Jan 24, 2012

Posted by in News | 4 Comments

Patch Notes: 1.1.0b – Ability Delay & Performance Improvements

It’s Tuesday morning, and that means the servers are down while BioWare is busy loading up a brand new patch for Star Wars: The Old Republic!

It turns out, this is not yet patch 1.1.1 as expected, but rather 1.1.0b. However, when I took a glance at the fixes, I got really excited. BioWare’s included 2 biggies: improvements for game client performance in certain areas, as well as fixes for the “ability delay” issue!

Anyway, we’ll have to wait until the servers are back up to test, but this is great news for players across the board.

Patch notes follow, and you can always get the latest notes from BioWare’s official page.

1.1.0b Patch Notes – 1/24/2012

General

    • Implemented optimizations to improve performance on Republic and Imperial Fleets.

Classes and Combat

    • Significantly improved the delay when activating player abilities, particularly when in lower framerate situations. This allows for improved ability responsiveness in hectic combat situations.

Operations

General

      • Operations will no longer allow more than 16 Operations Group members to enter concurrently.

Karagga’s Palace

    • Operations Groups will no longer be forced to reset the Operation if the group wipes when attempting to defeat G4-B3 Heavy Fabricator.
    • Fixed an exploit that would allow players to repeatedly loot the chest after defeating Jarg and Sorno.

Miscellaneous Bug Fixes

    • Fixed an issue that could cause graphical inconsistencies, which most often manifested as random screen “flickering.”


  1. They also did a launcher update.

  2. Very happy for the ability fix as I do PVP a lot. I’m going to let this patch stand and not mention anything about my Sith Juggernauts threat issues still not being addressed. Oops, it slipped out.

    • Your not the only class I think all tanks are having some aggro issues right now save Shadows/Assassins. Guardians and Vanguards seem to have trouble on republic side as well. Usually they have to guard my DPS Commando ;p

  3. Eh, I like juggernaut threat as it is. It makes it fun to play, and easy to identify who the good dps are – the ones who manage to pull off of you heh. And with off-gcd instant taunt, it’s rarely a serious issue.

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