STAR WARS™: The Old Republic™ - SWTOR Community Team
Hi folks!
We’re now in the second half of 2024, and here to give you all a snapshot of Game Update 7.5.1 and what players can look forward to as we prepare for Game Update 7.6.
Game Updates
Game Update 7.5.1 “The Greatest Bounty” launched on August 20 and contains Galactic Seasons 7, the Vette and Aric Jorgan Date Night Missions, a plethora of Cartel Market offerings, and we kick started the beginning of our Twitch Drops campaign.
Galactic Seasons 7 (GS7) is aptly named, The Greatest Bounty, as it leans into the playing the role of a Bounty Hunter. Our recurring Bounty Contract in-game event has been enabled for the duration of GS7 and it features the return of the 16 Dark vs Light event world bosses. More info can be found here.
Game Update 7.5.1 also features two new weekly repeatable Date Night Missions starring the Sith Warrior companion, Vette and the Republic Trooper companion, Aric Jorgan!
(Vette/Aric Jorgan)
We collaborated with our friends over at Lucasfilm Games to bring even more “inspired by” items to the Cartel Market. This update brought items such as the Deadly Outcast Armor inspired by The Acolyte series on Disney+ and weapons inspired by Star Wars: Visions™. All of the items can be seen here.
(Deadly Outcast Armor)
We were also excited to announce the start of Twitch Drop campaigns. For 28 days post 7.5.1 launch, players who watch 4 hours of SWTOR content on Twitch could obtain the Orlean Voidstream mount. We have a variety of Drops planned out for the future, so stay tuned on further announcements.
Game Update 7.5.1b launched on September 10 and included a number of bug fixes and additional Cartel Market offerings including the Corporate Security Outfit, weapons, and a new teal/orange dye module inspired by Disney+ series Andor and Ahsoka.
In late July, we released the limited time offer Master the Fight: Firebolt Edition bundle. This bundle includes:
5,500 Cartel Coins
180 Days of subscription and 600 Cartel Coins each month
A Vectron 240R Firebolt Mount has a quick hotrod burst mode and is rideable at level 1
5 Primary and 5 secondary Metallic Red dyes for each character
This bundle (valued at over $150) is available for a few more days. Be sure to pick it up before September 23, 2024, if you want to get your hands on the speed boosted new mount, the red/black metallic dyes, and have extra Cartel Coins available for a variety of new items.
What’s coming up?
We’re heads down on development for Game Update 7.6 “Galactic Threads”. This update is jam packed and you should expect to hear from us quite a bit! First up, in mid-October we'll be back with a video showcasing our new content type we teased on the 7.5.1 live stream along with the new Lair Boss as both of those head to PTS.
Then just a short while later in early November we'll be back for the full livestream you've come to expect where we reveal everything else coming in 7.6! We’ll talk about where the Galactic Threads story is going, details on our art modernization efforts, and more so stay tuned!
Last up, to close out this quarterly letter I have something really exciting to announce on the tech front. We are working on a native Mac launcher for SWTOR!
We have been doing extensive internal testing for some time now on late model Mac computers and we are getting close to being ready to roll out that testing externally soon. Keep your eyes peeled to the forums in the next couple weeks as we will be posting more details on the technical requirements and testing plans for exactly how everything will work.
This stays directly in line with one of the key goals I have talked about when we added Steam as a platform and when we came back to the APAC region, that we are going to keep pushing SWTOR onto new platforms and to new audiences wherever and whenever possible. And the cool thing about the Mac Client is it is the same game, on the same servers as the live game is now, so all of your existing data will be available!
That’s it for me today but thank you all for reading and I'll see you all soon.
Thank you to all of the past, present, and future Adventurers that participated in the New World: Aeternum Open Beta. We greatly appreciate your passionate engagement, enthusiasm, and support. Just like how your feedback helped shape New World: Aeternum, we will continue to work together toward an even better experience for every type of player heading into launch and beyond.
“It was beyond amazing to see everyone from the different platforms play together during Open Beta,” said Senior Producer Katy Kaszynski. “Seeing our players enjoy their time in Aeternum is what we work hard for. Thank you all for joining us. We were able to get scale and balance data for us to dig into and action on, as we head toward October 15.”
Open Beta Highlights
Check out the biggest player achievements from Open Beta. We can’t wait to see what else you will accomplish when New World: Aeternum comes to PC, PlayStation 5, and Xbox Series X|S on October 15.
Day 1 Rewards
Players that unlocked the exclusive Aeternian Adventurer title and skin set will receive their rewards on October 15. All rewards earned during Open Beta will only be available on the same platform. For example, if you played Open Beta and leveled up your character on PC, you will only receive the following rewards on PC.
Aeternian Trailblazer - Title: Participate in Open Beta
Vambrace of the Aeternian Adventurer - Gloves: Reach level 10 with any character
Jackboots of the Aeternian Adventurer - Footwear: Reach level 15 with any character
Britches of the Aeternian Adventurer - Legwear: Reach level 20 with any character
Tricorn of the Aeternian Adventurer Headwear and Greatcoat of the Aeternian Adventurer Chestwear: Reach level 25 with any character
Pre-Order Bonus: Azoth Stalker Wolf Mount
Xbox Series X|S and PlayStation 5 players who pre-order New World: Aeternum, and PC players who have purchased the Rise of the Angry Earth expansion will receive the Azoth Stalker Wolf Mount as a bonus. For PC players to be eligible to get the Azoth Stalker Wolf Mount, they must also log in to a server with one of their characters after the New World: Aeternum announcement on June 7, 2024, and before October 14, 2024 at 11:59 p.m. (PT). See additional details.
Stay up-to-date on our road to New World: Aeternum through this site, along with our social channels. We’ll see you in Aeternum!
A huge thank you to everyone for playing, streaming, and sharing your feedback! Your insights and recommendations have been invaluable to the game's improvement.
Special thanks go to these amazing contributors (listed in no particular order):
Did you miss out this time? No worries...the demo is around the corner. Keep your eyes peeled for it. 👀
What's New? 💪
Added celebration VFX to the goal tracker for goal completion. 🎉
Integrated new triggers and conditional visibility for several elements to improve goal tracking. 🏆.
Redesigned goal tips section and added a new background and font style for a better user experience.
Added modular focus highlights, colored frames to interaction panels, and borders to summary tabs for better navigation.
Tooltip Implementations and Fixes 💬
Implemented tooltip and copy fixes across various game components.
Fixed tooltip style tag issues and adjusted tooltip positions for improved readability.
Updated tooltips for shortcut sections, end-of-day reports, and performance summaries.
Improved tooltip interactions for conditional visibility components and hover/click handling.
Improvements & Modifications 🛠️
Adjusted demo goal duration to 15 days, concluding with a profit goal.
Guided actions now prevent starting a new day without completing basic goals.
Improved the visibility logic for research and other components.
Implemented animated recommended icons and Focus VFX for goals.
Localizations 🌍
Fixed localization issues in the main menu language picker and custom recipes UI. Localized new tutorial texts and updated translations.
Localized and adjusted design compnents in the goal tips section.
Bug Fixes 🐞
Fixed build-only bug where localization didn’t update through the main menu language picker.
Resolved issues with the goal tracker layout and on-click events. Fixed several errors when checking the last selected stand.
Fixed research state visibility in tutorials and resolved unresearched feedback errors.
Fixed worker bugs related to stand sales and resolved issues with worker resets when stands are sold.
Resolved issues causing background components to be non-clickable and ensured performance and sales summary panels are cleared upon stand sale.
Fixed issues with sound buses not being handled by sound volume controls.
Fixed forecast UI updates in City View and corrected Krabby Patty event logic. Addressed price goal strategy to target price instead of markup.
Craving that Lemonade Tycoon nostalgia with a slight touch of Capitalism? Join our community and experience a world where every burger flipped, and deft strategic maneuver brings you closer to a successful business empire. 🍔👑
Fixed an issue where the player would sometimes not play the correct animation after dying.
Commander:
Adjusted the interval for Commander’s Cross Laser Drone attack to be more reasonable. It will no longer be used too frequently or infrequently (e.g., immediately reusing after clearing the drones or not using them at all during the entire fight).
Hunter:
Added a damage accumulation progress indicator during Hunter’s self-repair.
Fixed an issue where Hunter’s various shots would sometimes not aim at the player.
Removed unnecessary visual effects that would sometimes play for Hunter.
Reaper:
Improved certain combat experiences and visual details.
Fixed an issue where Reaper could get stuck in certain situations (still being monitored; if this issue occurs, please report it using F10, thank you).
Kurozan:
Fixed an issue where Kurozan's grapple would ignore the player's invincibility state and still grab them.
Fixed an issue where Kurozan's ground rupture damage area could be cleared by the player's charged attack.
Hey fellow Vikings! Buckle up for story time, we got a really exciting announcement for you all!
During our two years of development we have managed to put together some great ideas on how to expand the game, but budgets and insecurities have always held us back from any of those ideas in the end. After multiple unsuccessful pitches and the team eventually becoming utterly and completely broke, we made a “go big or go home” decision in January this year to go for it and scale up the project with our ideas. So after a mental breakdown, a couple of design meetings, an awfully performed pitch in Stockholm and finally with some funding in our pockets, we are happy to announce that our dreams for this game will come through and we are now making an even bigger game! We are also saying goodbye to the name Beer and Plunder and hello to Meadgard!
The new design in Meadgard is built upon what all of you have already come to love about Beer and Plunder, and adds to that, features and designs to let you and your friends venture and explore outside the Tavern as well. In short, you are still serving your hot-headed customers during the night just like before, but you now need to gather ingredients and resources outside the tavern during the day in order to do so! You also get to meet a cast of quirky and mysterious characters looking to set up shop inside your village. Build, craft, plant and brew with the help of your villagers and unravel a wacky and engaging story through their quests. Oh, have I mentioned that you will be able to play with your friends online? Because you certainly will (thank you money people)!
Listed features:
Team up with your friends and become the best viking innkeepers in the nine realms.
Explore a mythical island filled with hidden treasures, bountiful resources and dangerous creatures.
Use different weapons to fight creatures and gather unique ingredients.
Unlock new recipes and serve your customers at the Tavern before they lose their temper.
Craft, farm, brew and build in your town.
Unravel a chaotic and wacky story packed with norse gods and mythological creatures.
Huge thank you to all our players out there, we hope you are as excited for Meadgard as we are at Oddiko. Stay updated and follow us on social media @OddikoGames, and join our discord community to engage with the developers, leave feedback and connect with other players around the world https://discord.gg/UrW4jM9F.
Not without some hiccups, but we're back at weekly updates with a new skill called Stormthrowing that combines throwing weapons with electricity magic. It has some cool new mechanics around stackers introduced with Cryomancy and should give plenty of new options for modders as well. The big game changers are triggering abilities from basic attacks and after a stacker reaches max defined stacks.
Here's the full changelog:
Added
- Added new skill Stormthrowing - combining throwing weapons with electricity-based magic. - Added 12 new Throwing weapons. - Flanking mechanic: Minimum damage dealt from the back is set at 6, minimum damage done from the sides (direct sides and diagonal back) at 3. - Protection skill "Protected Flanks" negates the effects of flanking. - Added Potato Farm building to player settlements. - Added Blueberry Jam. - Added Obsidian to natural resources. - Added Temple of the Moon to tier 4 player settlements.
Changed
- Thrown weapons are automatically picked up, same as bow/crossbow ammo. - Claypit building changed to require at least 3 clay floor tiles. - Bolt recipe no longer requires a woodcutter tool. - Sand Wall counts for Mine building requirements. - Candelabra, Acacia, and Fir logs can be processed by Carpenters in player settlements. - Changed the "Requires one of" label under Passives to "Requires" for clarity. - Goblins now have taverns with their own drinks.
Fixed
- Fixed icon for Cranberry Farm building. - Fixed wrong recipes in milestones - Death Scythe and Crown Legs. - Fixed resource spawns for Cactus Fiber and Paralyzing Mushroom. - Fixed crash related to Lizardmen building tooltip.
Modding
- Stackers can be applied to the caster. - Stackers reaching max stacks can trigger an ability cast. The ability may also be unlocked by passive. - Multiple new passive effects: Range Bonus, On Attack Stack (Basic attacks may add stackers), On Attack Cast (Chance to trigger ability cast on basic attack) - New Ability Effect: Damage Per Stacks (Adds damage to ability depending on all stack counts on target).
I've also updated the roadmap to accommodate the recent slowdown in my work. The next milestone update - the War update is scheduled for December, although parts of it will keep coming on Thursdays as part of the weekly updates.
Hey, it's been a while! Blackout is back and with its biggest update ever. Art Update #3 contains the biggest overhauls done to Blackout's UI, Settings, and Technical Components with some Quality of Life and Optimization fixes thrown in as well.
Main Menu is now Physics-Based (besides some scripted events for lore reasons)
New Ability Reroll System
Updated Card Textures & Models
Updated General Lighting
Updated Landscape & Background
Changed Splash Screen (placeholder till next update)
Updated Card & Camera Animations
Updated SFX (placeholder till next update)
New Settings Menu
New Settings Menu including settings for Video, Audio, Keybinds, and General settings
Settings now save between game instances
Added 13 New Graphics Settings
Added 8 New General Settings
Added 1 New Audio Setting
Added ability to remap any Keybind
New Player HUD
Rewritten from scratch for better performance
Updated Player HUD with new Ability Card Textures and Animations
Updated Weapon Cards with new Textures and Animations
Player HUD now reacts with certain in-game interactions (Fortune Teller, Arsenal Ascender, & more)
Player Crosshair Color can now be changed in the Settings Menu
Updated SFX for various HUD Updates
Keybinds on the PlayerHUD now update in realtime when a key bind change is made
Tech Upgrades:
New Input System
New Input System built from scratch
Keybinds can now be remapped to any key through the Settings Menu
Enhanced Performance with Interactable Objects in-game
New options during player clicks allow for more in-depth mechanics (Grenade Projectile Prediction Path, Grenade Instant Throw, & more)
Rebuilt Menus
Most Menus were rebuilt from scratch to have better performance and be easier to develop.
Includes New Main Menu, Settings Menu, PlayerHUD, & Stats Screen
New Grenade
Grenade Functionality rewritten from scratch for better performance and features
After holding down the Grenade Button for a few frames, a prediction path will be visible to show the arch of the Grenade before launch
Grenades no longer get blocked by invisible walls
Grenade Origin location is now bound to the Player Camera (aka Grenade Origin is now consistent)
Grenade Lifespan increased to 20 seconds
Reduced Grenade hitbox to fit into smaller gaps (does not affect explosion radius)
Grenades no longer launch on button click, now on button release by default
Added Setting called "Insta-Grenade Throw" in Settings Menu to revert new on button release functionality
Extras:
Ritual Lantern Updates
Lanterns at Temple Top are now Reactive to Top Ritual
Added Lanterns to Final Gate for each one of the Rituals, each one lights up when a Ritual is completed
Final Gate is now bound to completing all Rituals rather than unlocking all Fountain Gates
Bug Fixes
Fixed several immortal/glitch spots in the Shipwreck Area
Fixed Infinite Damage exploit with AB1-BoostedMag (hopefully)
Adjusted volume of Shotgun fire to match other Audio (all tiers)
Added new Out-of-Bounds Terrain in Shipwreck area
Removed more out-of-bounds objects from the Navigation Mesh calculations
Fixed Ritual Zone Symbols from being two-sided when off
Next Update:
Next Update is Blackout's Full Release Update. This includes everything the game needs to be considered complete to exit out of Early Access and into Full Release.
Perktronix & Arsenal Ascender updates were delayed till the next update since they were more about gameplay changes rather than just art/optimization.
Last weekend we took part in a local event that's why we didn't make the update on last Friday and postponed it to today.
THE EVENT
GIST - Gaming Istanbul is an annual gaming show held in September every year for some time now. This was the first time we participated as an exhibitor and it was a lot fun. It was nice to see Good Heavens! attracted lots of visitors with its unique visual style and having a polished demo was quite beneficial.
It was a big motivation for the team to receive all the praise but we also collected lots of feedback and good good memories.
Here are some pictures from the event.
With the help of the event, we surpassed 12K Wishlists on Steam, yay!
Let's talk a little about what this new update brings.
FULL VISUAL UPDATE FOR EVERGREEN
In our last devlog, we mentioned the updated look of the animals on Evergreen. We went a little further this time and updated almost EVERYTHING.
This includes the appearance of the player character. Now we start the game with our PAJAMAS! Making it a bit more consistent with the intro animation.
Please let us know in the comments how do you feel about this new look.
A NEW DUNGEON LAYOUT and NEW TROLL CAMPS
This new dungeon has a different surface entrance than the first one and it's a simplified version of the first dungeon layout. We will probably introduce different layouts in the future.
We also updated the troll camps with new assets and added a few more variations which you may not encounter all of them in a new world as they spawn randomly.
LIGHTING UPDATE
Lighting in the dungeons is still in an early stage but we made lots of improvements for the light calculations, light radius and intensity. There are interactable wall torches in the new dungeon and you will probably need a light source in order to start exploring. You can interact with wall torches while having a torch in your hand to light up the environment.
We made some fixes to lighting in the Ant Queen Lair as well.
The lighting in the dungeon is a precursor of what will happen during nighttime in the surface world.
BACKGROUND WORK and UPCOMING CHANGES
We removed A* Pathfinding Project from the game since it wasn't optimized for an open-world procedural game. We are still using the same algorithm with our own optimization. We gained significant performance boost while doing so. This required going through the behaviors of all creatures and there might be some untested instances in this update. We would like to know if you encounter some weird behaviors.
This was quite an important update before the multiplayer feature and it was part of the big multiplayer update.
We also made some changes in the way we generate our islands. This was more of a design/balance requirement. Having monsters around the starting zone was bothering players and distracting them from crafting/building the initial items.
Also we wanted to distribute resources a little unevenly so that players will know where to go to find a specific resource/creature. We now have safe/normal/danger zones for biomes and cities always pop up in the safe zone while boss lairs pop up in the danger zone. We will distribute other resources and point of interest after some testing. THIS FEATURE IS NOT YET IMPLEMENTED but it will probably available on our next update.
One final note, due to some of the above changes you will not be able to load older game saves in this version. We are sorry for that. ːsteamsadː
FULL PATCH NOTES
Evergreen visual update
Player appearance update
Pathfinding update
Uncollected items be removed after 2 minutes
Ant Queen Lair light fixes
New dungeon entrance
New dungeon layout
New Troll camps
New trees material updates
Light flicker fix
Better light calculations
Interactable lights
Light bug fixes
Equipable torch light
Fix a bug causing protect step NPCs to not spawn
Disabled teleportation out of dungeons, fix other teleportation related bugs
Fix an error in UI navigation, causing volume change on player movement
Fix a bug causing combined quest steps to not show on tracker
Fix tech unlocks not working properly on game load
Fix pathfinding of some NPC behaviors
Move monster drops to their relevant scenes, fixing an error occurring on re-entry to dungeon or boss room
Fix a bug causing chests to break on filling the last slot
Fix a bug causing vendor transactions to break quickslot containers
Improve quest giver UX, by removing indicators if there are no available quests at the moment