*****Official Star Wars: The Old Republic Thread*****

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Latest News

SW:TOR, it is more important than ever to get your feedback on the game. A number of very significant changes have gone into the latest build of SW:TOR and we want to hear what you think.

Just a few of the key highlights include two new Flashpoints, a new PvP area on Tatooine, improvements to the chat and social systems, and continued iteration on controls and rewards for the Space Game. Additionally, we have taken the huge amount of feedback from the previous testing phase and continued the fine-tuning of all eight classes and their advanced classes. Data from previous tests continues to be instrumental in the overall balance of the game > you will likely notice positive changes to loot drops, crew skills, and overall economy. Thanks for your continued efforts to ensure that SW:TOR is not only a fantastic MMO, but also a fantastic BioWare game!



Build Notes

General

- Unique social abilities have been added to each playable species.

The Quick Travel ability now allows the player to travel to any previously unlocked bindpoint on the current

planet. • Characters corrupted by the dark side now have the option to represent that corruption visually. Dark side

corruption becomes increasingly visible as the player achieves new dark side ranks.



Players are now able to visit other players’ personal starships and travel with them to other planets when

grouped.

Select high-security areas are now protected with laser fences that guard against hidden intruders.

Significantly decreased the amount of time it takes to ride a full cycle of the balloon on Tatooine.

Added several new mailboxes and Banking Terminals.

Made visual and other improvements to Holoterminals and Ship Intercoms.

Personal starships now count as rest areas.

Multiple improvements to chat and UI, including dick-to-tell and item hyperlinks.



Classes and Combat

General

Overall enemy difficulty has increased through greater damage output and the addition of increasingly dangerous unique abilities.
Many enemy NPCs related to Heroic Missions are more difficult and have more interesting combat abilities.
Sprint now automatically deactivates while the player is in combat and reactivates when the player leaves combat.
Many abilities now gain new ranks more frequently.



The cost to reallocate points spent in skill trees has been reduced.

Players are now able to rotate in place while immobilized.

Polished and updated visual effects for several abilities.

Ability training costs have been updated and adjusted to reflect the overall number of abilities available to a

class.

Fixed an issue that allowed some NPCs to be positioned such that they could be attacked but were unable to

return fire.

Large groups of enemies no longer evade when they should not.

Large enemies no longer reposition themselves erratically during combat.



Jedi Knight

General

• New skills and abilities have been added, and existing skills throughout all trees may be located in new tiers or have been otherwise adjusted.

Sentinel

New Sentinel Abilities

• Rebuke: reduces damage taken and reflects damage back to attackers. It refreshes to its full duration when the player is attacked but cannot last more than 30 seconds in total.



Crippling Throw: inflicts Trauma, reducing all healing received by the target.

Watchman

• Watchguard now additionally reduces the cooldown of Force Kick.

Combat

Swift Blades now reduces the cooldown and focus cost of Blade Storm.

Replaced Smoldering Winds with Jedi Crusader, which gives Rebuke a chance to generate focus when

the player is attacked.



Guardian

♦ Enure’s cooldown is now three minutes.

Vigilance

• Replaced Zealous Kick with Commanding Awe, which reduces all damage taken and reduces the cooldown of Awe.

Defense

• Inner Peace no longer affects the cooldown of Enure.



Focus (Shared Tree)

• Agility Training has been changed to increase movement speed after using Zealous Leap.

Sith Warrior

General

• New skills and abilities have been added, and existing skills throughout all trees may be located in new tiers



Marauder

New Marauder Abilities

Cloak of Pain: reduces damage taken and reflects damage back to attackers. It refreshes to its full duration when the player is attacked but cannot last more than 30 seconds in total.
Wounding Throw: inflicts Trauma, reducing all healing received by the target.



Annihilation

• Subjugation now additionally reduces the cooldown of Disruption.

Carnage

Rattling Voice now reduces the cooldown and rage cost of Force Scream.

Replaced Spatter with Cloak of Carnage, which gives Cloak of Pain a chance to generate rage when

the player is attacked

Juggernaut

Enduring Pain now has a three-minute cooldown.



Vengeance

• Replaced Deafening Disruption with Deafening Defense, which reduces all damage taken and reduces
the cooldown of Intimidating Roar.

Immortal

• Dark Blood no longer affects the cooldown of Endure Pain.

Rage (Shared Tree)

Interceptor has been changed to increase movement speed after using Obliterate.



Jedi Consular

General

• Project, Telekinetic Throw, Mind Crush, Mind Snap, and Force Slow have had their maximum range adjusted to 10 meters.

Sage



• Kinetic Collapse has been moved to the Telekinetics skill tree.

Telekinetics

Telekinetic Effusion now additionally reduces the cooldown of Force Speed.
Tidal Force is now a single-point skill.

Shadow

• Force Breach has had its maximum range adjusted to 10 meters.



Kinetic Combat

Harnessed Shadows has had its healing output increased significantly.

Particle Acceleration now increases the critical hit damage of automatic critical hits dealt by uses of

Project that consume a Force Potency charge.

Infiltration

Subduing Techniques now increases the duration and reduces the cooldown of Force Slow.

Bug Fixes

Jedi Shadow skill tree for Kinetic Combat is now properly marked as a Defense role.



General

• Shock, Force Lightning, Crushing Darkness, Jolt, and Force Slow have had their maximum range adjusted to 10 meters.

Sorcerer

Corruption

Backlash has been moved to the Lightning skill tree.



Lightning

♦ Lightning Effusion now additionally reduces the cooldown of Force Speed.

• Lightning Storm is now a single-point skill.

Assassin

1 Discharge has had its maximum range adjusted to 10 meters.



Darkness

♦ Energize now increases the critical hit damage of automatic critical hits dealt by uses of Shock that consume a Recklessness charge. Harnessed Darkness has had its healing output increased significantly.

Deception

Static Cling now increases the duration and reduces the cooldown of Force Slow.



Smuggler

General

Some abilities have been moved and are now trainable at new levels.
The Cover System has been altered. Smugglers now begin play with Crouch, allowing the player to take cover at any location. Defensive bonuses are determined by the characters position, and Show Cover is now on by default. Gunslingers receive an additional passive ability, Hold Position, that increases ranged defense and provides immunity to knockbacks and activation pushback while in cover.



Imperial Agent

General

Some abilities have been moved and are now trainable at new levels.
The Cover System has been altered. Imperial Agents now begin play with Crouch, allowing the player to take cover at any location. Defensive bonuses are determined by the characters position, and Show Cover is now on by default. Snipers receive an additional passive ability, Hold Position, that increases ranged defense and provides immunity to knockbacks and activation pushback while in cover.



Bounty Hunter

General

New skills have been added, and existing skills throughout all trees may be located in new tiers or have been otherwise adjusted.
Kolto Overload now heals for 15% of your maximum health over 10 seconds. Health gained from this ability is no longer temporary.

Mercenary

High Velocity Gas Cylinder is now Mercenary-only and is available at level 20.



Combat Support Cylinder, which causes Rapid Shots to charge blasters, increasing all damage and healing dealt and allowing Rapid Shots to heal friendly targets, has been added.

Arsenal

Tracer Lock now causes Tracer Missile to grant a stacking buff that increases the damage dealt by the next Rail Shot.
Riddle is no longer an active ability. It now increases the damage dealt by Unload. All skills that previously affected Riddle now affect Unload.



Bodyguard

• Supercharged Gas has been added. This ability requires 30 stacks of Combat Support Cylinder charges, increases all healing and damage dealt by the player for a short duration, and dramatically improves the effects of several key abilities.

Powertech

High Energy Gas Cylinder, which increases all internal and elemental damage dealt while active, has been added.



Shield Tech

♦ Ablative Upgrades no longer increases the duration of Kolto Overload.

Advanced Prototype

Prototype Power Cycler has been renamed to Prototype Flame Thrower. Flame Sweep generates stacks that affect and are consumed by the next use of Flame Thrower.
All skills which previously affected High Velocity Gas Cylinder now affect High Energy Gas Cylinder.
Replaced Improved Grapple with Advanced Tools, which lowers the cooldown of Flame Thrower and Grapple.



Trooper

General

• New skills have been added, and existing skills throughout all trees may be located in new tiers or have been
otherwise adjusted.

♦ Adrenaline Rush now heals for 15% of your maximum health over 10 seconds. Health gained from this ability
is no longer temporary.

Commando



Kolto Cell has been removed.

Combat Support Cell, which causes Hammer Shot to charge the player’s blaster, increasing all damage and

healing dealt and allowing Hammer Shot to heal friendly targets, has been added.

Gunnery

• Charged Barrel now causes Grav Round to grant a stacking buff that increases the damage dealt by your next High Impact Bolt.



Rotary Cannon is no longer an active ability; it now increases the damage dealt by Full Auto. All skills that previously affected Rotary Cannon now affect Full Auto.

Combat Medic

• Supercharge Cells has been added. This ability increases all healing and damage dealt by the player for a short duration and dramatically improves the effects of several key abilities.

Vanguard

High Energy Cell, which increases all internal and elemental damage dealt while active, has been added.



Shield Specialist

♦ Ceramic Plating no longer increases the duration of Adrenaline Rush.

Tactics

Pulse Generator now causes the next Pulse Cannon to consume and be affected by stacks generated

by Explosive Surge.

All skills which previously affected Armor Piercing Cell now affect High Energy Cell.

Replaced Improved Harpoon with Tactical Tools, which lowers the cooldown of Pulse Cannon and

Harnnnn



Bug Fixes

♦ Fixed an issue that would allow Troopers to mount vehicles while on their personal starship.



Companion Characters

General

New abilities based on Companion Characters’ species or backgrounds have been added.
New Companion Character customization packages are available.
Companion Characters will now only heal players belonging to the group they are in.
Changed the placement of some Companion Character dialogue.



Ashara

♦ Fixed a conversation with Ashara so that it properly takes place only on a player’s personal starship.

Azalie

Added new affection options to several missions.





Xalek

• Added a unique tank stance called “Force Barrier” that raises armor rating while in tank mode.

Bug Fixes

Companion Character behavior has been improved; they no longer stand in front of the player as frequently. Fixed an issue where players could reset their Hangar phase while group members were still inside. Fixed an issue on Taris that allowed players to speak to their Companion Characters outside of Rest Zones. Companion Characters no longer teleport to enemies during combat.



Crew Skills

General

Improved filtering capability in Crew Skills panel.
Researching item modifications will now have more variation in yield.

Gathering

Adjusted the number of credits obtained from Slicing nodes.
Renamed Sliced Tech Parts to Scavenged Tech Parts and made Tech Parts collectable through Scavenging rather than Slicing.



Moved Augments from Underworld Trading to Slicing.

Schematics for personal starship upgrades can now be obtained through Slicing.

Crafting

Adjusted training costs for crafting Crew Skills. Adjusted some of the item modification options for crafting skills. ♦ Cybertech earpieces and Biochem implants can now yield research variations when they are reverse engineered. Shield generator schematics are now available from the Cybertech and Artifice Crew Skill trainers.



Research schematics are now available for crafted item modifications.

It is now possible to research items learned at 400 crafting skill.

All blaster barrels are now crafted through Armstech.

Armstech can now craft a wider variety weapons, such as vibroblades and scatterguns.

Artifice can now craft all enhancements and hilts.

Color crystal schematics are now available in Artifice.

Schematics for personal starship upgrades have been added.



Bug Fixes

• Fixed an issue that caused crafted Artifact-quality items to have the same stats as crafted Prototype-quality items. Fixed an issue that would allow items to be swapped in the middle of being reverse engineered.



Flashpoints

Flashpoints

Two new Flashpoints, Mandalorian Raiders and The Red Reaper, are now available for play!
Many Flashpoints have had new loot added, and existing drops have been updated.
The Flashpoint difficulty option has been moved from the Group submenu and is now under the Phase submenu.
Made adjustments to enemy group composition in several Flashpoints.
Bringing Down the Hammer: Added significant polish and new maps.



• Directive 7

• Extended aggro radius for the first boss, Detector.

Bug Fixes

Flashpoint difficulty no longer reverts to normal while inside a Flashpoint when the leader quits the group. The Tomb Opens: Fixed an issue that would sometimes prevent players from completing the Flashpoint. Mission mapnotes now display correctly in Flashpoints.



Itemization

Many more items now have modification slots, and more modifiable items are available from mission rewards and enemy drops.
As players progress through the game, more types of modifiable items become available.
The quality level of empty modifiable gear drops has been increased to at least Prototype.
Weapon, armor, and other type-specific base item modifications have been reintroduced. Affected Crew Skills have been adjusted to reflect this.
Companion Character gear has been substantially updated.



The distribution of stat points on equipment has been adjusted for balance across equipment types. Random gear with modification slots has been removed. Increased overall visual variety of gear available on each planet.

Items



General

• Added space suit gear as a reward for Space Combat.

Origin World chests now provide medpacs without a level requirement.

Removed offhand-only lightsaber and blaster pistol random drops.

A new line of random shield generators has been added.

Renamed the Jungle Outfit to Survivalist Outfit for the Companion Character Corso Riggs.

Created a line of light side and dark side relics.



Vendors

■■ Some PvP vendors now sell lockboxes that grant random items and PvP consumables. Items available from PvP vendors have been adjusted across all levels and ranks. Added more social gear to Social Vendors. Weapons vendors now carry Polesabers.

The Korriban stims vendor has moved to the cantina and now carries Stims and cantina and jukebox items. Removed the Companion Customization Kit vendor from Coruscant. Added a Companion supply vendor to the Imperial Spaceport on Corellia.



Missions and NPCs

Missions

General

Removed or replaced some bonus missions.
Requirement for players to take the shuttle to Belsavis has been removed from all class missions (except Bounty Hunter).



Adjusted the number and type of enemies required to complete several bonus missions.

Players will now receive mail as a follow-up to some missions.

Endcrawl missions have been added.

Several conversation cinematics have received polish.



Empire

♦ A Family Matter: Fixed an issue that could allow players to kill necessary mission NPCs with their Companion Characters.

A New Order: Fixed an issue that could cause the player to remain stuck in the Republic Crystal Refinery’s Green Crystal Room after deactivating the shield.

A Question of Motivation: This mission now begins in Bugtown instead of the Markaran Plains. Bashun’s Bodyguards: Fixed an issue that would sometimes prevent players from getting credit for killing Cathar Gunners.

Breaking the Resistance: Adjusted the number of Security Hub Alpha and Security Hub Beta terminals to one. Carving a Path: Added missing Scanner mission item.



Coronet Arms Massacre: Updated several artillery items.

Digging His Own Grave: The conversation with Slam Streever will no longer end prematurely in some

circumstances.

Fatal Blow: Fixed an issue that would sometimes trigger the wrong cinematics.

Found in Translation: Polished the Esh-kha weapons crates; they will now change appearance when looted.

The Esh-kha weaponry’s item icon has been changed to better match the look of the Esh-kha weapons.

Friends of the Republic: Fixed an issue that would sometimes prevent this mission from being completed.

General Frellka: Fixed an issue where players could not interact with alarm wall panels.

Ghosts of the Desert: Players who leave the Palawa Cave phase durinq the step “Defeat the Infected



Palawa / Infected Pernn or the subsequent step to Speak to the Palawa Leader will no longer find

themselves unable to re-enter the phase.

Giant Killer: The Cyber Neutralizer now functions properly.

Heist: Players are no longer unable to leave Megasecurity Ward 23.

Jedi Spy: Updated cinematics and made several adjustments to the fight with Master Injaye.

Key to the Vaults: The Esh-kha Keeper will now properly attack when approached.

Like a Rancor in a Pottery Shop: Fixed an issue that caused the Aide Museum Curator’s conversation to

incorrectly repeat.

Lerantha Dam Underground: Fixed an issue that would cause the User Interface to remain after the mission is



PvP

General

• Resolve now decays over time.

- PvP consumables are available for use in the designated Open World PvP areas on Hum and Tatooine.



Open World PvP

♦ Open World PvP on Hum has been updated and improved. Players who enter the Open World PvP zone now
obtain a mission and rocket launcher, and must fight to control five points on the map.

• Added a new Open World Free-for-All PvP area on Tatooine where any non-group member can be attacked,
regardless of faction.



Warzones

• The PvP matchmaking system now takes more factors into account to evenly match opposing teams. Grouped players are now distributed more evenly when starting a same-faction Warzone. Alderaan Civil War: The names for the maps in the Alderaan Civil War have been adjusted. Voidstar: The UI now shows active bomb timers for this Warzone.



Voidstar

♦ Interacting with the Datacore Console no longer causes a large spotlight to get stuck on players until they leave the Warzone.

Huttball

Players can no longer throw the ball to themselves.

Players are no longer able to score by throwing the ball and then immediately entering the scoring zone Baron Deathmark will no longer announce that the ball has been reset before the match starts. Fixed an issue where players could be killed by catching the ball.



Welcome to Star Wars™: The Old Republic1 Build Date 2011.10.27 Patch 0.700.12

IMPORTANT:

The first time you press Play, please wait up to 15 minutes for the game to load. This long load is a one-time process that occurs the first time you start the game during which you will see a black screen. If you click or Alt-Tab, you may receive an error, so please be patient during this initial load.

Hello Testers!



Thank you very much for your interest in Star Wars: The Old Republic. As we draw ever closer to the launch of SW:TOR, it is more important than ever to get your feedback on the game. A number of very significant changes have gone into the latest build of SW:TOR and we want to hear what you think.

Just a few of the key highlights include two new Flashpoints, a new PvP area on Tatooine, improvements to the chat and social systems, and continued iteration on controls and rewards for the Space Game. Additionally, we have taken the huge amount of feedback from the previous testing phase and continued the fine-tuning of all eight classes and their advanced classes. Data from previous tests continues to be instrumental in the overall balance of the game > you will likely notice positive changes to loot drops, crew skills, and overall economy.

Patch notes.
 
Yeah, but it also gives it a lot of information and clutter we don't need :p this is more the Beta thread? :)

Just thought, that like the World of Warcraft Cata thread, a clean slate might be a good thing.
 
Patch notes.

LateX'Dog I appreciate that you are trying to give us as much info as pos but do you think you could post links instead of posting huge images and quotes? Only a few posts above yours somebody had linked the patch notes so posting it up is abit pointless and having to scroll down the page with that huge quote is a little annoying. Thanks.

Right shall we set up a list of guilds that people can join, if you post it here I'll add it to the list and then I'll post the list fairly regularly so people can easily find a guild.

Guild name(Link to Swtor site) - Faction - Server type - Link to guild homepage - Extra information
Black Sun Pirates - Sith Empire - PVP - http://www.beyondtheclock.com/home - The official OcUK Sith Empire PVP guild made up purely of OcUK'ers.
 
Hi Guys,

Ive noticed a few people asking for a OCUk guild for PVE so I have made a guild for OCUK guys for PVE and I have spoken to mattb and he says it should be ok to use the Beyond the Clock website.

The Guild is called TDR and that stands for The Dark Religion and its a sith guild below is the link to the guild page.

http://www.swtor.com/guilds/72070/tdr

The Beyond The Clock site is http://www.beyondtheclock.com/home

Hope to get some of you guys in so we can have some PVE fun :)

Good call :) - I am sure there will be a lot of interest in it.
 
Open World PvP

♦ Open World PvP on Hum has been updated and improved. Players who enter the Open World PvP zone now
obtain a mission and rocket launcher, and must fight to control five points on the map.

• Added a new Open World Free-for-All PvP area on Tatooine where any non-group member can be attacked,
regardless of faction.

Hmm interesting, Can the people in beta comment on world pvp or are you still under NDA?
 
I dont think he can post the link as only testers will be able to access it.

Well somebody had already posted a link with exactly the same information that he posted soo...

Free for all PvP? No thanks, I prefer being part of a team(Faction) not on my own.

By "Hum" do they mean Ilum? Or is it a separate planet? Nice to see they are working on Open world PvP though.
 
Last edited:
Open World PvP

♦ Open World PvP on Hum has been updated and improved. Players who enter the Open World PvP zone now
obtain a mission and rocket launcher, and must fight to control five points on the map.

• Added a new Open World Free-for-All PvP area on Tatooine where any non-group member can be attacked,
regardless of faction.

Hmm interesting, Can the people in beta comment on world pvp or are you still under NDA?

Open World PvP with the last build was excellent, really surprised me, the bit about attacking same faction thats new to the next build, so will give a try when I get in ..(if I get I get in as again we got a little email ..from swtor about this site and our guild).

But yeah World PvP as it was in the last build was brilliant and no one should be disappointed, I would have preferred true free for all PvP, but way to many whiners now for that to ever happen.

For those looking for a decent sized and well organized UK/EU PvP Guild
We still recruiting The Immortals Our Home, our page on Sw.ToR
 
Open World PvP with the last build was excellent, really surprised me, the bit about attacking same faction thats new to the next build, so will give a try when I get in ..(if I get I get in as again we got a little email ..from swtor about this site and our guild).

Some clarification please, wab. Are you being reported for recruiting members to your guild? Surely not for leaks, as Latex is the one providing vast majority of the info lately, and I can't imagine recruiting new members is prohibited even if your guild is partaking in beta testing.
 
Some clarification please, wab. Are you being reported for recruiting members to your guild? Surely not for leaks, as Latex is the one providing vast majority of the info lately, and I can't imagine recruiting new members is prohibited even if your guild is partaking in beta testing.

Leaks, recruiting would not be a problem, there nothing quite like providing already known info, over and over :p. Funny thing is I don't leak much, yes I do answer some questions but most, not all are pretty general. I certainly do not troll the web sites with desperation to post on here, think one's enough :p
Once its leaked its leaked, so sw.tor don't care about that, its stuff thats not readily available.

Thought you all might be interested to know that there are now 427 guilds on SW:TOR that match the following search criteria:

- Republic Allegiance
- PvP Type
- English Language
- Europe (GMT) Timezone
- Voice Chat Requirement

In order of the number of members in the guild, the top 20 are:

Starfighters (200)
The Immortals (162) <--us
Afterlife (90)
IX Kohorta (87)
Unknowable Elite (67)
CORAL (53)
Echo Seven (52)
Varangian Guard (48)
Tranquility (48)
VoTF (45)
RK ( 44)
Loot *** (43)
RED Alliance (41)
Red Guard (40)
Inner Conflict (38)
DeSun (37)
Order Of Incandescence (36)
Light of the Justice (34)
Malevolence (34)
Equilibrium (28)

Another member dug this up thought I would pop it on here.
 
Leaks, recruiting would not be a problem, there nothing quite like providing already known info, over and over :p. Funny thing is I don't leak much, yes I do answer some questions but most, not all are pretty general.

And that's what I don't get. Lately aside from few general answers that can be easily found on the internet, your contribution to this thread was mainly sniping at Latex. What is there to report? :S
 
And that's what I don't get. Lately aside from few general answers that can be easily found on the internet, your contribution to this thread was mainly sniping at Latex. What is there to report? :S

mm I was I was replying not sniping :D

No m8 it is extremely limited yes you may see NPC with wrinkles but never players, just no choice. 4 body size, about 10 hair colors, think the only slider that had a lot of choice was the scar's and the makeup, the rest are very very limited, but then this is still beta so we will see.

I just had a quick look at the thread on this subject in the tester forums, and there is not one post where players are staisfied, may be subjective if it was like 50/50 or even 80/20 but its pretty much 100/0.

But as I said this is beta, so may see a lot more in the released version, tho don't think we will ever get wrinkles well not for any Jedi, trooper class as when you start you supposed to be a very young un thats impressed so being pushed ahead. In both those classes your trainer mentions how young you are to be where you are.

Waiting on new build right now, so will see if anything changes as I guess the next one will most likely be the last one we will see, which I think is maybe still 2/3 builds behind the main one.

And the email was in regards to that post.
 
And that's what I don't get. Lately aside from few general answers that can be easily found on the internet, your contribution to this thread was mainly sniping at Latex. What is there to report? :S

Hes always sniping at me. :rolleyes:

He has this childish thing going where he thinks i'm reporting him to Bioware, yet he has never once provided any proof of this said "reporting"

Regardless i don't want to bring that **** up again.

Moving on.
 
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