Hello everyone,
The team at SR has implemented a large number of hotfixes, changes, content updates, and more over the years. All of these updates are available on the website, but given the volume of updates I thought it would be helpful to attempt to summarize and consolidate the changes. PM me if I've missed anything or if I need to make any edits.
Quality of Life and Misc. Changes (Please note: this is not a comprehensive list of QoL / misc changes)
- XP rates are 2x for jedi, 5x for everything else
- You can take 4 missions at a time
- No anti-decay kits
- You can store 200 items per lot
- Automatic updates to galaxyharvester.net as resources spawn
- No restrictions for clothing or armor by species: anyone can wear anything
- Species (including new species) have modified species bonuses (see here for more details)
- All CAs/AAs that drop are functional - broken SEAs have been removed or fixed. New SEAs have been added for certain skills (i.e. some jedi abilities)
- Resources can now be stacked up to 1 million units
- Veteran rewards can all be viewed on the bottom level of tansarii station
- Reduced Crafting tool time to 1s regardless of item crafted
- Decreased factory times
- Factory output stacks increased to 1 million
- Examining a factory's schematic ingredient list will give detailed information
- Increased harvester extraction rates
- Reduced Vehicle call time to 5s, 15s with TEF
- Removed the range limitation of /makeleader command
- Added a find structure command. Use /findStructures
- Armor and Clothing skill mods no longer work at 0 condition
- Command to go combatant / special forces (/pvp.) You must visit a recruiter to go off duty
- Lowered PSG decay from 10% to 5% of damage taken.
- Reverted armor decay to pre-pub10 rate from 20% to 10% of damage taken.
- Player Cities:
City population requirements to set to 2, 4, 6, 8, and 10
Dual City specializations added
- Large amounts of new planets complete with unique loot, new quests, new dungeons, etc. The full list can be found here and additional information can be found in the "player guides" forum
- New "duplicator" to make unique items out of looted data modules. More information here.
- Droideka Quest – Talk to Jornel Savas in the CorSec HQ in Coronet to start
Note: Droideka Schematic is 3 uses.
- New SEA Removal Tool Quest – Talk to Tulon Voidgazer inside the Geonosian research facility to start. Additional information can be found here
- New elite enemies:
Antarian Ranger Outcasts (2 random spawns at a time on Chandrilla and Tanaab). They drop the "elite hunters camp" schematic
Jedi Watchman (1 random spawn on Dantooine). They drop named crystals or other high-end loot
Gorax Elite spawn on Endor
Elite Probot spawn on Chandrilla
Wild Firebreathing Spider on Yavin IV
- New changes to the Geonosion Caves: unique "solo instance" Acklay that can be accessed by each toon every 20 hours. More information here
- New quick travel system on Tansarii Station unlocked by visiting POIs
- Hundreds of new decorations, pieces of art, collectibles, vanity pets, etc
- Many new weapon schematics, often obtained through new dungeons and content
- Many new vehicles: podracers, geo fighters, panning droids, koro-2, snowspeeder, etc
- Bounty hunters can get player missions. Jedi end up on the BH boards by generating visibility, and non-jedi can be placed on the BH boards after deathblowing a player
- A player’s Bounty Hunter mission can only be held by 2 BHs at a time
- Jedi do NOT generate any visibility if they are not special forces
- Rebel and imperial faction bases normalized (same numbers of turrets, similar strength npcs)
- Planetary base cap reduced to 9
- Bases may now only be placed by a member of the relevant faction
- Bases require a minimum rank to place, depending on the type of base
The top PvP bases require Colonel to place.
The bottom PvE bases require 2nd Lt. to place.
All bases require at least officer rank to place.
PvE bases do not require a rank as high as PvP bases for the same level of base.
- Free PvE bases are no longer given with SF base purchases
- Faction bases may no longer be traded
- Faction base costs equalised across factions
- only 2 faction bases may exist within a 600m radius
- Bases can not be placed within 250 metres of a building, except if in a city and placed by the mayor
- Faction farming with a faction pet no longer gains faction
- Being triple incapped by a player no longer incurs decay.
Architect
- Many new schematics available (houses, city structures, etc.)
- Merchant tents are now available in multiple colors.
- Significant changes to the armor crafting system - see here for more details
- Novice Artisan lowered to 5 skill points
- DNA can now contain area specials.
- New and unique stats for bio-engineer tissues - more information available here
- New level 4 informant NPCs (Required for MBH for all their missions)
Nym’s cantina on Lok
Smugglers Outpost cantina on Kaas
Smugglers Outpost on Endor (this place has a BH terminal close by)
- Missions:
Dark Jedi Adept (moved from 3xxx BH) – a necklace with 10 acc to pistol, carbines and LLC
Mandalorian Mercenary – PLC or BL (ingredients for Mandalorian armor)
Rogue Bounty Hunter – a BH backpack with 10 melee and ranged defense
Defected Black Sun Ace Pilot – cosmetic Black Sun ace pilot helmet
- Player Bounties:
Players may place bounties on other players when killed in PvP combat.
Players can be hunted when Special Forces, Combatant and On Leave.
Players inside of private player structures, private instances or private dungeon zones will no longer show on the Bounty Hunter terminals.
On the terminal listings, players’ names have been replaced with Fob IDs, IDs should update with each Bounty Kill Collection.
Players credits on the terminals are now slightly randomized. (+/- 5000 credits)
Increased the visibility cooldown from 30 minutes to 3 hours. (Duration that a player cannot appear on the BH terminals)
Pets should now pass the owning player as the “killer” and should now broadcast the kill.
BH missions now decay after 3 hours and 10 minutes.
If you do not complete your bounty within this time period you will fail the mission.
Bounty Hunters cannot hunt the same target more than once every 20 hours (applies to all BH toons on an account).
If a BH drops a mission then they will not be able to take that mission again for 20 hours. This is to prevent retaking of missions for exploit purposes.
- SpyNet informant names now reflect their rank
Level 1: an amateur SpyNet operative
Level 2: a skilled SpyNet operative
Level 3: an expert SpyNet operative
Level 4: a master SpyNet operative
- Added a level 4 SpyNet operative to Kaadara.
- A player’s Bounty Hunter mission can only be held by 2 BHs at a time
- Spray Shot (Carbines): Increased chance to land Dizzy state to 85% from 60 and added +50 accuracy bonus
- Bleeding Shot (Pistols): Increased damage multiplier to 3.0 from 2.0 and increased bleeding duration to 90s from 30s
- Torso Shot (Pistols): increased damage multiplier to 3.5 from 3.0 and increased fire chance
- Spray Shot: Dizzy chance changed from 85 to 70
- Intimidate 1 and 2 are now affected by Intimidate Defense and Jedi State Defense
- Increased damage of Leg Shot 3 from 2x to 3.5x
- wildShot1: 30% chance to intimidate for 20s single target 64m
- wildShot2: 30% chance to intimidate for 20s in a 30 degree 24m cone
- Action Shot 2: Increased damage multiplier to 2.25 from 2.0 and increased cone angle to 60° from 15°
- Burst Shot 2: Increased damage multiplier to 4.5 from 2.0 and increased cone angle to 60° from 30°.
- Crippling Shot: Increased damage multiplier to 5.5 from 5.0
- Durindfire now uses OQ/DR for effectiveness, so the stat can be calculated correctly
- Two new commands, /ApplyPoison & /ApplyDisease, for better control. These also automatically pull appropriate items from your inventory and can be qualified by HAM pool.
- Flamethrowers no longer do a 1.5x damage modifier against PvP targets who are knocked down. (No PvE changes)
- Moved Carbine abilities and skill mods to the Heavy Support Weapon tree.
- Moved Special Heavy Weapon Cone Attack 1 special to Heavy Assault III (xxx3) in Commando
- Moved Special Heavy Weapon Single Attack 2 to Master Commando.
- Lowered Carbine Speed and Accuracy skill mods in the Commando profession from 60 speed and 70 accuracy to 30 speed and 40 accuracy.
- Moved Special Heavy Weapons Accuracy skill mods to the Heavy Assault tree (xxx0) in Commando
- Moved 5 Special Heavy Weapon Speed and 5 Special Heavy Weapon Accuracy to Explosives II (2xxx) in Commando
- Moved 5 Special Heavy Weapon Speed and 15 Special Heavy Weapon Accuracy to Explosives IV (2xxx) in Commando
- Moved 5 Special Heavy Weapon Speed from Special Heavy Weapon IV to Master Commando
- Removed 15 Special Heavy Weapon Accuracy from the Commando profession
- Many new mounts, including: Tauntauns, Nerfs, Bolotaurs, Varactyls
- Many new pets, including: Arachne Queens, Bark Mite Burrower Queens, Wampas
- Creature Handlers may now teach their pets the Taunt Target command, allowing their pets to distract their targets from the handler
- Action Buffs take same resources as the rest
- Medicine Use tapes work
- Increased Heal Enhance (Doctor Buff) range from 7m to 15m
- 1 additional droid can be called out at Novice DE, with a further called droid at Master DE, allowing Master DEs to have a total of 3 droids out at once.
- Novice Entertainer requires 0 skill points and each tree lowered from 2, 3, 4, 5 to 1, 2, 3, 4
- Reduced Flourish action cost
- Changed Entertainer buffs to a flat number instead of a percentage increase on your characters mind stats
The calculation is 10 pts per enhancement skill:
A master dancer/musician will now buff for +1000 to mind stats (it is currently 100% of your characters mind stats)
A taped master dancer/musician will buff for 1250 mind stats instead of 125%.
- One Handed Melee Health Hit 2: Increased damage multiplier to 3.25 from 3.0
- One Handed Scatter Hit 2: Increased damage multiplier to 4.5 from 4.0
- One Handed Spin Attack 2: Increased damage multiplier to 3.25 from 3.0
- Healing range skill mod now applies to ranged stims
- No longer requires skill points
- Vendor listing time has been increased from 30 to 90 days
- Relist All Stockroom Items function added to vendors
- Vendor sales for specific customer
If you name an item to put on your vendor (or the container it’s in) as
FOR: <playername> + eg. FOR: mafs
then only that player will be able to buy it from your vendor
- Moved Posture Down from Hit 3 to Stun 2
- Added 5 toughness to master pikeman
- Polearm Hit 3: Increased damage multiplier to 4.5 from 4.0
- Polearm Area Attack 2: Increased damage multiplier to 3.0 from 2.75
- Polearm Leg Hit 3: Increased damage multiplier to 3.25 from 2.5
- Polearm Spin Attack 2: Increased damage multiplier to 2.75 from 2.5
- Added intimidate chance to Disarming shot 1 and 2
- Disarmingshot1: now has a 30% chance to intimidate for 15s
- Disarmingshot2: now has a 50% chance to intimidate for 30s, removed 15 degree cone from ability (Single target attack only)
- Stoppingshot: Added 100% chance to stun (before resists) with 45s duration.
- DoubleTap: Lowered damage slightly.
- Body Shot 3: Increased damage multiplier to 4.25 from 4.0
- Fan Shot: Increased damage multiplier to 5.0 from 4.0 and increased cone angle to 90° from 60°
- Health Shot 1: Increased damage multiplier to 2.0 from 1.5
- Health Shot 2: Increased damage multiplier to 3.5 from 3.0
- No xp requirement. Novice politician costs 10k credits, master costs 500k (master can be trained by other players)
- Add BF healing to ranger camps
- New "Elite Hunter's Camp" schematic available (looted from Antarian Ranger Outcasts). These camps have mission terminals
- New craftable "worn compass" that allows players to set mission direction
- Ranger tracking can now detect elite mobs up to 1000m
- Flurry Shot 2: Increased cone angle to 30° from 15°
- Flushing Shot 2: Increased cone angle to 30° from 15°
- Strafe Shot 2: Decreased cone angle to 30° from 60°
- Novice Scout lowered to 5 skill points, cost of Trapping and Survival trees reduced from 2, 3, 4, 5 to 1, 2, 3, 4
- Locked briefcases are now sliceable and may contain valuable loot (schematics, etc)
- Bonuses from spices have been reworked - more information available here
- Squad leader buffs have a range of 120m
- Jedi can now drop their force sensitive skills by completing a quest on Kaas (a guide is available in the player guides forum)
- Jedi do NOT generate any visibility if they are not special forces
- Changed Holocron use cooldown to 3h
- Force Cost is displayed properly with decimal stats on Jedi Crystals and Pearls
- Changed Village Outro quest timer to 5h to 8h from 4h to 24h
- Changed Village Intro Old man timer to 5h to 8h from 3h to 24h
- Changed Village Intro Sith attack timer to 2h to 5h from 1h to 12h
- Visibility can only be gained when Knight or Overt. Visibility is gained when any of the following happen around a player or non-player humanoid:
Any Jedi ability is used that uses force
Any Jedi-specific special attack ability
A lightsaber goes from unequipped to equipped
- Visibility is only reset when killed by a bounty hunter that has the character’s mission
- Going covert does not reset visibility
- Visibility decays gradually over time while logged into the game
- Added 12 LS toughness throughout the skills
- Added taunt to novice defender
- Added melee mitigation 1 to force melee defense III
- Added ranged mitigation 1 to force ranged defense III
- Avoid Incap is now a 15 second buff with a 30 second cooldown
- Lowered Avoid Incap force cost to 600
- Force Defense modifier now protects against Force Powers attacks
- Force run can now be toggled
- Significantly reduced the cost of force armor
- Increased effectiveness of Enhancer’s force resist states
- Increased force armor effectiveness to match new Defender toughness (41% and 57% damage reduction for 1 and 2 respectively)
- Drain force now drains 150, up from 100
- Changed Force Shield to cost the same force as Force Armor
- Force Cure Disease: Heals for two iterations instead of one
- Force Cure Poison: Heals for two iterations instead of one
- Heal All Other 1
Heal amount increase to 500 from 250
Force Cost decreased to 200 from 600
Timer decreased from “6” to “3”
- Heal All Other 2
Heal amount increase to 1000 from 750
Force Cost decreased to 300 from 700
Timer decreased from “6” to “3”
- Heal All Self 1
Heal amount increase to 750 from 500
Force Cost decreased to 150 from 250
Timer decreased from “6” to “4”
- Heal All Self 2: Timer decreased from “6” to “4”
- Total Heal Other
Increased heal Disease and Poison iterations to 2 from 1
Increased heal amount to 6000 from 1000
Increased heal battle fatigue and wound amount to 500 from 250
Lowered heal Disease/Poison/Bleeding/State cost from 50 to 25
Timer decreased from “3” to “2”
- Total Heal Self
Increased heal Disease and Poison iterations to 5 from 2
Timer decreased from “3” to “2”
- 10% reduction on force cost for attacks.
- Saber block: 80% max, -10% while stunned, -10% while blinded
- Saber One Handed Flurry 2: Increased damage multiplier to 4.25 from 4.0
- Saber Two Handed Body Hit 3: Increased damage multiplier to 2.75 from 2.25
- Saber Two Handed Phantom Attack: Increased damage multiplier to 4.75 from 4.5
- Saber Polearm Dervish 2: Increased damage multiplier to 4.75 from 4.5
- Saber Polearm Leg Hit 3: Increased damage multiplier to 2.75 from 2.25
- Lowered force cost on all Force Powers attacks
- Reduced the cooldown of mind blast 2
- Mind blast 1 and 2 now targets the mind pool
- Mind blast states now last 20s, up from 10s
- Mind Blast: Blast damage, increased damage, slightly faster, less force cost.
- Reduced the cooldown of force lightning 1 and 2, force lightning area 1 and 2
- Force Lightning variations do electricity damage, does more damage, higher force cost and slower attack speed
- Reduced the cooldown and force cost of force intimidate 1 and 2
- Reduced cooldown on force knockdown 1, 2, and 3, and raised effectiveness
- Force choke damage is now 2x
- Force weaken is now a percentage modifier, weaken 1 reduces HAM by 10%, weaken 2 reduces HAM by 20%
- Force throw hits Health/Action and does LS damage

