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Good afternoon everyone,
After careful consideration, and in recognition of the pace development has taken over the last few years, we are changing some of our approaches to how skills are treated:
First, we are giving a Full Skill Reset to all players for a limited period of time.
We know nobody asked for this, and certainly no one will use it, but we are at a point in the game where it is fair and warranted.
Additionally, we are implementing a new respec mechanic.
We put significant effort into building out a feature that will respec-t the RPG feel SWC has enjoyed for so many years while also allowing players to allow their characters to grow with them (and as development continues to change the game around them).
From now on, skills previously assigned can be altered over time and/or via gameplay.
Full Skill Reset
This reset will be available from Year 27 Day 347 (today) through Year 28 Day 67 (January 31st at approximately 07:00 UTC/00:00 CGT).
This skill reset will allow you to redo all of your original priority templates, assign them in whatever order you wish, and then assign skills as though you were starting a new character. Once you have, all of your earned skill points from levelling up will be available to spend once again.
You can access this skill reset from your Character page.
This is likely the last full skill reset, the respec mechanic we are introducing will act as a replacement going forward.
... Which brings us to:
Respec Points
Respec Points (RP) are a new mechanic that characters will begin to accumulate starting today. Characters will earn 1 RP every month and 1 RP every time they level up.
1 RP is used to refund 1 spent skill point (SP) (i.e., 11 RP will allow a player to reset one of their character's skills from level 5 to level 0). RP will accumulate until a player has 25 RP. This will be a hard cap. In place of full resets, the RP mechanic will alllow players to gradually reassign their skills going forward.
All characters will begin with 0 RP regardless of current level or time played.
RP cannot be used to change the initial priorities used at character creation; we recommend players pick those carefully using the Global Skill Reset.
Additionally, RP will NOT be refunded if spent incorrectly, or if you change your mind (just like how SP is not refunded or reset currently).
*quack
As always, if you have any issues, please submit a support ticket, and as always, don't forget to thank our Lord and Savior, Noctis for this wonderful change.
Supes edit: wait so can I have a reset becau--
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| (Edited by Erek on Year 27 Day 347) | |
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As part of our ongoing balance changes and combat releases, we are updating Super Capitals once more and releasing them into showdowns for further testing.
We’re comfortable with the niche they will find and the level of strength they possess, and, as always, will be listening to community feedback both through the official SWC Discord feedback channel and this forum thread here.
Once you’ve given them a try, please do share your thoughts, concerns, and feedback.
In addition, this post serves as our official warning that super capitals will be enabled in no less than 30 days.
Change Log:
Behemoth
Weapons
Turbolaser Battery: 72
Omni: 22 → 0,
Port 60: 10 → 22,
Starboard 60: 10 → 22,
Front 120: 30 → 28
Proton Torpedo Launchers: 200
Omni: 50, → 0
Port 60: 25 → 50,
Starboard 60: 25 → 50,
Front 120: 100 → 100
Ion Batteries: 100
Omni: 20,
Port 60: 10 → 25,
Starboard 60: 10 → 25,
Front 120: 60 → 30
Executor
Weapons
Turbolaser Battery: 80
Omni: 20 → 0
Port 60: 15 → 24
Starboard 60: 15 → 24
Front 120: 30 → 32
Proton Torpedo Launchers: 200
Omni: 50 → 0
Port 60: 25 → 50
Starboard 60: 25 → 50
Front 120: 100 → 100
Ion Batteries: 100
Omni: 20
Port 60: 10 → 25
Starboard 60: 10 → 25
Front 120: 60 → 30
Defenses
Armour: 105 → 110
Home One
Weapons
Turbolaser Battery: 70 → 74
Omni: 20 → 0
Port 60: 10 → 22
Starboard 60: 10 → 22
Front 120: 30
Proton Torpedo Launchers: 150 → 100
Omni: 30 → 50
Port 60: 10 → 15
Starboard 60: 10 → 15
Front 120: 100 → 20
Ion Batteries: 250 → 200
Omni: 100 → 60
Port 60: 25 → 40
Starboard 60: 25 → 40
Front 120: 100 → 60
Defenses
Hull: 30,000 → 32,500
Total Deflectors: 40,000 → 45,000
Armour: 100 → 110
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- Force UI has had more updates
- The Ground Prospecting Time Equation has been updated (rules).
- Skill distribution page has been updated. You now assign multiple points at once.
- The skill category priorities check during skill assignment has been changed to allow any valid combination of category priorities. Previously it only allowed the exact priority set during character creation.
- Labour droids can now work repair actions.
- You can now cancel droid repair actions.
- Fixed an issue with Field repair allowing workers already performing another action.
- Fixed a number of position pages with redirect-after-post issues.
- Added a toggle for asteroid miner repeating.
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The Force
- The Force has had a user interface update, with a new targeting screen and new tab based interface.
- Fixed Force XP needed for next level being calculated incorrectly at Force Level 1.
- Fixed powers with no tooltip breaking the skills page.
- Better error messages for upgrading powers, holocron activation and meditation.
- Apprentice invitations now expire after 7 days.
- Can no longer perform Force Tests with detection 0.
Changes
- New Infotext inventory faction privilege. Has been granted to players with existing "Assign" privilege.
- IFF Importer. You can now import IFF Lists using CSV.
- IFF page has been updated to let you view subfactions without changing primary faction.
Bugs
- Fixed an issue with duplicate tag names causing errors. Existing duplicate tags have been merged, and creating duplicate tag names are now rejected earlier.
- Improved error messages on the combat results poller page.
- Fixed an issue where the medical item heal action from ground scanner could be reloaded.
- Fixed a input validation issue with cybernetic surgery.
- Fixed an issue with IFF checks and hidden subfactions.
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Updates:
- Droid workers: Labour Droids can now be used in both construction and production.
- Asteroid names: Deep-space asteroid fields and planetoids now use Aurebesh letter names instead of Greek letters. Existing names have been changed to match.
- Recycling: The recycling page performance is improved and UX has been updated.
- Material loading: The material loading page has been updated.
- Inventory: Added new filters for assigned datacards.
- Performance: The events notifier and the transaction log load faster.
Bugs:
- Fixed several bugs with unconscious characters. Blocked from managing items, using vendors, deploying, changing their party and talking to NPCs. Can no longer wake up during a cybernetic surgery.
- Equipped cybernetics can no longer be packed into crates, and NPCs with cybernetics no longer skip dropping loot.
- Shields at zero strength no longer block ascend/descend travel.
- Fixed a bug where combat and remote training were not blocked.
- Garrison loiter timers now follow the showdown combat timer scale.
- Alliance faction priorities now renumber correctly.
- Alazhi Refining now refunds planetary taxes correctly.
- Weight and volume bars now show matching units when empty.
- "Makeover to Subfaction" can now use selected entities checkboxes as a filter.
- Fixed a html encoding display problem on the weapons targeting screen.
- Fixed crashes and errors in: splitting materials using comma-separated numbers, inventory crewlist, cross-terrain travel, NPC cargo, the equipment screen, the XML scanner list for unowned planets, and forum search.
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Yeah the guy that said that was right. We've enabled capture of player owned droids. Go nuts.
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Following a handover agreed with Eli Descartes, I have taken on the role of head of the Quest Team.
I would like to thank Eli for his leadership of the Quest Team and for his support during the transition. Under his direction, players across the galaxy enjoyed many memorable adventures.
He leaves behind a well-run team and a solid foundation on which to build, and his time and dedication are greatly appreciated. I am grateful for the opportunity to continue that work.
The Quest Team is recruiting. Those interested in helping to build quests who are able to write a basic Lisp script are invited to view the recruitment thread.
Thank you once again to Eli. We look forward to bringing further adventures to the galaxy.
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Equipment and Party screens:
- Equipment and party screen rework. Subactions now load in dialogs.
- Both screens now have some basic filters available in the top bar.
- Bulk move and load into entity now show more detailed screens and you can move more items, including equipped ones.
- Some missing item permission checks were added.
Bugs:
- New station drop shadow toggle look-and-feel setting.
- Several Force bugs fixed.
- Bounty hunter rescue targets no longer flee when attacked after being rescued.
- Ground showdowns now send better events, including when they start.
- Fix issue with Garrison squads being undocked while rearming.
- Fixed Pause/Resume/Abort production via inventory on stations and added aborting retooling.
- Added new Disband Subfactions faction privilege.
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- Bounty Hunting Rescue Target now has armour, and the target weighting has been reduced slightly. (Armour for newly spawned targets only).
- Fixed bacta refill selection for bacta tanks. (From last sync).
- NPC Cargo Transport cost equation reduction due to Station RMP changes.
- Field Repair: Event text was generated incorrectly, and sometimes did not count generators correctly.
- Combat reports now have a share-without-location link. (New reports only).
- Fixed a lot of actions missing handlers for Unpowered/Disabled/Destroyed hooks (including NPC Cargo).
- Fixed inconsistent vision line of sight checks in ground combat.
- All tooltips have been updated to use tippy. RIP overlib.js Y3 - Y27.
- Maps now have a dynamic settings option, cog in bottom left.
- Maps have a sensor fog outline option.
- Fix misaligned overlay image in responsive cockpit.
- Space combat rules modifiers now show more decimal places.
- Vision rules have been updated.
- Added better error messages when infotext is too long.
- Fix inconsistent blank city names output.
- LISP: New "request-credits" call is available to request a credit transfer. Available from player scripts.
- WS: Can now accept direct JSON body.
- WS: New batch update Inventory/Entities/Property endpoint.
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- Fixed an issue where stations were attackable in PvP systems.
Other changes:
- Updated look and feel of scanners and paths to add contrast with light backgrounds. You can toggle these changes on the look and feel page.
- Fixed an issue on the target screen, where a range-0 combat heading overwrote later bearings.
- When both sides are on the same square, combat is now always head-on (this was always the case, just mentioning it again).
- The deathmatch and grudge match has been refactored.
- Fixed an issue with quests that are stuck in "Reward Ready".
- Bulk item and party movement is only blocked by locked doors on the actual path between the two rooms.
- Bacta tanks now look for nearby bacta refills. (This one will have to wait for next hotfix.)
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- Custom Image and custom image sharing UI has been rebuilt.
- We made some backend changes to how the inventory is rendered. The summary page now has a layer of caching applied.
- The combat equations have been modified to remove one modifier (the target type modifier). This modifier has been rolled into the class modifier.
- Fixed an issue where space garrisons got stuck returning.
- Fixed an issue with hostile AI pathing getting stuck.
- Fixed an issue with galaxy map search.
- Fixed an issue with guard post deletion order.
- Fixed bug with hyperspace stasis exiting.
- Shield arcs, station armour added to WS.
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| (Edited by Clarr Solo on Year 27 Day 305) | |
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As part of the upcoming Station Combat implementation, we are releasing our first balance pass for all stations. All of the changes are listed in the change log below, modifiers can be found here. Station Combat is currently available in Showdowns only, a feedback thread for Station Combat balance can be found here. The Rules team will also be monitoring the Feedback channel on discord.
The Rules team will also be running some admin showdowns in the near future, these will not be tournaments but will have XP enabled. More information regarding this showdowns will be posted in the Showdown Discord Server
And finally a big thank you to all the rules team members responsible for this update but a big thank you to Dak and Lyle!
CHANGE LOG:
Asteroid Hideout:
Cargo Capacity
Weight Cap: 79,824 → 6,240 T
Volume Cap: 8,920 → 79,824 m³
Weapons
Turbolaser Battery: 0 → 3
(Omni: 1, Front 90: 1, Rear 90: 1)
Turbolasers: 0 → 16
(Omni: 4, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)
Proton Torpedo Launchers: 0 → 4
(Omni: 4)
Concussion Missile Launchers: 2 → 10
(Omni: 4, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)
Quad Lasers: 2 → 15
(Omni: 5, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)
Defenses
Hull: 12,000 → 14,500
Deflectors: 1,250 → 20,000
Ionic Capacity: 1,8000 → 10,800
Armour: 60 → 190
Ataturk-class Station:
Dimensions
Volume: 301,785 → 1,641,233 m³
Cargo Capacity
Weight Cap: 239,472 → 45,000 T
Volume Cap: 22,350 → 700,000 m³
Weapons
Concussion Missile Launchers: 3 → 50
(Omni: 10, Front 90: 20, Rear 90: 20)
Quad Lasers: 30 → 64
(Front 90: 20, Port 90: 12, Starboard 90: 12, Rear 90: 20)
Defenses
Hull: 7,350 → 16,800
Total Deflectors: 5,389 → 10,800
Ionic Capacity: 3,305 → 12,300
Armour: 75 → 185
Electronics
Sensors: 8 → 12
Garrison
Slots: 36 → 48
Squads: 3 → 4
Depot 1
Dimensions
Length: 220 → 375 m
Weapons
Quad Lasers: 0 → 6
Defenses
Hull: 1,400 → 12,000
Total Deflectors: 1,100 → 8,000
Ionic Capacity: 750 → 6,400
Armour: 40 → 160
Depot II
Dimensions
Weight: 17,506,933 T
Volume: 1,543,346 m³
Length: 221 → 625 m
Weapons
Quad Lasers: 0 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Defenses
Hull: 2,800 → 15,500
Total Deflectors: 2,200 → 10,000
Ionic Capacity: 1,500 → 10,000
Armour: 40 → 165
Depot III
Dimensions
Weight: 26,921,720 T
Volume: 2,391,297 m³
Length: 222 → 1,125 m
Weapons
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Defenses
Hull: 4,200 → 18,000
Total Deflectors: 3,301 → 12,000
Ionic Capacity: 2,250 → 13,500
Armour: 40 → 170
Depot IV
Dimensions
Length: 223 → 1,500 m
Weapons
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Defenses
Hull: 5,600 → 22,000
Total Deflectors: 4,403 → 16,000
Ionic Capacity: 3,000 → 15,000
Armour: 40 → 175
Garrison
Slots: 0 → 12
Squads: 0 → 1
Golan I
Weapons
Turbolaser Battery: 28 → 26
(Omni: 6, Front 90: 6, Port 90: 4, Starboard 90: 4, Rear 90: 6)
Turbolasers: 0 → 40
(Omni: 12, Front 90: 8, Port 90: 6, Starboard 90: 6, Rear 90: 8)
Ion Batteries: 0 → 24
(Omni: 12, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)
Defenses
Hull: 22,500 → 26,500
Ionic Capacity: 10,125 → 20,000
Armour: 80 → 195
Electronics
Sensors: 8 → 16
Garrison
Slots: 24 → 36
Squads: 2 → 3
Golan II
Weapons
Super Heavy Mass Driver: 0 → 12
(Omni: 2, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)
Turbolaser Battery: 35 → 48
(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)
Proton Torpedo Launchers: 10 → 28
(Omni: 12, Front 90: 6, Port 90: 2, Starboard 90: 2, Rear 90: 6)
Ion Batteries: 0 → 48
(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)
Defenses
Hull: 30,000 → 32,500
Total Deflectors: 20,000 → 22,500
Ionic Capacity: 13,500 → 24,000
Armour: 90 → 200
Hospital Platform XQ-2
Dimensions
Weight: 48,245 → 97,149 T
Volume: 185,188 → 424,227 m³
Length: 250 → 936 m
Cargo Capacity
Volume Cap: 9,000 → 100,000 m³
Weapons
Turbolaser Battery: 0 → 3
Turbolasers: 3 → 24
Ion Batteries: 0 → 8
Quad Lasers: 0 → 6
Heavy Lasers: 6 → 0
Tractor Beams: 0 → 1
Defenses
Hull: 6,000 → 18,500
Total Deflectors: 5,197 → 12,000
Ionic Capacity: 2,700 → 14,500
Armour: 45 → 190
Luxury Space Colony
Defenses
Hull: 1,300 → 9,860
Deflectors: 703 → 1,200
Ionic Capacity: 585 → 2,800
Armour: 35 → 100
Medical Factory Station
Weapons
Quad Lasers: 0 → 6
Defenses
Hull: 2,600 → 15,500
Total Deflectors: 1,700m → 10,000
Ionic Capacity: 1,170 → 10,000
Armour: 40 → 165
Merchant Space Dock
Defenses
Hull: 4,625 → 6,000
Total Deflectors: 3,508 → 6,000
Ionic Capacity: 2,100 → 2,400
Armour: 50 → 200
Platform XQ1
Dimensions
Weight: 67,149 → 97,149 T
Volume: 324,227 → 424,227 m³
Length: 250 → 936 m
Cargo Capacity
Weight Cap: 20,000 T → 50,000 T
Volume Cap: 9000 m³ → 305,000 m³
Weapons
Turbolaser Battery: 6 → 0
Turbolaser: 0 → 56
(Omni: 16, Front 90: 12, Port 90: 8, Starboard 90: 8, Rear 90: 12)
Ion Batteries: 0 → 12
(Omni: 8, Front 90: 2, Rear 90: 2)
Heavy Laser: 6 → 0
Defenses
Hull: 6,000 → 20,000
Total Deflectors: 5,200 → 12,000
Ionic Capacity: 2,700 → 14,500
Armour: 65 → 190
Electronics
Sensors: 8 → 12
R&D I
Weapons
Heavy Lasers: 6 → 0
Quad Lasers: 0 → 6
Defenses
Hull: 3,200 → 12,000
Total Deflectors: 2,003 → 8,000
Ionic Capacity: 1,440 → 6,400
Armour: 40 → 160
R&D II
Weapons
Heavy Laser: 10 → 0
Quad Lasers: 0 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Defenses
Hull: 3,900 → 15,500
Total Deflectors: 2,402 → 10,000
Ionic Capacity: 1,755 → 10,000
Armour: 40 → 165
R&D III
Weapons
Heavy Lasers: 14 → 0
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Defenses
Hull: 4,800 → 18,000
Total Deflectors: 3,002 → 12,000
Ionic Capacity: 2,160 → 13,500
Armour: 40 → 170
R&D IV
Weapons
Heavy Lasers: 16 → 0
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Defenses
Hull: 6,250 → 22,000
Total Deflectors: 4,601 → 16,000
Ionic Capacity: 2,815 → 15,000
Garrison
Slots: 0 → 12
Squads: 0 → 1
Recycling I
Weapons
Heavy Lasers: 6 → 0
Quad Lasers: 0 → 6
Defenses
Hull: 3,200 → 12,000
Total Deflectors: 2,007 → 8,000
Ionic Capacity: 1,440 → 6,400
Armour: 40 → 160
Recycling II
Weapons
Heavy Lasers: 10 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Defenses
Hull: 3,900
Total Deflectors: 2,406 → 10,000
Ionic Capacity: 1,755 → 10,000
Recycling III
Weapons
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Heavy Laser: 14 → 0
Defenses
Hull: 4,800 → 18,000
Total Deflectors: 3,009 → 12,000
Ionic Capacity: 2,160 → 13,500
Armour: 40 → 170
Recycling IV
Weapons
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Heavy Laser: 16 → 0
Defenses
Hull: 6,250 → 22,000
Total Deflectors: 4,601 → 16,000
Ionic Capacity: 2,815 → 15,000
Armour: 40 → 175
Garrison
Slots: 0 → 12
Squads: 0 → 1
Relay Station
Electronics
Sensors: 2 → 12
Shipyard I
Weapons
Quad Lasers: 0 → 6
Heavy Laser: 6 → 0
Defenses
Hull: 1,230 → 12,000
Total Deflectors: 750 → 8,000
Ionic Capacity: 555 → 6,400
Armour: 40 → 160
Shipyard II
Weapons
Quad Lasers: 0 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Heavy Laser: 10 → 0
Defenses
Hull: 4,100 → 15,500
Deflectors: 2,504 → 10,000
Ionic Capacity: 1,845 → 10,000
Armour: 40 → 165
Shipyard III
Weapons
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Heavy Laser: 14 → 0
Defenses
Hull: 5,000 → 18,000
Deflectors: 3,105 → 12,000
Ionic Capacity: 2,250 → 13,500
Armour: 40 → 170
Shipyard IV
Weapons
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Heavy Laser: 16 → 0
Defenses
Hull: 6,250 → 22,000
Deflectors: 4,600 → 16,000
Ionic Capacity: 2,815 → 15,000
Armour: 40 → 175
Garrison
Slots: 0 → 12
Squads: 0 → 1
Space Colony I
Defenses
Hull: 1,250 → 12,000
Deflectors: 449 → 8,000
Ionic Capacity: 560 → 6,400
Armour: 30 → 160
Space Colony II
Weapons
Quad Lasers: 0 → 6
Defenses
Hull: 2,600 → 15,500
Deflectors: 201 → 10,000
Ionic Capacity: 1,170 → 10,000
Armour: 35 → 165
Trading I
Defenses
Hull: 3,220 → 18,000
Deflectors: 1,777 → 12,000
Ionic Capacity: 1,450 → 13,500
Armour: 30 → 170
Garrison
Squads: 0 → 1
Slots: 0 → 24
Trading II
Weapons
Quad Lasers: 0 → 14
(Omni: 8, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)
Heavy Laser: 14 → 0
Defenses
Hull: 5,675 → 22,000
Deflectors: 2,755 → 16,000
Ionic Capacity: 2,555 → 15,000
Armour: 35 → 175
Garrison
Squads: 0 → 2
Slots: 0 → 24
X7 Factory Station
Weapons
Concussion Missile Launchers: 0 → 2
Quad Lasers: 0 → 6
Heavy Laser: 6 → 0
Defenses
Hull: 2,600 → 15,500
Total Deflectors: 1,705 → 10,000
Ionic Capacity: 1,170 → 10,000
Armour: 40 → 165
Zoo Station
Defenses
Hull: 1,450 → 20,000
Deflectors: 1,500 → 3,600
Ionic Capacity: 1,100 → 8,800
Armour: 35 → 100
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Good afternoon everyone,
After careful consideration, and in recognition of the pace development has taken over the last few years, we are changing some of our approaches to how skills are treated:
First, we are giving a Full Skill Reset to all players for a limited period of time.
We know nobody asked for this, and certainly no one will use it, but we are at a point in the game where it is fair and warranted.
Additionally, we are implementing a new respec mechanic.
We put significant effort into building out a feature that will respec-t the RPG feel SWC has enjoyed for so many years while also allowing players to allow their characters to grow with them (and as development continues to change the game around them).
From now on, skills previously assigned can be altered over time and/or via gameplay.
Full Skill Reset
This reset will be available from Year 27 Day 347 (today) through Year 28 Day 67 (January 31st at approximately 07:00 UTC/00:00 CGT).
This skill reset will allow you to redo all of your original priority templates, assign them in whatever order you wish, and then assign skills as though you were starting a new character. Once you have, all of your earned skill points from levelling up will be available to spend once again.
You can access this skill reset from your Character page.
This is likely the last full skill reset, the respec mechanic we are introducing will act as a replacement going forward.
... Which brings us to:
Respec Points
Respec Points (RP) are a new mechanic that characters will begin to accumulate starting today. Characters will earn 1 RP every month and 1 RP every time they level up.
1 RP is used to refund 1 spent skill point (SP) (i.e., 11 RP will allow a player to reset one of their character's skills from level 5 to level 0). RP will accumulate until a player has 25 RP. This will be a hard cap. In place of full resets, the RP mechanic will alllow players to gradually reassign their skills going forward.
All characters will begin with 0 RP regardless of current level or time played.
RP cannot be used to change the initial priorities used at character creation; we recommend players pick those carefully using the Global Skill Reset.
Additionally, RP will NOT be refunded if spent incorrectly, or if you change your mind (just like how SP is not refunded or reset currently).
*quack
As always, if you have any issues, please submit a support ticket, and as always, don't forget to thank our Lord and Savior, Noctis for this wonderful change.
Supes edit: wait so can I have a reset becau--
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| (Edited by Erek on Year 27 Day 347) | |
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As part of our ongoing balance changes and combat releases, we are updating Super Capitals once more and releasing them into showdowns for further testing.
We’re comfortable with the niche they will find and the level of strength they possess, and, as always, will be listening to community feedback both through the official SWC Discord feedback channel and this forum thread here.
Once you’ve given them a try, please do share your thoughts, concerns, and feedback.
In addition, this post serves as our official warning that super capitals will be enabled in no less than 30 days.
Change Log:
Behemoth
Weapons
Turbolaser Battery: 72
Omni: 22 → 0,
Port 60: 10 → 22,
Starboard 60: 10 → 22,
Front 120: 30 → 28
Proton Torpedo Launchers: 200
Omni: 50, → 0
Port 60: 25 → 50,
Starboard 60: 25 → 50,
Front 120: 100 → 100
Ion Batteries: 100
Omni: 20,
Port 60: 10 → 25,
Starboard 60: 10 → 25,
Front 120: 60 → 30
Executor
Weapons
Turbolaser Battery: 80
Omni: 20 → 0
Port 60: 15 → 24
Starboard 60: 15 → 24
Front 120: 30 → 32
Proton Torpedo Launchers: 200
Omni: 50 → 0
Port 60: 25 → 50
Starboard 60: 25 → 50
Front 120: 100 → 100
Ion Batteries: 100
Omni: 20
Port 60: 10 → 25
Starboard 60: 10 → 25
Front 120: 60 → 30
Defenses
Armour: 105 → 110
Home One
Weapons
Turbolaser Battery: 70 → 74
Omni: 20 → 0
Port 60: 10 → 22
Starboard 60: 10 → 22
Front 120: 30
Proton Torpedo Launchers: 150 → 100
Omni: 30 → 50
Port 60: 10 → 15
Starboard 60: 10 → 15
Front 120: 100 → 20
Ion Batteries: 250 → 200
Omni: 100 → 60
Port 60: 25 → 40
Starboard 60: 25 → 40
Front 120: 100 → 60
Defenses
Hull: 30,000 → 32,500
Total Deflectors: 40,000 → 45,000
Armour: 100 → 110
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- Force UI has had more updates
- The Ground Prospecting Time Equation has been updated (rules).
- Skill distribution page has been updated. You now assign multiple points at once.
- The skill category priorities check during skill assignment has been changed to allow any valid combination of category priorities. Previously it only allowed the exact priority set during character creation.
- Labour droids can now work repair actions.
- You can now cancel droid repair actions.
- Fixed an issue with Field repair allowing workers already performing another action.
- Fixed a number of position pages with redirect-after-post issues.
- Added a toggle for asteroid miner repeating.
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The Force
- The Force has had a user interface update, with a new targeting screen and new tab based interface.
- Fixed Force XP needed for next level being calculated incorrectly at Force Level 1.
- Fixed powers with no tooltip breaking the skills page.
- Better error messages for upgrading powers, holocron activation and meditation.
- Apprentice invitations now expire after 7 days.
- Can no longer perform Force Tests with detection 0.
Changes
- New Infotext inventory faction privilege. Has been granted to players with existing "Assign" privilege.
- IFF Importer. You can now import IFF Lists using CSV.
- IFF page has been updated to let you view subfactions without changing primary faction.
Bugs
- Fixed an issue with duplicate tag names causing errors. Existing duplicate tags have been merged, and creating duplicate tag names are now rejected earlier.
- Improved error messages on the combat results poller page.
- Fixed an issue where the medical item heal action from ground scanner could be reloaded.
- Fixed a input validation issue with cybernetic surgery.
- Fixed an issue with IFF checks and hidden subfactions.
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Updates:
- Droid workers: Labour Droids can now be used in both construction and production.
- Asteroid names: Deep-space asteroid fields and planetoids now use Aurebesh letter names instead of Greek letters. Existing names have been changed to match.
- Recycling: The recycling page performance is improved and UX has been updated.
- Material loading: The material loading page has been updated.
- Inventory: Added new filters for assigned datacards.
- Performance: The events notifier and the transaction log load faster.
Bugs:
- Fixed several bugs with unconscious characters. Blocked from managing items, using vendors, deploying, changing their party and talking to NPCs. Can no longer wake up during a cybernetic surgery.
- Equipped cybernetics can no longer be packed into crates, and NPCs with cybernetics no longer skip dropping loot.
- Shields at zero strength no longer block ascend/descend travel.
- Fixed a bug where combat and remote training were not blocked.
- Garrison loiter timers now follow the showdown combat timer scale.
- Alliance faction priorities now renumber correctly.
- Alazhi Refining now refunds planetary taxes correctly.
- Weight and volume bars now show matching units when empty.
- "Makeover to Subfaction" can now use selected entities checkboxes as a filter.
- Fixed a html encoding display problem on the weapons targeting screen.
- Fixed crashes and errors in: splitting materials using comma-separated numbers, inventory crewlist, cross-terrain travel, NPC cargo, the equipment screen, the XML scanner list for unowned planets, and forum search.
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Yeah the guy that said that was right. We've enabled capture of player owned droids. Go nuts.
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Equipment and Party screens:
- Equipment and party screen rework. Subactions now load in dialogs.
- Both screens now have some basic filters available in the top bar.
- Bulk move and load into entity now show more detailed screens and you can move more items, including equipped ones.
- Some missing item permission checks were added.
Bugs:
- New station drop shadow toggle look-and-feel setting.
- Several Force bugs fixed.
- Bounty hunter rescue targets no longer flee when attacked after being rescued.
- Ground showdowns now send better events, including when they start.
- Fix issue with Garrison squads being undocked while rearming.
- Fixed Pause/Resume/Abort production via inventory on stations and added aborting retooling.
- Added new Disband Subfactions faction privilege.
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- Bounty Hunting Rescue Target now has armour, and the target weighting has been reduced slightly. (Armour for newly spawned targets only).
- Fixed bacta refill selection for bacta tanks. (From last sync).
- NPC Cargo Transport cost equation reduction due to Station RMP changes.
- Field Repair: Event text was generated incorrectly, and sometimes did not count generators correctly.
- Combat reports now have a share-without-location link. (New reports only).
- Fixed a lot of actions missing handlers for Unpowered/Disabled/Destroyed hooks (including NPC Cargo).
- Fixed inconsistent vision line of sight checks in ground combat.
- All tooltips have been updated to use tippy. RIP overlib.js Y3 - Y27.
- Maps now have a dynamic settings option, cog in bottom left.
- Maps have a sensor fog outline option.
- Fix misaligned overlay image in responsive cockpit.
- Space combat rules modifiers now show more decimal places.
- Vision rules have been updated.
- Added better error messages when infotext is too long.
- Fix inconsistent blank city names output.
- LISP: New "request-credits" call is available to request a credit transfer. Available from player scripts.
- WS: Can now accept direct JSON body.
- WS: New batch update Inventory/Entities/Property endpoint.
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- Fixed an issue where stations were attackable in PvP systems.
Other changes:
- Updated look and feel of scanners and paths to add contrast with light backgrounds. You can toggle these changes on the look and feel page.
- Fixed an issue on the target screen, where a range-0 combat heading overwrote later bearings.
- When both sides are on the same square, combat is now always head-on (this was always the case, just mentioning it again).
- The deathmatch and grudge match has been refactored.
- Fixed an issue with quests that are stuck in "Reward Ready".
- Bulk item and party movement is only blocked by locked doors on the actual path between the two rooms.
- Bacta tanks now look for nearby bacta refills. (This one will have to wait for next hotfix.)
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- Custom Image and custom image sharing UI has been rebuilt.
- We made some backend changes to how the inventory is rendered. The summary page now has a layer of caching applied.
- The combat equations have been modified to remove one modifier (the target type modifier). This modifier has been rolled into the class modifier.
- Fixed an issue where space garrisons got stuck returning.
- Fixed an issue with hostile AI pathing getting stuck.
- Fixed an issue with galaxy map search.
- Fixed an issue with guard post deletion order.
- Fixed bug with hyperspace stasis exiting.
- Shield arcs, station armour added to WS.
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| (Edited by Clarr Solo on Year 27 Day 305) | |
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As part of the upcoming Station Combat implementation, we are releasing our first balance pass for all stations. All of the changes are listed in the change log below, modifiers can be found here. Station Combat is currently available in Showdowns only, a feedback thread for Station Combat balance can be found here. The Rules team will also be monitoring the Feedback channel on discord.
The Rules team will also be running some admin showdowns in the near future, these will not be tournaments but will have XP enabled. More information regarding this showdowns will be posted in the Showdown Discord Server
And finally a big thank you to all the rules team members responsible for this update but a big thank you to Dak and Lyle!
CHANGE LOG:
Asteroid Hideout:
Cargo Capacity
Weight Cap: 79,824 → 6,240 T
Volume Cap: 8,920 → 79,824 m³
Weapons
Turbolaser Battery: 0 → 3
(Omni: 1, Front 90: 1, Rear 90: 1)
Turbolasers: 0 → 16
(Omni: 4, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)
Proton Torpedo Launchers: 0 → 4
(Omni: 4)
Concussion Missile Launchers: 2 → 10
(Omni: 4, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)
Quad Lasers: 2 → 15
(Omni: 5, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)
Defenses
Hull: 12,000 → 14,500
Deflectors: 1,250 → 20,000
Ionic Capacity: 1,8000 → 10,800
Armour: 60 → 190
Ataturk-class Station:
Dimensions
Volume: 301,785 → 1,641,233 m³
Cargo Capacity
Weight Cap: 239,472 → 45,000 T
Volume Cap: 22,350 → 700,000 m³
Weapons
Concussion Missile Launchers: 3 → 50
(Omni: 10, Front 90: 20, Rear 90: 20)
Quad Lasers: 30 → 64
(Front 90: 20, Port 90: 12, Starboard 90: 12, Rear 90: 20)
Defenses
Hull: 7,350 → 16,800
Total Deflectors: 5,389 → 10,800
Ionic Capacity: 3,305 → 12,300
Armour: 75 → 185
Electronics
Sensors: 8 → 12
Garrison
Slots: 36 → 48
Squads: 3 → 4
Depot 1
Dimensions
Length: 220 → 375 m
Weapons
Quad Lasers: 0 → 6
Defenses
Hull: 1,400 → 12,000
Total Deflectors: 1,100 → 8,000
Ionic Capacity: 750 → 6,400
Armour: 40 → 160
Depot II
Dimensions
Weight: 17,506,933 T
Volume: 1,543,346 m³
Length: 221 → 625 m
Weapons
Quad Lasers: 0 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Defenses
Hull: 2,800 → 15,500
Total Deflectors: 2,200 → 10,000
Ionic Capacity: 1,500 → 10,000
Armour: 40 → 165
Depot III
Dimensions
Weight: 26,921,720 T
Volume: 2,391,297 m³
Length: 222 → 1,125 m
Weapons
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Defenses
Hull: 4,200 → 18,000
Total Deflectors: 3,301 → 12,000
Ionic Capacity: 2,250 → 13,500
Armour: 40 → 170
Depot IV
Dimensions
Length: 223 → 1,500 m
Weapons
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Defenses
Hull: 5,600 → 22,000
Total Deflectors: 4,403 → 16,000
Ionic Capacity: 3,000 → 15,000
Armour: 40 → 175
Garrison
Slots: 0 → 12
Squads: 0 → 1
Golan I
Weapons
Turbolaser Battery: 28 → 26
(Omni: 6, Front 90: 6, Port 90: 4, Starboard 90: 4, Rear 90: 6)
Turbolasers: 0 → 40
(Omni: 12, Front 90: 8, Port 90: 6, Starboard 90: 6, Rear 90: 8)
Ion Batteries: 0 → 24
(Omni: 12, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)
Defenses
Hull: 22,500 → 26,500
Ionic Capacity: 10,125 → 20,000
Armour: 80 → 195
Electronics
Sensors: 8 → 16
Garrison
Slots: 24 → 36
Squads: 2 → 3
Golan II
Weapons
Super Heavy Mass Driver: 0 → 12
(Omni: 2, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)
Turbolaser Battery: 35 → 48
(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)
Proton Torpedo Launchers: 10 → 28
(Omni: 12, Front 90: 6, Port 90: 2, Starboard 90: 2, Rear 90: 6)
Ion Batteries: 0 → 48
(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)
Defenses
Hull: 30,000 → 32,500
Total Deflectors: 20,000 → 22,500
Ionic Capacity: 13,500 → 24,000
Armour: 90 → 200
Hospital Platform XQ-2
Dimensions
Weight: 48,245 → 97,149 T
Volume: 185,188 → 424,227 m³
Length: 250 → 936 m
Cargo Capacity
Volume Cap: 9,000 → 100,000 m³
Weapons
Turbolaser Battery: 0 → 3
Turbolasers: 3 → 24
Ion Batteries: 0 → 8
Quad Lasers: 0 → 6
Heavy Lasers: 6 → 0
Tractor Beams: 0 → 1
Defenses
Hull: 6,000 → 18,500
Total Deflectors: 5,197 → 12,000
Ionic Capacity: 2,700 → 14,500
Armour: 45 → 190
Luxury Space Colony
Defenses
Hull: 1,300 → 9,860
Deflectors: 703 → 1,200
Ionic Capacity: 585 → 2,800
Armour: 35 → 100
Medical Factory Station
Weapons
Quad Lasers: 0 → 6
Defenses
Hull: 2,600 → 15,500
Total Deflectors: 1,700m → 10,000
Ionic Capacity: 1,170 → 10,000
Armour: 40 → 165
Merchant Space Dock
Defenses
Hull: 4,625 → 6,000
Total Deflectors: 3,508 → 6,000
Ionic Capacity: 2,100 → 2,400
Armour: 50 → 200
Platform XQ1
Dimensions
Weight: 67,149 → 97,149 T
Volume: 324,227 → 424,227 m³
Length: 250 → 936 m
Cargo Capacity
Weight Cap: 20,000 T → 50,000 T
Volume Cap: 9000 m³ → 305,000 m³
Weapons
Turbolaser Battery: 6 → 0
Turbolaser: 0 → 56
(Omni: 16, Front 90: 12, Port 90: 8, Starboard 90: 8, Rear 90: 12)
Ion Batteries: 0 → 12
(Omni: 8, Front 90: 2, Rear 90: 2)
Heavy Laser: 6 → 0
Defenses
Hull: 6,000 → 20,000
Total Deflectors: 5,200 → 12,000
Ionic Capacity: 2,700 → 14,500
Armour: 65 → 190
Electronics
Sensors: 8 → 12
R&D I
Weapons
Heavy Lasers: 6 → 0
Quad Lasers: 0 → 6
Defenses
Hull: 3,200 → 12,000
Total Deflectors: 2,003 → 8,000
Ionic Capacity: 1,440 → 6,400
Armour: 40 → 160
R&D II
Weapons
Heavy Laser: 10 → 0
Quad Lasers: 0 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Defenses
Hull: 3,900 → 15,500
Total Deflectors: 2,402 → 10,000
Ionic Capacity: 1,755 → 10,000
Armour: 40 → 165
R&D III
Weapons
Heavy Lasers: 14 → 0
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Defenses
Hull: 4,800 → 18,000
Total Deflectors: 3,002 → 12,000
Ionic Capacity: 2,160 → 13,500
Armour: 40 → 170
R&D IV
Weapons
Heavy Lasers: 16 → 0
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Defenses
Hull: 6,250 → 22,000
Total Deflectors: 4,601 → 16,000
Ionic Capacity: 2,815 → 15,000
Garrison
Slots: 0 → 12
Squads: 0 → 1
Recycling I
Weapons
Heavy Lasers: 6 → 0
Quad Lasers: 0 → 6
Defenses
Hull: 3,200 → 12,000
Total Deflectors: 2,007 → 8,000
Ionic Capacity: 1,440 → 6,400
Armour: 40 → 160
Recycling II
Weapons
Heavy Lasers: 10 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Defenses
Hull: 3,900
Total Deflectors: 2,406 → 10,000
Ionic Capacity: 1,755 → 10,000
Recycling III
Weapons
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Heavy Laser: 14 → 0
Defenses
Hull: 4,800 → 18,000
Total Deflectors: 3,009 → 12,000
Ionic Capacity: 2,160 → 13,500
Armour: 40 → 170
Recycling IV
Weapons
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Heavy Laser: 16 → 0
Defenses
Hull: 6,250 → 22,000
Total Deflectors: 4,601 → 16,000
Ionic Capacity: 2,815 → 15,000
Armour: 40 → 175
Garrison
Slots: 0 → 12
Squads: 0 → 1
Relay Station
Electronics
Sensors: 2 → 12
Shipyard I
Weapons
Quad Lasers: 0 → 6
Heavy Laser: 6 → 0
Defenses
Hull: 1,230 → 12,000
Total Deflectors: 750 → 8,000
Ionic Capacity: 555 → 6,400
Armour: 40 → 160
Shipyard II
Weapons
Quad Lasers: 0 → 10
(Omni: 6, Front 90: 2, Rear 90: 2)
Heavy Laser: 10 → 0
Defenses
Hull: 4,100 → 15,500
Deflectors: 2,504 → 10,000
Ionic Capacity: 1,845 → 10,000
Armour: 40 → 165
Shipyard III
Weapons
Quad Lasers: 0 → 14
(Omni: 6, Front 90: 4, Rear 90: 4)
Heavy Laser: 14 → 0
Defenses
Hull: 5,000 → 18,000
Deflectors: 3,105 → 12,000
Ionic Capacity: 2,250 → 13,500
Armour: 40 → 170
Shipyard IV
Weapons
Quad Lasers: 0 → 16
(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)
Heavy Laser: 16 → 0
Defenses
Hull: 6,250 → 22,000
Deflectors: 4,600 → 16,000
Ionic Capacity: 2,815 → 15,000
Armour: 40 → 175
Garrison
Slots: 0 → 12
Squads: 0 → 1
Space Colony I
Defenses
Hull: 1,250 → 12,000
Deflectors: 449 → 8,000
Ionic Capacity: 560 → 6,400
Armour: 30 → 160
Space Colony II
Weapons
Quad Lasers: 0 → 6
Defenses
Hull: 2,600 → 15,500
Deflectors: 201 → 10,000
Ionic Capacity: 1,170 → 10,000
Armour: 35 → 165
Trading I
Defenses
Hull: 3,220 → 18,000
Deflectors: 1,777 → 12,000
Ionic Capacity: 1,450 → 13,500
Armour: 30 → 170
Garrison
Squads: 0 → 1
Slots: 0 → 24
Trading II
Weapons
Quad Lasers: 0 → 14
(Omni: 8, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)
Heavy Laser: 14 → 0
Defenses
Hull: 5,675 → 22,000
Deflectors: 2,755 → 16,000
Ionic Capacity: 2,555 → 15,000
Armour: 35 → 175
Garrison
Squads: 0 → 2
Slots: 0 → 24
X7 Factory Station
Weapons
Concussion Missile Launchers: 0 → 2
Quad Lasers: 0 → 6
Heavy Laser: 6 → 0
Defenses
Hull: 2,600 → 15,500
Total Deflectors: 1,705 → 10,000
Ionic Capacity: 1,170 → 10,000
Armour: 40 → 165
Zoo Station
Defenses
Hull: 1,450 → 20,000
Deflectors: 1,500 → 3,600
Ionic Capacity: 1,100 → 8,800
Armour: 35 → 100
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Combat Changes:
Multi Party Targetting:
- You can now target multiple parties when attacking.
- You may only attack up to 12 slots of targets, they must all be at the same location.
- You can initiate multi target combat from the weapons targeting page.
- You can view the full rules for ground combat and for space combat.
Removal of Leader Immunity
- In order to facilitate multi party targeting, we have had to change the "target allocation" system, previously there used to be a party leader immunity from being targeted (...sometimes). This has now been removed and replaced with a target weighting system. You can see the full details of how it works for ground combat and for space combat.
Attacking owned assets:
- You may now attack your own assets. Previously this was blocked.
- However, assets marked as friendly have the attack button hidden.
- You can get around this by using the IFF switcher, or using the "Show Friendlies" toggle on the weapons targeting page.
Skill Calculation Changes
- Previously the skills calculation for ground combat was not a continuous function. It has now been changed to use linear interpolation like space combat. Eyes glaze over. Something something. Math mumbo jumbo? There's now a calculator on the rules page so you don't need a PHD to work it out.
- Similarly the Lightsaber deflection equation got the same treatment.
Page Improvements:
- Space Scanner now has an IFF Quick Switcher
- Map Tooltip now has a range indicator.
- Shield arc icons updated.
- Scanner IFF colour blending now ignores wrecks.
- Map hover tooltip now splits by IFF.
- Focus scanning a square with a planet now shows up in the scan list.
- "Attack" map context menu option takes you to the weapon targeting screen.
- Status bars now render much faster.
- Fixed a performance regression when showing the directional combat widget.
- Improve performance of Equipment and Party (preload container count, actions, garrisons)
- Potentially improved performance of facility inventory.
- Added HP Status Bar to Force Heal Screen.
Bugfixes:
- Fixed bug with Asteroid Mining Depots that could cause a miner to get stuck.
- Fix assertion crash in AutopilotUtil.
- Fixed a minor security issue with game login.
LISP:
- The unrestricted functions: can-travel-through-door, lock-door, unlock-door signature has changed due to an exploit.
- Added impervious doors (for quests).
Web services:
- PvP fields now added to Galaxy endpoints.
- WS now supports PKCE auth.
- Fixed an number of issues with our WS auth procedure.
- Simplified UI: WS App registration, editing and app list.
- Logo, platforms, no longer needed for WS Apps.
- MFA was never really implemented properly, so has been removed.
Edit: Y27D298:
- Fix combat hit allocation issue.
- Removed scroll-up on the weapon targeting selection screen.
- Fixed missing ajax calls for swapping weapons on weapon overview screen.
- Fixed crash when weapons targeting page shows a character.
- Web service scope inherit fix.
- Web service endpoints documentation updated.
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| (Edited by Clarr Solo on Year 27 Day 298) | |
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Year 27 Day 244, 9:55 Noctis banned player Dante Erinith providing the following reason: Harassment
You don't have to like everyone, but keep all correspondence respectful. Threats and threatening comments violate community guidelines and terms of service across virtually all online spaces. These rules exist to maintain safe environments, prevent real-world harm, and stop harassment.
Player may reach out in 7 days by support ticket for unban request.
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Year 27 Day 236, 13:03 Strike 1 Issued to Gavin Lineker for attempting to purchase assets with RL money.
General reminder, do not purchase game assets with real life moneys. That's all.
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Year 26 Day 123, 1:29 Chupacabra banned player Kesabey Homes providing the following reason: Multi Ban
Year 26 Day 123, 1:28 Chupacabra banned player Yurist Kelemann providing the following reason: Multi Ban
The oldest account may submit a support ticket in 7 days for an unban. Strike 1.
Update:
Year 26 Day 128, 14:38 Noctis banned player Maverik Yamamura providing the following reason: Multi Ban
Strike 3 ~ M. Scott
Edit again
Year 27 Day 130, 7:12 Noctis banned player Alma Dracious Tomadson providing the following reason: Multi Ban
Year 27 Day 130, 8:26 Noctis banned player Gappo Sal providing the following reason: Multi Ban
Edit one more time:
Year 27 Day 134, 18:26 Noctis banned player Beiwi Oorhies providing the following reason: Multi Ban
Instructions appear to be confusing, no more accounts, ban is permanent.
Sneaky snek.
Year 27 Day 199, 21:50 Noctis banned player Bejorepoid Jarenious providing the following reason: Multi Ban
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| (Edited by Noctis on Year 27 Day 199) | |
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Xzin Jix has been banned.
Given the significance of encouraging players to engage in rule breaking activities and previous ban history, the ban is permanent.
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Year 27 Day 152, 20:05 Noctis banned player Marcus Switch providing the following reason: Multi Ban
Year 27 Day 152, 20:05 Noctis banned player Jax Wolfe providing the following reason: Multi Ban
Year 27 Day 152, 20:05 Noctis banned player Dev au Augustus providing the following reason: Multi Ban
30 day bans for accounts coming under control of a single player. You may not allow someone to access your account.
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Times up. But while youre here.
Year 27 Day 150, 11:26 Noctis banned player Keylara Ennada providing the following reason: Multi Ban
Year 27 Day 150, 11:26 Noctis banned player Hudson Zandaly providing the following reason: Multi Ban
Year 27 Day 150, 11:26 Noctis banned player Ezre Tesel providing the following reason: Multi Ban
Every player is only allowed to have one account. Hudson and Ezre may request an unban in 7 days.
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Year 27 Day 130, 18:22 Noctis banned player Waric Bele providing the following reason: Multi Ban
Year 27 Day 130, 18:22 Noctis banned player Shiv Joben providing the following reason: Multi Ban
Year 27 Day 130, 18:22 Noctis banned player Darex Metro providing the following reason: Multi Ban
1) You cant acquire an account from someone else.
2) You only get one account.
EDIT: Year 27 Day 132, 16:42 Noctis banned player Demas Kase providing the following reason: Multi Ban
Oldest account can request an unban in 30 days never.
Year 27 Day 135, 9:04 Noctis banned player Cal Duval providing the following reason: Multi Ban
Year 27 Day 137, 9:08 Noctis banned player Urik Kantale providing the following reason: Multi Ban
Year 27 Day 138, 10:42 Noctis banned player Aaran Lipost providing the following reason: Multi Ban
Year 27 Day 140, 5:03 Noctis banned player Daran Odan providing the following reason: Multi Ban
Year 27 Day 140, 13:05 Noctis banned player Keye Bynar providing the following reason: Multi Ban
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| (Edited by Noctis on Year 27 Day 140) | |
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Year 27 Day 115, 6:29 Noctis banned player Soma Wren
Character can submit a support ticket in 30 days requesting an unban.
Discord ban will remain in place indefinitely.
Pejorative language will not be tolerated.
Edit: Year 27 Day 135, 9:09 Noctis banned player Elgar Thelcar providing the following reason: Multi Ban
Making a new account while banned is not the solution.
Ban now permanent due to history of bans.
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| (Edited by Noctis on Year 27 Day 135) | |
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Year 27 Day 131, 8:12 Noctis banned player Aacehrin Thenn providing the following reason: Multi Ban
Year 27 Day 131, 8:08 Noctis banned player Zon Bey providing the following reason: Multi Ban
Zon Bey can request an unban in 21 days
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Year 27 Day 73 Noctis banned player Zuk`Ha Ntaka providing the following reason: Failure to follow IC/OOC separation.
Strike 2 - Player can submit a help ticket after 30 days requesting an unban.
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Year 27 Day 33, 11:10 Noctis banned player Inquiz Warder providing the following reason: Multi Ban
Year 27 Day 33, 11:10 Noctis banned player Jasper Jervada providing the following reason: Multi Ban
Oldest account may request an unban after 7 days.
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Y27D25, 20:29
Kodkod banned player Malcolm Marrz Blaine providing the following reason: Harassment
This player has received a strike 1 ban before, making this a strike 2 ban (1 month). Player can submit a ticket in one month to request unban.
Additionally, as a public service announcement, Discord has a block feature which you can use if you want someone to be prevented from sending you DM's.
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Following a handover agreed with Eli Descartes, I have taken on the role of head of the Quest Team.
I would like to thank Eli for his leadership of the Quest Team and for his support during the transition. Under his direction, players across the galaxy enjoyed many memorable adventures.
He leaves behind a well-run team and a solid foundation on which to build, and his time and dedication are greatly appreciated. I am grateful for the opportunity to continue that work.
The Quest Team is recruiting. Those interested in helping to build quests who are able to write a basic Lisp script are invited to view the recruitment thread.
Thank you once again to Eli. We look forward to bringing further adventures to the galaxy.
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Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them.
Y27 D230 Redjon Edit: After a bit of discussion, we wanted to reveal some design intent for Super capitals since it will be very tempting to dump resources in mass into these entities. While balance is always subject to change and these will take quite a while and probably a few features to balance we will share the intended end design goals as these entities are incredibly expensive and time consuming to build
1. Supers will more then likely be incredibly powerful siege and logistics tools for engaging stations and fairly strong vs capitals as well as other (maybe) supers.
2. These ships will be incredibly weak too bombers. Having large quantities of supers will very likely be a liability, they are expensive weapons you will need to be capable of defending them.
3. These ships will remain slow and cumbersome to move and committing them into a combat situation without proper support will result most likely, in a dead super.
At no point will Supers be game breakingly impossible to stop rofl pawnmobiles. they will have clear uses cases, weaknesses and strengths as with eveyrthing we have balanced so far
All stats are subject to change and we will not be releasing them to combat until we are fully satisified with how they fit into the overall combat ecosystem.
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As part of our ongoing work towards global PvP and balancing space combat we have made the decision to release a Super Capital to the public early. This should help factions acquire these strategic assets before Super Capital combat due to the exceptionally long build times these ships have
This new Super Capital will be the Behemoth-Class Star Dreadnaught, a ship unique to SWCombine to better reflect the myriad of different factions that exist outside of the Galactic Civil War. It will be available to all factions that possess the government module.
As part of this release preliminary stat reworks for both the MC-80 Home One-class Star Cruiser and Executor-class Star Destroyer have also been released. This better reflects future design decisions and eventual power scales between the three super capitals. Along with better reflecting these design choices in their production costs and production times.
However, I must preface this release by stating Super Capital Combat is not coming anytime soon. A lot of internal testing and design is still required to get Super Capitals to a point we’re comfortable with their release.
(This Sim News has been posted by Falcon on behalf of Thrall Lothbrok because Thrall is too scared to post it himself. Please send him a DM if you have questions. That is all.)
NINJEDIT: All currently produced ships will be updated to reflect these changes over the next 24 hour
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| (Edited by Redjon Mirrabel on Year 27 Day 230) | |
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Good evening!
Dex Sehrin is no longer the Rules Team Director. Please congratulate Redjon Mirrabel and Thrall Lothbrok on their promotions to Rules Team co-leads. For rules-related questions, project coordination, or requests for guidance, please refer to Redjon, Thrall, or your friendly neighborhood Asim (who may refer you to them).
Dex has served the Rules Team for many years across multiple characters, and we would like to sincerely thank him for his numerous contributions to the Combine. His work has had a significant impact on the development of the game, and many aspects of the experience players enjoy today bear the mark of his efforts and dedication.
You can see an up-to-date list of the Teams and their members HERE.
EDIT: It has come to my attention that the Rules Team does not appear on that page... Oops.
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Because apparently it needs to be said, OOC memes in the IC space will not be permitted.
Forums threads ended, GNS posts removed. Don't do it. Take it elsewhere.
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Hi guys, mom said it's my turn to post on the Sim News! And this time it isn't even a ban! (It's much worse) This is gonna be an entirely OOC post with no real bearing on the game or its features, so if you don't care, you can stop reading now and continue about your day.
We are now into our fourth month of 2026, and this year has been packed for me. So far this year, I've gotten a temporary extra family member, an unexpected work trip, extra responsibility with no extra pay, and all of this has taken my time and focus away from making this community better.
In short, my priorities have shifted to focus more on my family and what is important to me. I still care deeply about this game and community, and want to contribute. However, in typical SWC Admin fashion, I am simply running out of time and energy to actually contribute in a meaningful way. Exhibit A:

So, all this to write that I will once again be taking an extended leave of absence. I'm not stepping down as Game Admin (yet), but I truly don't know if/when I will return to this position. At the very least I'll try to stay a part of the community on Discord, so you all know I'm alive lol. In my absence, Noctis, Erek, Kodkod, Chupa and Koi will fill in the gaps as they already have.
Thank you all for your kind words so far. I've been a part of this community for nearly 20 years (hello from Y8), and it's been an amazing journey going from playing, to helping the community, to creating new features for this game.
So... yeah. So long and thanks for all the fish!
(this isn't goodbye, it's see you later)
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Hi, it's me, not Falcon.
Clarification on the recent name changes for BSD. Yes, it was reversed.
Both factions were charged for changing the names back. Additionally, og BSD was fined for breaching the naming rules (analgous to old faction checks), making the name available to be stolen.
A faction is more than a name, generally. Changing your faction name as a joke is misuse of the system. Stealing a name is also misuse of the system.
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Falcon EDIT Y27D91: Turns out there was another back end tool I had to add the new ships to so that factions with the mining module could, you know, actually produce these. I think I've fixed the issue, but if you have the mining module and still cannot produce these, then please let me know via DM or discord (#swc-help). Thanks for your patience and the heads up!
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I bet you guys thought I was gone again. WELL I'M NOT! And today, I bring you more gifts!
BEHOLD, THE AEA-500 ASTEROID PROSPECTOR:

BEHOLD, THE MINING BARQUE:

AND BEHOLD, THE CONTINENT-CLASS CRAWLER:

These bad boys can mine so many asteroids. If you or someone you know has been diagnosed with mesothelioma are a member of a Mining Faction, then you, too, can own one of these puppies(note: these are not actual puppies, but THIS IS).
Thanks to everyone involved in making sure these were squared away and ready to go. It's been a long time coming, but here we are!
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| (Edited by Falcon on Year 27 Day 91) | |
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Gooooooooooooooooooooood day/night/evening/afternoon/morning/midnight/whatever!
I am happy to announce that the Unfinished Blueprints Quest has been completed! The Mad Scientist aboard the research station has completed his research and patented his product, which took the Prototype Droid and turned it into the Basilisk War Droid.
Thank you to everyone who participated, we hope this quest was fun for you all! Thanks also to Jevon Lambright for the artwork for both the Prototype Droid and Basilisk Droid(Large image coming shortly), as well as everyone on the Quest Team who helped put this quest together and release it. Finally thanks to Platypus(RIP) for helping me stat this. The work on this quest and these droids started about 2 years ago, and it's nice to see it all come together.
The Basilisk is now a Generic Datacard that your faction can buy for 2.5 DC Slots. Additionally, you have approximately 3 months to claim your Prototype Droid Datacard from the Mad Scientist, after which it will be unobtainable. EDIT: This also applies to obtaining Blueprints and bringing them to the Mad Scientist.
That's all for now!
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- Life Support Console: Chance to spawn a hostile droid upon failure has been reduced from 33% to 20%
- Research Console: Chance to spawn a hostile droid upon failure has been reduced from 50% to 33%
This is to reflect the fact that the quest was implemented pre-droid armour, and that droids are now a tougher enemy than they were at the original release.
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Hopefully many of your will be aware that a whacky scientist is developing a new droid in the Black Hole of Quintas system, and with your help, has even managed to develop a working Prototype!
At this stage I would like to clarify this community quest and how it works.
After completing the Abandoned Research Installation quest in The Maw, the player is given a set of Unfinished Blueprints. These blueprints are a small part of a larger design, and can be donated to the Scientist aboard the station in the Black Hole of Quitnas system, to generate Research Points. The amount of points gained toward the community goal is proportional to your average R&D skills, so higher R&D skills equal more points! At this stage enough points have been generated to release the Prototype Droid. Any character which donates blueprints is able to redeem a single-use DC for the Prototype Droid by speaking to the scientist in the Black Hole of Quintas system.. This DC will be redeemable for up to three months after the total arc has finished, and can be redeemd by any character which has participated at any point during the event. Once enough points have been generated, this arc will conclude with a brand new generic datacard added to the pool.
Once you have donated your blueprints, you will also have the option to donate credits toward the research effort. This option is available once per week, and the cost will increase each time. The amount of research points generated remains tied to your R&D skills.
You can find some more information about the location of the quests here
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| (Edited by Eli Descartes on Year 27 Day 40) | |
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