AI Specials
We are improving the variety of attacks available to NPCs in SWG. We have heard feedback from players, asking for more variety and strategy in NPC behaviors (for instance, having Dark Jedi and Night Sisters use force powers), and agree with that feedback 100%. NPCs that use appropriate tactics and strategy will make the combat experience in SWG the best it has ever been.

The changes are designed to address this issue. Force Sensitive NPCs will use force powers, basic NPCs will use special attacks more intelligently, and high-level NPCs will use high-level special attacks.

Key to this effort was the playtest and feedback from Test Center - to ensure that the game difficulty does not substantially increase (except perhaps versus those very high-end Boss and Elite encounters). We're planning on adding several new and interesting loot items into the game, to coincide with the increasing challenge of some encounters, while balancing the baseline damage ranges from normal NPCs to ensure the overall difficulty level of the game does not increase.

Other changes in Publish 24:

Movement Buffs and Snares stacking in combat

In publish 24, we will be making some changes to the way movement buffs and snares stack in combat.

What is changing? We will be changing the way movement buffs and snares stack in combat. "Stacking" buffs means that multiple effects of the same type are used (or applied) in combat to cause a greater effect.

Who is affected by this change? This change will affect anyone who uses movement buffs and/or snares.

Why is this changing? This will address current gameplay issues and will prepare the way for future Squad Leader enhancements.

Can I get some more specific details? The current situation: Currently movement-buffs and snares stack in combat. A basic example of what this means is that if you get a movement-buff to double your speed and then get "snared" in combat to half your speed, your movement will be reduced back to your normal movement speed. Basically, a movement buff cancels a snare and a snare cancels a movement buff. Many types of movement buffs and snares can be used together to cause additional effects. For example, two or more movement buffs will "stack" to cause you to go very fast and multiple snares will stack and can prevent a player from moving. Additionally, snares will stack to quickly prevent all movement. A single snare would cut your movement in half another snare to reduce your movement in half would give you a movement of zero.

We are changing this so that: Only one temporary movement buff or effect can be active on a character at one time and movement enhancers will be overwritten by snares (in other words, one will cancel the other).
All buffs that modify movement will continue to stack as normal; however the movement effects will be handled so that only one is in effect at any given time.
For example, a movement buff could make your character move at x2 speed. If your character gets snared, rather than moving at x1 speed you will now be moving at x1/2 speed (as though you didn't have a movement buff on at all.) When the snare wears off you will return to x2 speed.

Also, snares won't stack. This means that if you are already moving at 1/2 speed when you get hit with a 1/4-speed snare, your movement would only be reduced to 1/4 of your base movement rate, rather than being reduced to 1/4 of your current (1/2-speed) total movement rate. (Total movement rate is calculated by adding up your base movement rate and all of your movement modifiers).

Similarly movement enhancements cannot be stacked. Only the most powerful enhancement will be active, when that one wears off the next most powerful will become active and so forth until there are no further movement buffs are on the character.

Finally there are still a few permanent movement enhancements and snares, things like weapon & armor hindrances or Fleet Footed for pets. These permanent modifiers adjust the Base Movement speed and will always stack with each other.


Client Stability
Fixed a Crash-to-Desktop associated with one or more locations within the city of Narmle on the planet Rori.

Combat
Fixed an issue with the Armor Break fail message. It will no longer display a %TT.

Profession: Dancer, Entertainer, Musician
Inspiration buff effects will now be visible as they are applied instead of after you stop listening or watching.

Profession: Jedi
Jedi Force Regeneration should be working correctly in conjunction with enhancement items.

Profession: Shipwright
Fixed a reverse engineering issue where the energy maintenance statistic was not applying the proper Reverse Engineering bonus.

Quests
Fixed the Y-8 mining Ship Convoy Protection quest. Waypoints, quest ships, and pirates will all appear as they should.
Smugglers and the Smuggler Captain in the Hero of Tatooine 'Intellect' quest will now have proper names so that they may be identified by name.
Quest: Hero of Tatooine: Mark of Altruism: Fixed issue that prevented players from placing explosives in the rocky crevice in the Sennex cave

Space
Fixed an issue where players were unable to move furniture up and down inside the Y-8 Mining Ship. Please feel free to decorate your mining vessels.
Increased the amount of resources given per astero id chunk absorbed during space mining. It is now 40 units for pieces gathered with the tractor beam and 20 units for destroyed pieces.
Added two new front mounted turrets to the Y8 to improve its effectiveness. Now 5 people, including the pilot, can take control of the weapons on the Y8 for exciting mining and fighting action.

Multiplayer Ship Component Changes
To make multiplayer ships more formidable, major Elite component changes have been made. These changes will affect newly created Elite components.
All component and armor hitpoints on Elite components have been boosted to three times their previous values.
All asteroid resource requirements in Elite components have been halved from 1250 to 625.
Elite Booster speed and energy values have been increased.
Elite Boosters now take Liquid Petrochemical Fuel like other booster components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
Elite Capacitor energy and recharge values have been increased.
Elite Engine YPR (Yaw, Pitch and Roll) has been increased, giving multiplayer ships greater mobility through their engines.
Elite Engines now take radioactive ore instead of aluminum, like other engine components. This fixes an issue with asteroid resources not providing all the required resource stats for these components.
Elite Reactor generation rates have been increased.
Elite Shields have had their shield points increased significantly in front and back, as well as their recharge rate.
Elite Gauss Cannon, Null Bolt, and Railguns have all had their damage increased.

User Interface
Corrected a problem where some options settings would be forgotten. For example, setting the Network Status Window to be visible will now be properly remembered across play sessions. <---- (НУ НАКОНЕЦ ТО!!!!)

Additional Misc. Notes:
Fixed problems with consent lists including duplicate names and the inability to remove names from the consent list
Faction point warning messages will now only be displayed once when a cap or minimum is first reached
Fixed problem where clothing/armor pulled from a crate is not retaining color customization. NOTE : The problem is with the schematic itself. So any problem schematics need to be re-created to work properly.
Inventory scrollbar should work properly when the text in the examine window exceeds the size of the window.
Fixed hyperspace effect
Camps will automatically clean up 5 minutes after being abandoned.