We've merged the SWGEmu code and the following items need to be tested:
Fixed: Light Blaster Schematic [Shipwright]
Fixed: Check heck player access to building for Combat Medic poison/disease application
Fixed: Force Speed calculation
Fixed: Grenades not bypassing saberblock
Fixed: Heavy and Heavy Consumable weapons ignoring saberblock
Fixed: Player city skill trainers able to be placed while incapacitated or dead
Fixed: /recruit SUI able to be summoned while incapacitated or dead
Fixed: Player city skill trainers able to be placed in water
Fixed: Player's ability to make a pet attack while player is swimming
Fixed: Force absorb force gain calculation
Fixed: Wrong bleeding defense mod on forceResistBleeding
Fixed: Tatooine region spawn coordinate typo
Fixed: Force weaken functionality
Note: This may need to be adjusted to fit our changes to make weaken viable in pve.
Fixed: Grovo spawn at nightsister stronghold
Fixed: Force Intimidate 2 area of effect range
Fixed: Minimum nutrition on several chef items
Fixed: KD/kneeling damage on initial hit of force choke
Fixed: PvP rating calculation error
Fixed: Factory blueprints consuming all identical single components in hopper at once
Added: Various stability fixes
Added: Force Ranking System [Up to date, will be active on test for now - Can blue frog it]
Added: Can restart knight trials to switch sides
Added: New Force attack damage handling method (will need significant testing)
Note: Emu lowered damage for this, while it's been left the same here.
Changed: Increased Fast blast multiplier to better reflect live.
Changed: Fast blast split should now split properly.
Adjusted: Force choke damage calculation, round one
Note: Damage is still increased as per our server change
Adjusted: Max range of structure payMaintenance command increased
Removed: Action cost from melee pup primary stats
FRS is also active on test, but won't be put on live until we are sure it is in a complete state. Testing and feedback on the above takes precedence.
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Have any questions? Need help with something? Contact us on Discord or check out our Help Forums.
Announcement: We have updated our multiple accounts policy. Please read here and submit the required information if your household plays on more than one account.
Donations are always welcome and help us with the upkeep of the server. Click click here to donate.
we have now added donorbox for those of you who cant use PayPal too. Thank you!
Help us stay #1 and vote for us Here and Come Join Us on Twitter
Patch 7.2 Testing
- TheTinyPebble
- Commodore
- Posts: 218
- Joined: Wed Oct 04, 2017 3:47 pm
Re: Patch 7.2 Testing
Player Bounties are now active on test. Read more here: http://www.swgsremu.com/forum/viewtopic ... 2142#p2142
Re: Patch 7.2 Testing
Great update! It's impressive to see how many issues have been addressed in this merge. The fixes for combat mechanics like Force Speed calculation, grenade interaction with saberblock, and the improvements to Force Intimidate 2's AoE range are particularly exciting.TheTinyPebble wrote: ↑Sat Jul 21, 2018 12:04 amWe've merged the SWGEmu code and the following items need to be tested:
Fixed: Light Blaster Schematic [Shipwright]
Fixed: Check heck player access to building for Combat Medic poison/disease application
Fixed: Force Speed calculation
Fixed: Grenades not bypassing saberblock
Fixed: Heavy and Heavy Consumable weapons ignoring saberblock
Fixed: Player city skill trainers able to be placed while incapacitated or dead
Fixed: /recruit SUI able to be summoned while incapacitated or dead
Fixed: Player city skill trainers able to be placed in water
Fixed: Player's ability to make a pet attack while player is swimming
Fixed: Force absorb force gain calculation
Fixed: Wrong bleeding defense mod on forceResistBleeding
Fixed: Tatooine region spawn coordinate typo
Fixed: Force weaken functionality
Note: This may need to be adjusted to fit our changes to make weaken viable in pve.
Fixed: Grovo spawn at nightsister stronghold
Fixed: Force Intimidate 2 area of effect range
Fixed: Minimum nutrition on several chef items
Fixed: KD/kneeling damage on initial hit of force choke
Fixed: PvP rating calculation error
Fixed: Factory blueprints consuming all identical single components in hopper at once. I also recently started hanging out on the plinko mr beast platform, where I play interesting mini-games without a deposit, thereby having fun and earning good money.
Added: Various stability fixes
Added: Force Ranking System [Up to date, will be active on test for now - Can blue frog it]
Added: Can restart knight trials to switch sides
Added: New Force attack damage handling method (will need significant testing)
Note: Emu lowered damage for this, while it's been left the same here.
Changed: Increased Fast blast multiplier to better reflect live.
Changed: Fast blast split should now split properly.
Adjusted: Force choke damage calculation, round one
Note: Damage is still increased as per our server change
Adjusted: Max range of structure payMaintenance command increased
Removed: Action cost from melee pup primary stats
FRS is also active on test, but won't be put on live until we are sure it is in a complete state. Testing and feedback on the above takes precedence.
The addition of the Force Ranking System and the ability to restart knight trials for switching sides will definitely add more depth to gameplay. Also, the new Force attack damage handling method seems like it could significantly impact combat, so thorough testing will be key.
The adjustments to Force choke damage and the increase in the Fast blast multiplier to better reflect live are welcome changes. It's good to see that the team is carefully considering balance while keeping the gameplay challenging and engaging.
Looking forward to testing these changes and providing feedback, especially on the stability fixes and the new damage handling method. Great work, and thanks for the detailed breakdown!