Test Center and TC-Bloodfin
Version 0.125813
Based upon feedback from the Correspondents and Fan Fest attendees the Entertainer profession will receive a new music and dance icon as well as 6 new entertainer abilities. Read on for more details.
General
All mission terminal missions will auto decay from your Datapad after 3 days (Destroy missions, Bounty missions, etc)
FanFest/Correspondent Feedback Changes
Dying in space no longer adds wounds
You can now group with your droids in space
Group members no longer add to a Jedi's visibility
Rifleman cover is no longer affected by group mates
It is no longer possible to inadvertently pay double XP for learning a new skill
Profession: Entertainer
Added a New Dance - Bunduki (an interpretive dance from the planet on which the Teras Kasi fighting style originated)
Added a New Song - Swing
Add new particles to the old healing branch
New dance particles:
Center Stage
Color Swirl
Dance Floor
New music particles:
Featured Solo
Laser Show
Fire Jet 2
Exotic flourishes now function properly.
Battle Fatigue is no longer acquired and entertainers can no longer heal it.
Entertainer's and elite professions' skill branches have been reworked to accommodate these changes.
Add NEW dance props to old healing branch
Staff
Sword
Sparkler
Glowstick
Torch
Ribbon
Double Ribbon
Mystical Ribbon
Double Mystical Ribbon
Sparkle Ribbon
Double Sparkle Ribbon
Also, at novice dancer or higher, dancers can dual wield props.
Profession: Image Designer
Image Designers will no longer see other players avatars in the user interface as swimming
Profession: Bounty Hunter
NPC Bounty missions will now work properly. The Mark will be of appropriate difficulty based on the difficulty of the mission
Moved Player Bounty Hunting to the Master Bounty Hunter skill Box
Jedi missions are only created for online Jedi, the Jedi may go offline after the mission is created
Jedi missions display Faction instead of Jedi name
Jedi missions all display a payout of a random number between 45000 - 52000 credits on the terminal but may pay a bonus amount based on level and time since the Jedi was last killed
Profession: Scout
The Phecnacine Dart will no longer cause creatures AI to turn off
Profession: Pilots
Pilots that drop a pilot profession will no longer lose an extra 10% experience if they have an inspiration buff.
Profession: Jedi
Increased the frequency of the Sith Shadow Pirates spawn in phase 4 of the Force Sensitive Village, to make the Village Assault (Ranged Speed / Melee Defense) quest easier to complete
Players that are using the ability "force cloaked" will no longer be targetable
Jedi heals will no longer cost Force and Mind if the target does not require healing
Armor / Weapons
Fixed an Issue with the Mabari Gloves
UI
Removed the version number from the splash screen. If you would like to retrieve the version number, press CTRL+SHIFT+G in game.
Master Badges will now be granted during the token respec period
Fixed the range indicator so it packs down when HAM bars are invisible.
Galactic Civil War (GCW)
Reduce Temporary Enemy Flag (TEF) timer to 2.5 minutes.
Combat between a bounty hunter and a Jedi for which the bounty hunter has a bounty mission will result in a "bounty hunter TEF". No other TEF (such as factional TEF, for example) is applied. The "bounty hunter TEF" will prevent both the bounty hunter and Jedi from entering player structures, and will eject the player from a player structure if the TEF is received while the player is in the player structure.
Guild war PVP no longer results in a TEF, unless the combatants are a bounty hunter and a Jedi for which the bounty hunter has a bounty mission, in which case it will result in a "bounty hunter TEF".
Opposing factional TEF and "bounty hunter TEF" are applied to both combatants as soon as any of the combatants attacks.
Quests / Loot
Mellichae now drops his cyborg arm as loot.
Mellichae and Daktar Bloodmoon now drop more appropriate loot.
NPC Jedi can now drop medpacks, clothing, and pistols as loot.
AI
Fixed an error case where AI would emit a "?" over its head when a non-threat approached.
Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you.
Pets: Pets now inherit the same aggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player.
Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly.
Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered.
Pets: Pets no longer lose their ranged weapons on occasion when incapacitated.
New Player Tutorial
Moved the tutorial toggle to a more obvious place in the character creation screens.