Friday Feature 8/4/2017 – Badges

((sorry for the day late! My family arrived in town and chaos ensued!)

One of the fun features of Star Wars Galaxies is the Badges which can be earned. Blue Pyros and Kelta updated the list of badges to make it current for EiF. I pulled the initial information from here.

My guild likes to do activities as a group and on a few occasions we’ve gone out and worked on the Exploration badges for a particular planet. Badge hunting is a great group activity. It’s also a wonderful way to scout for RP locations while racking up those badges!

Ohhh! While editing and formatting this information, I realized the badges from Taanab are not here! I’m not going to list them now, but I challenge you to go out to Taanab, find them, and post them here!

Q. What are Badges?
A.
 Badges are essentially just lines of text that appear in your Character Information Sheet(Ctrl+C, and Ctrl+P (this might be different, depending on keybindings)). Badges are earned by doing various tasks in EiF. These tasks can be as simple as visiting a location, or as challenging as fighting through one of the toughest dungeons in the game.

Q. Is EiF going to add anymore badges, or is this it?
A.
 Of COURSE they’re going to add new badges!

Badge Collector
Total Available: 7

How to: These Badges are received after claiming a certain number of other badges. These badges are cumulative. That is, Your Badge Collector: 5 Badges will count towards your total to getting your Badge Collector: 10 Badges badge.

…has acquired 5 badges.
…has acquired 10 badges.
…has acquired 25 badges.
…has acquired 50 badges.
…has acquired 75 badges.
…has acquired 100 badges.
…has acquired 125 badges.

Exploration
Total Available: 45

How to: These Badges are claimed simply by visiting certain special locales. AudioOrgana has put together this wonderful guide, which details all the Points of Interest in the game that will grant you badges.

…has visited Ben Kenobi’s old home.
…has visited the pool underneath Fort Tusken.
…has visited the famed Krayt Dragon skeleton.
…has visited the escape pod used by C-3PO and R2-D2.
…has visited the home of the mighty Sarlacc.
…has found the Lars Homestead on Tatooine.
…has found the hidden Krayt Dragon Graveyard.
…has discovered the hidden Gungan Sacred Place.
…has explored the depths of the Agrilat Crystal Swamp.
…has encountered the mysterious Palace of the Woolamander on Yavin 4.
…has discovered the ancient Temple of the Blueleaf cluster.
…has visited the Temple of Exar K’un.
…has climbed to the top of “Adi’s Rest”.
…has explored the horrid tar pits of Dathomir.
…has discovered the lesser Sarlacc on Dathomir.
…has found a mysterious escape pod crash-landed on Dathomir.
…has climbed to the peak of the Lesser Misty Falls region.
…has reached the Greater Misty Falls Peak.
…has uncovered the mysteries of the Ruined Jedi Temple on Dantooine.
…has visited the abandoned Rebel Base on Dantooine.
…has seen the majestic falls of Theed.
…has visited the stately falls of Dee’ja Peak.
…has visited Amidala’s Private Beach.
…has seen the Rebel Hideout on Corellia.
…has seen the Rogue Corsec Base on Corellia.
…has visited the famous outdoor theater on Vreni Island.
…has seen the magnificent crystal fountain at Bela Vistal.
…found a wrecked starship on Dathomir.
…seen the dreaded Imperial Prison on Dathomir.
…has walked among Dantari tribesmen
…has visited a Dantari Rock Village.
…has visited an Ewok Tree Village.
…has visited an Ewok Lake Village.
…has seen a Dulok Village.
…has found a Marauder base on Endor.
…has seen the lost village of Durbin on Talus.
…has seen an Imperial Base on Talus.
…has observed a battle between Rebel and Imperial Forces on Talus.
…has seen a cave populated by Aqualish soldiers on Talus.
…has seen the fabled Kobola Spice Mines on Rori.
…has seen a Rebel Outpost on Rori.
…has seen an Imperial encampment on Rori.
…has found the Imperial Hyperdrive Research Facility on Rori.
…has found an Imperial base on Lok.
…has found a Kimogila skeleton on Lok.

Explorer
Total Available: 5

How to: These Badges are like the Badge Collector badges, but only count the Exploration badges. These Badges are not cumulative. That is, Novice Explorer: 10 Exploration Badges will not count towards the Journeyman Explorer: 20 Exploration Badges badge.

…has earned 10 Exploration Badges.
…has earned 20 Exploration Badges.
…has earned 30 Exploration Badges.
…has earned 40 Exploration Badges.
…has earned 45 Exploration Badges.

Profession Badges
Total Available: 29

How to: These badges are received when you master any profession.

…has mastered the Fencer profession.
…has mastered the Swordsman Profession.
…has mastered the Bounty Hunter Profession.
…has mastered the Carbineer Profession.
…has mastered the Commando Profession.
…has mastered the Pistoleer Profession.
…has mastered the Pikeman Profession.
…has mastered the Rifleman Profession.
…has mastered the Smuggler Profession.
…has mastered the Teras Kasi Profession.
…has mastered the Architect Profession.
…has mastered the Armorsmith Profession.
…has mastered the Artisan Profession.
…has mastered the Chef Profession.
…has mastered the Droid Engineer Profession.
…has mastered the Merchant Profession.
…has mastered the Tailor Profession.
…has mastered the Weaponsmith Profession.
…has mastered the Bio-Engineer Profession.
…has mastered the Creature Handler Profession.
…has mastered the Ranger Profession.
…has mastered the Squad Leader Profession.
…has mastered the Doctor Profession.
…has mastered the Medic Profession.
…has mastered the Dancer Profession.
…has mastered the Entertainer Profession.
…has mastered the Image Designer Profession.
…has mastered the Musician Profession.
…has mastered the Politician Profession.

Trivial Librarian
Total Available: 1

How to: In the Royal Palace in Theed the Trivial Librarian awaits the explorer. She will ask a series of questions which the explorer must answer them. There is no limit to the number of tries, so don’t worry about getting any questions wrong.

…answered all the trivia questions posed by the Theed Palace Librarian.

Racing
Total Available: 6

How to: There are various races around the galaxy. Beat the current record holder, and you’ve got yourself a badge.

…has held the daily record on the Agrilat Swamp race track.
…has held the daily record on the Keren City race track.
…has held the daily record on the Mos Espa race track.
…has held the daily record on the Narmle City race track.
…has held the daily record on the Nashal River race track.
…has held the daily record on the Lok Marathon race track.

Hero of Tatooine
Total Available: 5

How to: This is a series of quests, which can take quite some time to complete.

…bears the Mark of Courage.
…bears the Mark of Honor.
…bears the Mark of Intellect.
…bears the Mark of Altruism.
…bears the Mark of the Hero.

The Warren
Total Available: 2

How to: The Warren is a dungeon on Dantooine [Under your POI tab in your datapad]. There are old guides which can bee Googled to work your way through the Warren

…showed great compassion toward the widow of an Imperial worker.
…proved Colonel Teraud’s perfidy and rendered great services to the Empire!

Happy Collecting!

Sandarie
Community Manager

 

Friday Feature – Pauleh Plays! 5/12/2017

Greetings!

It’s been a very busy week at Empire in Flames. The server is barely a week old and already we have people very invested in the project. A day or so after launch, our very own Halyn was perusing the internet to see if any players had created videos. What he found is a true gem. Pauleh, who is very active in Discord and now in game, has created some fabulous videos. They are perfect for the person coming back to SWG. Most especially for those who never played in the pre-CU, they are invaluable. I, myself, fall into this category! The staff is enjoying these very much and look forward to seeing them.

I wanted to know more about the player, so Pauleh graciously agreed to an interview. Directly below is a link to an Empire in Flames Playlist Pauleh created for us! I hope you enjoy them as much as the staff at EiF does!

Thank you, Pauleh! You are amazing and we love that you are part of our community!

Sandarie, Community Manager

Pauleh Plays! https://www.youtube.com/playlist?list=PLqF0Fy06qoy0XXHyMl0UZUkSLedJoM4Go

Forum Handle: Pauleh

Main Character Name: Kuhltyran

Description of Main Character: Just your typical good looking face tattooed Zabrak.  I’m still working on a background for him as writing isn’t my strongest skill.

Original SWG Server: Ahazi
Did you play SWG prior to joining SWG Emu?:

I did, I believe I picked the game up early January 2004, playing it pretty religiously until the first combat upgrade at which point I was on and off a few months at a time.

Halyn stumbled across your videos the other day, as he was looking to see if any players had created any videos. Tell me about the videos and what prompted you to create them:

I’m a video creator and it’s what I do, however SWG has a very special place in my heart and it’s one game I’ve always wanted to cover and share with my viewers.  I suppose I was waiting for the right time to dive into it and after hearing about Empire in Flames (By actually stumbling across one of Halyn’s videos) it seemed like a perfect opportunity.

As far as my videos themselves, It’s never easy to make videos for MMO’s due to the nature of them, i.e. the content, leveling, questing, etc.  So my approach has been creating a sort of video log documenting the progress I’ve made across my characters, and while doing that I’m able to branch off and explain game mechanics, as well as touching on EiF’s goings on.

Describe your most fond memory of SWG?

I have a lot of memories when it comes to SWG but the one I always mention whenever I talk about the game to anyone and infact I’ve mentioned this in a recent video.  

When I joined the game I had no clue what I was doing as it was my first MMORPG, I struggled and toiled around Tatooine until making it to Anchorhead.  I ended up meeting a Wookie (sadly I can’t remember his name) who trained me in Brawler and showed me where to learn Teras Kasi Novice.  From there we did missions and grinded xp until he said he had to go, his guild’s city was under attack and he needed to go and help defend, but before leaving he asked if I wanted to join his guild so I said yes.

We arrive at his guild’s city which is located in a giant canyon, so all sides are surrounded by steep rocky slopes.  There are Imperial players everywhere, some with their faction pets out (AT-STs) just battling Rebels in the streets, their goal was this guild’s faction bases they had set out.  I make it to the Cantina where most of the Rebels are, buffing up and preparing to rush out, the guild leader welcomed me and said he could invite me now.  So just me and him exit the cantina and make our way to their guild hall so I could be added, we had to make sure they had no line of sight on us as we ran between houses, all the while a massive battle was going on around us.  

In the end we made it and I was added to the guild, I’m pretty sure the Rebels lost that particular fight and the base was destroyed, but that was still one of the most fun and surreal experiences I’ve had in a video game.

What prompted you to come to Empire in Flames?

Halyn’s video showcasing the new playable species caught my eye, after that I started looking through all information that was available.  Everything sounded amazing to me, it’s clear a lot of time and planning had gone into Empire in Flames, it was hard not to pass up.

Not to mention being apart of a server from day one is an experience I never had in Star Wars Galaxies.

What does a typical day in SWG consist of for you?

A bit of everything really, currently I’m focused on gathering resources for my city.

What do you hope your days will be like in the future?

I hope they will be packed with plenty of PvP as well as some good roleplay experiences with folks.

What is your favorite part of SWG?

All of it… there really isn’t anything quite like Star Wars Galaxies.

What was the race and class of your very first character?

My first character was a Human and I went with Brawler, the first skill I fully mastered was Teras Kasi Artist.

Describe your favorite place in SWG?

Anchorhead, a small Rebel aligned town on Tatooine, fantastic for PvP action due to it neighboring the Imperial controlled city of Bestine.

Would you put the phrase, “purple turtle” in one of your recordings?

I’ll try!

 

Friday Feature – By the Numbers, May 5th, 2017

Star Wars Day!

May the 4th!

The Launch of an Empire in Flames!

Three things which are all near and dear to so many. Wait… just how many you say? Well, I happen to know something about that and I am willing to share!

As of 10 am, Central time May 5th, 2017

Characters Created: 235

Highest number on at one time: 98

Distribution by Species:

[visualizer id=”340″]

[table id=2 /]

It was a fantastically successful launch. People were excited and many comments such as the following were heard, “I’m home…”

May the Force be With You!

Sandarie, Community Manager

 

Question and Answer Time with the Devs!

The much anticipated question and answer session with the Devs has arrived! Below are over 60 questions posed by the community. They are groups into categories ranging from Armor to Player Cities, to Combat, to Races. Thank you to everyone who asked the questions and to the Devs who took time away from coding and tweaking to answer the questions! Enjoy!

 


Launch Expectations

Q: What is your main focus for launch?

A: The launch focus is on new races, profession and skills revamp, new housing, combat revamp, and city changes – laying the foundation on which we want to build new content.


Launcher

Q: Are the stickied instructions fixed for TC on EiF and FB?

A: No. New instructions will be posted at launch.


General

Q: What are you most excited for leading up to May 4th?

A: Seeing old friends – and making new ones.

Q: What servers (if any) has the dev team previously worked on?

A: Our team hasn’t worked on any other servers, save one modder who did some work on ProjectSWG. His contributions to EiF have been modding and advisory in nature, not coding, but he has critical in getting some cool things working, like drive-able walkers.

Q: What is your relationship to the server/project?

A: Halyn owns the server and is the lead project designer/coder. More about the team will come up in future posts.

Q: How does EiF compare to NGE?

A: It’s not NGE, in case anyone is wondering. Definitely not, and not aspiring to be NGE (ala Darklight/Elysium). The profession system may feel similar and the core system for crafting weapons and armor makes an appearance, but from there it ends. We have lots of fun, small things, too: bandoleers working like backpacks, wearing jackets and dusters over armor chestplates, and holographic deeds instead of the generic items.

Q: Jedi will be a “”0-point profession”” which sounds pretty NGE to me. A dev also mentioned that “”EiF has a few NGE-esque elements…”” so, one can’t just say EIF is strictly not NGE, because it partially is according to the source here.

A: Jedi will be an unlock, not selectable at character creation. However, Jedi is also not going to be alpha. The profession/skill system in general has some NGE elements.

Q: Is this just another SWG Elysium?

A: No. Elysium was quasi-NGE; EiF has a few NGE-esque elements, but maintains a lot of classic SWG features like HAM, weapon speeds, combat queue, and heavy customization for skill builds.


Server

Q: What can we expect in terms of server stability? Daily resets? Weekly? Has it been deadlocking during testing?

A: Right now, we are planning on two to three resets a week just to take backups. Might reduce it to once a week and take more on-the-fly backups.

During testing we encountered exactly one deadlock issue and worked with the SWGEmu team to resolve it. When we figured out the cause, we tested it on Nova and found it was an issue there as well. Otherwise the server has been very stable with periods of it running several weeks when RL has been too busy to patch.

Q: Is EiF a roleplaying only server?

A: No, it’s not. While a lot of our players and staff are roleplayers, a large portion of what we’ve done are quality of life (QoL) improvements for everyone; the content we’re working on is for both PvE and PvP players.


Healing

Q: Will healing require consumables as in the pre CU, or more like in CU and NGE era?

A: Like pre-CU, healing will require consumables crafted by medics and docs.


Combat

Q: Has there been any significant changes to mobs?

A: None yet, but post launch we do plan for rebalancing some mobs. Other than the very high-end NPCs and creatures, however, it’s very playable as-is. Krayt dragons and Nightsister elders may be instant-death right now, though.

Q: With the Action attribute now being so volatile with the way weapons work; high action cost, is the action pool a pool you can no longer damage with attacks?

A: You can damage all pools, but only incap via the health bar. We look forward to seeing what tactics come from attacking non health pools.

Q: Is the combat any different from pre-cu on this server?

A: Speed is calculated differently. HAM costs and encumbrance matter. AP is no longer factored into damage calculations. High HAM and low buffs. Lower armor protections.

  • You cannot get incapped from Action and Mind Pool depletion.
  • Regen rates are much higher
  • Moved stats from doc buffs into base stats, so now unbuffed you are close to what a doc buffed character was. Doc buffs only increase stats by about an additional 5-10% (as was intended in Raph Koster’s initial design )

Q: Could you explain the major differences from pre-cu combat?

A: Major changes:

All stats have been revamped to actually matter on a weapon. Assuming similar crafting, pistols will be faster than carbines which are faster than rifles. Rifles have higher damage than carbines which have more damage than pistols. Accuracy calculations also come into play; a melee character on top of a rifleman will absolutely destroy him, but at 64 meters the rifleman will shred a melee character.

As an aside, crafting has also been revamped – details are a bit beyond the scope of the combat explanation, but suffice to say damage is substantially higher and resists cap much lower than 90%.

With a focus on speed all the way down (speed crafted, speed sliced, speed PuPed) pistols can fire well faster than once per second…but given HAM costs for specials, it’s not really practical. 

Armor piercing/armor level have been removed from calculations, as it pushed players to AP3-only weapons (or stun!)

Players only incap on the health bar. Action and mind regen very fast, but specials actually /use/ action and mind. Firing a pistol special, for example, might take 30% of your action bar, but a few seconds later you’ll be back at full action.

Action and mind bars can still be targeted by other players, even if they can’t force an incap. During, say, a 4v4, a valid tactic may be for one or two players on each side to focus on keeping the enemy healer’s mind bar locked down to prevent them from throwing heals.

The HAM/buff system has been inverted. Pre-CU features low base HAM and extremely strong buffs; EiF flipped that, so players start with high HAM and buffs add around 10% total.

We’re expecting things not to be fully balanced when we go live and to make some balance adjustments with in the first month or two – our testing base has been too small (5-10 active players) to tweak the system 100%.”

Q: Are NGE weapons available from launch?

A: They’ll be added in later – likely at community popularity or special requests for various rewards.


Armor

Q: What is the highest armor cap?

A: 55%

Q; How does armor work? Comp or bust?

A: Armor and Weapons are both core based, meaning the skin is not important for performance. So you could run around in bone armor with CDEF weapons and be doing end game damage…provided they are crafted with top of the line components.

Q: What about neo crusader armor? or whatever that GCW rebel wannabe mando armor was called. Will all armor, except for the classic mando armor, be craftable from the start, or are there plans to use GCW rewards to slow the rate of distribution?

A: Launch will have Rebel Marine and Imperial stormtrooper armor available for crafting. Additional suits of factional armor will come in with the GCW publish. The Imperial and Rebel variants of Mandalorian armor will be part of the Mandalore content patch.


Buffs

Q: How have entertainer buffs been modified?

A: As of launch, entertainers are admittedly in a sorry state. The general plan is for the appropriate skills (dancer and musician) to have the healing, while the entertainer profession receives the same buffing capability a full-spec dancer/musician/entertainer has. Look for a patch sometime after launch to straighten this out. Long-term we’d like a more complex buffing system available, like entertainers had during late NGE, but it’s a wishlist item not currently on the roadmap due to the research it will require.

Q: How have you guys changed buffs? Are they still a requirement for play?

A: The classic SWG model is “low HAM, high buffs” – we’ve swapped that around, so you natively have high HAM with buffs providing far less of an increase. Playing without buffs is perfectly feasible; however, in competitive environments, buffs give an edge.


Professions

Q: The professions in the video are “Commando,” “Squad Leader,” “Bounty Hunter,” and “Smuggler.” Is the server essentially copying the NGE professions? Can we have the full list of professions (or at least just the starter ones)?

One of the core ideas of EiF was to separate “”What you do”” from “”How you do it””.

“”What you do”” are your Professions – Bounty Hunter, Commando, Doctor, Entertainer, Merchant, Ranger, Smuggler, and Squad Leader. Any person can pick any profession; they cost no skill points, but a person can only have one of those professions at a time. Professions grant non-combat abilities and some combat specials, but no combat modifiers – for example, picking Smuggler doesn’t give you extra pistol speed/accuracy/etc.

“How you do it” are your skills, and it’s almost everything else from the original skill trees. Pistoleer, Carbineer, Rifleman, TKA, Fencer, etc, plus your crafting skills and dancer/musician/image designer. Those do require skillpoints, so you mix-and-match to your heart’s content, up to 250 points worth. The trees are recalculated so you can basically take two and a half skill trees; I suspect most players will have a line or two of Medic in their builds, but some of our testers already surprised me on that point by forgoing it for more defensive modifiers.

The website link to the current Professions and Skills is here: http://www.empireinflames.com/?p=271

Q: Is there going to be a profession calculator?

A: It’s in development at the moment.

Q: So you don’t improve professions? So a new doc and an old doc will be the same but one shoots better?

A: They could theoretically be better at shooting because of the additional points for combat skills.  Doc also gets combat medic heals.

Q: With the exception of your profession system, a lot of these changes are like a hybrid between pre-CU and the CU. Interesting.

A: Profession/skill system is really a hybrid of everything.


Skills

Q: Creature Handler cannot mask scent, if it’s not picked along with Ranger profession. Is this correct?

A: It’s working as intended. A CH can work with other CHs to get pets, whether they transfer from another CH or they buy one from a bio engineer. It’s entirely possible to play creature handler without ever using mask scent or taming a pet, just like many players purchase their armor and weapons rather than craft them personally.


Character

Q: Will we ever be able to bring back more characters (more character slots)

A: We’re launching very firm on three-slots-per-account, one-account-per-player. We are looking at adding an additional character slot during one of the three roadmap publishes (GCW, Jedi, Underworld).

Q: A couple of questions; how many characters can you have and how many can you have online at any one time?

A: In terms of characters, 3 per account and 3 online is the plan for launch. If we can’t handle the traffic, we’ll reduce online simultaneous to 2.

Q: Is there any way to give more customization options on the new species? Changing eye color, adding cosmetics, etc?

A: It requires an editor we do not have access to yet. It won’t be ready at launch, but it will be patched in hopefully not long down the road.

Q: Will Racial bonuses will be in use on EiF? In character creation the original races have their bonuses and attribute bonuses. I noticed some of the new races only have the attribute bonuses. I think it is something people will want to know before creating a toon at launch.

A: Racial bonuses will be going in the final patch before live. Read more here: http://www.empireinflames.com/?p=282

Q: Can we create a droid character?

A: There is a single droid type which uses the humanoid skeleton. Non-humanoid characters have really limited animation sets (just look at the Hutts!) So we have, as a rule of thumb, been disallowing them. The Magnaguard model does work well as a player character and will be released in the future as an additional player species. It will not be available at launch.


Languages

Q: How are languages being handled in EiF?

A: Languages are handled just like vanilla SWG. Players start with one or more and can teach them to each other. We’ve already added one language and may add more going forward, depending on community requests.


Leveling

Q: Are there any multipliers to XP or gathering?

A: There is a group XP multiplier, so it’s worth it to group up. XP requirements have also been reduced for most boxes. Base XP gains have not been altered.

Q: How is leveling done? Were the pre-CU skill trees kept, or was skill progression made extremely linear, ala NGE and Elysium?

A: Leveling works like pre-CU. Get the XP, pick your box, find your trainer, etc.

Q: Has there been any significant changes to Solo Groups?

A: Currently we’re running SWGEmu’s group code, which means payout is based on the size of the group when a player took the mission, rather than full payouts. We will be monitoring the economy going forward to see if it’s necessary to change that.

Q: Are there any NPCs you can sell stuff to?

A: Yes. Junk dealers are fully functional.


Instances

Q: Will there still be instances for groups?

A: The corvette is a good example of an instance designed for groups. We have defined plans for three heroic instances as well when we get time to do the heavy-duty scripting necessary to pull it off.


Player Cities

Q: Will there be a minimum amount of players needed when it comes to place a townhall?

A: You will need a minimum of 4 citizens to make the town hall last past 24 hours. Also, houses will only be placeble in player cities. There will be no more ring around CNet or a random house way out in the middle of nowhere. Harvesters can be placed anywhere. Factories can be placed anywhere. There are also expanded housing options – almost all of the NPC buildings will eventually be available, most of them craftable at launch. A list of the current housing available is here: http://www.empireinflames.com/?p=245

But, again, housing requires a city. Actually having people in a few select places is preferable to lots and lots of ghost cities. We want people to band together, not spread out.

Q: Will player city upgrades follow the same system as vanilla?  i.e. each week they get reviewed, if they have enough people it can be upgraded to the next level of city?  Only asking since it would be 4 weeks before the first player city shuttles are available.

A: Yes. The starter player city on Corellia will be admin-leveled to rank 5 to start, but its rank will not be artificially maintained.

Q: Can City names be changed after it’s set?

A: Yes

Q: Is it possible to let mayors grant admin rights to other players, not all mayors are skilled decorators?

A: YES! This is an exciting new feature and it is ready for launch!


Housing

Q: Where do we stand on YT-1300 houses?

A: The NGE housing is all on reserve status. We have plans for bringing some of them in-game at the appropriate time, including the YT-1300 house, but it won’t be immediately.

Q: Are there any temple like buildings that will be deeds?

A: At launch, no. If players have a particular reason to need a temple, we are open to adding structures to the game, just as we are items.

Q: Is there a way to store a house/building into the datapad and set it up someplace else? I’m specifically thinking about how to handle the Nomad Market.

A: Not at this time. It’s definitely a requested feature, and we will be looking at it when we have time. (Time? What’s that?)

Q: How are you handling the item cap per building? Is the item count based on how many plots a building takes up, or is it all the same across all building sizes?

A: Storage is a multiplier based on the number of lots a structure uses.


Planets

Q: One Question… Mandalore?

A: I am sure the community of Mandalorian RPers will be able to come to a consensus on who the new Mandalore is. 😛


POI

Q: Has there been any significant changes to the Tusken Fort?

A: Not at this time. That may change with one of the planned content releases.


Items

Q: Oh – vet rewards – are they going to be attainable? IE the decorations, ADKs and storage increase tokens?

A: ADKs (Anti Decay Kits) aren’t happening. Storage increases may happen, but they’ll need to be coded from scratch – the current code does not support them. The decorative veteran rewards are going to be layered back in.

If you have an item requests, there is a forum thread set up to make requests. You can find the request thread here: http://empireinflames.com/forum/viewtopic.php?f=34&t=48 You need to be registered on the EiF website to be able to make a request. www.empireinflames.com

Q: DWB is going away. But… what about Jetpacks?

A: Jetpacks and Mando armor will be returning when we bring Mandalore in. It’s high on the list.

Q: Will there still be corvette runs? I neeeed an AV-21

A: Corvette will be in when SWGEmu finished the corvette instances.

Q: Will TCG items be available?

A: TCG items will be trickled in, most likely as rewards.


Jedi

Q: How is Jedi unlocked? If it’s a custom method, I’m not looking for details, just say so. Otherwise, if it’s holocron-grind or Village-grind, please say so as well.

A: Jedi will be a custom unlock, but it won’t be in at launch. We deliberately chose to focus first on the systems revamp and additions. Our first major post-launch publish will be a working GCW system. Jedi will be the second major patch. In terms of our professions/skills system, Jedi is a “”What you do”” 0-point profession and will be balanced, not alpha. Jedi are disabled for launch and won’t be brought in until after we have the GCW system working.


JTL

Q: I waaaaaaaaant JTL… when I can have it?

A: When the time is right.

Q: Do the crafting changes affect JTL?

A: We have tentative designs for rebalanced JTL that includes a crafted first approach, so expect crafting changes to shipwright. To prevent any pre-nerf situations, shipwright is turned off and will remain so until JTL is on SWGEmu’s horizon.


Crafting

Q: Is EiF increasing extract rates on existing harvy types or will they remain standard.

A: Rates are not changing at this time.

Q: Will there be an elite harvester version, as there is NGE?

A: Not at this time.


Resources

Q: Will there be more than 10 lots?

A: No.


Themeparks

Q: Will there still be themeparks, especially with the new timeline?

A: The “confirmed” plan includes a New Republic themepark, and Imperial themepark, either one or three (depending on how you count) themeparks on Tatooine over the fate of Jabba’s criminal empire, and one to three (again, depending on how you count) themeparks for Mandalore. None of these are available at launch.


GCW

Q: Can we expect anything new in the GCW? Any previews or roadmap?

A: The GCW system will be focused around New Republic and Imperials.  We have a plan and will reveal details when the systems are functional in testing.


Underworld

Q: What is Underworld?

A: Underworld is our planned system for criminal types. Smugglers, bounty hunters, and other nefarious types will have roles to play.


Post Launch

Q: How are you addressing QoL issues?

A: Post launch, as always, we will be monitoring balance and adding QoL changes. Some changes will happen by request, so if you have an idea, ask.

Q: So, what happens after May 4th?

A: Post-launch focus will be adding new themeparks, a working GCW system, and other new content.

 

Sandarie, Community Manager

Racial Bonuses

Which race should you choose? How well will a race fit in with the professions and skills you want for your characters? Use the following list of Racial Bonuses to help you decide!

Abyssin     Male

  • Melee Defense +10
  • Dizzy Defense +10
  • Stun Defense +10
  • Warcry +5

Aqualish     Both

  • Intimidate Defense +25
  • Dizzy Defense +5
  • Stun Defense +5

Arcona     Male

  • Feign Death +5
  • Droid Find Chance +10
  • Droid Find Speed +10
  • DNA Harvesting +15

Bith     Both

  • Weapon Assembly +5
  • Weapon Experimentation +5
  • Food Assembly +5
  • Food Experimentation +5
  • Droid Assembly +5
  • Droid Experimentation +5

Bothan     Both

  • Camouflage +15
  • Cover +10

Cerean     Male

  • Meditate +15
  • Bio Engineer Assembly +10
  • DNA Harvesting +5

Chiss     Both

  • Dizzy Defense +15
  • Stun Defense +5
  • Intimidate Defense +5

Devaronian     Male

  • Engine Assembly +10
  • Booster Assembly +10
  • Engine Experimentation +5
  • Booster Experimentation +5

Duros     Male

  • Power Systems +10
  • Advanced Assembly +10
  • Carbine Accuracy +15
  • Heavy Rifle Lightning Speed +5
  • Heavy Rifle Lightning Accuracy +10

Feeorin     Male

  • Block +10
  • Counterattack +10
  • One-handed Melee Toughness +2
  • Polearm Toughness +2
  • Two-handed Melee Toughness +2
  • Unarmed Toughness +2

Gotal     Male

  • Droid Assembly +10
  • Droid Experimentation +5
  • Healing Injury Treatment +5
  • Healing Wound Treatment +5
  • Healing Ability +5
  • Healing Injury Speed +5

Gran     Male

  • Rifle Accuracy +15
  • Rifle Speed +10

Gungan     Male

  • Thrown Accuracy +10
  • Thrown Speed +10
  • Ranged Defense +10
  • Keep Creature +1

Human     Both

  • Leadership +10
  • Artisan Experimentation +15

Hutt     Both

  • Manage Vendor +2
  • Hiring +10
  • Vendor Item Limit +250

IG-100 Droid     

  • Block +10
  • Counterattack +10
  • Dodge +10
  • One-handed Weapon Speed +10
  • Polearm Speed +10
  • Two-handed Melee Speed +10
  • Unarmed Speed +10

Iktotchi    Male

  • Dodge +10
  • Counterattack +10
  • Block +10

Ishi Tib     Male

  • Bio Engineer Assembly +10
  • Bio Engineer Experimentation +5

Ithorian     Both

  • Dizzy Defense +10
  • Stun Defense +10
  • Tame Bonus +10
  • Melee Defense +10
  • Chassis Assembly +10
  • Power Systems +10
  • Shields Assembly +10
  • Advanced Assembly +10

Kel Dor    Male

  • Combat Equillibrium +10
  • Blind Defense +40
  • Melee Defense +10
  • Ranged Defense +10

Kubaz     Male

  • Blind Defense +10
  • Chassis Assembly +10
  • Chassis Experimentation +5

Mirialan     Both

  • Defense Vs Intimidate +10
  • Meditate +10
  • One-handed Weapon Speed +10
  • Surveying +15

Mon Calamari    Both

  • Alertness +15
  • Weapon Assembly +10
  • Structure Assembly +10

Nautolan     Male

  • Healing Music Ability +5
  • Healing Music Wound +5
  • Healing Music Shock +10
  • Healing Music Mind +10
  • Instrument Assembly +10

Nightsister     Female

  • Tame Non Aggro +5
  • Tame Aggro +15

Nikto     Male

  • Melee Defense +5
  • Polearm Accuracy +10
  • Polearm Speed +5

Quarren     Male

  • Alert +15
  • Weapon Assembly +10
  • Structure Assembly +10

Rodian     Both

  • Defense Vs. Blind +15
  • One Handed Weapon Accuracy +10
  • Two Handed Melee Accuracy +10
  • Weapon Assembly +10

Sanyassan     Both

  • Pistol Speed +10
  • Pistol Accuracy +15
  • One Hand Melee Speed +5
  • One Hand Melee Accuracy +15
  • Melee Defense +5
  • One Hand Melee Toughness +2

Singing Mountain Clan Witch     Female

  • Tame Non Aggro +5
  • Tame Aggro +10
  • Tame Level +5

Sullustan     Both

  • Booster Assembly: +10
  • Creature Harvesting: +10
  • Engine Assembly: +10
  • Trapping: +10
  • Weapon Systems: +10

Togruta     Female

  • Creature Knowledge +10
  • Creature Harvesting +10
  • Trapping +10
  • Rescue +10
  • Mask Scent +15

Trandoshan     Both

  • Unarmed Accuracy +10
  • Unarmed Speed +5
  • Unarmed Damage +15
  • Melee Defense +10
  • Creature Harvesting +10
  • Regeneration +1

Twi’lek     Both

  • Wound healing (dancing) +15
  • Wound healing (music) +5
  • Battle Fatigue Healing (Dancing) +15
  • Battle Fatigue Healing (music) +5

Weequay     Male

  • Unarmed Toughness +2
  • Onehandmelee Toughness +2
  • Twohandmelee Toughness +2
  • Polearm Toughness +2

Wookiee     Both

  • Trapping +10
  • Creature Taming Bonus +10
  • Rescue +10
  • War cry +10
  • Wookiee Roar +1

Zabrak     Both

  • Defense Vs. Dizzy +10
  • Defense Vs. Stun +10
  • Defense Vs. Intimidate +10
  • Anti-Shock +5
  • Equilibrium -+1 – Rebalances damage to all pools
  • Command: /innate equilibrium
  • Vitalize +1  – Minor buff to all pool sizesl
  • Command: /innate vitalize

Zeltron     Both

  • Battle Fatigue Healing (Dancing) +15
  • Combat Medicine Use +5
  • Dance Knowledge +5
  • Fame & Connections +10
  • Food Assembly +10
  • Food Experimentation +5
  • Medicine Use +5
  • Wound Healing (Dancing) +5

Sandarie, Community Manager