Patch Notes – 11/17/17

Additions

  • As per popular request, the Tatooine Tavern is now available. It can be crafted as a third option on the Player Tatooine Cantina schematic.
  • Added Dathomiri Player City Hall. This city hall has additional functionality, including a guild terminal and cloning point. The cloner can only be used when the city has been registered with the planetary map. The Dathomiri Player City Hall is slightly more expensive to maintain than a standard player city hall.
  • Added new Dathomiri shuttleport & garage.
  • Added new housing options for Dathomiri city: Nightsister and Dantooine huts from the NGE, the Yoda House from the NGE, and two small cave structures from beta.
  • All Dathomiri structures are acquirable only from a dev; speak to Halyn for details.
  • New shuttles – certain starports are now serviced by a YT-2000 freighter, while Tatooine shuttles are now more appropriately older and shabbier. If you have a player city and prefer the traditional shuttle, no change is required. If you prefer the new, “old” shuttle, simply re-drop your shuttleport.
  • New starport added to Lok.

Changes/Fixes

  • Musician XP gains have been doubled.
  • XP requirements for musician and dancer have been leveled out.
  • XP requirements for the bounty hunter investigation line have been decreased.
  • Novice rifleman XP bug has been fixed.

Balance Changes

A note from Halyn and Anishor: Combat balance is a moving target that responds to players finding unexpectedly powerful combinations & ideas on paper not working out in practice. All changes below are subject to change in either case, and we love hearing feedback on the subject. Please direct your feedback to Anishor, who is the lead on combat balance, whether you find some things too weak or find a super-powerful combination.

  • Time to transfer weapons in combat has been reduced!

State Attacks

  • Skill set special abilities that purpose is to primarily apply a state such as blind, knockdown, dizzy, have had  their damage reduced, the chance to apply the special increased, and the speed delay reduced ( made faster ).
  • Special abilities that do both damage and apply a state have not had their damage or delay changed and only a slight increase in
    in the chance to apply.
  • This was done for the upcoming changes to skill sets and their state defences.

State Defenses:

  • State Defenses have been redistrubted across all skill sets.

Primary Defenses:

  • Melee and Ranged Defense values have been updated on several skill sets.

Center of Being:

  • Reduces a player’s outgoing damage by 25%
  • Increases toughness by Efficacy / 3
  • Can no longer be used while Berserk

Berserk:

  • Can no longer be used while Center of Being is active
  • Increases outgoing damage by 20%
  • Increased the primary defense reduction
  • Secondary Defense will not fire while in berserk state

Bleeds:

  • Bleeds have had their tick interval reduced from 20 seconds per tick to 4 seconds per tick.
  • Damage and length have been updated to match this new interval.
  • Fencer has been refocused toward creating bleeds.

Skill Set changes (state special changes not listed)

Rifleman:

  • Taking cover now reduces damage from ranged sources by 20%
  • Increased DPS of Suprise Shot, this shot acts like a sniper’s attack. Very damaging but very long cooldown.
  • Increased the DPS of Headshot 1-3
  • Increased the DPS of conceal Shot
  • Removed the AOE Cone from Strakeshot 2.
  • Headshot 1 now in Novice box.

Carbineer:

  • Burst Shot 2 Increased DPS, Removed Cone AoE
  • Leg Shot 1-3 Targets Health instead of Action, use Action Shot to target Action pool directly
  • Surpressive Fire 1 now in novice box.

Pistoleer:

  • Increased the damage modifier of body shot 3

Fencer:

  • Reduced the initial damage of 1-H Melee Hit 1, added chance to apply bleed to the pool of attack.
  • Reduced the initial damage of 1-H Melee Hit 2, added chance to apply bleed to the pool of attack, removed chance to dizzy and blind.
  • Reduced the initial damage of 1-H Melee Hit 3, removed chance to dizzy and blind.
  • 1-H Body Hit 1 Added chance for health bleed
  • 1-H Body Hit 2 Added chance for health bleed
  • 1-H Body Hit 3 Added chance for health bleed
  • 1-H Scatter Hit 1 Added chance for bleed on attack pool
  • 1-H Scatter Hit 2 Added chance for bleed on attack pool
  • Reduced AOE range of 1-H Melee Spin 1 to 8m, added chance to bleed
  • Reduced AOE range of 1-H Melee Spin 2 to 8m, added chance to bleed

Swordsmen:

  • 2-H Melee Area 1 Added chance to intimidate
  • 2-H Melee Area 2 Added chance to intimidate
  • 2-H Melee Area 3 Added chance to intimidate
  • 2-H Melee Hit 1 Added chance to intimidate
  • 2-H Melee Hit 2 Added chance to intimidate
  • 2-H Melee Hit 3, Increased dps (decrease in damage multiplier with larger decrease to delay.) decreased the action cost, added chance to intimidate
  • 2-H Melee Spin 1,2 : Increase DPS, reduced range of AOE to 8m
  • 2-H Sweep 1 : AoE range of 8m, chance to lower posture. Reduced Damage
  • 2-H Sweep 2 : AoE range of 8m, chance to knockdown. Reduced the damage ( less chance than pikeman to knockdown )
  • 2-H Head Hit 1-3: Target Health pool instead of Mind.

Polearm:

  • Polearm Area 2 has been brought back from the void, now in your master box.
  • Polearm Area 1 Decreased Delay, Decreased Action Cost, increased Range to 18m added chance to dizzy and stun.
  • Polearm Area 2 Decreased Delay, Decreased Action Cost, increased Range to 18m added chance to dizzy and stun.
  • Polearm Hit 1 – Removed chance to lower posture, added chance to stun.
  • Polearm Hit 2 – Removed chance to lower posture, added chance to stun.
  • Polearm Hit 3 – Removed chance to lower posture, added chance to stun and dizzy.
  • Polearm Spin 1,2 : Increase DPS, reduced range of AOE to 8m, Reduced Action Cost
  • Polearm Sweep 1 : AoE range of 16m, chance to lower posture. Reduced Damage and reduced the delay
  • Polearm Sweep 2 : AoE range of 16m, chance to knockdown. Reduced the damage and reduced the delay
  • Leg Hit 1-3: Targets Health instead of action pool

Tera Kasi:

  • Unarmed Spin 1,2 : Reduced range of AOE to 8m
  • Unarmed Combo 2: Reduced speed delay
  • Unarmed Hit 3: Increased DPS slightly (Reduced Initial Damage, Decreased Delay)

Doctor Buffs:

  • Enchance Packs have had their power increased. Health and Action Packs have higher power than their secondary pools.
  • The forumula for EiF Buff Result Value : Heal Power of Pack x Environment x [[(100 + Wound Treatment Skill + Bivoli + BE modded clothes) / 100] x Med City Bonus] / 5
  • Janta Blood : Reduced power, signifigantly increased use count.

Friday Feature 11/10/2017 – A Chat with BluePyros

This week is another installment in the EiF chats with staff, featuring BluePyros!

EiF: Which versions of SWG did you play? pre-CU, CU, NGE?

Blue: I played from mid CU all the way through the NGE

EiF: Which server did you play on?

Blue: I started on Intrepid but transferred to Starsider, as that server faded a little over a year before the free transfer initiative.

EiF: Which classes and which was your favorite?

Blue: In the CU I was Rifleman/Commando and NGE I favored commando early, but quickly became and stayed smuggler for the majority.

EiF: How many accounts did you own/manage?

Blue: Like many I had 2 accounts and often had both going at once.

EiF: What type of gameplay style do you most enjoy?

Blue: Almost everything, but PVP is my jam and I can find enjoyment in.

EiF: What’s a typical gaming session for you, what activities?

Blue: Its varies from days to days, but I try to set long term objectives and work towards them.

EiF: What do you most enjoy about SWG?

Blue: It’s one of the last real sandboxes out there.  Enough structure that it’s not all DIY, but free enough that almost anything is possible.

EiF: What do you enjoy most about Empire in Flames?

Blue: That we have a chance to do things long thought impossible and make a better galaxy with our own hands.

EiF:  When you are not ingame, what do you enjoy doing?

Blue: I’m still a nerd at heart, so I can usually be found playing some manner of game.

EiF: What do you do outside of EiF / do for a living?

Blue: I work for the IT department of a Health and Human Services org.

EiF: What is your role with EiF? What does that entail?

Blue: Jack of many trades.  The biggest thing I did was converting all the houses into miniature versions, as part of the holo deeds.

EiF: If you could have ANYTHING instantly in EiF, what would it be?

Blue: All the old friends and players we’ve lost and left behind over the years.

EiF: If you could find out one thing about our EiF Community, what would it be?

Blue: What draws in the people who never played SWG when it was live.

EiF: What gives you Developer’s Crack?

Blue: I’m not really a dev, more of a modder at this point.  Bending things to my will so they work how I want.

 

Empire in Flames Announces Partnership with Sunrunner II

Empire in Flames Announces Partnership with Sunrunner II

Earlier today a new SWGEmu partnership was created by the Empire in Flames team and the Sunrunner II team! Lead Developer Halyn has added the amazingly talented team of Takhomasak and Lasko to the developers working on an Empire in Flames. Takh and Lasko will still maintain Sunrunner II which is not closing down, but they will be actively contributing to EiF.

Takhomasak is well know throughout the SWGEmu world as the creator of worlds. His server, Sunrunner II is a virtual playground of planets and moons in the Star Wars galaxy. EIF launched with one of his planets, Taanab, which has been a very popular world with the EiF community. Sunrunner II will continue to be a development environment and test server for Tak’s development. In his new partnership with EiF, he will have a thriving community to play in his creations in a live environment.

Lasko is known as the developer who is creating new instances for Sunrunner. He will be sharing his talents with the EiF community, who have been thirsty for content. Lasko is also the creator of the Mod the Galaxy TRE compilation and repository on which Sunrunner II and several other SWGEmu servers are based. When Takhomasak was asked about his partner, Lasko, he stated, “I have felt very lucky to have him helping me. He’s the most knowledgeable person I know about this game and environment. It was his early guides that steered me toward doing what I do.”

Halyn, the lead developer of an Empire in Flames, is known and respected in the SWGEmu community as a creator of unique content and tweaks that not only improves the Quality of Life for the community, but his approach to a more balanced profession system is something players often comment that they wish SWG Live had made these changes, rather than the NGE.

Some of the unique content in EiF includes over 35 playable races, an armor and weapon systems based upon cores allowing players to use any armor appearance they desire, and new animal mounts such as large cats. These are just a few of the features that make EiF a respected and exciting Star Wars Galaxies Emulation server.

If you have any questions, please contact Halyn, Takhomasak, or Lasko.

Sandarie, EIF Community Manager

 

Friday Feature 10/27/2017: EiF’s Combat!

EiF knew combat would not be fully balanced when we went live. Over the past months we’ve had a much larger player base using our system than the 5-10 players pre-launch on the test center. Our community’s feedback has been invaluable. I reviewed the Q & A with the Devs, to be sure this was the most accurate and up-to-date information. There are a few changes, such as with the armor. 

Below is the current state of EiF’s combat systems, as it relates to Professions and Skills.

General

  • EiF is about player choice and counter play in our balance.
  • Professions vs Skills
    • The New Profession System and Skill Trees: 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 0 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.
    • Skills are the “How you do it”, 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 skill points, so you mix-and-match to your heart’s content, up to 250 points worth. The trees are recalculated so that 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.
  • No Legendaries
    • Weapons or Armor
  • Core Based Crafting System
    • Separates the appearance from the performance
    • Crafting revamped -Damage is substantially higher and resists cap much lower than 90%
    • Weapons
      • 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 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.
      • Additional weapons, including some from the NGE will be added as EiF progresses
      • A recent tease from Halyn was an A280-CFE which is a convertible weapon. With the proper certifications (details coming soon(™)) it can be switched between a pistol, carbine, or rifle.
      • Armor piercing/armor level have been removed from calculations, as it pushed players to AP3-only weapons (or stun!)
    • Armor
      • Not all about Composite anymore, appearance is separated from performance
      • Armor is capped at 60% resists
      • Suits of factional armor will come in with the GCW patch. The Imperial and Rebel variants of Mandalorian armor will be part of the Mandalore patch
    • All armor and weapons decay
      • An armorsmith can best repair armor
      • A weaponsmith can best repair weapons
      • Any player can use a repair kit, but the master AS and WS have better chance of not breaking the piece and getting a better repair
      • Crafting stations improve chances of a good repair
  • HAM
    • 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.
    • Starting HAM is closer to 5000
    • No longer incapped by depletion of:
      • Mind
      • Action
      • PvP
        • 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.
      • Players only incap on the health bar.
    • Action and Mind regenerates faster
      • 3-4 sec from empty to full
      • 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.
      • Health is regenned faster by sitting
    • No species starting differentiation for HAM
  • Speed
    • Not capped at 1 atk/sec, but 75% reduction of weapon speed
    • 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 real practical.
    • Speed is calculated differently. HAM costs and encumbrance matter. AP is no longer factored into damage calcs. High HAM and low buffs. Lower armor protections.
  • Dizzy
    • Dizzy/KD doesn’t work the same way here.
    • Dizzy is only a 15% chance to K/D you on posture change, not 85% that is is traditionally
    • Dizzy however affects you offensively, reduces your accuracy
    • Stacks with Blind
    • Reduces your primary defenses by 20%
  • Primary Defense – caps at 125
    • Melee/Range
    • SL bonus pushes the cap above 125
    • Pikatta Pie – pushes the cap about 125 too
  • Secondary Defenses – caps at 125
    • Dodge – Pistols/ 1H mele
    • Counter attack – Carbines/2H Melee
    • Block – Rifles/Pikeman
    • Defensive Acuity – Unarmed
    • In the future we’ve talked about adding in schematics that drop with different combinations, such as a dodging polearm.
    • SEAs help to reach Cap, but not push above the cap. Still keeps the cap of +25 to one stat from all your attachments.
  • Buffs
    • Doc buffs
    • Moved status 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% ( as was intended in Raph Koster’s initial design )
    • No longer required for play, intended to be at same power as other buffs such as food and drinks
    • No Doc Bots
    • Buffs are weak on EiF
    • Ent Buffs are reduced from Live
    • 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; in PvP, buffs give an edge.
    • Further tweaking to ensure Doc buffs are viable is planned, but not outside the scope of current design. Atm they’re a bit underpowered.
  • Professions – Profession skills require the ‘mind’ pool to activate.
  • Racial Bonuses – Some bonuses do affect combat.

Thank you, Anishor, for helping me to put this together!

-Sandarie, Community Manager

Clearly Not Combat Princess!

Patch Notes – 10/21/17

On the morning of 10/21/17, the server will be coming down for a patch. Make sure you shut down completely and relaunch the launcher to get the latest patch.

  • Backend reorganization.
  • Added new items that are not yet player acquirable.
  • Added new structures that are not yet player acquirable.
  • Added two new planets that are not yet player reachable. (Chandrila and Coruscant)
  • Added new backpacks that are not yet player acquirable.
  • Added new weapons that are not yet player acquirable.
  • Added new armor that is not yet player acquirable.
  • Sensing a pattern yet?