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.
Posted by Lethality | 5 Comments
Patch Notes: 1.1.1: GCD Tweaks, PvP And More
BioWare pushed out patch 1.1.1 this morning, and with it quite a few more fixes and items than the previous patch!
The full patch notes can be found below, and of course you can always get these and all previous patch notes on BioWare’s official page dedicated to the topic
Classes and Combat
General
- Fixed a bug that could cause the Global Cooldown to appear as if it has been cancelled when it is actually still in effect, resulting in a feeling of unresponsiveness to input.
- Corrected an issue that could cause an ability icon to appear usable but be unresponsive to clicks or keypresses for several seconds.
- Players revived by other players, including by in-combat revival abilities, now revive with 25% of maximum health.
Jedi Knight
Guardian
- Freezing Force: Now correctly lasts 9 seconds (up from 6 seconds).
Jedi Consular
Sage
- Mental Alacrity: Now correctly costs no Force to activate.
- Salvation: No longer heals targets twice on application. It now correctly heals all affected targets once when applied.
Read More