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    <title>Sith Happens - Helm of Graush</title>
    <description>News</description>
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    <link>http://www.sith-happens.org/news/m/2073950</link>
    <item>
      <title>Patch notes 1.2 Continued</title>
      <pubDate>Tue, 20 Mar 2012 18:50:54 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/638753/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/638753/m/2073950</guid>
      <content:encoded><![CDATA[<span style="font-weight: bold; font-size: 14pt; ">Patch 1.2 Continued</span><br><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Flashpoints and Operations</span><br><span style="font-weight: bold; "><br>General</span><br><ul><li>The Exit Area ability is now interrupted when damage is taken.</li></ul><br><span style="font-weight: bold; ">Flashpoints</span><br><ul><li>Kaon Under Siege has been removed from the mission [WEEKLY] Galactic Conflicts. It is now part of a new mission combined with Lost Island: [WEEKLY] Rakghoul Conflicts.</li><li>Lost Island is now part of the following missions: [DAILY] Emerging Conflicts V and [DAILY] Galactic Conflicts.</li><li>It is no longer possible to share certain Flashpoint missions with party members who are on preliminary steps of that mission, as they could cause mission blocking issues.</li><li>Random loot on some bosses in Normal Mode Flashpoints has been significantly improved.</li><li>Lockouts have been removed from Hard Mode Flashpoints.</li><li>You will no longer lose access to a Flashpoint phase immediately after defeating the final boss. Access is removed upon completing the [FLASHPOINT] mission.</li></ul><br><span style="font-style: italic; ">Athiss</span><br><ul><li>The Beast of Vodal Kressh's knockback effects now correctly check for knockback resistance.</li><li>The Prophet of Vodal's Dark Spirits now have a buff that provides more information about the fight mechanics.</li><li>The debuff "Crushing Death Field" is now visible.</li></ul><br><span style="font-style: italic; ">Boarding Party</span><br><ul><li>Storm Squad's enrage timer in Hard Mode has been increased to 2.5 minutes.</li></ul><br><span style="font-style: italic; ">Colicoid War Game</span><br><ul><li>The patrolling Droid in the hazard course now despawns when the sixth gate controller is used.</li></ul><br><span style="font-style: italic; ">Directive 7</span><br><ul><li>Players can now receive the mission for Flashpoint: Directive 7 without first starting Immediate Vengeance or Violent Uprising.</li><li>Mentor's claw previously targeted the group's healer more than intended. It now focuses on its initial target.</li></ul><br><span style="font-style: italic; ">Hammer Station</span><br><ul><li>Reduced the frequency of knockbacks used by enemy NPCs.</li><li>2R-CH no longer attacks players through walls and no longer grapples players in cover.</li><li>Battlelord Kreshan is now immune to interrupts.</li><li>The visibility of the Unshakable buff on DN-314 has been improved to better inform players that it cannot be interrupted.</li></ul><br><span style="font-style: italic; ">Kaon Under Siege</span><br><ul><li>The health of KR-82 Expulser's probe droids has been increased significantly.</li></ul><br><span style="font-style: italic; ">Lost Island</span><br><ul><li>Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.</li></ul><br><span style="font-style: italic; ">Red Reaper</span><br><ul><li>An issue that could cause Lord Kherus to stop fighting under some circumstances has been addressed.</li></ul><br><span style="font-style: italic; ">Taral V</span><br><ul><li>Corrected a Jungle Lurker encounter that appeared in the wrong area in Hard Mode.</li></ul><br><span style="font-style: italic; ">The Battle of Ilum</span><br><ul><li>Players can no longer be bombed while inside a bunker.</li><li>Krel Thak's enrage timer has been increased to 2.5 minutes in Hard Mode.</li><li>Faction-appropriate friendly NPCs now spawn correctly at the beginning of this Flashpoint.</li></ul><br><span style="font-style: italic; ">The Black Talon</span><br><ul><li>GXR5 now properly animates during Full Auto. Its Power Punch can now be resisted, and its stun can be broken. Power Blast now properly animates with the correct visual effects and deflection appearance. His basic attack no longer places a blank debuff on players.</li><li>Probe Droids spawned during the GXR5 fight now have the correct icon.</li><li>Sgt. Boran's Medic now animates properly when healing. His Sniper's Snipe ability has been altered slightly in function.</li><li>Ghulil is now immune to interrupts in Hard Mode and uses backhand correctly in Normal Mode.</li></ul><br><span style="font-style: italic; ">The Esseles</span><br><ul><li>Lieutenant Isric's Stockstrike now occurs less frequently, and the stun it causes can now be resisted. His Suppressive Fire now deals its damage over 6 seconds.</li><li>Ironfist's Jet Charge no longer knocks players down. Missile Salvo's tooltip has been clarified to expose the interrupt immunity gained during this phase.</li><li>ISS7's Head Smash can now be resisted.</li><li>ISS9 has been redesigned to be friendlier to melee combatants.</li><li>Vokk's Essence Drain can now be resisted, and its stun can be broken. Vokk no longer throws two lightsabers at the same target (unless no other target is alive).</li></ul><br><span style="font-style: italic; ">The False Emperor</span><ul><li>An issue that could prevent HK-47 from spawning correctly has been resolved.</li></ul><br><span style="font-style: italic; ">The Foundry</span><ul><li>A remaining small window in which the final boss of this Flashpoint could be rendered invulnerable has been corrected.</li><li>Corrected an issue that prevented the final boss encounter from starting if the players choose the "Attack" option.</li></ul><br><span style="font-weight: bold; ">Operations</span><br><ul><li>Normal Mode is now labeled "Story Mode" for Operations.</li><li>Credit rewards for defeating Operations bosses have been significantly increased.</li><li>Corrected an issue that could allow Operation bosses to resurrect during Nightmare Mode Operations.</li></ul><br><span style="font-style: italic; ">Eternity Vault</span><br><ul><li>The Unshakable buff is now visible when targeting Soa.</li><li>Changed the location where Soa's Force Whirlwind drops the player in the second phase of the fight to prevent players from being dropped several hundred meters below when no platforms are remaining.</li><li>Soa's lightning balls are now destroyed when the platform phase begins.</li><li>Projection of Soa has been removed from the Mind Traps.</li><li>A previously malfunctioning escape pod no longer causes players to become stuck upon landing.</li><li>Eternal Guardians and Eternal Sentinels now spawn correctly in 16-player modes.</li><li>Eternal Guardians and Eternal Watchers have had their difficulty rebalanced in 16-player modes.</li><li>Eternal Wardens now perform their grapple ability correctly.</li><li>The Ancient Pylons puzzle has been reworked to improve reliability. The wheels no longer lock automatically when solved. Players must use the "Confirmation Console" to confirm their symbol selection.</li></ul><br><span style="font-style: italic; ">Explosive Conflict</span><br><ul><li>Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way.</li><li>Explosive Conflict is the next tier of Operations, offering new rewards and greater challenges.</li><li>Four difficulty modes are currently available for this Operation: 8-player Story Mode, 8-player Hard Mode, 16-player Story Mode, and 16-player Hard Mode.</li></ul><br><span style="font-style: italic; ">Karagga's Palace</span><br><ul><li>G4-B3 Heavy Fabricator's "Powerhouse" buff now correctly improves the damage of several of his abilities on 16-player Hard Mode.</li><li>G4-B3's health has been increased in 8- and 16-player Hard Modes.</li><li>vvG4-B3's mines now spawn with a small degree of random offset in order to reduce the frequency with which they spawn directly on top of one another. The actual number and relative placement of the mines remains unchanged. These mines now properly clean up post-combat.</li><li>An issue that could cause G4-B3 to become stuck in the ceiling has been corrected.</li><li>The Stimulant Dart ability used by Attack-Science Technicians and Mechno-Assault Specialists has been adjusted. It is now easier to control these enemies in an Operations group with less than three crowd control abilities.</li><li>Support Gunners no longer knock back other enemy NPCs.</li><li>Karagga's Immortal Guardians no longer leave a debuff on players when struck with Surge.</li><li>RL-4 no longer refers to story events that have not yet occurred.</li><li>The Gamorrean Guards that Bonethrasher attempts to eat now have boss immunities.</li><li>Players can no longer remain trapped "Carbonizing" by Jarg's Carbonizer Probes while outside of Karagga's Palace.</li><li>Bonethrasher's creatures no longer respawn after the group has killed Bonethrasher and reset the phase.</li><li>Bonethrasher now correctly performs his Smash attack during 16-player Hard Mode.</li><li>Corrected an issue that could cause Bonethrasher to be stuck in combat after he defeated the party, preventing players from re-entering.</li><li>The door to Karagga's Throne room now remains open after the group defeats Jarg &amp; Sorno.</li><li>In Nightmare Mode, defeating each boss now yields a chest that contains Black Hole Commendations.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Items and Economy</span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Loot drops from endgame activities, such as Operations and Flashpoints, now take group composition into account.</li><li>The variety of stats and modifications for new endgame items is substantially higher compared to that of older endgame items.</li><li>Orobird eggs of different types may now be poached in several locations. Those who can find means of incubation may find themselves in possession of loyal vanity pet soon.</li><li>Tauntaun vanity pets can now be acquired on the planet Hoth, though the exact means of acquisition are a mystery.</li><li>Several unusual crystal formations have been reported in the mountainous regions of Alderaan.</li><li>The cost of several relics has been reduced.</li><li>Several relics that were previously bound on pickup are now bind on equip.</li><li>The required level of several relics has been reduced by 1.</li><li>Items that are restricted by Valor or Social Rank can no longer be purchased until the player meets the rank requirements.</li><li>Offhand weapons are now more clearly marked as such.</li><li>Some pieces of gear that displayed incorrectly on character models have been adjusted.</li><li>The Collector's Edition Training Droid can now be used on non-humanoid enemies.</li><li>The required level for equipping the Imperial Trooper and Republic Officer outfits has been reduced.</li><li>The Male Formal Suit can now be purchased from the Coruscant social vendor. The Female Elegant Dress can now be purchased from the Dromund Kaas social vendor.</li><li>Sniper Rifles no longer drop for Republic players.</li><li>Corrected some instances where two items could show the same Armor or Weapon Damage Rating but have different values. The values are unchanged - the ratings have been updated to reflect the correct values.</li><li>An issue that caused some items to be unlinkable in chat has been addressed.</li><li>The modified DTB-27 Bolt Pistol is now displayed as a Custom (orange) weapon. The properties of the item remain unchanged.</li><li>The "Punisher" item no longer has incorrect stats on its Republic version.</li><li>The cost of Tionese gear (in crystals and commendations) has been substantially reduced.</li><li>A set of modifiable Techblades and Techstaffs has been added to the game.</li><li>The Galactic Trade Network's commission for both neutral and faction-based terminals is now 6%.</li></ul><br><span style="font-weight: bold; ">Modifications</span><br><ul><li>Players can now remove Armoring modifications from items with set bonuses and transfer those set bonuses to Custom (orange) items. These modifications can only be transferred to an item that is equipped in the same slot.</li><li>Some high-end item modifications are now restricted to particular item slots and may only be transferred into the same slot on a new item.</li><li>A new modification set with Expertise for all item modification types has been added to the game.</li><li>High-end weapons found on Operation bosses now come equipped with more common color crystals. The special color crystals associated with high-end Operations are now separate drops.</li><li>High-end PvP weapons now come equipped with more common color crystals by default. Color crystals associated with specific PvP tiers can now be purchased separately from the PvP vendor.</li><li>Players with the "Razer" Green-Black color crystal may upgrade to a high-end version of this crystal via a vendor on Coruscant and Dromund Kaas.</li></ul><br><span style="font-weight: bold; ">Vehicles</span><br><ul><li>New achievement missions that grant the Aratech Ice, Coral, Nightscythe, and Fire are now available on the Fleets.</li><li>The Korrealis Commander and Korrealis Baron landspeeders have been removed from vendors.</li><li>The Tirsa Prime speeder has had its cost reduced and is now available from the VIP vendor.</li><li>License costs for Vehicle Piloting rank 1, 2, and 3 have been reduced.</li><li>While credit costs for all 110% speed vehicles have been increased, the overall total acquisition cost for speeder licenses and vehicles at level 50 has been slightly reduced.</li><li>All vehicles that are not bound can now be sold on the Galactic Trade Network.</li><li>Summoning a vehicle no longer benefits from Alacrity.</li><li>The Aratech Dagger and Aratech Scythe vehicle items now grant the appropriate vehicle abilities upon use.</li><li>The Longspur Recon vehicle is now an Artifact-quality item.</li></ul><br><span style="font-weight: bold; ">Vendors</span><br><ul><li>A Crew Skills trade vendor is now ready for business in the Corellia Spaceport.</li><li>New items purchasable with Black Hole Commendations have been added to Corellia.</li><li>The PvP items vendor now sells Baradium Flux, a grade 7 PvP crafting material used in the construction of Blue, Cyan, Purple, and Yellow Expertise color crystals.</li><li>The PvP items vendor now sells a grade 6 crafting PvP box that randomly rewards crafting materials as well as Mission Discoveries and Expertise color crystal schematics.</li><li>The Fleet commendation vendor now sells grade 6, 7, and 8 crafting material boxes that randomly reward crafting materials.</li><li>Vendors that sell items for Marauders and Sentinels have been added to the Fleets.</li><li>The Imperial Cantina vendors on Hoth now sell similar food items to their Republic counterparts.</li><li>PvP vendors no longer sell Champion Bags.</li><li>PvP vendors now sell the Recruit set, a new entry-level PvP set (for level 50 players), for credits.</li><li>Battlemaster PvP vendors now sell Battlemaster gear pieces for Warzone Commendations.</li><li>The Valor Rank requirement has been removed from Battlemaster earpieces and implants.</li><li>New War Hero PvP vendors can be found on the Republic and Imperial Fleets. They sell the new War Hero and Rated War Hero PvP sets for Ranked Warzone Commendations and the equivalent Battlemaster piece.</li><li>New Campaign vendors can be found on the Fleets. They sell Campaign gear for commendations earned in the new Operation: Explosive Conflict.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Legacy</span><br><ul><li>Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!</li><li>Legacy Experience awarded for Warzone completion and Space Combat kills is now in line with rewards from other activities.</li><li>Legacy names now display immediately once the player chooses one.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Missions and NPCs</span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Many minor mission bugs have been fixed. Some respawn timers have been adjusted, group credit for mission objectives is granted in more missions, more enemies appear in some instances where too few were available, and many other minor adjustments have been made to improve the experience while completing missions. Not all of these minor adjustments have received an individual note.</li><li>Some missions that have received updates (fixes for map notes, Story Areas, and some text fixes) have been reset. Players are only affected if a mission they had in progress has been changed in this way.</li><li>Usable mission items can now be activated from the tracked mission log that appears on the right side of the screen.</li><li>The chances for one player to win the majority of rolls in Multiplayer Conversations have been diminished.</li><li>Many missions that were missing mission completion or codex images have been updated to include the correct image.</li><li>Several missions that require the player to defeat a specific enemy NPC have been updated. In affected missions, the player can now interact with an object in the world to spawn the target (instead of needing to wait for a respawn).</li><li>Several missions that had missing paraphrase dialogue options have been updated to include the missing text.</li><li>Corrected many instances where text and voiceovers did not match.</li><li>Corrected instances in the French and German clients where subtitles for alien dialogue progressed too quickly.</li><li>Many instances where players could unintentionally leave Story Areas for missions have been corrected.</li><li>Map notes for a large number of missions have been updated and are now more accurate, and many missing map notes have been added.</li><li>Several bonus missions that previously were not removed from the mission tracker are now removed at the appropriate time.</li><li>Corrected many mission conversations and mission-related items that could be re-initiated or re-used.</li><li>Troopers now receive the Item Modification tutorial correctly.</li><li>Fleet Passes are now rewarded to players that complete Chapter 1 and 2 of their class story, and new quick travel items are available as rewards for Inquisitors, Agents, Consulars, and Troopers, who must travel to the Citadel, Jedi Council, or Senate at the end of these Chapters.</li></ul><br><span style="font-weight: bold; ">World Missions</span><br><br><span style="font-style: italic; ">Korriban</span><br><ul><li>Dark Science: The correct follow-up mail is now sent for the light side choice in this mission.</li></ul><br><span style="font-style: italic; ">Ord Mantell</span><br><ul><li>Clearing the Air: Players in groups can now join the first conversation via Holocall.</li></ul><br><span style="font-style: italic; ">Coruscant</span><br><ul><li>Automatic Maintenance: Rogue Disposal Droids now engage players in combat correctly.</li></ul><br><span style="font-style: italic; ">Nar Shaddaa</span><br><ul><li>Back Alley: Corrected an issue that prevented players from receiving credit for fighting waves of enemies.</li><li>Dead Drop: The Flame's assassin now spawns upon destroying the dead agent's corpse.</li><li>Extermination: This mission now correctly recognizes past player choices.</li><li>Sending a Message: Exchange X4-Z2 Battle Droids now apply to this bonus mission's kill count.</li></ul><br><span style="font-style: italic; ">Taris (Imperial)</span><br><ul><li>No Escape: Killing Thana Vesh with Force Push now properly defeats her.</li><li>The Siege of Olaris: The droid associated with this mission's objective now consistently exits his cage after being activated.</li></ul><br><span style="font-style: italic; ">Taris (Republic)</span><br><ul><li>Chasing History: Corrected an issue that prevented players from starting the cinematic at the fourth cairn while in a group.</li></ul><br><span style="font-style: italic; ">Balmorra (Imperial)</span><br><ul><li>Flight Plan: An issue that could prevent the player from interacting with the shuttle controls has been corrected.</li><li>Step Lightly: This mission can now be abandoned.</li></ul><br><span style="font-style: italic; ">Balmorra (Republic)</span><br><ul><li>The Hunt for Lord Tharsis: The stages of this mission that take place in the Heroic area are now correctly labeled and are balanced for 4-player groups.</li><li>Trash to Treasure: Multiple bosses no longer spawn if players simultaneously activate the input panels or master controls.</li></ul><br><span style="font-style: italic; ">Alderaan</span><br><ul><li>A Spy in House Organa: An issue that could cause this mission to become blocked has been corrected.</li><li>The Fall of House Cortess: If the player sides with House Cortess, the attacking Killiks no longer despawn and end the fight prematurely.</li></ul><br><span style="font-style: italic; ">Tatooine</span><br><ul><li>Geonosian War: Players now receive proper credit for completing the final stage of this mission while in a group.</li><li>Pre-Emptive Strike: This mission no longer resets if a player uses stealth.</li><li>Timely Arrival: The Czerka Records Terminal can now be used by all members of a group.</li></ul><br><span style="font-style: italic; ">Belsavis</span><br><ul><li>Old Enemies, Lights Out, Open Communications, The Stasis Generator: These missions are now Heroic 2+ instead of Heroic 4. Their rewards are unchanged.</li><li>NPCs related to Belsavis daily missions are now level 50.</li><li>Esh-kha Containment: Players who complete "Key to the Vaults" before completing this mission can now complete it properly.</li><li>Lights Out: A mission step to defeat Field Commander Anhur has been added to this mission.</li><li>Riot on Belsavis: Players who completed "Terror in the Flesh" can now proceed past the conversation with Commander Calum.</li><li>Unintended Consequences: The Malfunctioning Guardian Droids now drop all 3 types of components for this mission.</li></ul><br><span style="font-style: italic; ">Voss</span><br><ul><li>Into the Crosshairs: Players affected by a bug that allowed them to complete this mission without receiving "Primary Target" can now speak to Pevthak-Fra and receive the latter mission to continue the Voss Republic storyline.</li></ul><br><span style="font-style: italic; ">Hoth</span><br><ul><li>Unlikely Allies: Players can now complete this mission if they reset it.</li></ul><br><span style="font-style: italic; ">Corellia</span><br><ul><li>Corsec Crackdown: This mission now progresses properly if a group member was not in combat when the other members of the group were defeated after using the Comm Array.</li><li>Jaggalors on the Loose: Companion affection is now applied correctly during this mission.</li><li>Prison Busting: Turrets no longer despawn completely from the world.</li></ul><br><span style="font-style: italic; ">Ilum</span><br><ul><li>A New Order: Repair Droids no longer repair shield generators even though they have been defeated.</li><li>Cutting the Cord: Players are now credited with the correct amount of kills even if out of line of sight.</li><li>Defend the Shipment: Corrected an issue that caused an interactive object to become unusable for 2 minutes if it was used in combat.</li><li>Pilot Down: The Door Release now correctly starts its cinematic.</li><li>Sabotage: Corrected an issue that could cause this mission to become blocked.</li></ul><br><span style="font-weight: bold; ">Class Missions</span><br><br><span style="font-style: italic; ">Jedi Knight</span><br><ul><li>A Hero's Rest: Players can now use the Republic Fleet option on the Tython shuttle to travel there while on this mission.</li><li>Guided by the Force: Sith Harrowers now animate properly during combat.</li><li>Desert Duel: Players can no longer block mission progression by knocking Lord Praven off the cliff.</li><li>Doomsday: The chest attached to the bonus puzzle for this mission is now lootable upon solving the puzzle. Additionally, if the player is defeated near the forcefield doorway, they no longer become stuck due to reviving on the other side of the forcefield.</li><li>The Defector: This mission can now be acquired via the Holoterminal for Jedi Knights who completed the Taris and Nar Shaddaa class missions without receiving it.</li></ul><br><span style="font-style: italic; ">Sith Warrior</span><br><ul><li>Pendant of Bone: Corrected an issue that prevented some players from getting credit for defeating the Gormak Warmaster.</li><li>Request an Audience: This mission now correctly recognizes past player choices.</li><li>Seek Answers: Players on this mission now see the appropriate loading screen text.</li><li>The Padawan Exposed: Additional light and dark side point opportunities are now available in this mission. This mission also now correctly recognizes past player choices.</li><li>The Transponder Station: The player's companion is now knocked out for the boss fight as depicted in the cinematic, and the fight has been rebalanced to take this into account. Additionally, an issue that could cause players to become stuck in the elevator has been corrected.</li></ul><br><span style="font-style: italic; "> Jedi Consular</span><br><ul><li>Chaos and Harmony: An issue that could make it more difficult than intended to save the final boss has been addressed.</li><li>Looking Out for the Little Guy: This mission no longer grants commendations for the wrong planet.</li><li>New Horizons: This conversation now takes place in person instead of on the ship Holoterminal.</li><li>The Summit: This mission's Holoterminal conversation no longer hangs indefinitely.</li></ul><br><span style="font-style: italic; ">Sith Inquisitor</span><br><ul><li>A Map for the Future: Players can no longer become blocked on this mission if they dismiss Khem Val before clicking on the debris wall.</li><li>Legacy: Players are informed that Khem Val is required for this mission if the Inquisitor on the mission is in a group.</li><li>The Dark Council: This mission now grants light and dark side points correctly.</li><li>Visions and Visionaries: Players now receive dark or light side point rewards for this mission correctly.</li></ul><br><span style="font-style: italic; ">Smuggler</span><br><ul><li>Beast Mastery: Players who romanced Azalie now see the correct conversation upon returning to the Smuggler Hangar.</li><li>Brotherhood: Players can no longer become stuck in this mission's phase if they leave it by entering a Warzone, logging out, or crashing.</li><li>Illusions: Players can now complete this mission if they were previously unable to re-enter the phase after leaving.</li><li>Landing Party: Players can no longer defeat ambushers before instructed.</li><li>Modest Proposals: Ivory now only appears on the player's ship if they chose to recruit him on Belsavis.</li></ul><br><span style="font-style: italic; ">Imperial Agent</span><br><ul><li>Defender of the Empire: Line of sight issues when engaging 'The Eagle' on the bridge of his ship have been resolved.</li><li>Epoch of Fear: This mission's boss no longer experiences line of sight issues.</li><li>Heist: SCORPIO is now summoned immediately as a guest companion at the appropriate time.</li><li>Hero of the People: Players in a group can no longer become stuck in the phased area for this mission of the Agent in the group leaves first.</li><li>The Assassin's Fortress: Players who are defeated on this mission are now revived at the Outpost Zaroshe medcenter.</li><li>The Star Chamber: It is no longer possible to explore the entire Star Chamber before the "Gather Information on the Star Cabal" step.</li><li>Subverting Karrels Jarvis: Light side points are now awarded at a different time in this mission.</li></ul><br><span style="font-style: italic; ">Trooper</span><br><ul><li>Battle of the Gauntlet: Corrected an issue that caused the bridges crossing the Gauntlet to retract unexpectedly and kill players. Players can now return to the Gauntlet before completing the mission without having to reset it.</li><li>Catching Up: Players now correctly receive a mission item from Jaxo in the mail.</li><li>Inconspicuous Valor: Party members can no longer plant the explosives and prevent mission progression. This mission now updates correctly when taking the shuttle from the Republic Fleet to Coruscant.</li><li>Power Play: Players no longer remain stuck inside the phase if they log out in the phase after completing the step "Speak to Senator Evran."</li><li>Public Relations: This mission now recognizes if the chamber is sealed before the step to seal it is acquired.</li><li>Rescue Operation: The CL-A1 transfer coil is now correctly counted as a mission item.</li><li>Return to Duty: Prellon Garn now becomes stunned during the escort (instead of dying). Prellon is also now present for the step "Escort Prellon to Safety."</li><li>Revenge Served Cold: The Thul Cryo Dragoon is now responsive in combat.</li><li>Stay Frosty: Players on The Shadow Fist mission will find it has been reset. This mission no longer remains in the mission log if it is not completed.</li><li>Suppression of Hostilities: The count for bonus objectives now updates correctly.</li></ul><br><span style="font-style: italic; ">Bounty Hunter</span><br><ul><li>A Dangerous Auction: Players no longer receive an incorrect post-mission mail.</li><li>A Failure to Communicate: Players can no longer summon a companion devoted to guarding the area's entrance or advance further into the phase before progressing necessary mission steps.</li><li>A Thousand Pardons: Zale Barrows can no longer be knocked into the lava, preventing mission progression.</li><li>Digging His Own Grave: Players can now progress this mission without waiting for the phase to reset if they answer their class holocall outside the story area.</li><li>Finale: The final boss has been adjusted from level 48 to level 50 to provide the intended challenge level.</li><li>Hail the Conquering Hero: Corrected an issue that could cause this mission to become blocked on the step "Speak to Crysta Markon."</li><li>Honor or Glory: Corrected an issue that caused some dialogue options to be hidden.</li><li>Imperial Bounty: This mission can now be reset if the player was unable to complete it.</li><li>Number One with a Bullet: Corrected an issue that prevented some Bounty Hunters from seeing the correct loading screen text after completing this mission. A crash that could occur when speaking to Darth Tormen has been fixed.</li><li>No Strings Attached: Corrected an issue that caused NPCs to vanish unexpectedly after a fight. For players who were in progress on this mission, the mission's progress has been reset.</li><li>Some People Just Need Killing: The class story boss associated with this mission is now level 50.</li><li>Target Rich Environment: This mission can now be abandoned.</li><li>The Heart of Darkness: Players now receive credit for this mission if they travel to Dromund Kaas via the shuttle in the Imperial Fleet.</li><li>The Spirit of Vengeance: corrected an issue that could cause players returning to this area to become stuck in the air.</li><li>To Walk in Dark Places: Torian no longer remains with the player if they exit the phase after he joins for the mission.</li></ul><br><span style="font-weight: bold; ">NPCs</span><br><ul><li>Strong and Elite humanoid enemies no longer throw grenades at or use Headshot on targets in cover.</li><li>Master Marksmen on Hoth no longer instantly knock the player back after being attacked with Leap or Charge abilities.</li><li>Republic Troopers and Officers protecting core Republic interests on Hoth are now properly trained to defend against level 50 players.</li><li>The World Boss Gargath on Hoth now drops level 50 loot.</li><li>Some enemies and NPCs that were previously invisible can now be seen again.</li><li>Many NPCs that were positioned incorrectly or played inappropriate animations have been corrected.</li><li>Many groups of enemy NPCs that previously evaded in combat or pathed incorrectly have been adjusted.</li><li>The Sticky Grenade debuff now appears correctly when used by enemy NPCs.</li><li>Grand Chief Keshk now always drops at least a Premium item.</li><li>Several vendors and other NPCs that had missing or incorrect voice have been updated.</li><li>A rather dangerous Wampa specimen has been observed on Highmount Ridge on Hoth.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">PvP</span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Aurak Base and outlying Republic-controlled areas on Hoth have received reinforcements in the form of PvP guards.</li><li>Certain PvP abilities are no longer removed when a duel finishes.</li><li>Republic Guardpost Beta on Belsavis is now entirely considered Republic territory.</li><li>The throne room of Lord Jordan Thul is now considered Empire territory.</li><li>The medcenter in the Lower Flamewood area of The Old Paths on Voss is now a Sanctuary.</li><li>Republic Troopers now protect Ken-La Outpost.</li><li>The buff for the PvP Overcharge powerup now has the correct tooltip.</li><li>The Warzone Commendation cap has been increased to 2000 (up from 1000).</li><li>PvP stats, such as kills, Group Rating, Solo Rating, MVP votes received, total Warzone wins, and more are now tracked and can be seen on the Warzone Window. Highest Solo and Group Ratings can also be seen on the Character page. Highest Solo and Group Ratings can also be seen on the "Who" list.</li></ul><br><span style="font-weight: bold; ">Warzones</span><br><br><span style="font-style: italic; ">General</span><br><ul><li>Players in Warzones may now flag another player on the team as potentially AFK by right-clicking their name in the Operation Group window and selecting "Vote to Kick from Warzone." Once enough team members have flagged a player in this way, the player is given a warning and a small window to begin playing or they are removed from the Warzone.</li><li>The amount of Valor and Commendations awarded at the end of a Warzone is now based on your team's score, with a bonus for the winning team. Experience rewards are still based on the amount of time spent in the Warzone.</li><li>Warzone daily missions while leveling have been condensed to one mission that is always equal to the level of the player.</li><li>Players who are removed from Warzones for being AFK are now returned to their original locations (instead of to the Fleet).</li><li>Vendors are no longer available inside Warzones.</li><li>Credit rewards for Warzones have been rebalanced.</li><li>The Scoreboard displayed at the end of a Warzone now displays the correct faction icons in same-faction Warzone matches.</li><li>The Scoreboard's Objective column now correctly tracks a player's offensive and defensive objective contribution. Additionally, players now receive notification during the match when their actions have accrued offensive or defensive objective points.</li><li>Level 50 Warzone daily and weekly missions now reward Warzone Commendations.</li><li>New medals are now awarded to the winning team based on how quickly they win (up to 6 medals for the fastest victories).</li><li>New medals are now awarded for offensive and defensive objective actions. There are now 6 offensive and 6 defensive medals awarded for performing Warzone-specific objective actions.</li><li>The Warzone reward medal cap has been increased to 8.</li><li>Rewards per medal earned have been rebalanced considering the new medals available.</li><li>Players who earn few to no medals now have overall rewards reduced (for instance, an AFK player would receive no rewards).</li></ul><br><span style="font-style: italic; ">Ranked Warzones</span><br><ul><li>Pre-Season One of Ranked Warzones has begun!Participate for more competitive matches and greater rewards.</li><li>Level 50 players can queue solo or in a group of up to 8 players via the Queue Solo Ranked and Queue Group Ranked buttons in the Warzone Queue Window.</li><li>After a Ranked Warzone has ended, your Solo Rating or Group Rating will be adjusted based on the outcome of the match and the ratings of all players participating.</li><li>Players are rewarded Ranked Warzone Commendations based on performance; these Commendations can be used to purchase the new War Hero PvP gear.</li><li>Players with high ratings can purchase Rated War Hero gear and vehicles. Rated War Hero gear has the same stats as War Hero gear, but has a more prestigious appearance.</li></ul><br><span style="font-style: italic; ">Novare Coast</span><br><ul><li>The Republic and Empire are locked in a brutal conflict by air and sea on the new planet, Denova. An Imperial dropship has crash-landed near the Republic coastal base and quickly established a fortification.</li><li>Teams need to turn the mortar cannons on the opponent's fortification to bring it down. However, both fortifications are shielded and one mortar cannon is not enough to disable the shield. A team must control at least two cannons in order to damage the enemy fortification.</li><li>This is a majority 3-point domination map with tug-of-war style objective control.</li><li>Control progress is saved when interrupted and can be resumed by a player on the same team or fought back by a player of the opposing team. The more players involved, the faster control shifts.</li><li>A training simulation-themed variant of the Warzone supports same faction matches.</li></ul><br><span style="font-style: italic; ">Alderaan Civil War</span><br><ul><li>Several performance improvements have been made throughout the Warzone.</li><li>The objective cannons' rate of fire has been slowed down. The amount of damage dealt by the large turret blasts has been increased proportionally to maintain the same overall score rate.</li><li>Empire-controlled objective markers now appear purple.</li><li>Travel time for speeder bikes for the side objectives has been increased. The time it takes to interact with speeder bikes is once again instantaneous.</li></ul><br><span style="font-style: italic; ">Huttball</span><br><ul><li>Giradda the Hutt now sees to it that any player standing on the ball stand when the ball respawns are slain.</li><li>The damage hazards deal is now a set percentage of total player health and is elemental damage.</li></ul><br><span style="font-style: italic; ">Voidstar</span><br><ul><li>The Voidstar can now be played by two teams of the same faction.</li><li>Players on the defending team are no longer placed on the speeder path if its duration would make them arrive late to the start of the match.</li><li>The map on the loading screen for the Voidstar has been updated.</li><li>In the case of both teams reaching the same objective in their respective attacking rounds, the team who reached the objective in the shortest time now wins the match.</li><li>The game now ends as soon as the Round 2 attacker's progress exceeds the progress made by the other team in Round 1.</li></ul><br><span style="font-weight: bold; ">World PvP</span><br><br><span style="font-style: italic; ">Ilum</span><br><ul><li>The Battle of Ilum daily and weekly mission have been removed from the game.</li></ul><br><span style="font-style: italic; ">The Outlaws' Den (Tatooine)</span><br><ul><li>Quick Travel items that transport players to the hub near Outlaw's Den are now available from PvP vendors found on the Republic and Imperial Fleets.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Space Combat</span><br><ul><li>Visual effects for trajectory and impact on missiles have been improved.</li><li>The Alien Energy Capacitor now has stats appropriate for its level.</li><li>Transitions on entering Space Combat Missions have been visually improved.</li><li>The Grade 3 Beam Generator tooltip now correctly displays a rate of fire of 7 shots per second.</li><li>The experience rewarded for some "one time" Space Combat Missions (granted when a new tier of missions is available) has been rebalanced.</li><li>Players who are away too long while in Space Combat Missions are now logged out.</li><li>Kira will now speak during Jedi Knight Space Combat Missions after Doc has been gained as a companion.</li><li>Large ships more readily display surface damage as the attached hardpoints are destroyed.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">UI</span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>New UI Customization features are now available! Players can customize their UI by moving and resizing UI elements. Customization options can be accessed by clicking the new "Edit Interface" button, which has replaced the "Extend Quickslots" button. Many UI options are now located in the new "Edit Interface" mode.</li><li>Notification of contact from a Customer Service Representative in-game is now more obvious.</li><li>Subtitles can now be toggled using the /subtitles command in the Chat Window.</li><li>If a player attempts to use a shuttle with 3 or more pending mission rewards, the player is asked to accept those rewards before continuing.</li><li>Tooltips no longer get stuck on slider UI components.</li><li>Corrected an issue that could cause the UI to incorrectly register a drag when returning from ALT-TAB.</li><li>The cancel and apply buttons are now grayed out on the item modification table until the player adds a pending modification.</li><li>The loot window can no longer be drawn off-screen in some circumstances.</li><li>Companion tooltips now properly reflect whether they are selling junk items or performing a Crew Mission.</li><li>The language used in tooltips (when referencing damage types and other specific items) has been updated to be more consistent.</li><li>The preference for "Show Sith Corruption" is now labeled "Show Dark Side Corruption."</li><li>New tutorials have been added for Flashpoints, Operations, and Quick Travel.</li><li>Shift-clicking a stack of items no longer links that item if the Chat Window is not active.</li><li>The Social Preferences options page has been organized more clearly.</li><li>Several minor text formatting and alignment issues have been addressed.</li><li>Players are now able to disable the Smart Camera in the preferences menu.</li></ul><br><span style="font-weight: bold; ">Crew Skills</span><br><ul><li>The mission reward panel no longer closes other UI panels.</li><li>Crew Skill trainer windows no longer reopen after players move away from the trainer.</li></ul><br><span style="font-weight: bold; ">Social</span><br><ul><li>Hovering over the LFG column in the Social Window now displays a tooltip showing the individual's LFG message.</li><li>"Reply" chat targets are no longer cleared upon area transitions.</li><li>French and German chat commands for speaking in general chat now work properly.</li><li>The /bow emote no longer loops when used.</li><li>Base crafted items can now be hyperlinked in chat.</li><li>A new option to suppress the Crew Mission reward window in Warzones has been added.</li><li>Items will now compare against all valid equipment slots.</li><li>Emotes no longer remove a player from stealth.</li></ul><br><span style="font-weight: bold; ">Codex</span><br><ul><li>The Codex entry for killing a player with a turret now correctly requires the player to complete that task.</li></ul><br><span style="font-weight: bold; ">Groups and Targeting</span><br><ul><li>Players can now choose to view the targets of their group members in the group UI. This is disabled by default but can be edited in the "Edit Interface" mode.</li><li>Target of target can now be enabled for the player.</li><li>Players can now invite other players to their group via right-click menu from the guild roster.</li><li>Player class names now appear on the target frame.</li><li>When characters become hostile or friendly to the player, nameplates are now turned on and off as specified in nameplate preferences.</li><li>Dead characters and creatures no longer display a nameplate unless selected.</li><li>Focus target visual effects are now more distinct and recognizable.</li></ul><br><span style="font-weight: bold; ">Galactic Trade Network</span><br><ul><li>The Galactic Trade Network interface now supports text-based searches without category restrictions.</li><li>The Galactic Trade Network interface has been updated to support better filtering and faster paging.</li><li>The rarity drop-down in the GTN interface now contains an option for Custom (orange) rarity.</li><li>A "Slot" pulldown menu has been added to the GTN Interface for more specific item searches.</li><li>GTN Terminals in Kaas City are now available again.</li></ul><br><span style="font-weight: bold; ">Maps</span><br><ul><li>Players can no longer "click through" the Galaxy Map to interact with the main game UI.</li><li>The Map no longer becomes translucent when riding a taxi.</li><li>Map transitions throughout the game have been updated - many instances where a map would incorrectly transition to another have been corrected.</li><li>The Spaceport section of Coruscant can now be explored correctly.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Miscellaneous Bug Fixes</span><br><ul><li>The Jawa Balloon on Tatooine no longer occasionally disappears from underneath players.</li><li>The Emergency Fleet Pass now takes Republic players to the center of Carrick Station instead of the Tython and Ord Mantell arrival hangar.</li><li>The camera now collides with water instead of becoming submerged.</li><li>Opening a taxi terminal now cancels any active ability activation.</li><li>Corrected an issue that allowed players to use personal Starship doors outside the appropriate range.</li><li>The /stuck command no longer kills the player if they log out and back in on the ship Holoterminal (or other similar objects).</li><li>Corrected a rare client crash related to companion weapons.</li><li>Corrected several ambient conversations that triggered too often or too infrequently.</li><li>Added musical triggers to some missions and encounters.</li><li>Numerous spelling and grammatical errors in text throughout the game have been corrected.</li><li>Corrected several localization errors in text and voiceover.</li><li>The full area of Club Ufora is now considered a private area (where companions will talk with player characters).</li><li>Players on Tatooine and Belsavis now only see their own faction's Quick Travel Points on the map.</li><li>The Chiss social ability is now described correctly during character creation.</li><li>Republic players can now access the Lower Office Atrium in New Venture Plaza on Nar Shaddaa without passing through Empire territory.</li><li>The Aim Datacron on Belsavis is now obtainable.</li><li>Cantina music now plays more consistently.</li><li>The Imperial Panteer Hideout Bind Point is no longer visible to Republic players on the map.</li><li>A Bind Point now exists at the Jedi Temple on Coruscant.</li><li>The High Profile Ward in Shadowtown on Nar Shaddaa now has a medcenter.</li><li>Players can no longer use Fleet Passes in areas that are Quick Travel restricted.</li><li>Corrected an issue that caused windowed resolution to not be saved if the desktop resolution changed while the game was running.</li><li>Clicking off-screen while in dual-monitor mode no longer causes icons to be accidentally dragged when focus is returned to the game.</li></ul> ]]></content:encoded>
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      <title>Patch notes 1.2</title>
      <pubDate>Tue, 20 Mar 2012 18:16:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/638715/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/638715/m/2073950</guid>
      <content:encoded><![CDATA[<span style="font-weight: bold; font-size: 14pt; ">Patch 1.2</span><br><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Highlights</span><ul><li>Players can now unlock a wide variety of rewards by leveling characters and reaching new Legacy levels, including buffs for your characters, unlocking additional Species choices for every class, and upgrades for your personal Starship. Build your own Legacy with the new Family Tree!</li><li>Lost Island, a new Flashpoint, is available for play! Having uncovered the sources of the Rakghoul plague outbreak in the Tion Hegemony, players must travel to Ord Mantell and confront Dr. Lorrick, the mad scientist who engineered this horrific biological weapon.</li><li>Explosive Conflict, a new Operation, is available for play! The Trandoshan mercenary warlord Kephess has seized the planet Denova, a world rich in resources valuable to the war effort. Players must assault his war camp, situated atop a mountain in densely-wooded terrain, fighting Imperial defectors and heavy war machines along the way. 8- and 16-player Story and Hard Modes are currently available for this Operation.</li><li>Novare Coast, a new objective-oriented Warzone on the planet Denova, has been added to the game. This Warzone, like Huttball, supports same-faction matches if there are not enough members of the opposing faction to be found.</li><li>New repeatable high-level daily missions are available in a new area on Corellia, the Black Hole!</li><li>Guilds now have access to a shared Guild Bank, accessible on the Fleets, with expandable storage.</li><li>A new tier of gear has been added for both PvP and PvE.</li><li>Ranked Warzones are here! Players can now queue up and participate in PvP matchups to rank themselves against the competition.</li><li>Players can now customize their User Interface by moving and resizing UI elements!</li><li>A new level 50 World Boss with a challenge for a well-coordinated 16-player Operation Group has been sighted in the Nightmare Lands region on Voss.</li><li>Players can now leave comments on entries in their Friends List in the Social Window.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">General</span><ul><li>The Imperial Transportation Authority and the Galactic Republic Safety Council have authorized the use of vehicles in Orbital Space Stations and Spaceports.</li><li>In-game rewards will be available to players who participate on the Public Test Server. Players will receive a title if they attain level 10 on PTS, and another if they complete Chapter 1.</li><li>A new preference, "Character Texture Atlasing," is now available. Enabling this option increases the texture quality used when rendering character models.</li><li>A new "Customize" option now appears on the character sheet. One of the features this button enables is the ability to color coordinate any individual piece of armor with the equipped chestpiece.</li><li>A new preference, "Awareness Radius," allows players to adjust the number of characters displayed on-screen. Reducing this setting can improve performance in crowded areas on low-end machines.</li><li>On planets with an Orbital Station, players can now travel directly from the planet shuttle on the surface to their ship.</li><li>The Sprint ability is now available at level 1.</li></ul><br><span style="font-weight: bold; ">General Bug Fixes</span><ul><li>Cinematics throughout the game have been polished. A large number of cinematics have been improved to address incorrect camera angles, smooth out animation issues, and to correct Companion Characters that appear in the wrong gear or at the wrong time.</li><li>Cinematics and mission phases have been updated for consistency. For instance, several occurrences of NPCs appearing alive in a phase after a cinematic in which the player chose to kill them have been corrected.</li><li>Corrected many instances of misplaced geometry, visible seams, and incorrect collision with world objects throughout the game.</li><li>Many locations where player characters could become stuck on world geometry or fall through the world have been corrected.</li><li>Some visual effects and animations have been adjusted and fixed in instances where they played incorrectly.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Classes and Combat</span><br><br>Game Update 1.2. contains a significant number of changes and improvements to the overall class balance and combat gameplay in PvP and PvE based on player and guild feedback, focus testing, and more than two months of combat interaction data from our servers. Our overall goal is, as always, to create a level playing field for our players while ensuring that classes retain their unique playstyles and identities.<br><br>These changes are not limited to class abilities and skill trees, but also involve modifications to the underlying combat math (for example diminishing returns, additional augment availability, etc.), which has an impact on combat that is hard to capture in a list of patch notes.<br><br>Since our changes involve a number of skill changes for many classes, we are refunding all skill points to the affected Advanced Classes so players can adjust the distribution of their characters' skills as they see fit with the new changes in mind. As a reminder, players can reset any character's skill points in the Combat area on their faction's fleet for free once per week (additional respecs cost credits).<br><br>Based on community feedback, we have also added a number of improvements to combat gameplay, such as more reactive animations for certain abilities, better visual and audible cues for important effects, and quality of life changes such as more useful combat revival abilities.<br><br>For enthusiasts interested in the detailed mechanics of combat and optimizing their own character, we have added a combat logging feature, which writes a machine-parsable file to disk that can provide detailed insights into what really happens during a combat engagement.<br><br><span style="font-weight: bold; ">General</span><ul><li>As a result of game balance efforts, many classes have had their skill tree layouts modified. Affected characters will have their skill points refunded on login.</li><li>Visual effects for persistent ground-targeted player attacks now reflect the target area of effect more accurately.</li><li>"Rest" abilities, such as Meditation and Recharge and Reload, are no longer interrupted by taking damage if the player is not currently in combat.</li><li>The movement visualization when observing players with lower performance has been improved.</li><li>Combat Training Dummies have been added to the game. Level 50 and 50+ Training Dummies can be found on the Gav Daragon and Ziost Shadow. Level 20, 30, and 40 targets can be found on Coruscant and Dromund Kaas. Level 10 targets can be found on Origin Worlds. Players can unlock Training Dummies for their personal starship through the Legacy System.</li><li>In-combat revival abilities (Resuscitation Probe, Hearttrigger Patch, Revival, and Reanimation) now revive the target with 25% health (up from 5%) to make them generally more useful for their intended purpose.</li><li>Several ability tooltips have been updated to include the correct values and information (these tooltip changes do not reflect changes to the ability; tooltips that previously displayed incorrect or incomplete information have been corrected).</li><li>Several areas throughout the game that have had line of sight-related problems ("cannot see target") have been corrected.</li><li>An issue that could prevent dual wield visual effects from playing correctly has been fixed.</li><li>Players are now briefly stunned if they are dismounted forcibly from damage (instead of playing a fall animation).</li><li>Fixed an issue that would occasionally cause players to become stuck and unable to move after the expiration of a stun debuff.</li><li>Corrected an issue that could cause players to appear to continue to be dead after being revived.</li><li>The diminishing return formula for several stats (including expertise) has been adjusted.</li><li>Special abilities for several classes have been updated to emit light based on their actual weapon color crystal rather.</li><li>Minimum and maximum damage ranges now display correctly on the character sheet for all classes.</li></ul><span style="font-weight: bold; "><br>Combat Log</span><ul><li>Players may now choose to view victory and defeat messages in the chat window. This feature can be enabled in the new "Combat Logging" section of the preferences menu. This must be enabled for combat messages to appear in the chat window.</li><li>The "Combat Logging" section in the preferences menu also allows players to stream all combat interactions originating from or directed at their character to a machine-parsable file. When this option is enabled, time stamped log files are written periodically to the Star Wars – The Old Republic\Combat Logs directory in the My Documents folder. <span style="color: rgb(255, 160, 122); ">Warning:</span> This is an advanced feature. Constant combat logging may use a significant amount of disk space, and players may need to periodically delete old logs.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/jediknight.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Jedi Knight</span></span><br><br><span style="font-weight: bold; ">General</span><ul><li>Awe no longer costs Focus to activate.</li><li>Dispatch can now be used on targets at or below 30% of maximum health (up from 20%).</li><li>Force Kick no longer costs Focus to activate.</li><li>Master Strike can no longer be interrupted.</li></ul><br><span style="font-weight: bold; ">Sentinel</span><ul><li>Due to changes in the Sentinel skill trees, Sentinels have had their skill points refunded.</li>li&gt;Crippling Throw's "Trauma" effect can no longer be cleansed. <li>Force Camouflage now additionally reduces all damage taken by 50% while active.</li><li>Pacify no longer has a Focus cost and is no longer limited by the global cooldown.</li><li>Transcendence now affects all Operation Group members.</li><li>Zen (while in Ataru Form) now additionally reduces the Focus cost and global cooldown of Cyclone Slash.</li></ul><br><span style="font-style: italic; ">Watchman</span><ul><li>Focused Pursuit has been replaced by Focused Leap, which increases the Focus generated by Force Leap.</li><li>Force Fade no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.</li><li>Inflammation now applies a 50% movement speed reduction (up from 30%).</li><li>Valor is now located in Tier 1 of the skill tree.</li></ul><br><span style="font-style: italic; ">Combat</span><ul><li>Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.</li><li>Ataru Form now correctly triggers when fighting very large targets.</li><li>Fleetfooted now additionally increases the movement speed bonus granted by Transcendence by 15% per point.</li><li>Temperance has been replaced by Stagger, which increases Force Leap's immobilize effect.</li></ul><br><span style="font-style: italic; ">Focus (Sentinel)</span><ul><li>Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).</li><li>Force Exhaustion's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.</li><li>Gravity now specifically affects Leg Slash and Force Exhaustion.</li><li>Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Zen (while in Shii-Cho Form) to immediately grant 2 stacks of Singularity per point.</li><li>Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.</li><li>Singularity's buff effects now last 20 seconds (up from 15).</li><li>Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.</li><li>Unwavering Focus has been removed from the game.</li><li>Zealous Leap now immobilizes the target for 1 second.</li><li>Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Sentinel is in Shii-Cho Form.</li></ul><br><span style="font-weight: bold; ">Guardian</span><ul><li>Due to changes to the Guardian skill trees, Guardians have had their skill points refunded.</li><li>Added Forceclap, a new passive ability granted at level 10 that causes Force Leap to stun the target for 2 seconds. This effect cannot occur more than once every 12 seconds.</li><li>Added Focused Defense, a new ability that allows the Guardian to spend Focus to lower threat. While active, one point of Focus is spent each time damage is taken to heal the Guardian for a small amount. This ability is usable while stunned and is not limited by the global cooldown.</li></ul><br><span style="font-style: italic; ">Vigilance</span><ul><li>Commanding Awe is now located in Tier 5 of the skill tree. It increases the Guardian's damage reduction while Focused Defense is active.</li><li>Single Saber Mastery is no longer restricted to certain stances.</li><li>Stagger is now located in Tier 1 of the Vigilance skill tree.</li><li>Sundering Throw is now located in Tier 6 of the Vigilance skill tree.</li><li>Zen Strike now generates 2 points of Focus when it is triggered.</li></ul><br><span style="font-style: italic; ">Defense</span><ul><li>Blade Barrier is now located in Tier 4 of the skill tree.</li><li>Blade Storm no longer consumes stacks of Courage while the Momentum buff is active.</li><li>Command no longer reduces the cooldown of Challenging Call and is now located in Tier 5 of the skill tree.</li><li>Dust Storm is now a 3-point skill that provides the same overall effect.</li><li>Guardian Slash now generates 50% additional threat.</li><li>Momentum is now a 2-point skill that provides the same overall effect.</li><li>Pacification is now a 1-point skill with a slightly reduced overall effect.</li><li>Shield Specialization is now located in Tier 5 of the skill tree.</li><li>Stasis Mastery is now located in Tier 4 of the skill tree.</li></ul><br><span style="font-style: italic; ">Focus (Guardian)</span><ul><li>Felling Blow is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).</li><li>Force Exhaustion's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.</li><li>Gravity now specifically affects Freezing Force and Force Exhaustion.</li><li>Inner Focus has been redesigned. It now requires 2 points in Singularity and causes Combat Focus to immediately grant 2 stacks of Singularity per point.</li><li>Master Focus now increases the damage of Master Strike instead of affecting Force Stasis.</li><li>Singularity's buff effects now last 20 seconds (up from 15).</li><li>Swelling Winds is now located in Tier 1 of the Focus skill tree. It increases the damage dealt by Force Sweep and Cyclone Slash and reduces the cooldown of Force Sweep.</li><li>Through Peace, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Focused Defense by 1 Focus per point.</li><li>Unwavering Focus has been removed from the game.</li><li>Zealous Leap now immobilizes the target for 1 second.</li><li>Zephyr has been replaced by Zephyrean Slash, which allows Slash critical hits to have a chance to refund 2 points of Focus while the Guardian is in Shii-Cho Form.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/sithwarrior.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Sith Warrior</span></span><br><br><span style="font-weight: bold; ">General</span><ul><li>Disruption no longer costs Rage to activate.</li><li>Intimidating Roar no longer costs Rage to activate.</li><li>Ravage can no longer be interrupted.</li><li>Vicious Throw can now be used on targets at or below 30% of maximum health (up from 20%).</li></ul><br><span style="font-weight: bold; ">Marauder</span><ul><li>Due to changes to the Marauder skill trees, Marauders have had their skill points refunded.</li><li>Deadly Throw's "Trauma" effect can no longer be cleansed.</li><li>Force Camouflage now additionally reduces all damage taken by 50% while active.</li><li>Obfuscate no longer has a Rage cost and is no longer limited by the global cooldown.</li><li>Predation now affects all Operation Group members.</li><li>Berserk (while in Ataru Form) now additionally reduces the Rage cost and global cooldown of Sweeping Slash.</li></ul><br><span style="font-style: italic; ">Carnage</span><ul><li>Ataru Form damage effects (procs) now deal weapon-based damage instead of Force-based damage. The overall damage of these effects has been increased by approximately 10%.</li><li>Ataru Form now correctly triggers when fighting very large targets.</li><li>Erupting Fury has been replaced by Stagger, which increases Force Charge's immobilize effect.</li><li>Unbound now additionally increases the movement speed bonus granted by Predation by 15% per point.</li></ul><br><span style="font-style: italic; ">Annihilation</span><ul><li>Ferocity has been replaced by Enraged Charge, which increases the Rage generated by Force Charge.</li><li>Phantom no longer grants damage reduction while Force Camouflage is active. It now increases the duration of Force Camouflage by 1 second per point and increases the movement speed bonus of Force Camouflage by 10% per point.</li><li>Seeping Wound now applies a 50% movement speed reduction (up from 30%).</li><li>Short Fuse is now located in Tier 1 of the skill tree.</li></ul><br><span style="font-style: italic; ">Rage (Marauder)</span><ul><li>Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.</li><li>Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).</li><li>Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Marauder is in Shii-Cho Form.</li><li>Force Crush's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.</li><li>Gravity now specifically affects Crippling Slash and Force Crush.</li><li>Obliterate now immobilizes the target for 1 second.</li><li>Ravager now increases the damage of Ravage instead of affecting Force Choke.</li><li>Relentless Fury has been replaced by Berserker. It requires 2 points in Shockwave and causes Berserk (while in Shii-Cho Form) to immediately grant 2 stacks of Shockwave per point.</li><li>Shockwave's buff effects now last 20 seconds (up from 15).</li><li>Unbreakable Rage has been removed from the game.</li></ul><br><span style="font-weight: bold; ">Juggernaut</span><ul><li>Due to changes to the Juggernaut skill trees, Juggernauts have had their skill points refunded.</li><li>Added Crash, a new passive ability granted at level 10 that causes Force Charge to stun the target for 2 seconds. This effect cannot occur more than once every 12 seconds.</li><li>Added Enraged Defense, a new ability that allows the Juggernaut to spend Rage to lower threat. While active, one point of Rage is spent each time damage is taken to heal the Juggernaut for a small amount. This ability is usable while stunned and is not limited by the global cooldown.</li></ul><br><span style="font-style: italic; ">Vengeance</span><ul><li>Deafening Defense is now located in Tier 5 of the skill tree. It now increases the Juggernaut's damage reduction while Enraged Defense is active.</li><li>Rampage now generates 2 points of Rage when it is triggered.</li><li>Single Saber Mastery is no longer restricted to certain stances.</li><li>Stagger is now located in Tier 1 of the Vengeance skill tree.</li><li>Sundering Throw is now located in Tier 6 of the Vengeance skill tree.</li></ul><br><span style="font-style: italic; ">Immortal</span><ul><li>Battle Cry is now a 2-point skill that provides the same overall effect.</li><li>Crushing Blow now generates 50% additional threat.</li><li>Force Grip is now located in Tier 4 of the skill tree.</li><li>Force Scream no longer consumes stacks of Revenge while the Battle Cry buff is active.</li><li>Heavy Handed is now a 1-point skill with a slightly reduced overall effect.</li><li>Quake is now a 3-point skill that provides the same overall effect.</li><li>Shield Specialization is now located in Tier 5 of the skill tree.</li><li>Sonic Barrier is now located in Tier 4 of the skill tree.</li><li>Thrown Gauntlet no longer reduces the cooldown of Threatening Scream and is now located in Tier 5 of the skill tree.</li></ul><br><span style="font-style: italic; ">Rage (Juggernaut)</span><ul><li>Decimate is now located in Tier 1 of the Rage skill tree. It increases the damage dealt by Smash and Sweeping Slash and reduces the cooldown of Smash.</li><li>Dominate is now a 3-point skill with the same overall effect. The effect now lasts 20 seconds (up from 15).</li><li>Force Alacrity has been replaced by Overpower, which allows Vicious Slash critical hits to have a chance to refund 2 points of Rage while the Juggernaut is in Shii-Cho Form.</li><li>Force Crush's cooldown has been reduced to 18 seconds. Its overall effect is unchanged.</li><li>Gravity now specifically affects Chilling Scream and Force Crush.</li><li>Obliterate now immobilizes the target for 1 second.</li><li>Ravager now increases the damage of Ravage instead of affecting Force Choke.</li><li>Relentless Fury has been replaced by Empowering Rage. It requires 2 points in Shockwave and causes Enrage to immediately grant 2 stacks of Shockwave per point.</li><li>Shockwave's buff effects now last 20 seconds (up from 15).</li><li>Through Passion, a new 2-point skill located in Tier 6, has been added. It reduces the initial activation cost of Enraged Defense by 1 Rage per point.</li><li>Unbreakable Rage has been removed from the game.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/jediConsular.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Jedi Consular</span></span><br><br><span style="font-weight: bold; ">General</span><ul><li>Deflection's visual effects are now more noticeable.</li><li>The Unity ability has been removed from the Jedi Consular class. A similar ability can now be unlocked through the Legacy System.</li><li>Force Slow visual effects now begin and end at the correct times.</li></ul><br><span style="font-weight: bold; ">Sage</span><ul><li>Due to changes to the Sage skill trees, Sages have had their skill points refunded.</li><li>Corrected an issue with Force Armor that prevented its appearance from refreshing when its effects were reapplied.</li><li>Rescue now modifies threat by the correct amount.</li></ul><br><span style="font-style: italic; ">Seer</span><ul><li>Confound now refreshes properly when Weaken Mind is refreshed.</li><li>Conveyance no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Benevolence by 60% and reduces the Force cost of Deliverance by 30%.</li><li>Egress now requires Preservation instead of Valiance.</li><li>Resplendence no longer removes the health cost from Noble Sacrifice.</li><li>Salvation's tooltip now correctly mentions that this ability affects a maximum of 8 targets. The ability's functionality has not changed.</li><li>A display issue that caused the first and second tick of Salvation to appear on top of each other has been corrected.</li></ul><br><span style="font-style: italic; ">Telekinetics</span><ul><li>Inner Strength now correctly affects Weaken Mind.</li></ul><br><span style="font-style: italic; ">Balance (Sage)</span><ul><li>Critical Kinesis now increases the critical chance of Telekinetic Throw and Disturbance by 3% per point.</li><li>Empowered Throw now increases the damage dealt by Project, Telekinetic Throw, and Weaken Mind by 2% per point.</li><li>Presence of Mind now affects Disturbance and Mind Crush only. Mind Crush's periodic damage now benefits from the 20% damage bonus when it is used to consume the Presence of Mind buff.</li><li>The Force in Balance no longer heals the caster if no targets are hit.</li></ul><br><span style="font-weight: bold; ">Shadow</span><ul><li>Mass Mind Control: Updated this tooltip to correctly state that the ability does not break Stealth. The ability's functionality has not changed.</li></ul><br><span style="font-style: italic; ">Kinetic Combat</span><ul><li>Kinetic Ward's appearance now refreshes properly when reapplied.</li></ul><br><span style="font-style: italic; ">Balance (Shadow)<br></span><ul><li>Force Synergy's activation effects are now more visible.</li><li>The Force in Balance no longer heals the caster if no targets are hit.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/sithinquisitor.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Sith Inquisitor</span></span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Deflection's effects are now more noticeable.</li><li>Electrocute's visual effects now occur more quickly after activation.</li><li>Energize's effect now triggers a sound effect when it occurs.</li><li>Force Lightning now correctly plays its sound effects when the initial application of damage kills the target.</li><li>Force Slow visual effects now begin and end at the correct times.</li><li>The Sacrifice ability has been removed from the Sith Inquisitor class. A similar ability can now be unlocked through the Legacy System.</li><li>Shock sound effects have been polished.</li></ul><span style="font-weight: bold; ">Sorcerer</span><ul><li>Due to changes in Sorcerer skill trees, Sorcerers have had their skill points refunded.</li><li>Corrected an issue with Static Barrier that prevented its visual effects from refreshing when its effects were reapplied.</li><li>Extrication now modifies threat by the correct amount.</li></ul><br><span style="font-style: italic; ">Corruption</span><ul><li>Force Bending no longer unintentionally allows its buff to be applied to more than one healing ability. Its effects have been slightly redesigned. It now increases the critical chance of Dark Heal by 60% and reduces the Force cost of Dark Infusion by 30%.</li><li>Conspiring Force now refreshes properly when Affliction is refreshed.</li><li>Fadeout now requires Efficacious Currents instead of Dark Resilience.</li><li>Force Surge no longer removes the health cost from Consumption.</li><li>Revivification's tooltip now correctly states that the ability affects a maximum of 8 targets. The ability's functionality hasn't changed.</li><li>A display issue that caused the first and second tick of Revivification to appear on top of each other has been corrected.</li></ul><br><span style="font-style: italic; ">Lightning</span><ul><li>Electric Induction now correctly affects Affliction.</li></ul><br><span style="font-style: italic; ">Madness (Sorcerer)</span><ul><li>Disintegration now increases the critical chance of Force Lightning and Lightning Strike by 3% per point.</li><li>Calcify now increases the damage dealt by Shock, Force Lightning, and Affliction by 2% per point.</li><li>Wrath now affects Lightning Strike and Crushing Darkness only. Crushing Darkness's periodic damage now benefits from the 20% damage bonus when it is used to consume the Wrath buff.</li><li>The Force in Balance no longer heals the caster if no targets are hit.</li></ul><br><span style="font-weight: bold; ">Assassin</span><ul><li>Mass Mind Control: Updated this tooltip to correctly state that the ability does not break Stealth. The ability's functionality has not changed.</li></ul><br><span style="font-style: italic; ">Madness (Assassin)</span><ul><li>The Force in Balance no longer heals the caster if no targets are hit.</li><li>Raze's activation effects are now more visible.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/smuggler.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Smuggler</span></span><br><br><span style="font-weight: bold; ">General</span><ul><li>Dirty Kick can now be used while moving.</li><li>Players can now "Crouch" (but not roll into cover) while immobilized.</li><li>Smugglers can no longer be pushed out of cover via the "cover integrity" mechanic, which has been removed from the game.</li></ul><br><span style="font-weight: bold; ">Gunslinger</span><ul><li>Due to changes to the Gunslinger skill trees, Gunslingers have had their skill points refunded.</li><li>Flourish Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.</li></ul><br><span style="font-style: italic; ">Saboteur<br></span><ul><li>Hot Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Quick Shot cost no energy for 6 seconds after leaving cover.</li><li>Incendiary Grenade has been improved. It now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Shock Charge, that target is stunned for 2 seconds.</li><li>Pandemonium is now located in Tier 2 of the skill tree.</li><li>Sabotage's range has been increased to 60 meters.</li></ul><br><span style="font-style: italic; ">Sharpshooter</span><ul><li>Burst Volley has been redesigned. It now triggers from dealing damage with blasters and increases Alacrity and Energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.</li><li>Deadeye is now a 3-point skill that provides the same overall effect.</li><li>Holed Up is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while Hunker Down is active. This change allows the Sharpshooter to remain in cover more often in situations that force other classes to rapidly change locations.</li><li>Snap Shot's tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.</li></ul><span style="font-style: italic; ">Dirty Fighting (Gunslinger)</span><ul><li>Bombastic now correctly requires Shrap Bomb.</li><li>Hemorrhaging Blast no longer has an Energy cost.</li><li>Hold Your Ground's cooldown reduction for Pulse Detonator has been reduced to 2.5 seconds per point.</li><li>Holdout Defense now increases Blaster Whip damage by 4% per point.</li><li>No Holds Barred now increases critical chance by 1% per point.</li><li>Reopen Wounds now increases the critical chance of Wounding Shots and Speed Shot by 4% per point.</li><li>Wounding Shots now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but bleeding damage remains unchanged.</li></ul><span style="font-weight: bold; ">Scoundrel</span><ul><li>Due to changes to the Scoundrel skill trees, Scoundrels have had their skill points refunded.</li><li>Back Blast now has a 12-second cooldown and deals approximately 5% more damage.</li><li>Diagnostic Scan's tooltip now displays the full amount healed over its duration.</li><li>Shoot First now has a 7.5-second cooldown.</li><li>Tranquilizer now gives an appropriate error message if used on Droids.</li><li>Upper Hand no longer triggers a "grunt" sound effect when it occurs.</li></ul><br><span style="font-style: italic; ">Sawbones</span><ul><li>Emergent Emergencies now additionally increases the maximum stack limit of Upper Hand by 1.</li><li>Healing Hand now also increases the duration of Upper Hand by 2 seconds per point.</li><li>Homegrown Pharmacology now additionally reduces the Energy cost of Kolto Cloud by 2 per point.</li><li>Kolto Cloud has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.</li><li>Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.</li></ul><span style="font-style: italic; ">Scrapper</span><ul><li>Brawler's Grit is now a 2-point skill.</li><li>Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Back Blast by 5.</li><li>K.O. no longer experiences a delay in its knockdown effect.</li><li>Sawed Off now increases the damage dealt by Back Blast. It is now located in Tier 5 of the skill tree and requires Flanking.</li><li>Sucker Punch now costs 10 Energy (down from 15) and deals approximately 10% less damage.</li><li>Turn the Tables has been redesigned and is now a 2-point skill. It no longer increases damage dealt to bleeding targets, but increases the Energy gained by Pugnacity and the damage dealt by Sucker Punch and Flying Fists.</li><li>Underdog no longer increases Energy gained by Pugnacity. This effect is now part of Turn the Tables.</li></ul><span style="font-style: italic; ">Dirty Fighting (Scoundrel)</span><ul><li>Hemorrhaging Blast no longer has an Energy cost.</li><li>Holdout Defense now increases Blaster Whip damage by 4% per point.</li><li>No Holds Barred now increases critical chance by 1% per point.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/imperialAgent.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Imperial Agent</span></span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Players can now "Crouch" (but not roll into cover) while immobilized.</li><li>Agents can no longer be pushed out of cover via the "cover integrity" mechanic, which has been removed from the game.</li></ul><br><span style="font-weight: bold; ">Operative</span><br><ul><li>Due to changes to Operative skill trees, Operatives have had their skill points refunded.</li><li>Backstab now has a 12-second cooldown and deals approximately 5% more damage.</li><li>Hidden Strike now has a 7.5-second cooldown.</li><li>Sleep Dart now gives an appropriate error message if used on Droids.</li><li>Tactical Advantage no longer triggers a "grunt effect" when it occurs.</li></ul><br><span style="font-style: italic; ">Concealment</span><br><ul><li>Culling has been redesigned and is now a 2-point skill. It no longer increases damage dealt to poisoned targets, but increases the Energy gained by Stim Boost and the damage dealt by Laceration and Collateral Strike.</li><li>Inclement Conditioning is now a 2-point skill.</li><li>Flanking is a new 1-point skill located in Tier 3 of the skill tree. It reduces the Energy cost of Backstab by 5.</li><li>Laceration now costs 10 Energy (down from 15) and deals approximately 10% less damage.</li><li>Meticulously Kept Blades no longer increases Energy gained by Stim Boost. This effect is now part of Culling.</li><li>Waylay now increases the damage dealt by Backstab. It is now located in Tier 5 of the skill tree and requires Flanking.</li></ul><br><span style="font-style: italic; ">Medicine</span><br><ul><li>Medical Consult now also increases the duration of Tactical Advantage by 2 seconds per point.</li><li>Medical Therapy now additionally reduces the Energy cost of Recuperative Nanotech by 2 per point.</li><li>Patient Studies now additionally increases the speed at which Diagnostic Scan channels by 15% per point.</li><li>Recuperative Nanotech has been rebalanced. It now has a 15-second cooldown, heals over 6 seconds, and heals for approximately 10% more than before.</li><li>Surgical Precision now additionally increases the maximum stack limit of Tactical Advantage by 1.</li></ul><br><span style="font-style: italic; ">Lethality (Operative)</span><br><ul><li>Corrosive Microbes now functions correctly.</li><li>Lethality now increases critical chance by 1% per point.</li><li>Razor Edge now increases Shiv damage by 4% per point.</li><li>Weakening Blast no longer has an Energy cost.</li></ul><br><span style="font-weight: bold; ">Sniper</span><br><ul><li>Due to changes to the Sniper skill trees, Snipers have had their skill points refunded.</li><li>Shatter Shot now additionally inflicts trauma, reducing all healing the target receives by 20% for 9 seconds.</li></ul><br><span style="font-style: italic; ">Marksmanship</span><ul><li>Imperial Assassin is now a 3-point skill that provides the same overall effect.</li><li>Siege Bunker is a new 2-point skill located in Tier 6 of the skill tree that reduces damage taken from area attacks by 60% while</li><li>Entrench is active. This change allows the Marksman to remain in cover more often in situations that force other classes to rapidly change locations.</li><li>Snap Shot's tooltip now correctly mentions that its effect cannot occur more than once every 6 seconds. Functionality has not changed.</li><li>Sniper Volley has been redesigned. It now triggers from dealing damage with rifles and increases Alacrity and energy regeneration for 10 seconds. This effect cannot occur more than once every 30 seconds.</li></ul><span style="font-style: italic; ">Engineering</span><ul><li>Calculated Pursuit has been redesigned. It is now located in Tier 4 of the skill tree and makes Overload Shot cost no energy for 6 seconds after leaving cover.</li><li>EMP Discharge's range has been increased to 60 meters.</li><li>Plasma Probe has been improved. It has new visual effects and now deals more of its damage in the first few seconds and snares affected targets. If the initial hit strikes a target affected by your Interrogation Probe, that target is stunned for 2 seconds.</li><li>Stroke of Genius is now located in Tier 2 of the skill tree.</li></ul><br><span style="font-style: italic; ">Lethality (Sniper)</span><br><ul><li>Corrosive Microbes now functions correctly.</li><li>Cull now costs 25 Energy (down from 30). The weapon damage component of this ability has been reduced by approximately 15%, but poison damage remains unchanged.</li><li>Hold Your Ground's cooldown reduction for Cover Pulse has been reduced to 2.5 seconds per point.</li><li>Lethality now increases critical change by 1% per point.</li><li>Razor Edge now increases Shiv's damage by 4% per point.</li><li>Razor Rounds now increases the critical chance of Cull and Series of Shots by 4% per point.</li><li>Targeted Demolition now correctly requires Corrosive Grenade.</li><li>Weakening Blast no longer has an Energy cost.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/bountyhunter.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Bounty Hunter</span></span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Ability Heat costs are now displayed in skill tree and trainer windows.</li><li>Death From Above now has a 5-meter radius to bring its range in line with other Bounty Hunter Area of Effect abilities and it now begins dealing damage sooner after activation.</li><li>Hydraulic Overrides now has improved audio and visual effects.</li><li>Incendiary Missile audio has been improved.</li></ul><br><span style="font-weight: bold; ">Mercenary</span><br><ul><li>Cure now generates 8 Heat (down from 16).</li><li>Jet Boost now triggers snare visual effects on affected targets.</li><li>Power Shot has been rebalanced. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.</li><li>Tracer Missile and Fusion Missile's animations have been exchanged by popular demand from the community.</li></ul><br><span style="font-style: italic; ">Arsenal</span><ul><li>Barrage: the chance to trigger this effect has been increased significantly.</li><li>Heatseeker Missiles' damage output has been increased by approximately 10%.</li><li>Jet Escape now reduces the cooldown of Jet Boost by 2.5 seconds per point.</li><li>Muzzle Fluting no longer reduces Heat costs. It now reduces the activation time of Power Shot and Tracer Missile by .5 seconds.</li><li>Power Barrier now provides 1% damage reduction per stack.</li><li>Tracer Missile has been rebalanced in order to encourage more active gameplay rotations. It now generates 16 Heat, has a 2-second activation time, and deals approximately 10% less damage.</li></ul><br><span style="font-style: italic; ">Bodyguard</span><ul><li>Critical Efficiency now reduces the cost of Rapid Scan by 8 (down from 16).</li><li>Cure Mind no longer reduces the cost of Cure. It now causes Cure to heal the target for a small amount.</li><li>Hired Muscle now increases critical chance by 1% per point.</li><li>Kolto Missile now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.</li><li>Kolto Residue now increases all healing received by 3% (down from 5%).</li><li>Kolto Shell now builds 16 Heat when activated.</li><li>Supercharged Gas now vents 8 Heat (down from 16) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Missile now reduces damage taken by 5% (down from 10%).</li></ul><br><span style="font-style: italic; ">Pyrotech (Mercenary)</span><ul><li>Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.</li></ul><br><span style="font-weight: bold; ">Powertech</span><br><ul><li>Due to changes to the Powertech skill trees, Powertechs have had their skill points refunded.<br>Quell no longer generates Heat.</li></ul><br><span style="font-style: italic; ">Shield Tech</span><br><ul><li>Ablative Upgrades: the Absorb amount gained from this skill has been slightly reduced.</li><li>Empowered Tech is now a 3-point skill.</li><li>Heat Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.</li><li>Heat Screen is a new 2-point skill that causes Flame Burst and Heat Blast to build a stacking buff that increases shield absorption.</li><li>Oil Slick is no longer limited by the global cooldown.</li></ul><br><span style="font-style: italic; ">Advanced Prototype</span><ul><li>Charged Gauntlets now triggers from damage dealt such that the bleed caused by Retractable Blade can trigger the buff. It now has a visual effect.</li><li>Kolto Vents has been replaced by Hamstring, which causes Retractable Blade to slow the target by 30% for 6 seconds.</li></ul><br><span style="font-style: italic; ">Pyrotech (Powertech)</span><ul><li>Prototype Particle Accelerator now requires Combustible Gas Cylinder to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.</li></ul><br><img src="http://media.mmo-champion.com/images/news/2012/february/trooper.png" height="14" width="14"><span style="color:#C41E3A;font-weight:bold"><span style="font-size: 12pt; ">Trooper</span></span><br><span style="font-weight: bold; "><br>General</span><br><ul><li>Full Auto's attack animation now begins more quickly to improve reactiveness and faction balance.</li><li>Mortar Volley's animation has been updated. In addition, it now has a 5-meter radius to bring its range in line with other Trooper Area of Effect abilities and it now begins its damage sooner after activation.</li></ul><br><span style="font-weight: bold; ">Commando</span><br><ul><li>Concussion Charge now triggers snare visual effects on affected targets.</li><li>Charged Bolts has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.</li><li>Cure now costs 1 Energy Cell (down from 2).</li></ul><br><span style="font-style: italic; ">Gunnery</span><ul><li>Charged Barrier now provides 1% damage reduction per stack.</li><li>Curtain of Fire: the chance to trigger this effect has been increased significantly.</li><li>Demolition Round's damage output has been increased by approximately 10%.</li><li>Grav Round has been rebalanced. It now costs 2 Energy Cells, has a 2-second activation time, and deals approximately 10% less damage.</li><li>Muzzle Fluting no longer reduces Energy Cell costs. It now reduces the activation time of Charged Bolts and Grav Round by .5 seconds.</li><li>Tenacious Defense now reduces the cooldown of Concussion Charge by 2.5 seconds per point.</li></ul><br><span style="font-style: italic; ">Combat Medic</span><ul><li>Field Training now increases critical chance by 1% per point.</li><li>Field Triage now reduces the cost of Medical Probe by 1 (down from 2).</li><li>Kolto Bomb now affects up to 4 targets (up from 3), improving reliability in group and Operation situations.</li><li>Kolto Residue now increases all healing received by 3% (down from 5%).</li><li>Psych Aid no longer reduces the cost of Field Aid. It now causes Field Aid to heal the target for a small amount.</li><li>Supercharge Cells now restores 1 Energy Cell (down from 2) when used and increases all damage and healing dealt by 5% (down from 10%). The shield applied by Kolto Bomb now reduces damage taken by 5% (down from 10%).</li><li>Trauma Probe now costs 2 Energy Cells to activate.</li></ul><br><span style="font-style: italic; ">Assault Specialist (Commando)</span><br><ul><li>Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.</li></ul><br><span style="font-weight: bold; ">Vanguard</span><ul><li>Due to changes to the Vanguard skill trees, all Vanguards have had their skill points refunded.</li><li>Fire Pulse's visual effect more accurately represents its functionality.</li><li>Riot Strike no longer costs Energy Cells.</li><li>Animation timing issues with Energy Blast have been addressed.</li><li>The hit timing delay on Explosive Surge has been improved.</li></ul><br><span style="font-style: italic; ">Shield Specialist</span><ul><li>Ceramic Plating: the Absorb amount gained from this skill has been slightly reduced.</li><li>Counter Attack is now a 3-point skill.</li><li>Energy Blast is no longer limited by the global cooldown. Its damage has been reduced by approximately 15%.</li><li>Power Screen is a new 2-point skill that causes Ion Pulse and Energy Blast to build a stacking buff that increases shield absorption.</li><li>Smoke Grenade is no longer limited by the global cooldown.</li></ul><br><span style="font-style: italic; ">Tactics</span><ul><li>Combat Tactics now triggers from damage dealt such that the bleed caused by Gut can trigger the buff. It now has a visual effect.</li><li>Kolto Recharge has been replaced by Hamstring, which causes Gut to slow the target by 30% for 6 seconds.</li></ul><br><span style="font-style: italic; ">Assault Specialist (Vanguard)</span><ul><li>Ionic Accelerator now requires Plasma Cell to trigger. The chance to trigger this effect has been increased significantly but cannot trigger more than once every 6 seconds.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Companion Characters</span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Companion gifts are now stackable.</li><li>The cooldown associated with giving companions gifts has been removed. Giving a gift now has a 3-second activation time.</li><li>Several game areas where Companion Characters would not reliably follow the player have been fixed.</li><li>The C2 Droid Corporation and their competitors, the 2V Droid Corporation, have developed a series of new sensors for their products, the C2-N2 and 2V-R8 that significantly improve the Droids' Crew Skill efficiency and critical success chances. These products may be purchased via the Legacy Repair Astromech unit on the player's ship (once unlocked).</li><li>Additionally, the C2-N2 and 2V-R8 Droids have had their personality matrices upgraded with an experimental emotional response chip, allowing them to accept gifts and tokens of appreciation. The Crew Skill performance of these units will increase upon acceptance of these goods.</li><li>C2-N2 and 2V-R8 have been reprimanded and now vocalize less frequently on personal starships.</li><li>Tooltips for the companion abilities "Burst," "Aimed Blast," "Swipe," "Wild Energy," and "Blaster Sweep" now correctly reflect ability functionality.</li><li>All companion marriages are now removed appropriately if the marriage ends.</li><li>Corrected an issue that caused weapons to display inappropriately beneath some Droid companions (like T7).</li></ul><br><span style="font-weight: bold; ">Companions</span><br><br><span style="font-style: italic; ">Akaavi Spar</span><br><ul><li>The Codex entry for this companion now lists the companion's correct primary weapon.</li></ul><br><span style="font-style: italic; ">Aric Jorgan</span><br><ul><li>Corrected an issue that could allow a female trooper whose romance with him had ended to receive an additional romance conversation.</li><li>New companion skins for Aric Jorgan are available as reward choices in the game.</li></ul><br><span style="font-style: italic; ">Ashara Zavros</span><br><ul><li>Corrected issues that could prevent players from gaining or losing affection in the conversations related to the missions "Peace is a Lie" and "Silent Treatment."</li></ul><br><span style="font-style: italic; ">Doc</span><ul><li>Crazy Talk: Male characters can now consistently complete this conversation.</li></ul><br><span style="font-style: italic; ">Elara Dorne</span><br><ul><li>Strange Circumstances: Corrected an issue that could prevent players from gaining or losing affection during this conversation.</li></ul><br><span style="font-style: italic; ">Ensign Temple</span><br><ul><li>Some mission rewards intended for this companion that could not be used have been corrected.</li></ul><br><span style="font-style: italic; ">Jaesa Willsaam</span><br><ul><li>Jaesa now uses the correct battle cries for her alignment (light or dark).</li><li>Jaesa no longer teleports to her target if she uses Force Leap while wielding a double-bladed lightsaber.</li><li>Jaesa now has the ability "Purity of the Light Side" or "Passion of the Dark Side," which passively increases armor by 30%.</li></ul><br><span style="font-style: italic; ">Kaliyo Djannis</span><br><ul><li>Storm now has a 30-meter range and roots targets.</li><li> It is no longer possible to break up with Kaliyo and still be eligible for romance conversations.</li></ul><br><span style="font-style: italic; ">Khem Val</span><br><ul><li>Khem Val's Lightning Punch sound effects now terminate appropriately.</li></ul><br><span style="font-style: italic; ">Kira Carsen</span><br><ul><li>Kira now has the ability "Purity of the Light Side," which passively increases armor by 30%.</li></ul><br><span style="font-style: italic; ">Mako</span><br><ul><li>Corrected an issue that allowed players to remain eligible for unlocked romance content after losing romance status with Mako.</li></ul><br><span style="font-style: italic; ">Qyzen Fess</span><br><ul><li>New companion skins for Qyzen Fess are now available as reward choices in the game.</li></ul><br><span style="font-style: italic; ">Nadia Grell</span><br><ul><li>Nadia now has the ability "Strength in the Force," which passively increases armor by 30%.</li></ul><br><span style="font-style: italic; ">Tanno Vik</span><br><ul><li>The Codex entry for this companion now lists the companion's correct primary weapon.</li></ul><br><span style="font-style: italic; ">Vector</span><br><ul><li>Time to Think: this mission now properly rewards experience.</li></ul><br><span style="font-style: italic; ">Xalek</span><br><ul><li>A Son's Duty: Corrected an issue that could prevent players from gaining or losing affection during this conversation.</li></ul><br><span style="font-weight: bold; font-size: 12pt; color: rgb(175, 231, 240); ">Crew Skills</span><br><br><span style="font-weight: bold; ">General</span><br><ul><li>Companions now use accurate voice responses regarding the success or failure of their Crew Missions when they return.</li><li>The opportunity to add group members to your friends list no longer appears on Crew Mission rewards windows.</li><li>Mission rewards now properly display when having more than one waiting in the queue with the window open.</li></ul><br><span style="font-weight: bold; ">Crafting Skills</span><br><ul><li>On critical successes, crafted Custom (orange) gear now receives an Augment slot.</li><li>The [Exceptional], [Advanced], [Superior], and [Mastercraft] suffixes have been removed from crafted item names. [Augmented] will be appended as a suffix to crafted items that were a critical success.</li><li>When crafting item modifications (mods, enhancements, etc), a critical success now yields double the quantity of modifications.</li><li>Crafting materials obtained via endgame content now stack in the player's inventory. They no longer bind on pickup.</li><li>Endgame crafting materials (Biometric Crystal Alloy, Self-Perpetuating Power Cells, Alien Data Cubes, and Rakata Energy Nodes) now drop less frequently but are freely tradable.</li><li>Augments can now be crafted by several professions.</li><li>The Crafting window now displays the correct number of items when crafting from a schematic that yields more than 1 item.</li><li>Crafting Trainer tutorial missions can now be completed alternatively on the Fleets or on Coruscant or Dromund Kaas.</li></ul><br><span style="font-style: italic; ">Reverse Engineering</span><br><ul><li>Players may now reverse engineer many endgame items to research schematics for items and mods. Tier 2 (new) endgame items can be reverse engineered, and players have a chance to learn how to craft these items up on reverse engineering them. Set Armorings do not provide schematics for crafters.</li><li>Players with the appropriate professions are now able to reverse engineer random drop items and acquire materials from them. This includes Operation materials from endgame items.</li><li>Reverse engineering Tier 2 items rewards Premium, Prototype, and Artifact quality crafting materials used to craft Tier 2 endgame items.</li><li>Random items, particularly armor, can now be reverse engineered by crafters based on the items' stats.</li><li>Crafted Vibroknives and Shotguns can now be researched via reverse engineering. Reverse engineering vibroknives and shotguns may now yield research variants for Armstechs.</li><li>Crafted Vibroknives and Shotguns can now be researched via reverse engineering. Reverse engineering vibroknives and shotguns may now yield research variants for Armstechs.</li><li>Artificers can now reverse engineer relics, shields, generators, and foci.</li><li>Cybertechs can now reverse engineer all earpieces.</li><li>The chance of researching schematics via reverse engineering has been significantly increased.</li><li>Augments may now be reverse engineered for a chance to research their schematics by several professions (see below).</li><li>Players can now decide how many items from a stack they wish to reverse engineer.</li></ul><br><span style="font-style: italic; ">Armormech</span><br><ul><li>Armormechs can now learn new schematics that allow the creation of Aim, Cunning, Shield, and Absorb Augments.</li><li>Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.</li><li>A critical success while crafting Custom (orange) outfits now adds an Augment slot to the resulting item.</li><li>The Codex entry for Armormech has been updated.</li><li>Armormechs can now reverse engineer random armor with Aim or Cunning stats.</li></ul><br><span style="font-style: italic; ">Armstech</span><br><ul><li>Armstechs can now learn schematics that allow the creation of Endurance, Surge, Critical, Accuracy, and Power Augments.</li><li>Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.</li><li>New schematics to create Custom (orange) ranged and melee weapons have been added.</li><li>A critical success while crafting Custom (orange) weapons now adds an Augment slot to the resulting item.</li><li>The Codex entry for Armstech has been updated.</li></ul><br><span style="font-style: italic; ">Artifice</span><br><ul><li>Schematics for color crystals in various colors (including endgame-quality varieties) have been added to the game.</li><li>Endgame-level Magenta Adegan Crystal Schematics may now drop from the World Boss of Voss and creatures in the new daily mission area on Corellia.</li><li>Mid-level Magenta Adegan Crystal Schematics may now drop from the World Bosses on Tatooine, Alderaan, and Nar Shaddaa.</li><li>Magenta Crystal Shards are now found on one planet in the game. They can be refined into Pristine Magenta Crystals used in the creation of mid-level magenta color crystals through obscure means.</li><li>The Magenta Adegan Crystal Schematic obtained from late-game World Bosses no longer binds on pickup.</li><li>New schematics for Willpower-based shields have been added (for use by Assassins and Shadows).</li></ul><br><span style="font-style: italic; ">Biochem</span><br><ul><li>The number of Exotech consumables created per craft is now displayed correctly in the crafting UI.</li><li>Biochemists can now reverse engineer all implants.</li><li>Values on tooltips for Rakata reusable stims and adrenals now match the buff correctly.</li><li>Ice Scrabbler Jerky, a cantina food item with powerful out-of-combat health regeneration effects, has been added as a Biochem recipe. This recipe can be learned by finding the schematic or by reverse engineering Ice Scrabbler Jerky found on Hoth.</li></ul><br><span style="font-style: italic; ">Cybertech</span><br><ul><li>Cybertech crafted vehicles no longer bind on pickup.</li><li>Cybertech vehicle and space schematic mission reward rates have been reduced.</li><li>Critical successes when crafting grenades now yield double the quantity of items.</li><li>The cooldown on Cybertech-built grenades has been lowered to 3 minutes.</li></ul><br><span style="font-style: italic; ">Synthweaving</span><br><ul><li>Synthweavers can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity, and Presence Augments. Augments can be reverse engineered for a chance to research Prototype and Artifact quality schematics.</li><li>Critical successes while crafting Custom (orange) outfits will add an Augment slot to the resulting item.</li><li>Additional lower-level light armor schematics have been added.</li><li>Material requirements for some Custom (orange) outfits have changed.</li><li>The Codex entry for Synthweaving has been updated.</li><li>Synthweavers can now reverse engineer random armor drops with Strength or Willpower stats.</li></ul><br><span style="font-weight: bold; ">Gathering Skills</span><br><ul><li>Many gathering nodes that were spawning in unreachable places (such as underneath the world) are now reachable.</li></ul><br><span style="font-style: italic; ">Archaeology</span><br><ul><li>A perfect Upari Crystal Formation may now be found in the Belsavis Daily Heroic area.</li></ul><br><span style="font-style: italic; ">Bioanalysis</span><br><ul><li>The Red Goo item tooltip now appropriately identifies it as a Grade 6 Biochemical Compound. Level 49-50 Bioanalysis Missions now have a chance to reward Red Goo.</li></ul><br><span style="font-style: italic; ">Scavenging</span><br><ul><li>Enriched Durasteel nodes now spawn in the Belsavis Daily Heroic area.</li></ul><br><span style="font-style: italic; ">Slicing</span><br><ul><li>Augments have been replaced by Sliced Tech Parts as a Slicing mission reward. These are consumed by Synthweaving, Armstech, and Armormech as a component for crafting Augments.</li><li>Slicing may occasionally yield Premium quality Augment schematics on critical mission success.</li></ul><br><span style="font-weight: bold; ">Mission Skills</span><br><ul><li>Mission Discovery items now indicate that they can only be used once.</li></ul><br><span style="font-style: italic; ">Diplomacy</span><br><ul><li>Diplomacy Mission Discoveries now correctly indicate whether they are a dark or light side mission.</li><li>The missions "No Redeeming Value" and "Desperation" are now appropriately labeled as moderate yield.</li><li>Diplomacy missions that previously indicated the player was assisting the other faction are now appropriately faction-restricted.</li></ul><br><span style="font-style: italic; ">Investigation</span><br>[list][*]Investigation missions now have a chance of yielding Custom (orange) tech weapon schematics as a reward.[*]The chance for Investigation missions to yield schematics has been increased.[*]Red, Blue, Green, Orange, and Yellow power stat crystal schematics are now possible Investigation mission rewards.[/list<br><br><span style="font-style: italic; ">Treasure Hunting</span><br><ul><li>Treasure Hunting missions now have a chance to yield Custom (orange) lightsaber schematics as a reward.</li></ul><br><span style="font-style: italic; ">Underworld Trading</span><br><ul><li>The chance to receive schematics from Underworld Trading missions has been increased.</li><li>Tooltips for missions have been updated to reliably inform the player about expected yields.</li></ul><span style="color: rgb(255, 215, 0); "><br></span><div><span style="color: rgb(255, 215, 0); "><a href="http://www.sith-happens.org/news/m/2073950/article/638753">Continued</a></span></div>]]></content:encoded>
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      <title>Magenta Pattern</title>
      <pubDate>Thu, 19 Jan 2012 14:35:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/531716/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/531716/m/2073950</guid>
      <content:encoded><![CDATA[<div style="text-align: center;"><img src="http://i3.photobucket.com/albums/y79/ATrevelyan/magenta.jpg" title="Sith Happens - Magenta Crystal Pattern" alt="Sith Happens - Magenta Crystal Pattern" align="middle" style="border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; border-image: initial; "></div><div><br></div><div>Well we have finally done it. After a week worth of World Boss farming Sith Happens has finally acquired one of the rare Advanced Magenta crystal recipes. For those in the guild that want to wield this crystal on your own weapon, be it a blaster or a lightsaber, we will work with you in acquiring the materials you need to have your very own crystal crafted. Its a 3 step process that I will outline here.</div><div><br></div><div>Step 1 - Travel to Tatooine. Once you have landed on the planet proceed out of the main city North East of the Speeder taxi. What you are looking for are Moisture Vaporators. At the base of the vaporator you will find a panel. Click on this panel and you will get a Hydrated buff that appears on above your character HP bar.</div><div><br></div><div>Step 2 - Once you have the buff appearing on your bar you must travel to Hoth. You will need to climb to the top of the highest mountain on this planet. The location of the mountain can be found at -915, 634. Once you have climbed to the top of this point you should receive <a href="http://www.torhead.com/item/gW66Dxg/pure-shockfrozen-water"> Pure Shockfrozen Water </a>.</div><div><br></div><div>Step 3 - Now that you have the frozen water, your last order of business is to fly to Illum. On Illum you need to defeat a level 50 Champion. This is best done with a group of 4 people. You will need to travel to -554, -7. You will find a crystal on the ground, touch to crystal to spawn the champion. After you kill the boss you will need to loot a crystal on the ground. This crystal will be the <a href=" http://www.torhead.com/item/1nCI3EW/magenta-adegan-crystal">Magenta Adegan Crystal</a>&nbsp;that is needed as the primary material for the craft.</div><div><br></div><div>After you have this contact Alexia in game to have it crafted. Please take the time to group up with others so we can get a large group of people to complete this at once.&nbsp;</div><div><br></div><div>I'd like to thank all those that have dropped everything they were doing over the past week to take the time to go to the World Bosses on call. We will continue to down these World Bosses so others in the guild can get this pattern as well. This is only the beginning.......</div><div><br></div><div>-Alex</div>]]></content:encoded>
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      <title>First Operation - Eternity Vault</title>
      <pubDate>Mon, 09 Jan 2012 14:36:14 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/514623/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/514623/m/2073950</guid>
      <content:encoded><![CDATA[<div style="text-align: center;"><img src="http://i3.photobucket.com/albums/y79/ATrevelyan/322786_839533980467_45601861_37738983_1719767109_o.jpg" title="Sith Happens Eternity Vault" alt="Sith Happens Eternity Vault" align="middle" style="border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; border-image: initial; "><br></div><div><br></div>Last night, Sith Happens made their first attempt at running end game content in the Eternity Vault. A last minute decision that had proven to be quite fruitful. With close to a dozen 50's now and a thirst for something more than daily PvP, a collaboration of members got together and made their way into the the first of many Operations to come. We managed to gather 7 of our own members including: Alex, Autechron, Cake, Khazi, Konnan, Laati and Ty-gon, as well as one PUG member, Telos.&nbsp;<br><br>The ran started off with a few wipes on the Turrets, due to some mob spawns we didnt account for, but once we collected ourselves and re-planned the strategy, we had no problem downing the turrets as well as the boss. Further progression in, brought us to Gharj. The first attempt yielded a wipe, but the second downed the boss with ease. We somehow manged to bug the boss on the first run causing people outside the Operation instantly die at random. Was a quite fun game of&nbsp;Russian&nbsp;Roulette betting on who would be the next to randomly fall to their feet.&nbsp;<div><br></div><div>Upon completing Gharj, we progressed into the Forest and cleared through the mobs with no problem. The groups split solving each of their puzzles and relaying when they had completed each stage over Ventrilo. This fight was a success, moving us on to the 4 section of the Vault where each of us had to down our own boss. The room consisted of 8 ancients which each member of the Operation had to defeat on their own. Any help from another member of the group, be it healing or DPS would cause an instant enrage by all Ancients in the room. This was quite a fun, yet stressful fight because all you could do once you had your elite down, was watch the other members "struggle" to get their own target down. The first attempt managed to bug out causing one elite to enrage and then reset the room. Attempt two was a success.</div><div><br></div><div>Which then lead us into the final chamber to defeat Soa. This fight was left incomplete after 1-2 hours worth of attempts. By the end of the night we managed to get the strategy down but only managed to get the boss to 15%. With many of the players heading to work in the morning we decided to call it and continue progression on Monday.</div><div><br></div><div>I would have to say this turned out to be a great night for all involved. This was a guild first, with many of us never raiding with each other in past games. We stuck together, listened to input from one another and didn't give up. I look forward to more events like this in the future. Stay tuned for more information regarding future Operations and World Events. A calendar will be setup over the next few days to start planning for upcoming Ops.</div>]]></content:encoded>
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      <title>Guild Member Cleanup</title>
      <pubDate>Mon, 19 Dec 2011 13:58:07 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/479933/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/479933/m/2073950</guid>
      <content:encoded><![CDATA[Starting December 27th I will be working with the other Officers to clean up the guild list. No one will be kicked from the in game guild, but members on the website may lose access to the Guild Discussion forum. We will be syncing up the in game roster with the permissions to the forums.&nbsp;<div><br></div><div>So what will you need to do? If you are already in game please open up the Guild roster by pressing the "G" key. Once you have it opened up look at the far right column and you will see "Guild Rank". Click on the arrow next to this title and choose "Member Notes" from the list. Find your name on the list and verify you have a note next to your name. If you do not have a note next to your name please contact "Autechron", "Alex", or "Jena" in game to have them update your note with your forum name so we know who you are. If you already have a Member Note next to your name, there is no action you need to take.</div><div><br></div><div>Also if you have not yet joined the guild and will within the next week, the game will automatically port you into the guild after character creation. If you are not using your exact forum name in game, please contact an officer upon loading into the game and tell them who you are.&nbsp;</div><div><br></div><div>Again, no one will be booted, the only thing this will affect is your permission to see the private Guild Forums. On a side note, if you have not done so already, please create your character on the website as well. These characters will be added to the site roster so members can see who you all are. Once Bioware initiates an API data feed, our characters will get updated automatically. To create your character log into your account and click on your name anywhere on the website. When you are at your profile page, click on the Characters tab. From there you will have the ability to create your toon.</div><div><br></div><div>Thanks all!</div><div><br></div><div>-Alex</div>]]></content:encoded>
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      <title>Guild Deployment and You!</title>
      <pubDate>Mon, 12 Dec 2011 23:19:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/468507/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/468507/m/2073950</guid>
      <content:encoded><![CDATA[<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">Here are a few FAQ's and steps you will need to be aware of when you load into the game for the very first time. Please take good note of these and view the official Star Wars the Old Republic website for any further details. You can find the complete article here: <a href="http://www.swtor.com/blog/guild-deployment-details">http://www.swtor.com/blog/guild-deployment-details</a>&nbsp;&nbsp;<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; "><!--more--><br></span></p><p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">How can I tell if/where my guild has
been deployed?</span><span style="font-size:8.5pt;font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;
mso-fareast-font-family:&quot;Times New Roman&quot;;mso-bidi-font-family:&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">Everyone will receive an email before
Early Access with details about the status of their guild.<o:p></o:p></span></p>

<ul type="disc">
 <li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
     line-height:14.25pt;mso-list:l0 level1 lfo1;tab-stops:list .5in"><span style="font-size:8.5pt;font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:
     &quot;Times New Roman&quot;;mso-bidi-font-family:&quot;Times New Roman&quot;">If your guild
     was successfully deployed to a server, you’ll receive a link to the
     website that you can follow to find out what server your guild has been
     placed on.<o:p></o:p></span></li>
 <li class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto;
     line-height:14.25pt;mso-list:l0 level1 lfo1;tab-stops:list .5in"><span style="font-size:8.5pt;font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:
     &quot;Times New Roman&quot;;mso-bidi-font-family:&quot;Times New Roman&quot;">If your guild
     was not deployed to a server because it did not meet the qualifications
     for import, you will be able to create your guild manually in the game.<o:p></o:p></span></li>
</ul>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">Server assignments through the Guild HQ
system are final and cannot be changed, but you and your guild are not in any
way required to play on the server where you were placed. We have pre-created
assigned guilds on specific servers as a convenience to you, and these
assignments may be ignored at your discretion.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">What happens if I don’t like my server
assignment?</span><span style="font-size:8.5pt;font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;
mso-fareast-font-family:&quot;Times New Roman&quot;;mso-bidi-font-family:&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">Ignore it. You are more than welcome to
create a new guild on a different server (as long as no one has already taken
your desired guild name, of course). In order to create a guild in-game, you’ll
need to gather a full group of four players and 5,000 credits, then speak to
the Guild Registrar on the Republic/Imperial Fleets.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">I am happy with my server assignment.
How do I join once I’m in the game?</span><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">When you first join the game and reach
the Server Select screen, the server where your guild has been pre-created will
be marked with a gold flag.<o:p></o:p></span></p>

<p class="MsoNormal" style="text-align: center;margin-bottom: 0.0001pt; "><a href="http://cdn-www.swtor.com/sites/all/files/en/cb/20111212_gd45/server_select_845x448.jpg"><img src="http://cdn-www.swtor.com/sites/all/files/en/cb/20111212_gd45/server_select_535x121.jpg"></a></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">If you choose this server and create a
character on it, you’ll be presented with a dialogue box inviting you to join
your guild when you enter the game. Accept that invite and you’re in!<o:p></o:p></span></p>

<div align="center" style="text-align: center;"><img src="http://cdn-www.swtor.com/sites/all/files/en/cb/20111212_gd45/auto_invite_354x184.jpg">

</div>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">What happens if I decline my automatic
guild invite?</span><span style="font-size:8.5pt;font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;
mso-fareast-font-family:&quot;Times New Roman&quot;;mso-bidi-font-family:&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">Every character you create on the
server will be offered an automatic invite until ONE of those characters has
accepted the invite. At that point, no further invites will be offered to any
future characters you create on that server.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">What happens if I accidentally told the
game to stop offering me invites, but I changed my mind?</span><span style="font-size:8.5pt;font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:
&quot;Times New Roman&quot;;mso-bidi-font-family:&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">There is an option in the Preferences
pane (under Social) which allows you to ignore all automatic guild import
invites. If you accidentally chose "Do not ask again” in the invite and
selected "No,” you can go to this panel and deselect the "Ignore Guild Import
Offer” box. The next time you create a character on the server, you’ll once
again be asked to join.<o:p></o:p></span></p>

<p class="MsoNormal" style="text-align: center;margin-bottom: 0.0001pt; "><a href="http://cdn-www.swtor.com/sites/all/files/en/cb/20111212_gd45/invite_pref_845x491.jpg"><img src="http://cdn-www.swtor.com/sites/all/files/en/cb/20111212_gd45/invite_pref_535x300.jpg"></a></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">Can I join my pre-created guild with
more than one character?</span><span style="font-size:8.5pt;font-family:
&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;mso-bidi-font-family:
&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">You can only accept an "automatic
invite” once, so if you wish to add additional characters to the guild, you
will need to reach out to your Officers or Guild Leader to send you additional
invites.<o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size: 8.5pt; font-family: Verdana, sans-serif; font-weight: bold; ">What happens if our Guild Leader
doesn’t join the game immediately?</span><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;"><o:p></o:p></span></p>

<p class="MsoNormal" style="margin-top:8.25pt;margin-right:0in;margin-bottom:
8.25pt;margin-left:0in;line-height:14.25pt"><span style="font-size:8.5pt;
font-family:&quot;Verdana&quot;,&quot;sans-serif&quot;;mso-fareast-font-family:&quot;Times New Roman&quot;;
mso-bidi-font-family:&quot;Times New Roman&quot;">Guild Leaders have until two weeks
after launch (January 2nd, in our case) to accept their automatic invite. At
that point, if your Guild Leader has not arrived in-game and accepted their
invite, the most senior Officer will be automatically promoted to Guild Leader.
Please note that this means it could be possible for the guild to be leaderless
for up to two weeks after launch, so make sure your Guild Leader is ready to
join the game!<o:p></o:p></span></p>]]></content:encoded>
    </item>
    <item>
      <title>Final Build Patch Notes</title>
      <pubDate>Fri, 02 Dec 2011 00:55:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/449150/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/449150/m/2073950</guid>
      <content:encoded><![CDATA[<p><span style="font-weight: bold; ">Welcome to <span style="font-style: italic; ">Star Wars</span>™: The Old Republic™<br>Build Date 2011.12.01<br>Patch 0.742.27</span></p><br><h2>Welcome</h2><ul><li>If you encounter any issues while using the patcher, please exit and restart it.</li><li>For more information on the test, view the <a href="http://www.swtor.com/tester" target="_blank">Test Details</a>.</li><li>To discuss this with other testers, access the <a href="http://www.swtor.com/community/forumdisplay.php?f=113" target="_blank">Game Tester Forums</a>.</li></ul><p>Note that you may need to log into the website to view the above links properly.</p><p>If you encounter any issues that prevent you from playing the game, please e-mail <a href="mailto:testing@swtor.com">testing@swtor.com</a> and we will do our best to address your concern quickly and efficiently. May the Force be with you!</p><!--more--><br><br><h1><span style="text-decoration: underline; ">Build Notes</span></h1><br><h1>General</h1><ul><li>Experience gains on Origin Worlds have been adjusted to help solo players reach level 10 more easily.</li><li>Improved the overall performance of vanity pets.</li><li>Using the /stuck command will no longer kill the player unless a safe location cannot be determined. Players can now only use /stuck every 120 seconds.</li><li>Moving to a new planet instance no longer uses the player’s Quick Travel cooldown. </li><li>Mail sent to another player will now have a 30 minute delay.</li></ul><br><br><h1>Classes and Combat</h1><br><br><h2><span style="font-weight: bold; ">General</span></h2><ul><li>Further improved and balanced all class content above level 30. </li><li>Slightly increased mouse targeting distance.</li><li>Implemented improvements that increase the responsiveness of combat actions.</li><li>Tab targeting now more accurately takes into account which enemies are on screen.</li><li>Tab targeting can now select enemies at a longer range.</li><li>Players can now use ground-targeted area of effect attacks in a 360 degree area around their character, regardless of what direction they are facing.</li></ul><br><br><h2><span style="font-weight: bold; ">Jedi Knight</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Jedi Knights can now obtain the "Master” title.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Sentinel</span></h3><ul><li>Healing done by Zen has been decreased to 1% per tick while Juyo Form is active.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span></h3><ul><li>Force critical bonuses conferred by Focused Resonance now display properly on the character sheet.</li></ul><br><br></ul><h2><span style="font-weight: bold; ">Sith Warrior</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Sith Warriors can now obtain the "Darth” title.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Marauder</span></h3><ul><li>Healing done by Berserk has been decreased to 1% per tick while Juyo Form is active.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span></h3><ul><li>Force critical bonuses conferred by Dark Resonance now display properly on the character sheet.</li></ul><br><br></ul><h2><span style="font-weight: bold; ">Jedi Consular</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Force Potency now increases the range of Telekinetic Throw.</li><li>Each use of Telekinetic Throw now uses a charge of Force Potency. </li><li>Players are no longer able to cancel Force Lift’s debuff by right-clicking it.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Shadow</span></h3><ul><span style="font-weight: bold; font-style: italic; ">Infiltration</span><ul><li>Situational Awareness now reduces the Force cost of Whirling Blow and no longer reduces the cooldown of Cloud Mind.</li></ul></ul></ul><br><br><h2><span style="font-weight: bold; ">Sith Inquisitor</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Recklessness now increases the range of Force Lightning.</li><li>Each use of Force Lightning now uses a charge of Recklessness.</li><li>Players are no longer able to cancel Whirlwind’s debuff by right-clicking it.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Assassin</span></h3><ul><span style="font-weight: bold; font-style: italic; ">Deception</span><ul><li>Resourcefulness now reduces the Force cost of Lacerate and no longer reduces the cooldown of Cloud Mind.</li></ul></ul></ul><br><br><h2><span style="font-weight: bold; ">Smuggler</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Cover now has a 1-second cooldown.</li><li>Recuperate can no longer be used from cover.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Scoundrel</span></h3><ul><span style="font-weight: bold; font-style: italic; ">Scrapper</span><ul><li>Flechette Round now causes the next Shoot First or Back Blast to deal additional bleed damage and increases armor penetration by 50% for a moderate duration. It is not affected by the global cooldown and does not break stealth.</li><li>Sucker Punch now requires 15 energy and has had its damage output decreased by 15%.</li><li>Flying Fists’ damage output has been decreased by 15%.</li><li>Sawed-Off now affects Flechette Round instead of Blaster Whip.</li></ul><br></ul><br></ul><h2><span style="font-weight: bold; ">Imperial Agent</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Cover now has a 1-second cooldown.</li><li>Explosive Probe’s animation now correctly displays when the probe is resisted by an enemy.</li><li>Recuperate can no longer be used from cover.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Operative</span></h3><ul><span style="font-weight: bold; font-style: italic; ">Concealment</span><ul><li>Acid Blade now causes the next Hidden Strike or Backstab to deal additional poison damage and increases armor penetration by 50% for a moderate duration. It is not affected by the global cooldown and does not break stealth.</li><li>ILaceration now requires 15 energy and has had its damage output decreased by 15%.</li><li>Collateral Strike’s damage output has been decreased by 15%.</li><li>Waylay now affects Acid Blade instead of Shiv.</li></ul><br></ul><br></ul><h2><span style="font-weight: bold; ">Trooper</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>Adjusted resource bar visuals for ammo gain and use.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span></h3><ul><li>Fixed an issue that prevented the skill Kolto Recharge from healing as intended.</li><li>Concussive Force now properly increases the knockback distance of Concussive Charge.</li></ul></ul><br><br><h2><span style="font-weight: bold; ">General Combat Bug Fixes</span></h2><ul><br><li>Fixed an issue that caused multi-hit attacks to sometimes deal damage upon miss or deflect from the enemy.</li><li>Calling a Medical Probe upon death now properly applies damage to equipment the player is wearing.</li><li>The cooldown for calling a Medical Probe will now properly increase in phased areas.</li></ul><br><br><h1>Companion Characters</h1><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>Companion Characters now vocalize less frequently during combat.</li><li>Companion Characters are now silent when entering stealth modes.</li><li>Companion names now display as "PLAYERNAME’s Companion.” </li></ul></ul><br><br><h1>Crew Skills</h1><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>Added implants to the schematic filter for the crafting window and to trainers.</li><li>Slightly increased critical chance for crafting and missions for Orange difficulty tasks.</li></ul><br><h3><span style="font-weight: bold; ">Crafting Skills</span></h3><ul><li>Cybertechs can now craft modifiable Droid armor.</li><li>Cybertech and Artifice modifications and enhancements have been updated.</li><li>Crafted relics and space upgrades now bind to the character when equipped.</li><li>Crafted items are no longer created with pre-slotted modifications.</li></ul><br><h3><span style="font-weight: bold; ">Gathering Skills</span></h3><ul><li>The highest-level gathering nodes now spawn more regularly on Corellia and in the high-level mission area on Belsavis.</li></ul><br><h3><span style="font-weight: bold; ">Mission Skills</span></h3><ul><li>Adjusted mission costs across all skill levels.</li><li>Treasure Hunting relics now bind to the character when equipped.</li><li>Luxury Fabrics and Underworld Metals are now obtained through different missions.</li><li>Investigation Mission Discoveries now yield Researched Compounds.</li><li>Rich yields no longer always provide Artifact quality resources.</li><li>Mission rewards now include higher quantities of Prototype quality crafted materials.</li></ul><br><h3><span style="font-weight: bold; ">Bug Fixes</span></h3><ul><li>Fixed an issue where Crafting schematics were not properly updating within the schematic trainer..</li><li>Learned Biochem schematics no longer disappear from the Crafting window.</li><li>Prototype and Artifact quality crafted weapons now have the correct weapon damage values.</li><li>Reverse engineering mode no longer toggles off after reverse engineering an item.</li><li>Items of less than Premium quality can no longer be reverse engineered.</li><li>Corrected refresh and mission tier issues.</li><li>Weapon damage and armor ratings listed on schematics now indicate these values on the resulting crafted items correctly.</li><li>Certain Prototype quality schematics for Artifice are no longer assigned to Synthweaving.</li></ul></ul><br><br><h1>Flashpoints and Operations</h1><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>Flashpoint missions can now be obtained at level-appropriate locations on most planets with complementary shuttle service to the Republic or Imperial Fleet.</li><li>Flashpoint mission levels have been adjusted to more accurately reflect their difficulty.</li><li>Early-level Flashpoint bosses are now slightly less difficult.</li><li>Nightmare Mode Operations are now significantly more challenging.</li><li>Corrected an issue that prevented Codex entries associated with Nightmare Mode from unlocking.</li></ul><br><h3><span style="font-weight: bold; ">Flashpoints</span></h3><ul><br><span style="font-weight: bold; font-style: italic; ">The Black Talon</span><ul><li>Yadira Ban's difficulty in Hard Mode has been increased.</li></ul><br><span style="font-weight: bold; font-style: italic; ">Bringing Down the Hammer</span><ul><li>Battlelord Kreshan now drops loot.</li></ul><br><span style="font-weight: bold; font-style: italic; ">Colicoid War Games</span><ul><li>This Flashpoint has undergone a difficulty balance pass.</li><li>The final boss no longer continually respawns.</li></ul><br><span style="font-weight: bold; font-style: italic; ">Directive 7</span><ul><li>Bulwark's mechanics now function properly.</li></ul><br><span style="font-weight: bold; font-style: italic; ">The Esseles</span><ul><li>Vokk's difficulty in Hard Mode has been increased.</li><li>Lieutenant Isric's difficulty has been corrected in Hard Mode.</li></ul><br><span style="font-weight: bold; font-style: italic; ">The False Emperor </span><ul><li>Normal Mode bosses now inflict less burst damage.</li><li>Boss mechanics in this Flashpoint now function properly in Normal and Hard Mode.</li></ul><br><span style="font-weight: bold; font-style: italic; ">The Foundry</span><ul><li>A normal enemy NPC in this Flashpoint no longer drops boss loot.</li></ul><br></ul><br><h3><span style="font-weight: bold; ">Operations </span></h3><ul><br><span style="font-weight: bold; font-style: italic; ">General</span><ul><li>The Operations lockout window now displays the current boss lockouts for your group members.</li></ul><br><span style="font-weight: bold; font-style: italic; ">Eternity Vault</span><ul><li>Nightmare Mode chests now contain loot.</li><li>Enrage timers have been added to Annihilator Droid XRR-3 and Gharj.</li><li>The Ancient Pylon puzzle enemies now spawn.</li><li>Button use timing for the Ancient Pylon puzzle has been corrected.</li><li>The Infernal Council fight no longer resets as soon as the fight begins.</li><li>Lava creatures now correctly spawn in the cave before Gharj.</li></ul><br><span style="font-weight: bold; font-style: italic; ">Karagga’s Palace</span><ul><li>Bonethrasher no longer enters a state that causes him to cease executing his combat mechanics.</li></ul><br></ul><br><br><h1>Items</h1><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>Custom items now appear with an orange border in the inventory. All Custom items are modifiable.</li><li>The Lhosan Racer is now a level 40 vehicle.</li><li>Increased the stat diversity of medium armor drops on Origin Worlds.</li><li>The cost of Droid armor is now comparable to the cost of other armor.</li><li>Random relics now bind to the character when equipped.</li><li>Modifiable Artifact quality items now only feature modification and enhancement slots.</li><li>Some redundant random shield generators with Force stats have been replaced by random foci.</li><li>Decreased the chance for lockboxes to contain higher-quality loot.</li></ul><br><h3><span style="font-weight: bold; ">Vendors</span></h3><ul><li>All standard modification vendors now sell a basic set of base modifications.</li><li>All modification vendors that accept commendations now provide a consistent set of modification upgrades for each class.</li><li>Prototype quality items sold by specialty goods vendors that accept credits can now also be found on the corresponding light, medium, and heavy armor vendors and weapon vendors.</li><li>Republic Fleet commendation vendors now sell the special ability items that their Imperial counterparts sell.</li></ul><br><h3><span style="font-weight: bold; ">Bug Fixes</span></h3><ul><li>The speeder vendor on the Imperial Fleet Station now properly displays the vehicles for sale.</li><li>Heavy Force armor no longer drops from levels one through nine.</li><li>Some items with Social rank requirements can no longer be equipped without meeting the requirement.</li><li>Many high-level items now have the correct appearance when worn.</li><li>Droid armor can now be auctioned.</li><li>Some Earpieces and Implants purchased with commendations are no longer mislabeled.</li></ul></ul><br><br><h1>Legacy</h1><ul><li>Advancement through Legacy Levels has been adjusted; it is now slower early on and does not increase dramatically as levels are gained.</li><li>Legacy surnames are now displayed by default.</li></ul><br><br><h1>Missions and NPCs</h1><br><br><h2><span style="font-weight: bold; ">General</span></h2><ul><li>Experience gained from completing missions has been increased.</li><li>Taris (Republic) and Balmorra (Imperial) Bonus Series mission rewards are now the appropriate level.</li></ul><br><h2><span style="font-weight: bold; ">Missions</span></h2><ul><br><h3><span style="font-weight: bold; ">Republic </span></h3><ul><li>Most Wanted: The weapon cache now provides a companion weapon.</li></ul><br><h3><span style="font-weight: bold; ">Bug Fixes</span></h3><ul><li>Corrected several missions that failed to grant item rewards correctly.</li></ul></ul><br><h2><span style="font-weight: bold; ">NPCs</span></h2><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>Decreased the difficulty of several high-level class story bosses.</li><li>NPCs will now attempt to enter cover when fired upon.</li></ul><br><h3><span style="font-weight: bold; ">Bug Fixes</span></h3><ul><li>Standard and Weak toughness enemies no longer regenerate health while under the effects of any 60-second crowd control abilities (such as Force Lift, Concussion Missle, etc).</li></ul></ul></ul><br><br><h1>PvP</h1><ul><br><h2><span style="font-weight: bold; ">General</span></h2><ul><li>The center-screen message associated with the Deserter debuff now occurs after 50 seconds.</li><li>The decay time for Resolve has been significantly reduced, making characters susceptible to fewer crowd control effects over short periods of time.</li><li>The Glacial Fissure Imperial Med Center is now a safe area for Empire characters.</li></ul><br><h2><span style="font-weight: bold; ">PvP Items</span></h2><ul><li>Added two new, exclusive vehicles to rare spawn Outlaw’s Den vendors.</li><li>Level 20 and level 40 PvP gear is now available from vendors on the Republic and Imperial Fleets.</li><li>Battlemaster Gear Bags are now only available from daily and weekly PvP missions.</li><li>Battlemaster implants and earpieces can now be purchased for Warzone and Mercenary Commendations. </li><li>PvP vehicles now have Valor rank requirements. </li><li>PvP lockboxes under level 50 now cost 30 Warzone Commendations.</li><li>The Overcharge consumable now increases expertise by 15% for 20 seconds.</li><li>The PvP Heal consumable now restores 35% of maximum health.</li><li>Valor rank requirements on items now function properly.</li><li>Expertise has been added to many endgame PvP items.</li></ul><br><h2><span style="font-weight: bold; ">Warzones</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">General</span></h3><ul><li>The Combatant medal is now awarded at 75k damage.</li><li>The Healer medal is now awarded at 75k healing.</li></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Alderaan Civil War</span></h3><ul><li>Reduced the interaction time for the targeting console to 8 seconds.</li><li>The scoreboard now indicates which team score belongs to the player.</li><li>The large installation cannon now fires at the end of a match.</li><li>Scoring blasts from cannons now occur at roughly 20-second intervals and now remove 10 points of shield strength.</li><li>Art for the sky in this Warzone has been improved.</li><br><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span><ul><li>Corrected an issue that caused Republic players to see misaligned scores.</li><li>Small body type characters can no longer move behind the pipes near the side control nodes.</li><li>Small body type characters no longer become stuck in some areas of this Warzone.</li><li>Turret shots no longer hit invisible collision areas while firing at the Imperial dropship.</li><li>Players no longer receive a development debug message while interacting with turret control consoles.</li><li>A visual error during the destruction animation for dropships has been corrected.</li></ul></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Huttball</span></h3><ul><li>The ball now returns to a player in the combat space (or the middle if no player is in range) if a player uses Force Pull on a character carrying the ball to bring them into the safe area.</li><li>Players can no longer hold the ball on the edge of their respawn zone.</li><li>Performance inside the Huttball Warzone has been increased.</li><br><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span><ul><li>Players on the Frogdog team now properly lose the Deserter Detection debuff when they enter the combat area.</li></ul></ul><br><h3><span style="font-weight: bold; font-style: italic; ">Voidstar</span></h3><ul><li>The interaction time to plant bombs, extend the bridge, and lower fields has been reduced to 8 seconds.</li><li>The detonation countdown time has been increased to 20 seconds.</li><li>Attackers will not advance to the next respawn point until at least one attacker reaches the next room.</li><li>Extending the bridges and lowering the forcefields now count as progress when determining tiebreakers for matches where neither team reached the datacore.</li><li>A platform has been added to the reactor room attacker spawn location to prevent fall damage.</li><li>The Voidstar intro cinematic has been improved.</li><li>Environmental visual effects have been added to this Warzone.</li><li>Radio transmission and broadcast audio (instructional and ambient) have been added.</li><br><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span><ul><li>Players now teleport to the correct respawn location for their side when joining the Warzone after it has started.</li><li>A crate that allowed players to bypass a forcefield has been removed.</li><li>Mapnotes now use the appropriate "bomb planted” icons when a bomb is placed on a door.</li><li>The bridges now appear extended correctly to players who were in the hangar room as the bridges were extended.</li><li>The Voidstar map on the loading screen is now correct.</li><li>Voidstar maps now take recent geometry changes into account and have been updated.</li><li>The Revive window now closes properly between rounds.</li><li>Fixed an issue that could cause players to be teleported to the wrong location during the round transition.</li><li>Fixed an issue that could cause level matching in the matchmaking system to function improperly.</li><li>Corrected an issue that caused players that were unflagged upon entering a Warzone to remain flagged after leaving one.</li></ul></ul></ul><br><h2><span style="font-weight: bold; ">World PvP</span></h2><ul><br><h3><span style="font-weight: bold; font-style: italic; ">Battle for Ilum</span></h3><ul><li>The War Effort buffs now have a new icon.</li><li>Ambient music now plays during various events during the Battle for Ilum.</li><br><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span><ul><li>Corrected an issue that could cause objectives to become stuck in the "secured" state.</li><li>Corrected text inconsistencies in Battle for Ilum missions and objective notes.</li><li>Players who load directly into the Western Shelf PvP area now properly receive the area status effect if a faction controls the area.</li><li>The Republic and Imperial Bases now properly play aerial bombardment explosions when a faction controls the zone.</li><li>Fixed a bug that could cause music events to not work properly when an Assault area was captured.</li></ul></ul><br><h3><span style="font-weight: bold; font-style: italic; ">The Outlaw's Den (Tatooine)</span></h3><ul><li>Added two new, exclusive vehicles to the Outlaw's Den vendors.</li><li>Chests in Outlaw's Den now drop 20 Mercenary Commendations.</li><br><span style="font-weight: bold; font-style: italic; ">Bug Fixes</span><ul><li>Mercenary Commendation chests no longer appear empty on being opened.</li><li>The text associated with the mission for Outlaw's Den has been corrected.</li></ul></ul></ul><br><h2><span style="font-weight: bold; ">Bug Fixes </span></h2><ul><br><li>Alacrity no longer reduces the channel time of interacting with objects inside Warzones.</li><li>Characters now receive appropriate stat bonuses when bolstered.</li><li>Players are no longer awarded additional stealth time when reviving if they die inside an exhaustion area.</li><li>Players can no longer toggle their PvP flag while in contested, Team Free-for-All, Free-for-All, or opposing faction regions.</li><li>Corrected an issue that could cause characters to remain in combat longer than intended.</li></ul><br><h1>Space Combat</h1><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>Player and companion voiceovers now sound like they are coming from the ship intercom.</li><li>EMP Generator damage is no longer scaled by the setting of your power conversion module.</li><li>Decreased the experienced gained from daily Space Combat missions.</li></ul></ul><br><h1>UI</h1><ul><br><h3><span style="font-weight: bold; ">General</span></h3><ul><li>When the Group Leader changes to the "Master Loot” setting, a message will now display to all members of the group or team.</li><li>The server select screen now more accurately indicates the population of each server.</li><li>Servers that are currently offline are now displayed at the bottom of the server list..</li><li>Removed the /bug button from the User Interface. Players should now submit bugs using the Customer Service Portal.</li><li>The Inspect feature now shows some stats and other information that was previously missing.</li><li>Clicking on an item will now attach it to the mouse cursor.</li><li>Added the ability to right-click to add/remove item modifications.</li><li>Mail can now be opened using a single click.</li><li>The loot window will now close if players select "Take All,” regardless of whether or not items require a group roll. </li><li>Removed the "Show Coverbar” button from the main UI. </li><li>Nameplate health bars now match their color to the text instead of always displaying as red.</li><li>Added a "Character Stuck” button to the upper right corner of the Help Window. </li><li>The Trainer window no longer displays empty tabs. </li><li>Icons for high-level Commendation items now indicate the item type they provide.</li><li>The visual and sound effects for a player duel challenge have been updated.</li><li>Stackable items are now grouped together in the loot window.</li><li>Character limitations will now display in the error message when players enter a name that is too long.</li><li>The game credits can now be viewed by pressing the "Credits” button while on the character select screen.</li><li>The cinematics menu on the character select screen now functions properly.</li></ul><br><h3><span style="font-weight: bold; ">Operations</span></h3><ul><li>The Operations lockout window now displays the current boss lockouts for your group members.</li><li>Information available on the Operation lockout window is now easier to understand and displays correctly.</li><li>Announcements in Operations are now more distinct.</li><li>Operation raidframes can now be toggled on and off. </li></ul><br><h3><span style="font-weight: bold; ">Quickslots</span></h3><ul><li>Players will no longer be asked for confirmation when dragging items off the quickslot bar.</li><li>Quickslot bars will no longer duplicate when activating extended bars.</li><li>Passive abilities can no longer be moved to the quickslot bar.</li></ul><br><h3><span style="font-weight: bold; ">Chat</span></h3><ul><li>Using /group in chat will now send communications to the highest group level (i.e. Operations Teams will take precedence over groups).</li><li>Chat channel input now defaults to /general instead of /say. </li><li>Some chat commands have been changed. The following commands now work when used followed by player-created chat channel names: /cjoin, /cleave, /cinvite, /ckick, /mute, and /unmute.</li><li>Fixed a bug that could cause the Chat window to be placed off-screen with some monitor configurations.</li></ul><br><h3><span style="font-weight: bold; ">Codex</span></h3><ul><li>Added or corrected images for many Codex entries and tutorials.</li><li>Added several new Codex entries for Ilum.</li></ul><br><h3><span style="font-weight: bold; ">Tooltips</span></h3><ul><li>Added several new tooltips.</li><li>Improved the explanation of rested experience in the experience tooltip.</li><li>Repair tooltips no longer display stats if the values are 0. </li><li>Player tooltips now display when a player is marked as Looking for Group.</li><li>Space Combat ability items now have tooltips.</li></ul><br><h3><span style="font-weight: bold; ">Social</span></h3><ul><li>The Social Center will now update Looking For Group status more frequently and displays Looking For Group comments by default.</li><li>The UI no longer displays the Quick Group button when players select a character from the opposite faction.</li><li>Updated the art for Social Center notifications. </li><li>Inspecting other players now displays their values for Valor. </li><li>Reduced the number of available titles from alignment, social, and some missions.</li></ul><br><h3><span style="font-weight: bold; ">Tutorials</span></h3><ul><li>Added level requirements to some tutorials.</li><li>Clarified the wording of many tutorials.</li><li>Closing the tutorial window now closes all read tutorials. </li><li>Added new tips to loading screens and adjusted many tips such that they will display at more relevant times.</li></ul><br><h3><span style="font-weight: bold; ">Galactic Trade Network</span></h3><ul><li>Improved the overall UI for the GTN.</li><li>Added many new category and subcategory filter choices.</li><li>Fixed category issues that could cause incorrect listings or other GTN problems.</li></ul><br><h3><span style="font-weight: bold; ">Preferences</span></h3><ul><li>Players can now map the mouse wheel up and down to any game function, and the Camera Zoom In/Out can be mapped to keys.</li><li>Removed several obsolete entries from the Preferences Menu.</li><li>Moved some preferences to make them easier to find.</li><li>Preference tooltips will now indicate which options will result in better performance. </li><li>Chat fade is now toggled off by default.</li><li>The "Social invites as Social Center messages” preference is now toggled off by default.</li><li>Players will now have fifteen seconds to confirm after changing the game resolution. </li><li>The Automatic Cover bar can now be disabled via the Preferences Menu.</li><li>Added a preference that will cause the map to flash red while in combat. </li><li>Added a preference to toggle off the Legacy Bar. </li></ul><br><h3><span style="font-weight: bold; ">Maps</span></h3><ul><li>Updated the appearance of the minimap filter toggle buttons. </li><li>Unusable enemy vendors no longer display on the map. </li><li>Crew Skill trainers now show up correctly on the map and minimap.</li></ul><br><h3><span style="font-weight: bold; ">PvP</span></h3><ul><li>The UI no longer enters a bad state when it is reloaded at the end of a Warzone match.</li><li>The Warzone invitation window now reappears if it is active when the player loads into another area.</li><li>The character sheet now correctly displays bolstered weapon damage inside Warzones.</li><li>PvP Codex images have been added for PvP unlockable entries.</li></ul><br><h3><span style="font-weight: bold; ">Bug Fixes</span></h3><ul><li>The server login queue now displays more accurate estimations.</li><li>The maximum count of Codex entries now displays correctly for all planets.</li><li>Corrected several incorrect preference tooltips.</li><li>Preferences defaults now have the correct initial settings. </li><li>Shift+F12 can now be remapped.</li><li>Fixed an issue that caused chat to be unviewable when switching from portrait to widescreen.</li><li>Players no longer lose their chat reply target upon area transition. </li><li>The active companion bar no longer remains occasionally after unsummoning a companion. </li><li>The Looking for Group icon no longer displays on the nameplates of players that are not looking for groups.</li><li>Fixed an issue that could cause a player’s Legacy to incorrectly display other player characters’ Legacy. </li><li>The player’s castbar can no longer incorrectly display another character’s castbar.</li><li>Addressed an issue that caused the minimap arrow to sometimes point in the wrong direction and display an incorrect location.</li><li>The Friends List now updates properly to display friends who are online.</li><li>Trades are now cancelled when the trade window is closed.</li><li>The character sheet now resets when reloading the UI with Ctrl+U.</li><li>Fixed an issue with character rotation in the Item Preview window.</li><li>Fixed an issue that caused inventory tabs to incorrectly display their capacity. </li><li>Items with very high prices no longer display incorrectly.</li><li>Item preview now works correctly with item hyperlinks.</li><li>Social notifications (like group invitations) now display and behave properly.</li><li>Fixed a tooltip bug that could cause "Main Hand" to incorrectly display in red text.</li><li>Many incorrect icons have been replaced.</li></ul></ul><br><br><h1>Miscellaneous Bug Fixes</h1><ul><br><li>Dark Side appearances should now always be visible to other players.</li><li>Players who initially lose conversation rolls will now correctly gain bonuses to future rolls until a roll is won. </li><li>Characters now face forward and move at full speed when strafing right or left.</li><li>Players will no longer be dismounted when speaking to a vendor.</li><li>Players are no longer invulnerable after surrendering in a duel.</li><li>Fixed an issue that was causing lag in Warzones and Flashpoints. </li><li>Using strafe after using backwards strafe will now allow the character to move at full speed. </li><li>Players no longer receive rewards for participating in a single-player conversation with guests.</li><li>Fixed several issues that caused weapons to not sheath or unsheath properly.</li><li>Groupmates that are too far away or are in another phase when a chest is looted are no longer eligible to roll on that chest’s loot.</li><li>Made overall improvements to the profanity filter.</li><li>French and German game clients now have their own profanity filters.</li><li>Invalid names can no longer be created by the random name generator. </li></ul><br><p>Disclaimer: While we make every effort to include all changes in our patch notes, please be aware that occasionally some changes are unintentionally omitted. If you see something missing, please notify us at <a href="mailto:testing@swtor.com">testing@swtor.com</a>.</p><br><br></ul>]]></content:encoded>
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      <title>Imperial Agents in Star Wars: The Old Republic</title>
      <pubDate>Sat, 05 Nov 2011 14:17:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/416065/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/416065/m/2073950</guid>
      <content:encoded><![CDATA[Whether they are engaging enemies from a vast distance or within arms reach, the Imperial Agent has a variety of tools to take control of the situation.&nbsp; In the recent Imperial Agent video, we witnessed a single agent take on both large and small groups of enemies sometimes utilizing tactics to divide and conquer foes other times corralling opponents into a small area only to bombard them with ordnance.<br><br>Imperial Agents utilize the primary stat cunning to enhance the majority of their abilities, many of which use energy that is constantly regenerating - for those of you who played a rogue in World of Warcraft you will be familiar with the energy system.&nbsp; Both the Operative and Sniper advanced classes are able to serve the empire in a variety of roles.<br><br>Operatives function as healers and as mid to close range damage dealers.&nbsp; Operatives that specialize in the medic tree realize a variety of abilities that heal their teammates for large quantities directly, over time and in some situations even heal multiple allies simultaneously.&nbsp; Operatives that specialize in the concealment tree focus less on healing, but still engage in "surgery" disemboweling their opponents with various blades and weaponry as they emerge from stealth.<br><br>Unlike Operatives, Snipers don't tend to fare well up close and benefit from keeping their opponents far away.&nbsp; Snipers that specialize marksmanship focus on dealing gratuitous damage to both single targets as well groups of enemies from afar.&nbsp; Alternatively, Snipers that invest resources into engineering are able to deploy various droids, drones and bombs to quickly decimate entire fighting forces.<br><br>Both advanced classes are also able to dedicate resources to lethality, which improves the speed and efficiency of the Agent's skills.&nbsp; It's also important to point out that even though Imperial Agents don't wear heavy armor they can effectively mitigate damage through the use of the cover mechanic.&nbsp; All Agents have the ability to take cover behind in game world objects such as walls, rocks, debris, etc... to avoid some or all damage as well as crowd control and interruption to their abilities.&nbsp; A well rounded fighter that adapts and overcomes, Imperial Agents are the unsung heroes of the Empire.]]></content:encoded>
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      <title>Fan Fiction: Interlude, Part 1</title>
      <pubDate>Sat, 08 Oct 2011 16:13:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/384480/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/384480/m/2073950</guid>
      <content:encoded><![CDATA[<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">Charos
walked upon a sea of blood.  High above nestled in the ebony sky, the
violet sun burned with unconstrained fervor.  There was no wind. 
There was no scent.  Just crimson blood flowing about in all
directions.  And yet, Charos knew that he was close to his
destination.  It had been so long since he had begun this journey
that he no longer remembered the reason for it.  But Charos pressed
on.  He did not require food.  Nor did he thirst.  None of that
mattered when you dreamed.    In the world of dreams, what mattered
most was desire and belief.  Hold on to both and you had all the
sustenance you would ever need.  </span>
</p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	Charos
slowed to a stop, his eyes narrowing as a vast ivory throne appeared
looming on the horizon.  It was impossible to count the steps.  It
seemed to go on forever.  Upon that throne sat a thin figure shrouded
in darkness.  Despite the distance, Charos could see the figure in
perfect detail.  The eyes glinting in sadistic madness.  The ragged
scars upon his face from where his master nearly killed him.</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	It
was himself.</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	The
broken part of Charos that could no longer distinguish between friend
and foe.  He lived for the kill.  Death was his calling. 
Destruction, his only master.  Before the madness came, Charos wasn't
that much different although he would never had admitted it.  Once
battle began, all thought was erased.  The glory of the Sith Empire
meant everything to him and he would go to great lengths to achieve
it.  None of that mattered now.</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	Reclaiming
the throne, his <span style="font-style: italic; ">mind</span>, was what mattered.  Beyond that, Charos
didn't know where to begin.  He had risked his good standing in the
Empire, dared to challenge his master and had failed horribly.  He
was alive, at any rate.  But in what state?  Was he a pet of his
master?  To be shown off to future apprentices as a cautionary tale? 
Or was he just a tool.  Another weapon in his master's arsenal, to be
unleashed.  What had his madness driven him to do?</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	Madness
raised a thin red hand and a large number of shadowy warriors
appeared before Charos, blocking his path.  In their armored hands
they gripped blades of fire and their eyes glowed like miniature
suns.  </span>
</p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	<span style="font-style: italic; ">You
cannot win, Charos.  </span><span style="font-style: normal">The voice
of Madness boomed in the vaults of his mind.</span><span style="font-style: italic; ">  I am the only
part of you still clinging to life.  Destroy me and you will end
yourself.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; ">	</span><span style="font-style: normal">Charos
did not reply, save to ignite his two light sabers.  They glimmered
brightly, washing the first rank of shadowy warriors with its silvery
light.  The warriors faltered, their dark forms shimmering slightly. 
The world itself seemed to shudder.  The sun's light dimmed.  Charos
frowned.  W</span><span style="font-style: italic; ">hat was happening?</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	A
vast face appeared in the sky far above them, looking down with a
grin.  It was another pureblood, much younger Charos himself.  His
dark red face was unblemished and he wore a look of confidence. 
Charos recognized that look, he had borne it himself so often in
times past.  This was not an  illusion, another trick conjured by his
madness to forestall him.  This was the outside world reaching
inward, his divided mind interpreting it.</span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	</span><span style="font-weight: bold; font-style: italic; ">Charos,
the time for sleep is at an end.  You are on board the Doombringer,
deep within the ship's hold.  By the time you awake, it will have
been captured by Republic forces.  They are unaware of your
existence.  Hundreds of soft, unsuspecting prey await you.  The Sith
Empire demands their destruction.  Arise and smell the ashes of a new
day.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-weight: bold; font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-weight: bold; font-style: italic; ">	</span><span style="font-style: normal">To
the right of the throne, a shimmering stone door appeared etched with
many ancient Sith sigils.  The blood seemed to retreat from it,
revealing a narrow path.  The face smiled once more as it began to
fade.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	</span><span style="font-weight: bold; font-style: italic; ">Arise.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-weight: bold; font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-weight: bold; font-style: italic; ">	</span><span style="font-style: normal">The
face winked out of existence and there was a moment of stunned
silence before Charos's entire world exploded into action.  He leapt
forward, his blades spinning around like twin arcs of destruction. 
He had to get to that door.  The first two ranks of warriors fell
before him, exploding into embers of flame and shadow.  But as they
fell, others appeared to take their place.  In the midst of the
melee, Charos could see Madness descending the throne in a determined
pace like a dark storm cloud.  </span></span>
</p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	</span><span style="font-style: italic; ">Why
are you so interested in the outside world, Charos? </span><span style="font-style: normal">Madness
asked, shooting a glance as he stepped upon the narrow path.  </span><span style="font-style: italic; ">You
are no longer wanted or needed.  With me, you are still </span><span style="font-style: normal">Sith</span><span style="font-style: italic; ">.
 Without me...you are just another failure to be discarded.  It is
the Sith way.  Accept your fate.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; ">	</span><span style="font-style: normal">Charos
threw back his head, throwing all his rage, his frustration and his
anger into a single primal scream.  He would not be denied.  He
stepped forward, eyes enraged.  He brought up his blades beside his
face and then swept it out in front of him in a wide swath.  A dark
energy exploded out of the blades striking the nearby warriors.  As
it touched them, they disintegrated and the energy continued on until
the entire force was destroyed.  Charos leapt forward and landed upon
the path in front of Madness.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	"This
ends now.  This is </span><span style="font-style: italic; ">my</span><span style="font-style: normal">
mind,” Charos growled, blades rising.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; ">
<span style="font-family: 'Palatino Linotype', serif; ">	"You're learning, Charos,”
Madness replied, impressed but unafraid.  "I look forward to seeing
what other tricks you can do.”  He raised a hand and Charos went
flying as if struck by a massive fist.  Charos struggled to rise but
found that he could not.  The blood, that which had been solid, was
returning to liquid, dragging him slowly downward.</span></p><p style="margin-bottom: 0in; font-style: normal; "><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in; font-style: normal; ">
<span style="font-family: 'Palatino Linotype', serif; ">	"No...this can't be
happening, I was so close,” Charos murmured in vain as he watched
Madness disappear through the shimmering doorway.  Darkness followed
after.</span></p>
<p style="margin-bottom: 0in; font-style: normal; ">
<br>
</p>
<p align="CENTER" style="margin-bottom: 0in; font-style: normal; ">
<span style="font-family: 'Palatino Linotype', serif; ">* * * * * * *</span></p>
<p align="CENTER" style="margin-bottom: 0in; font-style: normal; ">
<br>
</p>
<p align="LEFT" style="margin-bottom: 0in; font-style: normal; "><span style="font-family: Aharoni; "></span></p><p align="LEFT" style="margin-bottom: 0in; font-style: normal; ">
<span style="font-family: 'Palatino Linotype', serif; color: rgb(224, 255, 255);"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">Consciousness.
 That place of pain, fear and death.  The prison door is open and we
step through.  Unfamiliar surroundings greet us, multitudes of boxes
bearing instruments of death.  Fitting place to be stored.  Amusing. 
What is the proper response? </span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">L</span></span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">aughter.
 </span></span><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">We
move forward, slowly, quivering hand on a bulkhead.  The ship is
cold, dead.  Taken.  Are we alone?</span></span></p>
<p style="margin-bottom: 0in; widows: 2; orphans: 2"><span style="color: rgb(224, 255, 255);"><br>
</span></p>
<p style="margin-bottom: 0in; font-style: normal; widows: 2; orphans: 2; ">
<span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; color: rgb(224, 255, 255);">	The
pulses begin, one after the other until it is almost overwhelming.
<span style="font-style: italic; ">Heartbeats.  </span>Yes, so much life here.  Must silence it, the
Master demands it and we obey.  A good apprentice <span style="font-style: italic; ">always </span>obeys.
 To not obey…would be unthinkable.</span></p>
<p style="margin-bottom: 0in; widows: 2; orphans: 2"><span style="color: rgb(224, 255, 255);"><br>
</span></p>
<p style="margin-bottom: 0in; font-style: normal; widows: 2; orphans: 2; ">
<span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; color: rgb(224, 255, 255);">	Voices
scurry ahead, like a rancor seeking a prize.  We clothe ourselves in
shadows.  Silent, waiting, observant.  Words tumble like stones down
a mountain.  Fleeting understanding.  <span style="font-style: italic; ">Sith, captured, fate,
foolishness, orbit, Tython.  </span>Words followed by screams, tightened
hands on throat, pressure applied.  Death follows.  It always
follows.  The weakness of flesh is so enticing, an insatiable
pleasure.  But there is no time for pleasure.  The pulses drum on,
undaunted and unchecked.</span></p>
<p style="margin-bottom: 0in; widows: 2; orphans: 2"><span style="color: rgb(224, 255, 255);"><br>
</span></p>
<p style="margin-bottom: 0in; font-style: normal; widows: 2; orphans: 2; ">
<span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; color: rgb(224, 255, 255);">	We
move forward, ushered on by urgency.  Dead men in strange uniforms
approach, alarmed.  Angel on our right, Angel on our left.  We dance
together, we three.  I lead and they follow.  Gracefully,
beautifully.   Fatally.  The dead men sway to our melody, this way
and that.  Alarms begin to sound, the perfect accompaniment to our
song.  The tempo rises as the Angels sing in harmony.   We are lost
in between perfection.  Flawlessness bridged by weakness, the perfect
counterpoint.  Moisture drips down our jagged cheeks but we ignore
it.  <span style="font-style: italic; ">Grief.  </span>The Master demands it and the pulses need it.  
Resolution by the Angels hand.</span></p>
<p align="LEFT" style="margin-bottom: 0in; font-style: normal; ">
<br></p><p></p>]]></content:encoded>
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      <title>New York Comic Con is 1 Week Away</title>
      <pubDate>Thu, 06 Oct 2011 13:32:51 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/382480/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/382480/m/2073950</guid>
      <content:encoded><![CDATA[We are counting down the days until New York Comic Con. In just 1 week Sith Happens will be attending the show on Thursday. For those of you with a 4 day pass or Press Credentials, keep and eye out for us. Chazstick, Topher and myself will be roaming the floor rocking our hip "Sith Happens" shirts hoping to give you guys the inside scoop on what Star Wars the Old Republic has to offer.<div><br></div><div>Stay tuned for photos and possibly video footage of this years big event. Be sure to follow our Twitter account, as we will be posting up to the minute details on the show. Then head over to our Youtube page for possible&nbsp;interviews&nbsp;and announcements. Feel free to stop us and say hi if you see any of us on the floor.</div><div><br></div><div>Stay Tuned....</div><div><br></div><div>-Trevelyan</div>]]></content:encoded>
    </item>
    <item>
      <title>This Past Week's Updates</title>
      <pubDate>Sun, 25 Sep 2011 23:04:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/370963/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/370963/m/2073950</guid>
      <content:encoded><![CDATA[<span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; background-color: rgb(2, 1, 3); ">This has been a week stuffed with updates. Wednesday, we got a video on companion characters. In this update, we find that everyone can differentiate their companion from everyone else. This can be done in a variety of ways which include changing their color schemes, outfits, facial features, as well as hair color and style.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">On Friday, the update was a developer blog also about companion characters. This is where we really got into the customization of companions. Companions can change just as much as you can. Just like your playable character, companions have their own equipment slots. Companions act just like you need them to be; melee tank, ranged tank, melee dps, ranged dps, support. Also, no matter what your class, your first companion is always the perfect complement to you. (Example: Sith Inquisitors get Khem Val, a melee tank).<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">As you level up, your companion levels right beside you. It’s basically like having two characters. By level 30, both you and your companion will have a full bar of skills to choose from. In addition to the information about companions, we learned the most awaited news of all: the release date. Star Wars: The Old Republic will now be released on December 20, 2011. I can’t wait to get in there and kick some Republic tail with you guys.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">See you in game.</span><div><span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; background-color: rgb(2, 1, 3); "><br></span></div><div><span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; background-color: rgb(2, 1, 3); ">- Chaos</span></div>]]></content:encoded>
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    <item>
      <title>Fan Fiction: The Tale of Raziel, Part 3</title>
      <pubDate>Sat, 24 Sep 2011 23:14:08 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/369647/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/369647/m/2073950</guid>
      <content:encoded><![CDATA[<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">&nbsp;Raziel
landed in their midst.  Kinetic energy erupted from him in a wave,
slamming both combatants backwards. &nbsp;Debris flew in every direction. &nbsp;He was committed now, no going back. &nbsp; Yizzik staggered to his feet
with a look of surprise. &nbsp;Raziel greeted him with a tight grin. </span>
</p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	"Room
for one more?” he asked.</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	"Raziel,
what are you doing?” Yizzik demanded angrily.  </span>
</p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	"Your
incompetence has cost us this mission, Yizzik,” Raziel responded
coolly.  "I'd leave you to the tender graces of the Jedi but that
wouldn't be nearly as much fun as killing you myself.”</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	"You're
mad!  You can't possibly defeat both of us?”</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	Raziel
cast a glance at the knight who slowly rose to her feet, eying the
two Sith warily.  "Can't I?”</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	He
flicked a saber toward a nearby bulkhead which swiftly rose and sped
toward Yizzik.  Not stopping to see whether it hit or not, Raziel
spun about and charged the Jedi. &nbsp;He struck at her with a great many
short strikes, seeking to penetrate her defenses. &nbsp; She was very good
at blocking his attacks but Niman was a slower, more cautious saber
form. &nbsp;Ataru relied on speed, agility and a wide array of attacks. &nbsp;The ideal form to use against practitioners of the Niman. &nbsp; When
alone, at any rate.  </span>
</p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	Yizzik
roared in anger from behind, loudly reminding Raziel that this was a
party of three.  He smiled as he leapt acrobatically over the head of
the Jedi knight and out of reach of Yizzik's vicious attack. &nbsp;Raziel
twisted in the air, his feet landing on the side of the wall for a
split second. &nbsp;He pushed off and dove toward his enemies, blades
spinning forward with a wide swath. &nbsp; A three-way battle was a tricky
thing. &nbsp;The knight continued to tread cautiously, not giving either
Sith an opening. &nbsp;However, Yizzik, enraged by the betrayal, was not
doing well. &nbsp;Raziel knew how much he longed to strike with all his
fury but the Jedi's presence tempered it.  And it rankled him.</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	Yizzik
changed stances, mimicking that of the Miralukan knight but lacked
her graceful finesse.  Raziel smiled inwardly.  Knowledge led to
victory.  Standing a few meters apart from either combatant, Raziel
moved forward, his blades a spinning maelstrom.  He feinted toward
toward the Jedi and as expected, Yizzik moved forward in anticipation
of an opening.  At the last moment, Raziel spun his attacks toward
Yizzik, changing to Juyo stance.  It was far less elaborate or showy
as Ataru but far more kinetic and unpredictable.  He drove Yizzik
back, bellowing his rage and his frustration at his greatest foe. 
Always the afterthought, always that same damned comparison.  Always
in his shadow.  </span>
</p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; ">	"No
more!” he cried. &nbsp;The dam broke. &nbsp;There was no containing his
emotions now.  He no longer cared about the Jedi.  Or the mission. He
just wanted Yizzik dead.  It was dangerous, it was foolhardy.  A part
of him rebelled against this action, longing for the shadows again. 
But heedless to that inner voice, Raziel pushed on.  His emotions
poured through, strengthening his attacks.  <span style="font-style: italic; ">Ruin </span><span style="font-style: normal">and
</span><span style="font-style: italic; ">Abolition</span><span style="font-style: normal"> sung in
concert with his rage.  Something changed within him at that moment. 
The unlocking of a door.  Or perhaps something breaking? &nbsp;It didn't
matter. &nbsp;It made him stronger.</span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	Yizzik
faltered for a moment as the tempo of the duel began to change. 
Raziel could see that moment of incredulous doubt shadow the man's
face. &nbsp;The supremely confidant Yizzik, doubting. &nbsp; Raziel grinned as
he drove the man backward, feeling that sense of victory, ever
elusive, slowing coming into his grasp. &nbsp;Yizzik grew desperate,
shoving back Raziel's attacks and then returning to  the Djem So
stance. &nbsp; Roaring his last bit of strength, Yizzik charged forward,
his blade coming down in a vicious strike. &nbsp;There would be no
defending a blow like that.  Raziel didn't even try. &nbsp;Calling upon
the Force, his knees buckled as if he was falling. &nbsp; Just as the blade
was to fall, Raziel's form blurred and he sped past Yizzik and then
spun back around toward the other Sith's undefended back.</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; "><br></span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	</span><span style="font-style: italic; ">Ruin</span><span style="font-style: normal">
entered first, penetrating a lung.  Yizzik wheezed in surprise. 
</span><span style="font-style: italic; ">Abolition</span><span style="font-style: normal"> followed a
second later, taking him in the leg. &nbsp; Not a killing blow. &nbsp;Not yet. &nbsp;Yizzik crumpled to the ground, his lightsaber deactivating and
tumbling from his gloved hand.  Raziel rose to his feet, breathing
heavy, drunk with rage and satisfaction. &nbsp;He cast a glance at the
Jedi who quietly observed the two Sith, her face unreadable. &nbsp; No, she
would not interfere. &nbsp; A flash of movement caught Raziel's eye and saw
Yizzik fumbling for something at his belt.  A small black cylinder. &nbsp; A control device. &nbsp; Raziel's eyes widened as he recognized the little
device.  Yizzik had been holding out on him. &nbsp;This changed things,
the way forward suddenly becoming clearer.</span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	Raziel
batted away Yizzik's hand with a swift kick and then quickly relieved
him of it.  </span><span style="font-style: italic; ">Abolition </span><span style="font-style: normal">did
not deactivate quietly, its lust not yet sated. &nbsp;But Raziel ignored
it. &nbsp;The death blow belonged to </span><span style="font-style: italic; ">Ruin</span><span style="font-style: normal">. &nbsp;</span><span style="font-style: normal"><span style="background: transparent">Although
his hand was gloved,  he could feel its icy touch coursing down his
arm. &nbsp;O</span></span><span style="font-style: normal">ne did not
wield a device such as this lightly.  It almost seemed to </span><span style="font-style: italic; ">demand</span><span style="font-style: normal">
to be activated. &nbsp;Raziel hesitated for a moment but did as it bid. 
Once activated, it could not be undone. &nbsp;He called upon the Force and
sent a brief message </span><span style="font-style: italic; ">through</span><span style="font-style: normal">
the device.  Then he smiled. &nbsp;They would not expect the chaos that
would be unleashed.</span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	Raziel
tossed the device away and stared down at Yizzik. &nbsp;The man looked up
at him with glossy eyes, wheezing uncontrollably. &nbsp; How he had dreamed
of this moment.  But he had lacked the strength and the will to carry
it out.</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	"You
are a fool, Raziel,” Yizzik said with great difficulty. &nbsp; He blinked
rapidly, trying to dispel the blood and tears that lingered in his
vision.  "This mission may be a failure but you have gained
</span><span style="font-style: italic; ">nothing</span><span style="font-style: normal">.”</span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	"I
beg to differ, Yizzik. &nbsp;</span><span style="font-style: italic; ">Through victory, my chains are
broken. &nbsp;&nbsp;</span><span style="font-style: normal">You no longer have any
hold over me. &nbsp;All that you sought is gone now,” Raziel replied,
kneeling beside Yizzik.  "And you needn't worry about Karissa, old
friend.  I'll take care of her.”</span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	"You
bast-” he began, his eyes widening in anger.  But he never
finished.  </span><span style="font-style: italic; ">Ruin</span><span style="font-style: normal"> drove
through his skull in an instant. &nbsp;The Sith spasmed and fell still. 
Raziel deactivated his blade and returned it to his belt. &nbsp; He was
quiet for a moment as Yizzik's death hit home.  His death had cast
out Raziel's old failures. &nbsp;He felt reborn. &nbsp; And yet so very tired. &nbsp; Raziel rose slowly and turned to face the Jedi Knight.  </span></span>
</p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	"Forgive
me for interrupting,” Raziel said, glancing out the nearest
viewport. &nbsp; The hammerhead shape of a republic cruiser could clearly
be seen.  "Yizzik and I had unfinished business.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	"I
see, " she replied slowly, carefully.  "You Sith are even more
unpredictable than I had anticipated.”</span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal"><br></span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal">	"You
have</span><span style="font-style: italic; "> no</span><span style="font-style: normal"> idea.”</span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	"You
must know that you cannot win, Sith.  Even now, others of the Order
are coming.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; ">	"Oh,
I have no intention of fighting,” he answered after a moment. &nbsp;Raziel dropped to one knee.  "You have my surrender.” &nbsp;</span>
</p>]]></content:encoded>
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      <title>SWTOR Official Release Date Announced</title>
      <pubDate>Sat, 24 Sep 2011 11:59:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/368722/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/368722/m/2073950</guid>
      <content:encoded><![CDATA[Star Wars the Old Republic will Officially launch in North America on December 20th 2011. For more details on this announcement please check out the official Star Wars the Old Republic website at&nbsp;<a href="http://www.swtor.com/news/news-article/20110924">http://www.swtor.com/news/news-article/20110924</a>.<div><br></div><div>Also information has been posted about the subscription fees. Please see the quote from SWTOR:</div><blockquote class="webkit-indent-blockquote" style="margin: 0 0 0 40px; border: none; padding: 0px;"><div><span style="color: rgb(194, 198, 207); font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 11px; line-height: 19px; background-color: rgb(0, 0, 0); "><p style="margin-top: 11px; margin-right: 0px; margin-bottom: 11px; margin-left: 0px; ">Each copy of&nbsp;<em>Star Wars</em>: The Old Republic will come with 30 days of subscription time, after which you have the option to continue playing with one of the following monthly subscription fees:</p></span></div></blockquote><div><span style="color: rgb(194, 198, 207); font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 11px; line-height: 19px; background-color: rgb(0, 0, 0); "><ul><ul><ul><li>1 Month Subscription: $14.99 (&pound;8.99/&euro;12.99)</li><li>3 Month Subscription: $13.99 per month (one-time charge of $41.97/&pound;25.17/&euro;35.97)</li><li>6 Month Subscription: $12.99 per month (one-time charge of $77.94/&pound;46.14/&euro;65.94)</li></ul></ul></ul></span></div><div><br></div><div>- Trevelyan</div>]]></content:encoded>
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      <title>Guild Headquarters Phase II</title>
      <pubDate>Wed, 21 Sep 2011 17:30:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/364621/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/364621/m/2073950</guid>
      <content:encoded><![CDATA[This just in, the Dev team at Star Wars the Old Republic has just launched the second phase in the Guild Headquarters process. This process allows guilds to&nbsp;align&nbsp;or adverse with other community guild members. If all goes as planned, those that have aligned or adversed with one another will be ported into the game on the same server with one another.<div><br></div><div>This is a huge step in bringing the community together. In addition to the Phase 2 addition, guild leaders are now able to give more control of guild activities to their officers. Guild Leaders and Officers now have the ability to send email invites to people as well as the option to align/adverse with other guilds. This should remove some of the weight Guild Leaders have in maintaining their Guild Headquarters on the Swtor website.</div><div><br></div><div>For more information and FAQ on the entire process please visit the official Star Wars the Old Republic website at:&nbsp;<a href="http://www.swtor.com/guilds/faq#q2">http://www.swtor.com/guilds/faq#q2</a></div><div><br></div><div>-Trevelyan</div><div><br></div>]]></content:encoded>
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      <title>Species Guides</title>
      <pubDate>Tue, 20 Sep 2011 00:13:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/362288/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/362288/m/2073950</guid>
      <content:encoded><![CDATA[If you don't follow SWTOR Europe, be sure to check the guild tumblr page periodically for some interesting info. Recently, they have been posting Specie Guides on their website, which I found very insightful.<div><br></div><div>Here are the Specie Guides already completed:</div><div><br></div><div>Twi'lek</div><div><a href="http://www.swtor-europe.com/index.php?option=com_content&amp;view=article&amp;id=297&amp;catid=64&amp;Itemid=99">http://www.swtor-europe.com/index.php?</a></div><div><a href="http://www.swtor-europe.com/index.php?option=com_content&amp;view=article&amp;id=297&amp;catid=64&amp;Itemid=99">option=com_content&amp;view=article&amp;id=297&amp;catid=64&amp;Itemid=99</a></div><div><br></div><div>Humans</div><div><a href="http://www.swtor-europe.com/index.php/guides/species-guides/262-do-not-publish-draft">http://www.swtor-europe.com/index.php/guides/species-guides/262-do-not-publish-draft</a></div><div><br></div><div>Zabrak</div><div><a href="http://www.swtor-europe.com/index.php/guides/species-guides/279-species-guide-zabrak">http://www.swtor-europe.com/index.php/guides/species-guides/279-species-guide-zabrak</a></div><div><br></div><div>Here is a link to the guild tumblr:&nbsp;</div><div><a href="http://sith-happensguild.tumblr.com/">http://sith-happensguild.tumblr.com/</a></div><div><br></div><div>And a link to the SWTOR Europe website for more guides and info:</div><div><a href="http://www.swtor-europe.com/">http://www.swtor-europe.com/</a></div><div><br></div><div>Just remember that this is a European site, not North American.</div><div><br></div><div>Enjoy,</div><div><br></div><div>Chaos</div>]]></content:encoded>
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      <title>Friday Update: Animating Combat Actions</title>
      <pubDate>Sun, 18 Sep 2011 23:58:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/361341/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/361341/m/2073950</guid>
      <content:encoded><![CDATA[<div style="text-align: center;"><img src="http://i3.photobucket.com/albums/y79/ATrevelyan/combat-actions.png" title="SWTOR Combat Actions" alt="SWTOR Combat Actions" align="middle" style="border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; "><br></div><div style="text-align: center;"><br></div><div style="text-align: left;"><span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; ">This weeks Star Wars: The Old Republic Studio Insider provided us with some new information on the work that goes into animating combat actions for various characters. Mark How shared some information regarding the action-packed scenarios that players experience as they explore the Star Wars universe during the era of the Old Republic. How discusses inspirations for some of the abilities and skills that can be used by players as they level up from 1 to 50 including light saber attacks, force lightning and blasting enemies from afar, he also touched on the challenges they faced putting the animation and combat systems in place.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">"We realized that any action a player takes in the game needs to be visually represented in a way that is consistent with the player’s expectations. Combining these two things, it was particularly challenging to develop animations that allowed for visually appealing combat while still allowing the players complete control over their characters.” -Mark How, Principal Lead Animator at Bioware Austin<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">Gabe Amatangelo, the Principal Lead PVP and End Game Designer, also offered up some information about player versus player (PVP) combat in Star Wars: The Old Republic. Gabe explained that PVP is a very important area of SWTOR and mentioned that the team is interested in launching a rated Warzone system where players can create teams and compete in ranked matches.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">Based on the information these two designers provided, it seems like the game will be substantially polished when it is released and there also appears to be a significant focus on providign high quality content updates throughout the life of SWTOR. Thanks to Mark, Gabe and the Star Wars: The Old Republic team for another great Friday udpate to whet our appetite. Hopefully, the discussion of post launch content is an indication that a release date will be announced soon.</span></div><div style="text-align: left;"><span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; "><br></span></div><div style="text-align: left;"><span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; ">-Autechron</span></div>]]></content:encoded>
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      <title>Fan Fiction: The Tale of Raziel, Part 2</title>
      <pubDate>Sun, 18 Sep 2011 14:58:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/360849/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/360849/m/2073950</guid>
      <content:encoded><![CDATA[<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">Raziel
swept down the battle torn hall, flanked by the sub-squad of
commandos.  The crimson light of the station’s alert system colored
the hall, giving it an almost surreal look.  In one corridor,
Imperial troops battled Republic soldiers in fierce hand to hand
combat. It was bloody, it was vicious.  It was war.  The sith
marauder reveled in the glory of it all, the destruction and the
loss. The dark side thrummed within him like a sated beast,
strengthening him. </span>
</p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">But
he did not enter the fray.  Not yet.</span></p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">His
mere presence appeared to turn the tide of battle and within moments,
the commandos had finished off the opposition.  Perception was as
great a weapon in war as any other the Empire could fashion.  All
knew of a Sith’s ruthlessness.  It gave even the most hardened of
warriors pause.  In that hesitation, death swiftly followed.  </span>
</p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">Raziel
did not slow once for the dead and dying at his feet.  Be they
Imperial or Republic.  His thoughts were elsewhere.  Yissik was a
very talented Sith but he had the tendency to leap before considering
his actions.  Raziel, on the other hand, thought too much.  He
calculated every possible move before acting and to others, it seemed
like inaction.  But Raziel was thorough.  He had inherited the
meticulous nature of his mother or so it was claimed.  The scions of
House S’thulan belonged to the Empire. Familial associations among
the Purebloods were largely irrelevant.</span></p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">The
pairing of Yizzik and Raziel seemed like disaster from the outset. 
They were the polar opposite of each other and to make matters worse,
they positively loathed each other.  However, it was the Sith way. 
Perfection arose through conflict.  The weak fell away and the strong
remained.  And yet, was a secret mission to the heart of the Jedi
Order the time and place for division amongst the ranks?  A blunder
here could very well cost the success of the entire mission.  That
concerned him a great deal but the Dark Council had authorized this
mission knowing full well who would be assigned.  Their collective
mastery of the Force might be a step or two below that of the Emperor
but it allowed them to <span style="font-style: normal">see</span>
far.  Farther than Raziel’s limited vision.</span></p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">A
true Sith knows when to be cautious and when to be bold, </span></span><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">reminded
the raspy voice of his Master.  </span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">A
predictable enemy is a dead enemy. Trust the Force and the universe
shall follow…as long as you are worthy.</span></span></p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; "><br></span></span></p>
<p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">The
four commandos lead the way into the CIC, their guns blazing.  Raziel
followed behind, anticipation rising.  The commandos did their work
well, striking a number of republic staff before any could return
fire.  Raziel’s eyes fell upon the station’s commander, a grim
looking man with dark skin and a scar upon his face.  The man had
drawn a pistol from its holster and began to fire.</span></p><p style="text-indent: 0.5in; margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Raziel
fell into Soresu stance instinctively, blades crossing in a high
guard.  He launched himself forward, extending his arms and
intricately spinning his blades about in a wide circle.  The Dark
Bastion.  Opposing blaster fire was harmlessly deflected as he glided
forward to the commander.  As he reached the  man, he changed to Juyo
stance. </span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">Abolition
</span></span><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">spun
forward, slicing through the man’s weapon.  Striking the Serpent. 
</span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">Ruin</span></span><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">
followed a split second later, smoothly moving through his neck. 
Wave of Silence.  Bloodlessly the commander’s body fell to the deck
in a heap alongside his severed head.  Hardly a challenge.  Behind
him, the commandos were finishing off the remnants of the command
staff.</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	The
nearest commando -a</span><span style="font-family: 'Palatino Linotype', serif; font-size: 16px; ">&nbsp;sergeant major by his insignia- approached one of
the station's computer consoles and unceremoniously removed a still
twitching corpse that leaned upon it.  A few moments later the
station's alarm fell silent.  Raziel ordered two of the commandos to
press on to engineering and then stepped over the fallen commander
toward the sergeant major.</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 16px; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Well?”
he asked without preamble.</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"My
Lord,” the soldier replied with a backward glance, "the Republic
is responding much quicker to the distress signal than anticipated. 
Sensors indicated their warships will be in range within ten
minutes.”</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Naturally,”
Raziel replied dryly.  It didn't surprise him.  "It seems they knew
we were coming.”</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"It
appears that way, my Lord.  What are your orders?”</span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Alert
</span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">Doombringer
</span></span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; ">of
their impending arrival and see what you can get anything of note
from the station's database.” The Sith answered as he turned to
leave.  "Then inform our forces in Engineering that if they cannot
secure the area in the next five minutes to begin a withdraw.”</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; ">	Raziel
marched on to the station's communication center without incident,
focusing only on the task at hand.  He would </span></span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">not</span></span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; ">
lose his focus now, not with the success of the mission very much in
doubt.  Best to collect that fool Yissik and re-evaluate.  As he
approached the comm center, a familiar sound stopped him in his
tracks.  The sound of a lightsaber duel.  That explained much.</span></span></p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; "><br></span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Hesitantly,
Raziel entered the room and surveyed the scene.  Much of the room was
a wreck.  Bodies buried by bulkheads and small electrical fires
raging.  At the center of the chaos stood a battered Yissik facing
off against a female miraluka, her veil and robes a tattered mess. 
Nearby the two combatants lay a robed twi'lek with a saber wound to
the chest.  By the looks of their ornate robes, both were Jedi
Knights.   Impressive but Raziel expected no less from Yissik.  </span>
</p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Both
combatants were oblivious to Raziel's existence, lost in the melody
of the duel.  Yizzik stood in Djem So stance, gripping his blade in
both hands and striking his foe with powerful overhand blows. 
Falling Avalanche.  It was an aggressive form yet rigid.  It lacked
the elegance of other lightsaber forms, relying on power and force to
batter opponents into submission.  The miraluka stood her ground
rather effectively against Yizzik's advances and appeared to be quite
skilled dueling in Soresu stance.  It was purely defensive in nature.
 A combination of speed and focused blade work.  With Soresu, one
fought to survive, to prolong a battle.  It was a smart delaying
tactic and Raziel silently saluted the Jedi.  He wondered if Yizzik
knew she was playing him.  Likely not.  In any case, it meant that
Raziel had to act.  Quickly.  He could not wait for them to resolve
their duel.  An idea began to form his mind as he watched them fight.
 This duel provided Raziel with an opportunity.  Dare he take it?</span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	<span style="font-style: italic; ">This
mission of the utmost importance, Raziel, </span>reminded the voice of
Raziel's master.<span style="font-style: italic; ">  The Dark Council demands success.  By whatever
means necessary.</span></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; "><span style="font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; ">	</span></span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">So
be it, </span></span><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; ">he
thought.  </span></span>
</p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: normal; font-size: 12pt; "><br></span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Falling
into Ataru stance with blades at the ready, Raziel leapt forward into
the battle.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	</span></p>]]></content:encoded>
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      <title>Sith Happens Guild Blog is Now Active!</title>
      <pubDate>Tue, 13 Sep 2011 18:53:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/356096/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/356096/m/2073950</guid>
      <content:encoded><![CDATA[I just finished the creation of our new recruitment blog. Check it our if you're interested or have any ideas/comments. Also check it periodically for reblogs from Darth Hater and Swtor-Europe, both of which always have some interesting news.<div><br></div><div>You can access the blog at:&nbsp;<span style="color: rgb(245, 245, 245); font-family: Arial; font-size: 13px; line-height: 18px; background-color: rgb(2, 1, 3); "><a href="http://sith-happensguild.tumblr.com/" target="_blank" rel="nofollow" style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-color: initial; outline-width: 0px; outline-style: initial; outline-color: initial; text-decoration: none; color: rgb(220, 178, 255); ">sith-happensguild.tumblr.com</a></span><br><div><br></div><div>Enjoy,</div><div><br></div><div>Chaos</div></div>]]></content:encoded>
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      <title>Fan Fiction: The Tale of Raziel, Part 1</title>
      <pubDate>Sun, 11 Sep 2011 14:26:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/353826/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/353826/m/2073950</guid>
      <content:encoded><![CDATA[<p style="margin-bottom: 0in"><span style="font-style: italic; font-size: 12pt; font-family: 'Palatino Linotype'; ">In
the universe there is a never ending conflict, a massive war being
waged around us.  It is so old that no one can remember how it began.
 But it exists.  Some call it the battle between Good and Evil.  But
that is simply petty morality.  Good, Evil.  These are just concepts
with no real substance.  No, the truth is that it is the Force, at
war with itself.  To oppress or to reign free? Logic versus Passion.</span></p><p style="margin-bottom: 0in"><span style="font-style: italic; font-family: 'Palatino Linotype', serif; font-size: 12pt; "><br></span></p>
<p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; font-size: 12pt; ">	Both
sides of the conflict are involved in an intricate dance.  To us, it
seems like a maelstrom of which there is no succor.  It sweeps you up
into its violent embrace, sapping you of any will.  Like a puppet,
you dance to its tune.  Lost in the melody, oblivious to your
actions.  Such is the will of the Force.  It is a maddening feeling,
that loss of control.  And yet, when you are lost, you find yourself
feeling so </span><span style="font-style: normal">alive</span><span style="font-style: italic; ">.  </span></span>
</p><p style="margin-bottom: 0in"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in"><span style="font-style: italic; font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	There
are places in this wild universe where the maelstrom is at its most
potent.  Only the strongest can wade into that storm and emerge
unscathed.  Quiet the tempest and make it serve you.</span></p><p style="margin-bottom: 0in"><span style="font-style: italic; font-family: 'Palatino Linotype', serif; "><br style="font-size: 12pt; "></span></p>
<p style="margin-bottom: 0in"><span style="font-style: italic; font-family: 'Palatino Linotype', serif; ">	I
thought I had that strength within me.  Pride, arrogance,
presumption.  These demons whispered and I followed.  Like a fool
into the gaping maw of Hell itself.</span></p><p style="margin-bottom: 0in"><span style="font-style: italic; font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in"><span style="font-style: italic; font-family: 'Palatino Linotype', serif; ">-&nbsp;</span>"<span style="font-style: italic; font-family: 'Palatino Linotype', serif; font-size: 12pt; ">Reflections”</span></p>
<p style="margin-bottom: 0in"><br>
</p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Raziel
knelt in quiet meditation, silently reciting the Sith code.  He
always did so before a mission; it silenced the weakness inside. 
<span style="font-style: italic; ">Peace is a lie, there is only passion.</span>  The desire for peace
was to be weak.  One did not evolve through peace, one only died. 
Frail, your will atrophying.  Passion was the fuel necessary to
affect change, in yourself and in your surroundings.  <span style="font-style: italic; ">Through
passion, I gain strength.  </span>Strength to meet the day, to look at
your Master in the eye and to not flinch.  To face your enemy with
confidence in your heart, your task certain.  <span style="font-style: italic; ">Through strength, I
gain power.  </span>Power was the vehicle of the Sith, it compelled one
to go forward, inexorably forward.  Rise, challenge, risk and change.
 <span style="font-style: italic; ">Through power, I gain victory.  </span>Victory, the most terrible of
illusions.    If to win did not prove your superiority,  it was
meaningless.  Every day was a challenge, every battle a test.  The
stronger one became with the Force, the more power one could achieve
but one had to always fight to obtain that power.  <span style="font-style: italic; ">Through
victory, my chains are broken.  </span>Everyone was born with these
chains; the will of another placed upon you, directing your life.   
Only then could you reach perfection.  <span style="font-style: italic; ">The Force shall free me.</span></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><span style="font-style: italic; "><br></span></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Raziel's
eyes snapped open, momentarily at a loss as he glanced about
unfamiliar surroundings.  Meditation had a tendency to do that to
him.  The Force demanded so much of him, that all else became
irrelevant.  He was surrounded by loyal commandos who awaited the
call to breach the station.  It was a little thing, this station was.
 Little more than a listening and observation post.  But what lay
beyond it was the real prize.  Tython.  The new home of the accursed
Jedi Order.  They were hiding something and the Dark Council greatly
desired to know exactly what.</span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	To
be on this mission was exciting.  Raziel was pleased with the
opportunity, no matter how great the danger was.  What rankled him
was that he had not been given the lead for this mission.  That honor
went to Rale Yissik, a human.  They had trained together on Korriban,
always competing for the same honors.  Yissik was the favored son. 
The one given exception after exception.  The Masters had taken
special interest in him.  His rise was all but assured.  But there
was more than one way to learn of the Force.  Knowledge was
everywhere.  You just had to know where to look.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype'; font-size: 12pt; ">	Raziel
cast a glance at Lt. Varon Stark</span>os, <span style="font-family: 'Palatino Linotype';">the ranking officer of the
commandos under his command.  A five year veteran, the man was
considered to be one of the best.  He frequently refused promotion,
signing on for the most dangerous missions.  Raziel could respect
that.  The man may not be Sith but lived like one.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"How
long until we breach, Lieutenant?” Raziel asked.  He disliked this
waiting.  Damn Yissik for taking all the glory.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Another
five minutes or so, my Lord,” the man replied succinctly.  "Lord
Yissik's forces should be taking the comm center in any moment.  Once
their comm network is down, we can make our move.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Excellent.
 I will take one sub-squad with me to the CIC.  You take the rest to
the engineering core.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"But
my Lord, " the lieutenant protested.  "Lord Yissik commanded - "</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"I
know what his orders were, Starkos,” Raziel replied sternly.  His
hands, not so subtly reaching for his lightsabers hooked on his belt.
"Do not question me.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	The
man hesitated a moment before nodding his ascent.  "It shall be as
you say, my Lord.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Raziel
released his grip on the hilt of his blade and strode to the nearest
view port.  He idly watched the void of space, frowning in thought. 
There was a sense of wrongness to this mission.  He had felt it upon
receiving the orders but one did not voice such things to his Master.
 He brought it up to Yissik who dismissed it as weakness.  Damnable
cur.  He longed to crush that man's throat.  His meditation had only
heightened that awareness.  Something was not right.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	Yes,
they had penetrated the Republic's defenses without alarm due to the
Empire's impressive intelligence network.  Or did they?  What if the
enemy <span style="font-style: italic; ">knew</span> they were coming?  Lure your prey to where you want
them and then close the trap.  To run was not an option.  All he
could do now would be to alter Yissik's "battle plan” and meet
the trap with sabers raised.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	His
thoughts were interrupted by a call from the ship's cockpit.  Raziel
thumbed on his comm unit.  "Yes, Captain?”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"My
Lord, there is a problem.  Our sensors indicate that the station has
just sent out a distress signal.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"How
long until they receive reinforcements?”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Half
an hour, possibly less.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Very
well.  Keep the ship prepped for a jump to lightspeed,” Raziel
commanded, casting a glance over his shoulder at Lt. Starkos.  "There
will be no more waiting, Lieutenant.   Proceed with the breach. 
Inform me when you have taken Engineering.”</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	The
man saluted, fist over heart.  He barked orders to his men and then
lead them into the station.  Four commandos waited behind, their eyes
alight with excitement.  Raziel nodded to them, quickly unhooking his
blades from his belt.  The ivory hilt in his left hand.  <span style="font-style: italic; ">Ruin</span>.
 The ebony hilt in his left.  <span style="font-style: italic; ">Abolition</span>.  He ignited the
blades and a red glow fell upon the deck.</span></p>
<p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; "><br></span></p><p style="margin-bottom: 0in; font-style: normal"><span style="font-family: 'Palatino Linotype', serif; font-size: 12pt; ">	"Let
us begin.”</span></p>]]></content:encoded>
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      <title>September Beta Weekends</title>
      <pubDate>Thu, 01 Sep 2011 01:57:00 +0000</pubDate>
      <link>http://www.sith-happens.org/news/article/343689/m/2073950</link>
      <guid>http://www.sith-happens.org/news/article/343689/m/2073950</guid>
      <content:encoded><![CDATA[<div style="text-align: center;"><img src="http://i3.photobucket.com/albums/y79/ATrevelyan/beta-weekends.png" title="September Beta Weekends" alt="September Beta Weekends" align="middle" style="border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; "><br></div><div><br></div>So one of the big reveals, well not really a reveal but more of a confirmation, was the start of the September Beta Weekends. As many of us found out a month or so back, Bioware stated that they would begin to ramp up Beta invites with special admission into their Beta Weekends. During this time a mass amount of invites will go out to the near 1.5million accounts registered on <a href="http://www.swtor.com" title="Star Wars the Old Republic">http://www.swtor.com</a>.<div><br></div><div>For those wondering what to expect when they get there invite, the staff over at Darth Hater was lucky enough to speak with David Bass, Swtor's Senior Community Coordinator about it. One of the more important questions DH asked was if the Beta would be stress testing or offering the community a quality gaming experience. This is what David had to say:</div><div><br></div><blockquote class="webkit-indent-blockquote" style="margin: 0 0 0 40px; border: none; padding: 0px;"><div><span style="font-family: Arial; font-size: 13px; line-height: 18px; ">No, we're definitely hoping for a quality weekend. We aim for high quality in everything we do. We wouldn't be pushing it out this weekend if we weren't ready for it. Originally we just said September, which left it up in the air. That way we could wait and if we weren't ready we could say, "Okay, maybe we'll do it at the end of September." I think it was just last week they were talking about it and said, "No, we're ready for it. Let's do it!"</span></div><div><span style="font-family: Arial; font-size: 13px; line-height: 18px;"><br></span></div></blockquote>As many of you already know by now, invites started to go out on Tuesday afternoon to a large part of the SWTOR population. The forums lit up like wildfire with posts confirming their invitation to the first weekend of Beta Testing starting on September 2nd. Although not yet confirmed by Bioware, those that were accepted claimed that the event will start at 5pm Friday September 2nd and run through 11:59pm Monday September 5th. This will give players a solid 3 days of playing time. It is unclear if they will have full access to all of the features and zones available to those in the "normal" testing. But its still a great way for players to see the game before its launch just around the corner.&nbsp;<div><br></div><div>We also currently do not know how many weekends the Beta Weekends will run for. Or if invites will continue to go out this week for the first Weekend starting this Friday. All we can say is congrats to those that got in and keep refreshing those email boxes. One thing is clear, all of us will get to play this game very soon.<br><div><br></div></div>]]></content:encoded>
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