1.1.1 Patch Notes (englisch)

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1.1.1 Patch Notes (englisch)

Beitragvon Avanael » 22 Jan 2012 18:33

Wer der englischen Sprache mächtig ist, kann sich die Patchnotes schonmal lesen.

Star Wars: The Old Republic - 1.1.1 Patch Notes


Note: The Public Test Server patch notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.


Classes and Combat


General

Fixed a bug that could cause the Global Cooldown to appear as if it has been cancelled when it is actually still in effect, resulting in a feeling of unresponsiveness to input.
Corrected an issue that could cause an ability icon to appear usable but be unresponsive to clicks or keypresses for several seconds.
Players revived by other players, including by in-combat revival abilities, now revive with 25% of maximum health.



Jedi Knight


Guardian

Freezing Force: Now correctly lasts 9 seconds (up from 6 seconds).


Jedi Consular


Sage

Mental Alacrity: Now correctly costs no Force to activate.
Salvation: No longer heals targets twice on application. It now correctly heals all affected targets once when applied.


Smuggler


Scoundrel

Flechette Round: Now provides 30% armor penetration while active.
K.O.: This ability now knocks the target down for 1.5 seconds.
Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.


Imperial Agent


Operative

Acid Blade: Now provides 30% armor penetration while active.
Jarring Strike: This ability now knocks the target down for 1.5 seconds.
Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.


Bounty Hunter


Mercenary

Sweeping Blasters can now be made free with Thermal Sensor Override.


Powertech

Oil Slick now correctly costs no heat to activate.



Flashpoints and Operations



Flashpoints


Directive 7

Bulwark’s Area of Effect cone abilities now properly fire in the direction Bulwark is facing.
Some of Bulwark’s abilities were incorrectly susceptible to interruption. Bulwark is now immune to interrupts.


The False Emperor

Fixed a conversation that could cause the cinematic with Arkis Wode to function incorrectly.


The Foundry

Fixed an issue that could prevent the final fight in this Flashpoint from beginning after the cinematic.
The final boss can no longer become stuck in an invulnerable state; there was still a small window where this could occur.


The Red Reaper

Lord Kherus now grants less experience.
Some of Lord Kherus’s abilities have had their damage values adjusted to be more in line with the level of the Flashpoint.
Players now enter into melee range with Lord Kherus in order to stop him from throwing crates.


Operations


Eternity Vault

Players no longer randomly die in this Operation after being in Gharj’s lava.


Karagga’s Palace

Foreman Crusher’s enrage now includes a movement speed increase, allowing him to catch players who attempt to run.
Fixed an issue that prevented the Materials Disposal Unit’s main control station from becoming useable again after the Operation Group is defeated by the G4-B3 Heavy Fabricator on 16-man Hard Mode.
Fixed an issue that prevented the G4-B3 Heavy Fabricator from deploying the correct number of Proximity Pulse Mines and Security Stun Drones during combat.
Karagga no longer snaps up above portions of the walls during combat.


Bug Fixes


General

Fixed an issue that prevented some players in Operations Groups from receiving credit for the missions “[WEEKLY] Deadly Operations,” “[WEEKLY] Galactic Operations,” and “Journey to the Belsavis Depths.” The entire Operations Group now receives credit when the objective is completed.



Items


Bug Fixes

Comparative tooltips for researched items no longer have their stats reversed.



Missions and NPCs


Missions


Imperial

Number One with a Bullet: Corrected an issue that prevented Bounty Hunters from leaving The Founder.
The Eagle’s Nest: The Assassin’s Fortress mission is now correctly a prerequisite for this mission.
The Mandalorian Killer: Thendys Noori no longer continues to heal Kellian Jarro after she has surrendered.


Republic

Death Spiral: Fixed an issue that prevented Jedi Knights who completed the Commander Rayfel encounter from using the shuttle back to Belsavis Orbital Station.



PvP


Warzones

Fixed an issue that could prevent players from receiving mission rewards for completing Warzones.



Space Combat


General

Added two daily mission commendations to the high-level space dailies Operation Ascendant Pride (Imperial) and Operation New Eclipse (Republic).



UI


General

Attempting to loot an item in a group when the Master Looter is off-planet now generates an error message.


Bug Fixes

The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.



Miscellaneous Bug Fixes

Special items related to different editions of the game have been re-sent if they were deleted by the mail system prior to being claimed.


Quelle: http://www.swtor.com/de/community/showt ... p?t=212341
Zuletzt geändert von Avanael am 22 Jan 2012 19:03, insgesamt 1-mal geändert.
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Avanael
 
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Beitragvon Naldir » 22 Jan 2012 18:40

Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.


Ich freu mich schon auf die ersten Heuler, wenn das wahr wird! :D
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Beitragvon Avanael » 22 Jan 2012 18:49

Naldir hat geschrieben:
Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.


Ich freu mich schon auf die ersten Heuler, wenn das wahr wird! :D


Tzz, eigentlich ist der Operative bzw. Saboteur Nerf unnötig, so viel Schaden sind's nu auch net ;) Aber denke trotzdem dass man weiterhin gute Chancen hat im 1on1 etc.
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Beitragvon Naldir » 22 Jan 2012 18:54

Ich habs mehrfach selbst mitbekommen, wobei das wahrscheinlich meist auch 'ne Kombo war:

Operative im Stealth ran, mit mir in CC, Zap Zap Zap (3x) mit jeweils 4-7k Damage und wieder zurück zum Medlab. Am Ende waren es meist an die 500 DPS bei den Medals der Operatives! ;)

Dazu kam derzeit allerdings meist noch, dass meine "Clicks" oder Inputs (1-x) nicht reagiert haben.

Evtl. würds auch einfach nur was bringen, wenn man auf einigen Skills den Cooldown um einige Sekunden erhöhen würd.

Andererseits ists halt die Frage, ob der Schmuggler/Schurke vom Damage her denselben Output hat?
star wars: the old republic
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naldir ensqo - commando
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Beitragvon Avanael » 22 Jan 2012 19:07

Hm, dann hab ich bisher nur Operative-Gimps erlebt.. jedenfalls hat mich noch keiner so richtig & schnell ins Nirvana geschickt, zumindest nicht allein.

Der Schurke dürfte denselben Output haben, da es ja die Spiegelklasse ist. Das Einzige was sich ändert ist das Aussehen & die Namen der Skills. ;)
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Beitragvon Naldir » 22 Jan 2012 19:18

Schau mal ingame, wenn du gegen "Agent Casho" spielst... dürfte nen 50er Operative sein, der spuckt nur so Damage raus! ;)
star wars: the old republic
alissha ensqo - jedi shadow
sijun ensqo - smuggler
naldir ensqo - commando
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Beitragvon Baerschke » 22 Jan 2012 19:43

Bug Fixes

The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.


Das ist doch mal eine gute Nachricht.

Jetzt müssen wir uns allerdings eine neue Bestrafung für Zuspätkommer bei den Datacron-Touren ausdenken. Den Gruppenführer übergeben bringt es dann ja nicht mehr ;)
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Beitragvon Pain » 22 Jan 2012 19:55

Gibts auch schon ne Liste der implementierten Bugs?
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Beitragvon Avanael » 22 Jan 2012 20:05

Pain hat geschrieben:Gibts auch schon ne Liste der implementierten Bugs?


:rofl: Top Secret!
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Beitragvon alias » 23 Jan 2012 11:34

Ich bin ja schon seit wochen über die sabos am fluchen, gegen einen guten hat man schon selten eine chance länger als 10 sekunden zu überleben, 2 davon wärend man einen punkt deft haben dich schneller kaputt gemacht als du "impcoming" im TS ansagen kannst.

das jetzt gleich an 3 schrauben gedreht wird um den schadensausstoss zu reduzieren zeigt nur das es mehr als nur zuviel des guten war.
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