Posted by Lethality | 12 Comments
Patch Notes: 1.1.4 – Global Cooldown UI, Bug Fixes & More
BioWare pushed patch 1.1.4 to the live servers earlier today, and includes some bug fixes as well as some minor improvements. Most notably is the inclusion of yser-selectable preferences for the Global Cooldown interface behavior. The flexibility should be just what players were looking for! But I will also take this opportunity to suggest that if BioWare had allowed an open API for add-ons, the community would have solved this long ago and BioWare could have concentrated on more important things.
These notes, as well as all previous notes are available on BioWare’s official patch notes archive.
1.1.4 Patch Notes — 2/22/2012
General
- The key formerly bound to /bug can now be mapped to any action and no longer opens the /bug window. The command is no longer able to be bound to a quickslot, but player can still type /bug in chat to open a new bug report.
Classes and Combat
General
- Using abilities with indirect targeting (such as area of effect abilities) will no longer cause players to be flagged for PvP if a PvP-flagged player from the opposing faction is within the ability’s range, and the ability will have no effect on the PvP-flagged player.
Imperial Agent
Operative
- Medical Therapy: Kolto Probe and Recuperative nanotech will now properly benefit from this skill.
Bounty Hunter
Powertech
- Carbonize: PvP armor for Combat Tech will no longer prevent this skill from stunning enemies.
Posted by Lethality | 10 Comments
Patch Notes: 1.1.4 – Public Test Server
BioWare has just pushed patch 1.1.4 to the Public Test Server! One of the most important changes listed in the notes below (so far) is the options for display of the Global Cool Down. For past patches, it hasn’t made much sense to get on the PTS because you needed a higher level character to test the changes. But in this case, you can see the GCD changes from the first time you set foot on to your origin world.
So, I IMPLORE all players to log on to the Public Test Server and try this out… and give BioWare the feedback they need to get this right!
Because development is ongoing during testing, it should be noted that all changes and updates listed in the patch notes should be considered incomplete and are subject to change or removal before release to the live servers. The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.
General
- The key formerly bound to /bug can now be mapped to any action and no longer opens the /bug window. The command is no longer able to be bound to a quickslot, but player can still type /bug in chat to open a new bug report.
Classes and Combat
Read MoreGeneral
- Using abilities with indirect targeting (such as area of effect abilities) will no longer cause players to be flagged for PvP if a PvP-flagged player from the opposing faction is within the ability’s range, and the ability will have no effect on the PvP-flagged player.
Posted by Lethality | 12 Comments
Patch Notes: 1.1.3 – Surge Rating, Bug Fixes & More
Today, BioWare pushed patch 1.1.3 to the live servers and seems to catch a lot of little bug fixes. The biggest change seems to be in the re-balancing of surge rating, which seems to make more sense the way it’s now described. Being Valentine’s Day, I would have expected some sort of boost to companion affection, but that’s another issue ;)
You can view the full patch notes for 1.1.3 below, or you can check out BioWare’s official patch notes page for these as well as all previous patch notes!
1.1.3 Patch Notes — 2/14/2012
Classes and Combat
General
- Surge rating has been re-balanced. It now reaches diminishing returns the same way as other damage ratings, and its per point damage contribution has been reduced by approximately 10%.
Bounty Hunter
Mercenary
Arsenal
- Stabilizers: Correctly adds pushback resistance to Unload.
Trooper
Commando
Gunnery
- Steadied Aim: Correctly adds pushback resistance to Full Auto.
Posted by Lethality | 3 Comments
Patch Notes: 1.1.3 – Public Test Server
Well, you can’t fault ‘em for consistency! As soon as a patch is deployed on the live servers, another one shows up on the Public Test Servers! BioWare just pushed 1.1.3 t the PTS and have posted the notes. See anything that sticks out as interesting? What about missing?
You can always find these notes and other PTS information over in BioWare’s Test Center. Let us know if you log on and check out the changes.
Classes and Combat
General
- Surge rating has been re-balanced. It now reaches diminishing returns the same way as other damage ratings, and its per point damage contribution has been reduced by approximately 10%.
Bounty Hunter
Mercenary
Arsenal
- Stabilizers: Correctly adds pushback resistance to Unload.
Trooper
Commando
Gunnery
- Steadied Aim: Correctly adds pushback resistance to Full Auto.
Posted by Lethality | 13 Comments
Patch Notes: 1.1.2 – Ability Delay, Combat Animations, Sprint & More
It’s maintenance day! That means the servers are down, but the patch notes are up!
BioWare is deploying patch 1.1.2 to the live servers this morning, and with it appears to bring some welcome changes. Further work on ability delay has been done, as well as improving any combat animations that were getting in the way of abilities executing properly. And Sprint will now automatically re-engage after you die. I could swear I didn’t have this problem, but some players must have!
You can find these and all patch notes on BioWare’s official Patch Notes page.
1.1.2 Patch Notes — 2/7/2012
Classes and Combat
Combat Ability Responsiveness
- Further improved response time for ability activation requests, especially in low-framerate situations.
- The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
- Instant combat abilities no longer occasionally start their combat animations twice, resulting in jerky behavior on the executing player’s client.
- The display of the floating text from instant healing abilities is no longer delayed by the animation on the client and now properly reflects the time the effect happens on the server.
- Abilities on cooldown are now more easily distinguished from abilities that can be used.
General
- If Sprint was active when a player died, it now remains active when the player is revived.
Posted by Lethality | 14 Comments
Patch Notes: 1.1.2 (Public Test Server)
Keeping with their workman-like pattern of patch-test-deploy, BioWare has unleashed the next build of Star Wars: The Old Republic to the Public Test Server. Behold, the patch notes for upcoming patch 1.1.2!
A quick glance through gives us highlights such as more ability delay improvements, GCD UI, and some surprising Biochem changes!
Classes and Combat
Read MoreGeneral
- Improved response time for ability activation requests in low-framerate situations.
- Implemented further improvements to ability responsiveness and client-side anticipation of ability executions.
- The activation bar now appears at the correct time (when the activation of an ability begins) and disappears when activation is complete.
- If Sprint was active when a player died, it now remains active when the player is revived.
- Abilities on cooldown are now more easily distinguished from abilities that can be used.








