
Chapter 6: Return of the Mandalorians Patch Notes
New Content
- Heroic: Death Watch Star Destroyer (Hardmode)
- Heroic: Undead Army (Hardmode)
- Heroic: Revanite Revenge (Hardmode)
- Mandalorian Theme Park
- First 5 Quests (+ Prelude), 5 more will be released each month until complete
- Junker’s Outpost on Mandalore
- Vehicle Upgrade System
- Junk Loot storage Box
- New Hardmode loot rewards
- New Jewelry Sets
- New junk loot stat categories
- New accolade badges
- Text Size Increase
- Various UI windows have had their text increase as a result from multiple sources of feedback. If you have the No-Squint mod that has been provided in the past, you MUST remove it prior to launching the game or it won’t launch
New Items
- Junk Loot Box for storing junk loot items
- Advanced Reverse Engineering Tool Schematics (to make +40 Power Bits)
- Food Schematic with Punishing Blow Reduction stats
- Overload Bits (Need to increase powerbits to +40)
- Sixth Generation Lightsaber Schematics
- Armor Slicing Bits
- Weapon Slicing Bits
- Vehicle Upgrade Components for armor, speed, and acceleration upgrades
- New Creature Handler taming treats crafted by Chefs
- Armor Slicing Tools craftable by Artisans
- Weapon Slicing Tools craftable by Artisans
- Armor Repair Kits craftable by Armorsmiths
- Weapon Repair Kits craftable by Weaponsmiths
- B-Wing (Light Variant) schematic added to Space Convoy loot
- ARC-170 Flight Suit added to Space Convoy loot
- POB Chair & Couch schematics added to convoy loot
New Jewelry Sets
- Hunter’s Pursuit
- Feral Pact
- Battlebond
- Ravager’s Momentum
- Iron Vanguard
- Deadeye Protocol
- Gunslinger’s Gambit
- Tactical Adaptation Suite
- Counterforce Barrier
- Adventurer’s Grit
- Jedi Survivor
New Junk Loot Stats
- Grenade Damage
- Grenade Critical Chance
- Grenade Action Cost Reduction
- Saber Burst Damage
- Jedi Strike Damage
- Jedi Sweep Damage
- Force Lightning Damage
- Damage Over Time (DOT) Damage
- Area of Effect (AOE) Damage
Mandalorian Content
- New Mandalorian faction
- Mandalorian Themepark quests
- New planet Mandalore
- New planet New Mandalore
- New Mandalorian Foundling Armor rewarded during the themepark
Creature Handler Revamp
Creature Taming & Progression
- Added a new level-scaling taming system
- Adult creatures above level 50 must now be weakened below 30% health before taming
- Added baby creature taming as part of the new Creature Handler progression loop
- Babies now naturally spawn throughout the world and can be tamed
- Creature acquisition methods now use separate progression paths and stat pools:
- Wild adult tames
- Baby tames
- Rare egg creatures
Exotic Stats
- Tamed creatures can now generate randomized Exotic Stats
- Exotic Stats provide rare bonus attributes and increased breeding value
- Exotic traits can be inherited through generational breeding
- Rare egg creatures can obtain Exotic Stat combinations unavailable from standard wild tames
Rare Egg System
- Creature Handlers can now discover rare creature eggs using the “Search Lair” ability
- Rare eggs have a chance to appear when searching creature lairs across the galaxy
- Rare egg creatures use unique stat pools with stronger long-term breeding potential
- Rare egg discoveries are intended to be uncommon and valuable progression rewards
Breeding & Barn Systems
Breeding
- Creature Handlers can now breed compatible male and female creatures of the same species
- Tamed creatures now generate randomized:
- Gender
- Offspring count
- Exotic Stat traits
- Offspring inherit and combine parental traits across multiple generations
- Breeding can produce stronger future generations with improved stat potential
- Rare breeding combinations may create creatures with enhanced Exotic attributes
- Creature breeding types are now displayed in creature descriptions to identify compatible pairs
Barn Improvements
- Tamed creatures can now be deposited directly into Barn storage
- Creatures stored in Barns can participate in breeding sessions
- Creature Breeding Times have been set at live standards of 6 hours per session now that testing is nearing completion
- Added the ability to remove creatures from breeding slots
- Added a breeding cleanup option to clear stalled breeding sessions
- Multiple backend improvements added for breeding reliability and creature management
Creature Combat
Combat Roles & Balance
- Creatures can now utilize DPS and Tank combat profiles
- Updated pet ability usage and combat pacing
- Adjustments improve survivability and overall balance in solo and group encounters
Revive Restrictions
- Creature Handler pets can no longer be revived while actively in combat
- Pets must now be revived outside combat situations
- This change reduces infinite revive chaining during difficult encounters
- Mounted combat and pet survivability were adjusted to offset the increased risk
Mounted Combat
- Expanded mounted combat support for Beast Masters and Creature Handlers
- Beast Master and Creature Handler mounts now support mounted combat
- Beast Masters can now mount and dismount during combat
- Beast Master mounts no longer automatically store when dismounting
- Beast Master combat pets and mounts can now remain active simultaneously
- Beast Master and Creature Handler mounts received increased health pools
- Creature Handler mounts can now be ridden by non-Creature Handlers
Beast Master Updates
- Expertise Revamp
- Reduced Total Point Spend
- New starting abilities
- Novice Beast Master and Creature Handler now begin with Revive, Heal, Attack, and Create Mount abilities
- Heal Improvements
- Increased the base effectiveness of Beast Master healing abilities
- Beast healing now properly scales with normal Heal Potency calculations
- Improved heal responsiveness and priority handling during combat
- Buff Persistence
- Beast Master pet buffs will now properly store and reapply when pets are dismissed or recalled
- Improves buff consistency during travel, mounting, and pet management activities
- BM Combat Pets & Mounts Simultaneously
- Mount Summoning Improvements
- Beast Master mounts no longer automatically store when dismounting
- Beast Master mounts can now be mounted and dismounted during combat
- Beast Master combat pets and mounts can now remain active at the same time
- Improves overall mount usability and combat flow for Beast Masters
Combat Updates
- DOT Rate Increases
- Increased Fencer and Jedi one-handed DOT application rates from 8% to 12%
- Improves consistency of one-handed damage-over-time builds in combat
- Pistoleer Dead Eye Jewelry Set
- Increased the DeadEye set Action Damage bonus from 1500 to 2500
- Improves burst damage potential for Pistoleer builds utilizing the DeadEye set
- Grenadier Remote Detonator Buff
- Increased the base damage of Remote Detonator
- Improves burst damage potential for Grenadier builds using explosive abilities
- Reduced Shadow’s Embrace 5-Piece Bonus Stealth Strike Dodge Chance
- Default Evasion/Strikethrough Adjustments
- Reduced default level 90 Evasion and Strikethrough values from 10% to 0%
- Places greater emphasis on player stat investment, gear, buffs, and build choices for defensive scaling
- Major Defensive Abilities can no longer be used while mounted
- Saber Burst, Lightning Burst, Blaster Burst & Razor Slash will now stack up to 10 times after finding previous code providing evidence to work as such. As a result, each stack now gives +15.00% damage increase of above ability, removing the Increase Damage Taken modifier
Class Updates
Bounty Hunter
- Reveal Bounty
- Reveal Bounty has been separated from the Master Bounty Hunter expertise box
- Players can now unlock Master Bounty Hunter without automatically opting into the bounty system
- Selecting Reveal Bounty will now clearly indicate BH system opt-in requirements
- PvP Bounty Scaling Adjustments
- Increased bounty gains from PvP deathblows on opted-in targets from 500 to 2,500 credits
- Increased bounty gains from successful bounty missions from 1,000 to 5,000 credits
- Improves bounty value growth and overall bounty hunting activity within the PvP system
- BH Token Changes
- BH Tokens are now excluded from token bonus weekend multipliers
- High-tier Bounty Hunter missions now have a chance to award additional BH Tokens
- Expands token earning opportunities through endgame bounty content
- Weekly Bounty Increases
- Increased weekly bounty growth for FRS Jedi
- FRS Jedi below Rank 4 now receive 100,000 weekly bounty increases
- FRS Jedi Rank 4 and above now receive 500,000 weekly bounty increases
- Rank 3 will now make you permanently Special Forces and permanently opted-in to the Custom Bounty system. Ranks 2 & below will not force Special Forces Status or Opt-In Status. Make sure to disable Opt-In Status from the command browser under “Other”
- FRS Adjustments
- Fixed an issue preventing non-FRS Jedi from properly entering Leave status
- Improves reliability of Jedi leave functionality and state transitions
- Extensive reviews and concepts for Jedi have been on-going through the testing of Chapter 6. As such, the below changes are made in mind with much more significant and impactful changes coming in a future chapter as Jedi is aligned to its overall potential and less on a PvP/FRS-Focus. Further information will be provided in the future
- 5th Generation Old Republic Hilt, Battlefield & Juyo Lightsabers, upon logging in, will have their special bake-in core attributes & stat mods removed. Ancient Sith Knucklers will retain their special bake-in for Chapter 6
- Polearm Lightsaber Stance has had it’s +3m range modifier removed to prevent conflicting issues with the new 6th Generation Polearm which will be a 0-8m range weapon
- 6th Generation Lightsabers, during the crafting process, will allow bake-in stats, Weapon Enhancements & Weapon Augmentations, like non-Jedi weapons. Ancient Sith Knucklers have not been adjusted to match
- Force Stasis now works correctly, applying to other targets except the caster. Force Stasis (Self) still works as intended, only usable on the caster.
- Using the Jedi Unlock Holocron no longer requires being aligned with a faction
- Jedi are now able to resign from their faction
- Jedi are now able to go on leave
- FRS Flagging is no longer based on player faction. This system is being revisited in the future where FRS may become more roleplay based while the pvp elements shift to becoming a secondary optional PvP system for all players
Doctor
- Stasis Field now works correctly, applying to other targets except the caster. Stasis Field (Self) still works as intended, only usable on the caster.
- Stand Fast now works as intended after rigorous testing
- Second Fire Chance in On Target now gives 4% per point spent, down from 10%
- Melee Damage Increase has been adjusted from 5% per point to 3% per point under the Unarmed Damage Box in Row 2
- Moved Flurry from Swordsman to Row 6 after Master Box
- 1-Handed Melee Damage now gives 4% per point spent, up from 3%
- Cooldowns slightly increased on Dizzy and Vital Strike to better align with the role of Two-Handed Weapons
- Moved Flurry to Teras Kasi Artist and re-adjusted the Striker’s Jewelry Set as a result
- Polearm Damage now gives 4% per point spent, up from 3%
- Unarmed Damage now gives 4% per point spent, up from 3%
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