.
- Failed Repair: Condition drops to 1. It’s dead.Armor kits work on PSGs too.
Crafting Updates
- Repair Kit Schematics: Armor, Weapon, and Clothing kits now craftable at Novice Armorsmith, Weaponsmith, and Tailor. Crates of 25, 5 uses per stack.
- Weapon Condition: Now ranges 800–5000, tied to Decay Resistance and Overall Quality of resources in the final appearance step. No experimenting—just raw materials. Check the stats when crafting.
03-19-25
v0.17.0
Ranger Profession Overhaul
The Ranger profession has been rebuilt from the ground up. We’ve split the changes into Crafting, Traps, and Commands to keep things digestible. Strap in, because there’s a lot to cover.
Crafting
-
- Camo Kits
-
-
- Rangers can now craft Camo Kits, essential for certain concealment commands (like Camouflage Self and Wilderness Stealth).
- Each kit is tied to a specific planet and requires resources from that planet.
- Kits come in stacks of 5 and are consumed when used.
- No more hiding for free—craft your camouflage or stay in the spotlight.
- Trap Detonators
- Trap detonators are now craftable components used in trap crafting, replacing the old system of applying them pre-deployment. This adds depth to crafting and lightens your field load.
- Three types available:
- Timed: Set a timer (3–60 seconds) for when the trap triggers after deployment.
- Remote: Adds a remote detonator to your inventory for manual triggering.
- Proximity: Triggers based on enemy proximity (1, 5, or 10 meters).
- The detonator sets the trap’s Accuracy—how likely it is to trigger when intended. Base accuracy depends on resource quality, improvable through crafting experimentation.
- Accuracy details are visible on the detonator’s item description.
- Trap Bodies
- These traps now require a detonator component to craft:
- Springloaded Caltrop
- Flash-Bang Trap
- Kaminoan Dart Trap
- HX2 Mine
- The detonator type is locked in during crafting and can’t be swapped later.
- The trap’s description shows its type, configuration, and accuracy (inherited from the detonator).
- Resource costs for traps and components have slightly increased, with some now requiring more specific resource types.
- These traps now require a detonator component to craft:
-
Traps
-
- Trap Configuration
-
-
- Adjust detonator settings via the trap’s radial menu:
- Proximity: Set the trigger radius to 1, 5, or 10 meters.
- Timed: Set the timer to 3, 5, 7, 10, 15, 20, 30, 45, or 60 seconds.
- Remote detonators give you a remote for manual control.
- Adjust detonator settings via the trap’s radial menu:
- Trap Mechanics
- Removed PvP restrictions on Proximity detonators and HX2 Mines (though Proximity traps still only trigger on players, not NPCs/creatures).
- Traps can now be placed anywhere outside cities.
- Trap accuracy dictates success:
- Failed triggers show sparks and a message.
- Timed: Retries after 10–25% of the original timer.
- Proximity: Won’t retrigger until a new enemy enters or the current target leaves and re-enters.
- Remote: Requires manual retry via the remote.
- Remote detonators are destroyed after use.
- Traps can’t be picked up or disarmed by their placer and expire after 10 minutes.
- Trap Restrictions
- All class and level requirements for traps are gone—anyone can use them (for now).
-
Commands
-
- Area Track
-
-
- Detect enemies within a 500m radius, with ranks unlocking as you progress:
- Area Track Animal Novice Ranger: Tracks all creatures.
- Area Track Direction Ranger x1xx: Adds cardinal directions.
- Area Track Person Ranger x2xx: Tracks humanoid NPCs.
- Area Track Distance Ranger x3xx: Adds distance info.
- Area Track Player Ranger x4xx: Tracks players and their factions.
- Restrictions: Can’t use in buildings, combat, or while already tracking. Cancelled by excessive movement, combat, death, or logout.
- Activation opens a dialog to choose enemy type (Creature, Person, Player) based on your skills.
- Detect enemies within a 500m radius, with ranks unlocking as you progress:
- Concealment Commands
- Camouflage Self: Basic invisibility—breaks if you move. Requires a planet-specific Camo Kit. Success tied to “camouflage” skill mod. Not usable in populated areas.
- Camouflage Ally: Same as above, but for guild/group members.
- Wilderness Stealth: Advanced concealment with slow movement. Requires a Camo Kit. Success based on “stealth” skill mod. Stackable with Camouflage Self for extra cover. Detection risk increases near enemies.
- Urban Stealth: Concealment in cities. Requires a non-depleted HEP (depletes while active). Success based on “stealth” skill mod. Allows slow movement, stackable with Camouflage Self. Detection possible near enemies.
- Layering Note: If detected with stacked concealment, Camouflage Self may keep you hidden until fully spotted.
- Detect Camouflage
- Reveals concealed players or traps within a radius (base 20m + detect_hidden/20).
- Success depends on levels, camo/stealth modifiers, and “detect_hidden” skill.
- Players lose concealment (no combat initiated); traps become visible but stay active.
-
-
- Conceal Device
- Applies a 30-second buff to conceal your next trap (if concealable). Eligible traps:
- Motion Sensor
- Caltrop
- Flashbang
- HX2 Mine
- Kaminoan Dart
- Applies a 30-second buff to conceal your next trap (if concealable). Eligible traps:
- Disarm Trap
- Disarms unconcealed enemy Motion Sensors and Tracking Beacons.
- Steal
- Steal credits, junk, or loot from humanoid NPCs, or “stealable” items from players.
- Success hinges on luck, concealment, level difference, stealth/camo modifiers, detect_hidden skill, and target status (e.g., elite).
- Caught stealing from NPCs? Combat starts, concealment breaks. From players? They get a notification.
- Future Potential: Special stealable items may be added later.
- Conceal Device
Ranger Open Issues
-
- Blend In: Not implemented yet.
- HEPs: No power regeneration (TBD).
- Bio Samples: Can’t be applied to Motion Sensors or Tracking Beacons.
- Proximity Triggers: Only work on players, not NPCs/creatures.
- Tactical Expertise: Not yet affecting trap placement or effectiveness.
- Trap Access: No restrictions yet—planned to lock to Rangers via skills/stats.---
Miscellaneous
-
- Armor Decay: Now 1% of damage passing through (down from 10%). Your gear lasts longer—use it wisely.
- Frog Terminal: Fixed the “Resources” option.
04-04-25
Ranger Updates
- Faster Abilities
-
- Camouflage Self: 20s → 4s
- Camouflage Ally: 10s → 4s
- Wilderness Stealth: 5s → 4s
- Urban Stealth: 15s → 4s
- Area Track Cooldown: 30s → 20sNo more waiting around—Rangers move quick now!
- Stealth Tweaks
- Wilderness Stealth: No longer usable indoors. Stay in the wild, hunter!
- Urban Stealth: Now usable indoors. Sneak through those city streets!
- Traps in Cities
- Traps can now be used in cities. Watch your step, urban dwellers!
Other Minor Adjustments
- Bio Engineer Visibility
-
- Bio Engineer profession now shows up in the profession list.
- Hand Sampling
- Adjusted bonuses for higher precision (cities, camps, skills, crit rolls).
Camping Overhaul
We’ve revamped camps with NGE modular designs, longer lifetimes, and new features! Here’s the quick rundown:
- Moved NGE camp schematics to Scout/Ranger skills (bye, Architect!).
- Replaced CU camps with modular NGE camps.
- Camp lifetimes increased (x2 to x4).
- Camps now give crafting XP based on time spent and player count.
- Increased max XP from camps.
- Added visitor tracking (system messages for entry/exit).
- 2-minute warning before camp expiration.
- Campfires turn to ashes when abandoned—no smoke, no fire.
- Added Required Camping Skill to camp attributes.
Crafting & Terminal Updates
- Camps now craftable with a generic tool (no structure tool needed).
- Assembly/experimentation based on “camp” skill mod.
- Adjusted camp resources to Scout standards.
- Camp Terminal: Primary action opens status dialog (uptime, time left, healing bonus, etc.).
- Added “Extraction Rate” to status if using a survey module.
- Camp owners can send waypoints to group members via the terminal.
New Camp Types & Modules
- Added Multiperson Camp (1 module, fits between Basic and Improved).
- New Survey Module boosts hand sampling rates (2–5% per module, caps at 20%).
- Updated all camp types and modules—check the full details on our wiki!
See the full camp breakdown here: https://wiki.swgnexus.com/tiki-index.php?page=Camping
Known Issues
- Field Base Camp: Only one fire goes out when abandoned.
- Multiperson Camp: Entertainment module chair placement issue.
- Survey Module: Component quality not affecting efficiency.
- Crafting Station Modules: No variable efficiency.
- Faction Recruiter Modules: Still craftable (moving to faction vendors soon).
04-21-25
v0.19.0
Major Changes
- Loot Schematics Remapped
We’ve remapped approximately 500 loot schematics from those limiting NGE classes to the more open CU professions. No more wondering which class has the right skills—your CU profession is now your crafting compass. Finally, the galaxy makes sense again.
- Camp Mining Bonus Fixed
Fixed an issue with the camp mining bonus. It was as unpredictable as a Jawa's warranty, but now it kicks in reliably when you're within the camp's radius. We’ve also fine-tuned the detection, so you can mine with confidence. No more bonus roulette!
- Camp Item Descriptions Updated
Battery modules and camp items now clearly display the camp's lifetime in minutes. The guesswork is gone—plan your expeditions like a pro, because who has time for math in the middle of a nowhere
05-04-25
v0.20.0
Major Changes
Modifier Bits
- Profession trainers now let you convert XP into Modifier Bits — nearly 100 skill or stat boosts to sculpt your perfect build.
- Got Novice status? You can redeem any modifier a trainer offers — if your XP’s up to par. Each modifier needs a specific XP type.
- Conversion is linear, with unique min/max values and rates per modifier. Pick smart, or you’ll be modding like a shorted astromech.
- Adjusted XP caps for most professions to keep things balanced.
Synthesizer Tools
New single-use tools to create attachments from Modifier Bits:
- Weapon Enhancement Synthesizer (WES) — Craftable by Novice Weaponsmith
- Clothing Enhancement Synthesizer (CES) — Craftable by Novice Tailor
- Armor Enhancement Synthesizer (AES) — Craftable by Novice Armorsmith
Usable by anyone, but each attachment holds one modifier.
One mod, one shot — make it count. --- Equipment
- Max sockets on armor, clothing, and weapons increased from 1 to 4.
- Socket odds are now tied to your Assembly skill (minimum 50 required).
Skimp on skill, and you’re socketless.
Other
- Power Bits added to the Frog Terminal — boost your character’s juice.
- Fixed the Frog Terminal closing after granting XP. It’s now as stubborn as a bantha.
05-14-25
v0.21.0
What’s New?
Trainer Modifiers Tidied Up
- We’ve cleaned house at each trainer.
- No more duplicate clutter at ranged trainers.
- Removed underperforming modifiers.
Less junk, more clarity. --- SEAs Won’t Stack Anymore
- Once a modifier is applied via a Socket Enhancement Attachment, it's locked in.
One mod, one slot, no exceptions. --- Trainer Dialog Fixed
- Apostrophes in chat logs looked like they went through a trash compactor.
- Now they’re crystal clear.
Because punctuation matters, people. --- Master Profession Badges for Crafters
- Crafters, rejoice!
- Master-level professions now reward badges to show off your grind.
Your dedication finally gets some shine. --- Mission Cap Increased
- Max missions bumped from 2 to 6.
- Bounty Hunters still limited to 1 BH mission, but it counts toward the 6.
Plan your chaos accordingly. --- Frog Terminal Fix
- The Frog Terminal is back to normal.
- It now gives out the correct Entertainer XP, not Healing XP.
Less XP mix-ups from your amphibian ally.
Droid Engineer Schematics Return
Droid Engineers, it’s your time to shine again!
We’ve brought back some classic NGE schematics:
- Droideka Shield (3xxx Expert Droid Production)
- Electric Shocker (x3xx Expert Droid Construction Techniques)
- Flame Jet (x3xx Expert Droid Construction Techniques)
- Rapid Discharge Batteries (4xxx Master Droid Production)
- Regenerative Plating (Master Droid Engineer)
- Torture Panel (x4xx Master Droid Construction Techniques)
05-29-25
v0.22.0
Space Enhancements
- Prestige XP Fix: Master pilots now correctly earn Rebel, Imperial, or Pilot Prestige XP after achieving mastery in their faction’s piloting skills.
- Frog Terminal XP: Added Space Combat, Imperial Prestige, Rebel Prestige, and Pilot Prestige XP types to the Frog Terminal to facilitate progression.
Mind Mechanics
- Mind Bars Return: Mind bars have been reintroduced for players, targets, groups, and HUD targets, allowing you to track mental stamina effectively.
- Willpower Stat: Added to character sheets and gained through leveling based on species, enhancing mental resilience for professions such as Squad Leader and Jedi.
- Mind Pool Calculation: Now determined by player level and Willpower, supporting mental abilities and buffs.
HAM Pool Updates:
- Constitution: +8 Health, +2 Action
- Stamina: +8 Action, +2 Mind
- Willpower: +8 Mind, +2 Health
- Dynamic HAM Recalculation: HAM pools are recalculated whenever Willpower is altered by buffs or debuffs.
- Mind Drain Mechanics: Actions now drain Mind based on their mental requirements; insufficient Mind prevents action execution.
- Cloning Sickness: Reduces Mind by 75%, consistent with Health and Action, with Mind healed to the same percentage as Action upon revive.
- Regen Rate Fixes: Health, Action, and Mind regen buffs and debuffs now apply and stack correctly on top of the player’s level-based regen rate.
- Entertainer Buff: Willpower can now be buffed by Entertainers, improving group mental performance.
- Skill Box Remapping: All 594 skill boxes have been updated to factor in Willpower for balanced stat distribution.
Miscellaneous Updates
- Harvesting Restriction: Harvesting creatures now requires Novice Scout to ensure skill-based progression.
- Species Stats: Updated species stat modifier bonuses to align more closely with Combat Upgrade (CU) standards.
- Human XP Bonus: Fixed to provide a 5% bonus across all XP types.
- Combat Costs: Adjusted action and mind costs for all combat commands. Defensive actions now cost more Mind, while offensive actions cost more Action based on damage multiplier, healing amount, area effect, accuracy, buff, and recovery.
- CSR Info Script: Updated
/csDumpTargetto include details on HAM regen rates for enhanced player insight. - Modifier Bit Update: Recalculated and updated the maximum power levels for modifier bits. Visit your trainers to obtain new Socket Enhancement Attachments (SEAs) to benefit from these changes.
06-10-25
v0.23.0
Battle Fatigue
Battle Fatigue (BF) has landed, adding a tactical twist to your combat and recovery cycles. You’ll spot your BF level right below your character’s level on the HUD—complete with a tooltip and color coding. BF caps at 1000 points, and here’s the breakdown:
- Below 250 BF: You’re in the clear—no penalties.
- Above 250 BF: Heals and HAM buffs drop by 0.1% per BF point
- e.g., 25% reduction at 500 BF, 75% at 1000 BF
- DOT strength takes the same hit.
How You Gain BF:
- 5% chance to pick up 1 BF per hit.
- Disease and fire DOTs add BF as DOT Strength / 100 per tick.
- Cloning adds 100 BF.
Healing It Off:
- Cantinas auto-heal BF at roughly 8 points every 2 minutes.
- So, why don’t you take a load off? Grab a drink and let cantina do its thing—it’s got a way of making you forget you’re tired.
Entertainer Upgrades
Entertainers—your spotlight in the galaxy just got brighter! With new Battle Fatigue healing abilities, you’re the heroes fatigued travelers need.
- BF Healing Modifiers: Now tied to Music and Dance skill boxes.
- Automatic BF Healing: Watchers and listeners get BF healed based on your BF Healing skill and performance choice (songs, instruments, dances).
- Healing Hotspots: Cantinas, Camps, Theaters, Hotels, and Ships.
- XP Boost: Healing BF earns you Entertainer XP.
- Camp Module Tweaks:
- No more experimentation. You didn't have the points anyway.
- Modules now display effectiveness.
- SEAs:
- Get BF Healing Modifier Bits from entertainer trainers using your Entertainer XP.
Camps
Camps just got a serious upgrade. With stackable entertainer modules and automatic BF healing, they’re practically a necessity in the field:
- Stackable Modules: Entertainer modules now stack.
- BF Healing: Camps automatically heal BF during loops.
- Healing Power scales with camp size and module effectiveness.
- XP Perk: Camp owners receive Wilderness Survival XP when healing occurs.
Miscellaneous Fixes and Upgrades
Armor Hinderance Fixes
- Accuracy Hinderance now correctly increases Miss Chance.
- Attack Speed Hinderance impacts damage output and has an improved tooltip description.
Mission Cap
- Fixed a glitch capping missions at 2—now it’s 6, as intended.
UI Improvements
- Buff icons repositioned to avoid blocking the Mind bar.
- Camera now zooms out when placing structures, with improved panning and lot line visibility. Yes, you just read that correctly.
Quest Fix
- Nym’s Starmap quest now checks for Level 80+ instead of requiring a silly NGE Class.
Skill Trainers
- Skill trainers will now sell anyone modifier bits—as long as you got the experience to trade.
- If you’re unqualified for skill training, trainers will end the conversation respectfully.
Starting Equipment
- New characters now receive profession-appropriate gear when starting out. Early steps now feel more aligned with your chosen path.
06-16-25
v0.24.0
Progression Updates
- Expertise Prompt Removed: The level 10 Expertise prompt is gone, streamlining your early game focus on core skills.
- Level-Up Summary Enhanced: System messages now detail Mind and Willpower stat gains alongside other stats when you level up, giving you a clear picture of your growth.
- Multi-Level Animation: Jumping up to 5 levels at once now triggers a level-up animation with a consolidated stat increase summary—helps with those big quest leaps!
- Novice Entertainer Access: Train as a Novice Entertainer directly from a trainer without an XP requirement.
- Leveling System Overhaul: We’ve decoupled leveling from skill points to prevent rapid level jumps from Novice Boxes outpacing your abilities and modifiers, ensuring a more gradual power curve.
- Quest XP Tied to Weapons: Quest XP now aligns with your equipped weapon type (e.g., blasters, lightsabers), replacing the old Unarmed XP default, for a more tailored progression experience.
Combat Enhancements
- New Starter Abilities:
Beginner’s Shot for Novice Marksman Beginner’s Strike for Novice Brawler These low-level abilities give new players a fighting chance with starter gear, though their effectiveness diminishes as you master your craft—a solid foundation for your journey.
Auto Attack Costs Introduced: Small action and mind costs are now applied to auto attacks, more noticeable at low levels but fading by max level. This shift:
- Rewards progression by making stat growth feel impactful.
- Aligns auto attack costs with Heavy Weapon balance.
- Adds strategic depth by slightly affecting regen rates.
- Heavy Weapon Cost Reduction: Action cost for Heavy Weapons dropped to 4% of its original value.
- Root and Snare Adjustment: Duration halved to suit our fast-paced combat style.
Miscellaneous Tweaks
Battle Fatigue from Radioactives: Sampling radioactive resources now carries a revised BF risk:
- Old: 0.125% of Potential Energy (over 500 PE) per sample.
- New: A chance-based system (100% at 1000 PE, 1% at 500 PE) to gain 1 BF per sample, easing the burden on resource gatherers. Keep an eye out—BF might influence sampling rates in a future update!
07-04-25
v0.25.0
Wounds: The New Frontier of Combat
Debut of Wounds Wounds are back, adding a gritty layer to your HAM (Health, Action, Mind) pools. These can stack up to 50% of each pool’s maximum, chipping away at your available stamina, making every fight a test of endurance. How Wounds Strike:
- Cloning Penalty: Cloning now inflicts 100 wounds across all HAM pools—a harsh but fair price for a fresh start.
- Radioactive Risk: Hand sampling radioactive resources leaves Health wounds, a hazard for daring miners.
- DOT Devastation: Certain DOTs (Damage Over Time) deal wounds with each tick, starting at 2% of DOT strength and scaling up to 10x based on your Battle Fatigue level:
- Poison targets Health.
-
- Acid erodes Action.
- Cold assaults Mind.
Combat Clashes:
- Every hit has a 5% chance to apply 1.5% of post-protection damage as wounds to a random HAM pool, keeping battles unpredictable.
Specialized Strikes: Combat abilities now influence wound chances and targets. For instance:
- Head Shot: 10% chance to wound, with a 50% shot at Mind, 25% each for Health or Action.
- Kneecap Shot: 10% chance to wound, favoring Action 50% of the time, with 25% each for Health or Mind.
Healing the Hurt
- Medical Facilities: Health and Action wounds mend automatically every ~2 minutes, healing up to 12 points per interval, with one stat randomly chosen if both are wounded.
- Cantinas and Theaters: Mind wounds heal alongside Battle Fatigue at ~12 points each per ~2-minute interval—perfect for a relaxing break.
- Entertainer Elixir: Watching or listening to entertainers heals Mind wounds and Battle Fatigue, rewarding XP for their artful efforts.
- Camp Care: Any camp heals HAM and Battle Fatigue, with amounts scaling by camp size—bigger camps, bigger recovery!
- Tend Wound Skill: This ability targets Action and Mind wounds, boosted by Medic and Doctor skills for faster, more effective healing.
User Interface: A Visual Upgrade__
- HAM Bars Revamped: Lost HAM now glows with a white background, while black bars mark wounds—clearly visible for you and your target. Tooltips reveal exact wound counts for precision tracking.
- Battle Fatigue Bar Relocated: Now sits stylishly between your name and health bar, with a handy tooltip displaying your current Battle Fatigue level.
- HUD Overhaul: Most controls—player status, radar, menu button, and toolbar UI—have been refreshed. We’ve kept the NGE essence but added a modern, crisp look to elevate your experience. More improvements are in the works.
New Player Experience: Your Epic Beginning
- Tutorial Reborn: The new player tutorial is back and mandatory, guiding you through your first steps—no skipping allowed! Level restrictions are lifted, letting you venture to Mos Eisley when ready via Tansarii quests.
- Profession-Specific Gear: Meet Han Solo on Tansarii, and he’ll hand you a tailored item: a Carbine for Marksman, a Polearm for Brawlers, or other profession-specific tools to kickstart your journey.
- Quest Line Choices: Han now asks your path, linking professions to NGE quest lines: Artisan to Trader, Medic to Medic, Entertainer to Entertainer, and more (e.g., Scout to Spy, Bounty Hunter, Smuggler, Commando). Many quests now check your chosen line or novice skills, not old class restrictions.
- XP Tailored to You: Tutorial XP now matches your starting role—Entertainer XP for performers, general crafting XP for Artisans, or weapon-based XP for others.
Known Issues
- Pre-Patch Wound Glitch: Characters created before this patch start with 100 wounds across each HAM stat—our apologies, a calibration error we’re working to fix!
- Consumable Healing Pending: Wound healing from consumables is still in development, so hold tight for that boost.
07-14-25
v0.26.0
New Player Experience__
- Faster Healing on Tansarii: Wounds and Battle Fatigue (BF) now heal 2x faster and for 2x more in the med center and cantina on Tansarii. New players, breathe easy—you’ll be battle-ready in no time!
- Profession Tools: Scouts and Medics now receive a crafting tool when talking to Han Solo on Tansarii, just like Artisans. Gear up for your path from the start!
- Quest Fixes:
- Fixed the Officer quest on Tansarii that was blocking progress with Antom Moria.
- Uniform crates during Tansarii quests now issue correct equipment without NGE class restrictions.
Medic / Doctor Profession__
XP Rewards:
- Earn 1XP per wound healed with Tend Wound.
- Earn 2.5XP with Heal Wound when tending to other players.
Tend Wound Adjustments:
- Fixed an issue preventing automatic Action healing after Health wounds are cleared.
- Medics now gain 3 BF when using Tend Wound—a small price for saving lives!
Stimpacks Moved:
- Now craftable by Doctors (with some components still from Bio Engineers).
Skill Modifiers:
- Medicine Use skill mod added to Medic and Doctor skills, capping at 100 points.
- New SEAs (Socket Enhancement Attachments) for:
- Medicine Use (Medical Crafting XP)
- Wound Treatment / Wound Treatment Speed (Medic XP)
- Available from trainers.
Wound Treatment:
- Added Wound Treatment and Wound Treatment Speed modifiers to Medic and Doctor skills, enhancing Tend Wound’s effectiveness.
Wound Medpacks
New Consumables:
- Craftable Wound Medpacks for Health and Action wounds.
- Usable via inventory, toolbar, or command line (e.g.,
/healwound action).
Requirements:
- Requires the Heal Wound command (Novice Medic).
- Medicine Use skill needed, increasing with medpack tier.
- Battle Fatigue on medic or patient reduces effectiveness.
Crafting Tiers:
- A: Medic XXX1
- B: Medic XXX3
- C: Doctor XXX2
- D: Doctor XXX4
- E: Master Doctor
Experimentation:
- Charges and healing amounts can be tweaked based on resource quality.
User Interface
- Character Sheet Upgrade: Now displays wounds and Battle Fatigue with expanded bars and text values for crystal-clear tracking.
- Menu Icons Refreshed: Button icons updated with a consistent art style—easier to navigate, even in the heat of battle.
- Cursor and Planet Textures: New cursor images and updated planet textures on loading screens for a sharper galactic view.
- Radar Fix: The radar’s North indicator is now blue, not red—because even droids get their bearings straight.
Miscellaneous
- Respec NPCs Removed: NGE Respec NPCs outside major spaceports are gone—time to commit to your path, traveler!
- Cloning Sickness Adjusted: Reduced HAM penalty from -75% to -35% to ease conflicts with the 50% wound cap. Duration increased from 10 to 12 minutes.
08-18-25
v0.27.0
This massive update represents a complete overhaul of the medical system, reintroducing classic elements like the Mind pool, Wounds, and Battle Fatigue while centering progression around resource-driven crafting. We've drawn the best from each era to create a tactical, interdependent healing ecosystem that rewards strategy, profession synergy, and high-quality resources. These notes provide concise summaries—full details on skill trees, commands, abilities, schematics, and more are available on the wiki:
Medics form the foundational layer for crafting and basic healing, Combat Medics bring offensive DOTs and ranged support, and Doctors excel in advanced wound care, buffs, and revives. Bio-Engineers supply elite components, while Tailors contribute essential items like Fire Blankets and Bandages. Most NGE-style abilities now integrate craftable enhancers for boosted effects, blending Pre-CU's resource emphasis with CU's balance and NGE's pace.
Key System Changes
- Wound and Battle Fatigue Management: Wounds impact Health, Action, and Mind pools, demanding specialized medpacks and treatments. Battle Fatigue accumulates in combat, lowering healing efficiency—counter it via rest, buffs, or expert care.
- Crafting Focus: Medical items (stims, medpacks, enhancers, DOT units) scale with resource quality for potency, duration, and charges. Pre-CU components return, crafted by Medics and shared across professions.
- Enhancers for Abilities: Commands pair with crafted enhancers to amplify potency, range, or effects, unlocked and crafted by the relevant profession.
- Profession Interdependence: Medics enable core crafting and healing; Combat Medics add DOTs and ranged aid; Doctors manage wounds, buffs, and revives. Bio-Engineers craft advanced components (e.g., biological controllers); Tailors produce Fire Blankets (for Extinguish) and Bandages (basic wounds).
- Balance Tweaks: Healing scales with skills and gear for better PvP/PvE viability. Debuffs, AoE heals, and revives are enhanced, but resource costs and cooldowns promote thoughtful play over spamming.
Medic Profession Summary
The gateway to medical expertise, ideal for new healers or crafters. Medics deliver field healing, wound treatment, and debuff removal, while crafting key items like Stimpacks (A-D), Wound Medpacks (A-B), and suspensions. Skill branches: Medical Augmentation (buffs/stabilization), Organic Chemistry (crafting), Medical Support (group heals), First Aid (debuff cures).
- Key Unlocks: Bacta Shot (close-range heal), Bacta Spray (AoE heal with movement penalty), Bacta Infusion (HoT), Stabilize/Drag (support), Bandage/Decontaminate/Detox/Extinguish (first aid).
- Crafting Highlights: Basic stims for self/group, wound packs for Health/Action, components for higher professions and Bio-Engineers.
- Playstyle: Efficient field medicine merging Pre-CU depth with NGE ease. Essential stepping stone to specialization.
Combat Medic Profession Summary
A versatile hybrid for aggressive support—heal from afar while deploying chemical/biological attacks. Expands on Medic with DOT units, debuffs, and control. Skill branches: Chemical/Biological Warfare (offense), Distance Healing (ranged/AoE cures), Bio-Suppression (debuffs).
-
- Key Unlocks: Bacta Toss (medium-range heal), Area Decontaminate/Detox (group cures), Electrolyte Drain/Shock/Thyroid Rupture (debuffs), Resuscitate (revive), Rheumatic Calamity (backfire debuff), Bacta Corruption (heal reduction), Reckless Stimulation (Action restore at Health cost).
- Crafting Highlights: DOT units (Deuterium/Infection/Neurotoxin, single/AoE A-C) for Health/Action/Mind damage, enhancers for debuffs/heals, Resuscitation Kits.
- Playstyle: Mobile PvP/PvE healer with offensive edge. Enhancers and resources boost DOT potency and heals.
Doctor Profession Summary
The pinnacle of healing for raids and high-stakes scenarios, specializing in severe wounds, cures, buffs, and revives. Builds on Medic with advanced tools. Skill branches: Medicinal Knowledge (injections/buffs), Xeno-Pharmacological Chemistry (antidotes/wound packs), Neurochemical Optimization (regen boosts), Emergency Medicine (self-survival).
-
- Key Unlocks: Poison/Disease Inoculation (resistance buffs), Blood Cleansers (post-incap cleanse), Bacta Jab (self-heal), Stasis Field (defensive mode), Endorphine/Serotonin/Adrenal Boost (regen/speed buffs), Revive (superior revive).
- Crafting Highlights: High-tier stims (E), advanced Wound Medpacks (C-E for Health/Action), enhancers for commands, buff injections, Revive Kits with low penalties.
- Playstyle: Strategic powerhouse for Battle Fatigue, long buffs, and massive wounds. Perfect for groups or medical stations.
Buffs
-
- Nutrient Injection shares cooldown with other buffs; base adds 5% Health Regen (out-of-combat only, no enhancer scaling).
- Poison Inoculation buffs: +15 Poison Absorption base (no enhancer scaling).
- Disease Inoculation buffs: +15 Disease Absorption base (no enhancer scaling).
Cbat Medic DOTs
-
- DOTs show themed throwing animations/effects.
- Consumable DOTs grant Medical XP on application, not damage.
- Fly Text for insufficient action/mind or out-of-range DOT use, plus medical logs.
- DOT strength scales uncapped with "Medical Warfare Efficiency" mod, including equipment.
- Anti-spam timer for consumable DOTs based on "Medical Warfare Efficiency" (6s start, 2s cap).
- New commands: /applyPoison, /applyDisease, /applyFire for macro/chat auto-consume.
- Skill trainer XP conversions updated:
- Healing Efficiency: Medical XP up to 10 points (120k/point)
- Medical Warfare Efficiency: Medical XP up to 10 points (120k/point)
- Medicine Use: Medical XP up to 5 points (275k/point)
- Combat Medicine Use: Medical XP up to 5 points (275k/point)
- Combat Medicine Assembly: Medicine Crafting XP up to 12 points (16k/point)
- Combat Medicine Experimentation: Medicine Crafting XP up to 12 points (16k/point)
- Bio-Engineer Assembly: Medicine Crafting XP up to 12 points (16k/point)
- Bio-Engineer Experimentation: Medicine Crafting XP up to 12 points (16k/point)
Combat
-
- Repurposed Poisons for direct Mind damage (limited like Disease to Action).
- Enhancer strength configurable per action, up to 3x base for capped (e.g., heals).
- DOTs may cause wounds/Battle Fatigue:
- Energy/Kinetic/Cold: Battle Fatigue
- Bleeding/Fire: Health Wounds
- Acid/Disease: Action Wounds
- Electric/Poison: Mind Wounds
Loot
-
- Updated lootable components:
- Janta Blood: Quantity 4-12, Power 275-800
- Rancor Bile: Quantity 4-12, Power 100-400, Charges 50-100
- New Janta loot table (Janta Blood, Heavy Duty Leather, etc.) for Dantooine NPCs: Dantari Raiders, Janta, Kunga, Mokk (odds by level).
- Custom Rancor loot table for Rancor Bile/Tooth.
- Lootable components based on Advanced for substitution.
- Updated lootable components:
Miscellaneous
-
- New Tend Wound icon.
- Added backend unit testing framework for stability (initial coverage, integrated with compile/ANT build).
- QA utility script for loot table reports (god mode/QA script required): Target/object ID shows items, drop %, groups.
- Removed from instant delete: biologic_effect_controller, biologic_effect_controller_advanced, dispersal_mechanism, dispersal_mechanism_advanced, infection_amplifier, infection_amplifier_advanced, infection_amplifier_donkuwah, janta_blood, liquid_delivery_suspension, liquid_delivery_suspension_advanced, rancor_bile, release_mechanism_duration, release_mechanism_duration_advanced, resilience_compound, solid_delivery_shell, solid_delivery_shell_advanced.
08-26-25
v0.27.1
Crafting
Schematic Ingredient Updates Adjusted ingredients for a thematic fit and usage balance on:
- Electrolyte Drain Enhancer
- Shock Enhancer
- Infection DOT A/B/C
- Area Infection DOT A/B/C
- Deuterium DOT A/B/C
- Area Deuterium DOT A/B/C
- Neurotoxin DOT A/B/C
- Area Neurotoxin DOT A/B/C
- Resuscitate Kit
- Revive Kit
Stat Adjustments Tuned Power and Duration for:
- Stimpacks A/B/C/D/E
- Infection DOT A/B/C
- Area Infection DOT A/B/C
- Deuterium DOT A/B/C
- Area Deuterium DOT A/B/C
- Neurotoxin DOT A/B/C
- Area Neurotoxin DOT A/B/C
- Revive and Resuscitate Kits
Other Crafting Changes
- Script Cleanup: Removed old scripts causing unwanted attributes on these items.
- Crafting Fixes: Resolved issues with incorrect appearances or failed creation attempts.
- New “Effectiveness” Value: Added an experimental Effectiveness stat (1–500, plus subcomponent boosts) determining heal amounts for kits, now displayed in descriptions.
- Dynamic Range for Resuscitation Kits: Combat Medics can craft kits with a range of 10–20 meters, adjustable via resources and experimentation.
Medicine
- Radial Menu Adjustment: Temporarily removed “Place in Doctor Bag” option until Doctor Bag support is added.
- Infection DOT Fix: Updated descriptions to correctly show “Action” damage (not “Stamina”) for newly crafted items—functionality was fine, just the text was off!
Revive and Resuscitate Overhaul
- Fixed crafting issues with appearances and failures.
- Reduced warmup time from 10s to 0s to match NGE’s fast combat pace.
- Ensured kits trigger commands from toolbar or radial menu.
- Updated combat logic to require kits, with proper messaging if missing.
- Fixed Revive/Resuscitate dialogs for accurate target prompts.
- Resuscitate Kits now require Combat Medicine Use skill, not Medicine Use.
Healing Breakdown
- Revive: Health heals from 10% (minimum) to 50% at 1400 Effectiveness (uncapped); Action/Mind unchanged.
- Resuscitation: Health at 10%, Action/Mind from 25% to 75% at 1400 Effectiveness (uncapped).
Other Fixes & Updates
- Stimpack A/B Fix: Resolved script errors after removing Medicine Use requirement—now usable at the required level.
- Appearance Updates: Refreshed looks for Infection Amplifiers, Liquid Suspension, Chemical Release Duration Mechanism, Resilience Compound, Deuterium DOTs A/B/C, and Stimpacks B/C/D/E.
User Interface
- Planet Textures: Updated textures for spaceport ticket terminal loading screens for a crisper galactic view.
09-27-25
v0.28.0
Chef Overhaul – Elevating Consumables to Strategic Essentials
We've thoroughly reengineered the food and drink systems to integrate seamlessly with Nexus's custom mechanics, transforming them into versatile tools for both combat and exploration. Key enhancements include:
-
- Expanded Utility: Buffs now encompass a broader spectrum, from combat edges to practical aids like enhanced surveying, improved creature taming, XP acceleration, and beyond—tailored for diverse playstyles.
- New Resources and Stats: All items feature updated durations, quantities, and potency, driven by resource quality, crafting experimentation, and Bio-Engineer (BE) additives for deeper customization.
- Filling Mechanic: Drawing from pre-NGE traditions, each item carries a "filling" value that occupies Space in your character's simulated stomach. Consumption is gated by available capacity, adding a layer of resource management.
- Dynamic Digestion: Stomach replenishment varies dynamically, influenced by player level (faster at higher tiers), specific buffs (e.g., T'illa T'ill for rate adjustments), species traits (e.g., resilient species like Wookiees digest more efficiently), and environmental variables like planetary climate and gravity—slower in extreme conditions like deserts or high-gravity worlds.
-
- BUFF SCALING – A NEXUS EXCLUSIVE!: Multi-attribute buffs now scale uniformly based on the item's nutritional value, ensuring comprehensive benefits from superior crafts. This groundbreaking feature has never been implemented before, making high-quality items exponentially more rewarding.
- Consumption Rules: Combine different food/drink types for INDEPENDENT, STACKING BUFFS – ANOTHER NEXUS FIRST! Same-type items extend duration (capped at 2 hours) but apply only the most recent item's effects.
- Instant Items: New support for immediate-impact consumables, such as rapid Health/Action/Mind heals or Poison/Disease cures, which still deduct filling but skip duration mechanics.
- Faction Checks: Select items incorporate faction restrictions; consult the [Secret Research Data] wiki for specifics.
- Cantina Bartenders: Galaxy-spanning cantinas in major hubs now offer refreshed, budget-friendly menus for entry-level buffs. Additionally, a new NPC bartender has been added to Tansarii Point Station, offering drinks and bar food to enhance the starting experience.This update fosters immersion and strategy, empowering Chefs and Bio-Engineers while maintaining accessibility. For a comprehensive view of crafted foods, explore the new support tool at https://nexus.swgtools.com/cheffmenus. Additionally, use the
/menucommand in Discord to access a Cantina Bar menu showcasing drinks available in NPC cities across the galaxy.
Mechanics: Food and Drinks – Precision in Every Bite
Delving into the core systems for those who appreciate the finer engineering.
Filling and Stomach Capacity
Filling derives from resource attributes, experimentation outcomes, and BE enhancements, directly impacting consumption limits.
-
- A unified stomach capacity handles all items, with buffs tracked separately—overfill prevention encourages thoughtful pacing.
Digestion Rates
-
- Rates adapt based on player progression (scaling upward with level), buff modifiers (positive or negative via select items), species characteristics (e.g., hardier species process faster), and planetary factors (e.g., arid environments hinder progress, temperate ones accelerate it).
Buff Stacking and Duration
-
- Distinct types stack buffs independently without overlap for maximum flexibility – A UNIQUE NEXUS INNOVATION!
- Identical types accumulate duration (up to 2 hours) but override effects with the latest consumption.
- Full scaling applies to ALL attributes in multi-buff items – REVOLUTIONARY AND EXCLUSIVE TO NEXUS, rewarding expert craftsmanship like never before.
Instant Consumables
-
- Deliver effects instantly, bypassing durations while still consuming filling—perfect for emergent situations.
Crafting and Acquisition
-
- Chefs lead via specialized branches: Entrees, Desserts, Mixology, and Domestic Arts.
- Innovative resources enable optimization of stats like quantity, duration, filling, and effectiveness.
- Bartenders provide no-craft alternatives for basics.
- Rare acquisitions include looted items like Mandalorian Wine or vendor specifics like Kommerken Steak from the Meatlumps Theme Park. Over 80 items have been refined—details await on the wiki.
Secret Research Data – Faction-Exclusive Enhancements__
Available to "Captain"-ranked Imperials or Rebels via faction recruiters, this limited-use schematic (75k credits, adjustable by faction modifiers) yields 15 Secret Research Data units.
-
- Restricted to Master Smugglers for crafting, utilizing generic or weapon stations—no factory production, emphasizing handmade quality.
- Incorporates faction locking for superior results, with a tradeoff in usability.
- Leverages Illicit Assembly/Experimentation skills for optimal outcomes; effectiveness boosts BE additives by 2-10% based on resources and execution.
- Notably, schematics now require Entangle Resistance (ER) as a key resource attribute—a significant addition, given ER's growing role in countering crowd control mechanics across the game.
Medical – Streamlined Healing Protocols
-
- Pre-consumption checks for DOTs ensure validity (target type, distance, etc.), preventing wasteful applications.
- Bacta abilities and enhancers now function correctly on allies.
- Medical XP awards: 2% of healed health for others, 0.4% for self-heals.
Smuggler – Broadened Illicit Expertise
-
- Skill mods renamed to Illicit Assembly/Experimentation, expanding coverage to all smuggler crafts—including the vital role in producing high-quality Secret Research Data.
Commando – Enhanced Tactical Depth
Commandos receive substantial attention this patch, addressing prior limitations in action economy and survivability. New modifiers bolster efficiency:
-
- Heavy Weapon Action Reduction
- AoE Damage Resistance
- Grenade Throwing DistancePaired with fresh abilities: It Burns!, Stand Fast, Position Secured, Armor Shredder, and Burn Down!—providing the action boost commandos deserved for more dynamic engagements.
Combat – Refined Engagement Modifiers
-
- Introduced Creature Hit Bonus (e.g., for Gralinyn Juice): +0.5 accuracy per point against creatures.
- Added Ranged and Melee Damage Mitigation: Limits maximum damage as a percentage of the weapon's range, mitigating high-roll threats.
User Interface – Improved Clarity and Feedback
-
- Mind Bar extended to group displays.
- Standardized HAM bars for uniform presentation across all views (player, targets, pets, groups).
- New optional HUD element for Food/Drink meters (default: enabled), with tooltips for precise filling data.
- Character sheet updated with integrated fill bars and a cleaner layout.
Space –– Visual and Atmospheric Upgrades
-
- New 4K planets have been integrated into Space systems, delivering a modern, refreshed aesthetic that transforms the feel of interstellar travel..
General – System-Wide Polish
-
- Crafting engine now fully supports Entangle Resistance as a resource attribute, underscoring its importance in builds.
- Flat-rate regen buffs compatible with percentage-based ones for hybrid regeneration strategies.
- Janta Blood visuals enhanced with updated texture and palette.
- Space fatalities no longer inflict wounds or battle fatigue.
Test Center Frog Love – Developer Tools for Thorough Testing
A dedicated suite of frog enhancements for realistic and extreme scenario testing:
-
- "Standard Buffs" collection: Includes comprehensive medic enhancements, squad leader perks, and extensive inspiration buffs to simulate live GAMEPLAY.
- "God" buffs restricted to God-mode users, calibrated to Nexus standards for balanced evaluation.
- Fixed Inspiration buffs on the frog—they now apply reliably, utilizing an exaggerated point allocation for broad variety (far exceeding entertainer capabilities, purely for testing breadth).
- Added option for capped Secret Research Data under Items → Misc, enabling safe experimentation.
11-11-25
v0.29.0
Bug Squashes and Misc Tweaks
We've patched up the galaxy's glitches to keep things smooth and fair:
- Bio Engineer schematics now properly use Bio Engineer Assembly and Experimentation tools—no more Food or Medical mix-ups.
- Defense buffs like Center of Being, State Changes, and SL Rally now boost your base defense rating in combat. Stand taller against incoming fire!
- Fixed skill removal (from UI or Frog) breaking the 50% wound cap. You'll never get permanently downed with wounds over your total HAM again—wounds stay locked at max 50%.
- HAM pools recalculate correctly on level-ups. Level up without the ouch!
- Mapped Engine Overhaul - Mark I
, Engine Overhaul - Mark II , Engine Stabilizer - Mark I , and Engine Stabilizer - Mark II to the correct Shipwright skill boxes.
- Updated the ISDs and Mon Cal Cruisers in the planetary atmospheres.
Food Fixes: Nom Nom Buffs Restored
Your rations are back in fighting shape:
- Flameout and Synthsteak Damage Mitigation buffs cranked up x10 for that extra tankiness.
- Caf is now on the bartender menu where it belongs.
- T’illa T’iil applies its digestion buff properly.
- Buff strings fixed on Kiwik Clusjo, Citros Snow Cake, and T’illa T’iil.
- Ahrisa buff now applies without blocking higher-medical gear.
Equipment Overhauls: No More Ghost Repairs
Gear handles smarter now—disabled stuff stays disabled:
- Can't repair already broken/disabled equipment.
- Disabled gear auto-unequips with a handy system message.
- Can't equip disabled gear (message explains why), but disabled armor still works for looks.
- Faction armor schematics updated to use Nexus skills, ditching old NGE requirements.
Skill Polishes
Sharpened your edges:
- Heavy Weapon Action Cost skill mod string fixed.
- Added tons of missing strings for combat skill mods and descriptions.
- All combat professions now include state and posture defenses in their skills.
- Trainers updated with state and posture defense modifiers.
UI Glow-Ups: Slicker Than a Bantha's Hide
The interface just got a major polish:
- Poison/Disease Inoculation buffs moved to the buff section (not debuffs) on your HUD.
- Character sheet skill mods page cleaned up: Nexus-friendly categories, removed ~30 NGE restrictions, added 100+ missing mods.
- New computed combat mods on character sheet: Evasion Reduction and Glancing Blow Reduction.
- Bartender UI now shows live buff details as you select menu items—always up-to-date!
- XP Monitor is here! Track progress on up to 5 trainable skills (ones you're qualified for but haven't trained yet).
- Saves your selections per toon.
- Tooltip shows XP earned/required.
- Color-shifts when you hit/exceed 100%.
- Fully movable and persistent. Pre-NGE nostalgia unlocked!
States System: Chaos in the Best Way
Whoa, hold onto your circuits! A brand-new states system brings back Dizzy, Blind, Stun, and Intimidated. Abilities can stack multiple states with custom chances and durations. Rolls factor in ability chance, target defense, level gap, and Intimidate buffs (5-95% range). States don't stack on the same target. Key Abilities and Their States:
- Burst Shot: Stun (15%, 24s) | Improved: (35%, 32s)
- Intimidate Shot: Intimidate (50%, 15s)
- Confusion Shot: Stun + Dizzy (35% each, 35s) | Improved: (65% each, 45s)
- Eye Shot: Blind (30%, 30s) | Improved: (50%, 50s)
- Intimidate: (40%, 10s) | Improved: (60%, 15s)
- Stunning Blow: Stun (40%, 24s) | Improved: (40%, 32s)
- Dizzy Attack: (15%, 8s) | Improved: (30%, 12s) | Advanced: (60%, 16s)
- Blind Attack: (30%, 20s) | Improved: (35%, 25s) | Advanced: (45%, 30s)
State Debuffs:
Dizzy: Ranged/Melee Def -100, Acc -40; KD chance on posture changes.
Blind: Ranged/Melee Def -25, Acc -160.
Stun: Damage -10%, Ranged/Melee Def -50, Acc -80.
Intimidate: Damage -50%, Ranged/Melee Def -50; -10% state apply chance to others, +15% chance to get states yourself.
Cure with Dizzy/Stun/Blind Recovery (only if afflicted): 60% base success, boosted by your defense stat. Posture Changes:
- Up: Startle Shot series (min 10% roll).
- Down: Charge Shot series, Sweep/Spin/Leg Hit series.
- 30s immunity after any change.
- Forced changes (Roll/Dive/Kip Up Shot) always succeed, skip Dizzy KD.
- NPC stands from KD after ~5s.
12-28-26
v0.30.0
Doctor & Combat Medic Love Incoming!
• Augmentation Efficiency now correctly boosts the duration and strength of Doctor buffs—and it stacks beautifully with enhancer bonuses! • Bio-Suppression Efficiency finally does what it says on the tin: properly enhances the duration and potency of Combat Medic debuffs. • Fixed Doctor buffs so ALL stats now benefit from enhancers and modifiers (not just the first one—oops!). • Bacta Spray range bug squashed! It now works properly up to 15 meters—no more awkward close-up hugs required.
Tissue Engineering Just Got Tastier!
• 9 brand-new dual-stat tissue components added:
- Combinations: Filling/Nutrition, Flavor/Filling, Nutrition/Flavor
- Tiers: Light (50%), Medium (45%), Heavy (40%) effectiveness
- Experiment on each attribute separately for maximum min-maxing!
- Usable in all food additives AND the new Spice Boosters (see below!)
• All bio-components received fresh names, descriptions, and appearances for better distinction—now with 21 unique schematics! • Schematic distribution adjusted to spread out the new hybrid goodies across your progression.
Spice Just Got a Whole Lot Deeper (and Riskier)!
Crafting Changes • Spice now mirrors food mechanics:
- Nutrition → Buff strength
- Quantity → Stack size produced
- Flavor → Upper buff duration
- Quality Control → Controls downer severity (replaces Filling)
• Assembly/experimentation weights tuned, with special resource bonuses. • All spice descriptions & ingredients updated for better lore accuracy. • Optional Spice Boosters added (crafted via Bio-Engineer tissues—just like food additives)!
- Can infuse with faction-specific BE ingredients → Locks spice to that faction but grants extra stats!
Usage & Effects • Every spice now has a unique upper buff + downer debuff with variable strength/duration based on quality. • New "Risk" rating on examine—tells you how nasty those side effects might get and overdose potential! • Overdose = incapacitation. Don't say I didn't warn you! • Same-type spice can be re-dosed (resets timer & buff, no stacking), even during downer—but downer duration stacks and pushes you toward overdose. • Downers can now apply states or DoTs! Chance, strength, and duration vary by spice quality (resistances apply). Effects reapply periodically. Regulation & Consequences • New Classification system (Schedule V → I). Higher schedules = heavier regulation. • Authorities will fine you based on quantity and classification—fines can get expensive! • Aligned faction? Lower catch chance and reduced fines. Choose your friends wisely. Looted Spice • Kwi Gland & Kliknik Extract updated to match crafted mechanics but with fresh, exciting stat rolls. • Variable stats on loot—buffs, downers, durations all randomized for that true black-market feel!
New & Improved Mods
• Movement mods on food/spice now static (no effectiveness scaling—balances with core movement calc). • XP modifiers now stack and work across all XP types. • Action Reduction mods now also lower Mind costs equally. • Brand-new skill mods added (with full character sheet support):
- Lucky Miss • Self Healing Efficiency • Healing Cost • Decay Rate
- Healing Aggression • Resist All DoTs • State Defense • State Vulnerability
- Individual State Vulnerabilities (Intimidate/Stun/Dizzy/Blind)
- Punishing Blow Vulnerability • AOE Damage Vulnerability
- Battle Fatigue Chance • Wound Chance
UI Polish • Profession screen prerequisite/discipline links now open the correct trees. • Deselecting a skill properly clears the UI. • Food/Drink/Spice examine now groups buff (and downer) stats for easier reading. • Primary stat mods no longer hog the top of examine windows. Combat Tweaks • Self-inflicted DoTs no longer get bonus damage from your mods/BF. • DoTs now have 10% chance per tick to apply wounds/BF (down from 100%—much less brutal!).
- Modifiable by new Wound/BF Chance mods.
Equipment • Disabled clothing now auto-unequips and can't be re-equipped (skill mods properly disabled).
- Only affects clothing crafted after this patch.
03-11-26
v0.31.0
Teras Kasi Reborn__
Reports from Tansarii Station confirm that new arrivals are finally receiving proper training and medical aid from the moment they set foot on the platform. The ancient Teras Kasi arts have awakened with formidable new strength, meditation has evolved into a true healing discipline, and combat across the galaxy feels smoother and more balanced than ever. Even the streets of Coronet are looking more alive. Full transmission follows!
Support for New Arrivals Expanded__
- The Experience Monitor now correctly tracks skill progression while on Tansarii.
- Player medics can now heal wounds inside the Tansarii medical center.
- Chatbox and radar displays are automatically restored once you leave the tutorial area.
- Starting abilities are now automatically mapped to your toolbar based on chosen profession:
- Medic: Bacta Shot, Tend Wound, Heal Wound
- Marksman: Beginner’s Shot
- Brawler: Beginner’s Strike
Combat Tuning and Refinements
- Action and Mind pools increased at low levels so abilities are actually usable from the start.
- Regeneration rates for Action and Mind adjusted to better match the new dynamic GCD system.
- Wounds now meaningfully penalize regeneration: full speed at 0 wounds, down to 25% at max wounds (scales linearly).
- NPC and creature Action/Mind regen while out of combat lowered to 10% of full rate and now correctly returns to full strength after combat ends.
- Armor bonus buffs no longer get overwritten by equipped armor.
- Elemental armor bonuses now properly decay (not just general resistance).
- Entertainer elemental protection buffs fixed to apply only to elemental damage.
- Center of Being buffs removed when switching to ranged weapons.
- Adrenal Boost strength reduced to open room for other combat speed options.
- Armor Break abilities standardized:
- Armor Break: -750 Armor to Mobs / -10% to Players for 15s
- Improved Armor Break: -1500 Armor to Mobs / -20% to Players for 20s
- Advanced Armor Break: -2250 Armor to Mobs / -30% to Players for 30s
- Kick debuff now appears correctly in the debuff row.
- Sniper Shot descriptions updated to clearly state the need to be prone.
The Ancient Art Awakens__
- Teras Kasi masters now gain powerful innate armor (up to 6000 general protection across all damage types at Master level) as long as no armor is equipped (PSGs allowed).
- Force of Will can now be activated from the toolbar or command line even while incapacitated.
- Successful Force of Will revives you with roughly 10% health (more possible with high Meditation skill and a strong roll).
- Force of Will may now apply a “Will Fatigue” debuff that reduces regen rates 10-20% for 2.5 to 5 minutes.
Meditation Transformed
- Meditation now actively heals different afflictions each tick based on skill (one type per 10-second tick):
- Healing strength scales with your Meditation skill.
Hand Sampling Rebalanced__
- Now costs Mind, scaled by Surveying skill and level.
- Small chance (~0.5%) per sample to receive an Action or Mind wound.
- Combined with the new wound-based regen penalty, long sessions may drain your pools — by design, so take a break and heal!
Toolbar & Feedback Upgrades
- Abilities now clearly show as unusable (red cross) when your posture, state, or movement prevents use.
- XP Tracker bar fixed (especially on Tansarii).
- Fly-text popups added during healing attempts to explain failures (wrong target, out of range, no pools, etc.).
- Action and mind costs on healing abilities and buffs adjusted.
- Fixed Expertise/Class issues that prevented proper stat recalculation for armor and weapons.
Coronet City Upgrade__
- Coronet has received new buildings and decorations to liven things up. More cities will get similar love in future patches.