Explore the Hutlar Droid Foundry and restored Abandoned Station, discover new dungeon rewards, save your Mimicry builds, build a collectible music library, and repost contracts more easily. This release also includes refreshed icons, equipment and combat balance changes, new rules for long PvP fights, revised revival rules, and improvements to quests, crafting, and appearances following the October 11 release.
A new three-floor adventure for levels 41–55. Battle malfunctioning droids in a faction-neutral foundry reached through the Abandoned Outpost on Hutlar.
Challenge the Foundry Overseer and three named rare enemies for equipment, crafting blueprints, and salvage. Tier-5 gear includes options for droid characters.
Each floor has slicing terminals and supply crates. You can also find a collectible Foundry map.
Gather tier-5 salvage, including High Quality Electronics and refined metals. Rare rewards include diamonds, zinsiam, tier-5 lockboxes, and chiro shards.
The Foundry Overseer's rewards include a guaranteed chiro shard, gems, salvage, and credits alongside equipment and blueprints.
Kesa Morn offers the repeatable quest Shut Down the Line: defeat 20 foundry droids for 750 credits and 1,750 XP.
The Hunter's Guild has a new rank-4 task to defeat foundry droids.
The Abandoned Station returns as an adventure for levels 20–30. Explore three levels inhabited by reanimated crew and roaming rakghouls.
Travel by player ship to the station's dedicated docking point in Viscara orbit. An escape pod offers a return to Veles starport if your pilot leaves, with a launch confirmation so you can choose to stay aboard.
Face Chief Varrick, Subject Zero, the Reanimated Rancor, and the Station Director. Search for crafting materials, slicing terminals, and supply crates throughout the station.
Collect level-25 Containment, Gantry, and Biolab crew gear from station enemies. The Station Director and Reanimated Rancor also offer unique level-30 rewards: Director's Field Coat, Director's Signet, Rancor-Bone Cleaver, and Rancor-Hide Mantle.
The Station Director always drops an accessory blueprint from a pool of 12. Combine these blueprints with Quarantine Seals found aboard the station to craft crew-themed cloaks, belts, rings, and necklaces.
Find a collectible station map from enemies on any floor to reveal the minimap across all three levels.
Telford Brelnak offers the repeatable quest Put Them to Rest: defeat 20 station horrors for 400 credits and 950 XP.
The Hunter's Guild has a new rank-1 task to defeat station horrors.
Build your own music collection. Collect 378 tracks using tradeable song discs found as loot, sold by Galaxy Bar shops, or made through Engineering. Using a disc adds its song to the Music category of your key items and consumes the disc.
Every character, including existing characters, receives two starter songs: Cantina 1 and Explore 1.
Craft a Portable Music Player with a level 5 Engineering recipe to listen to your collection privately and choose a personal battle theme. Your selections carry over when you change areas. Fifty song-disc recipes span Engineering levels 1–50.
The Portable Music Player window includes categories, search, and a checklist of songs you have not collected. Song discs and Portable Music Players have their own Music category on the player market.
Property jukeboxes play from the owner's collection for everyone in the area. A jukebox without an owner uses the listener's collection.
Public jukeboxes now work and play songs from your collection for everyone in the area.
Jukebox lists, searches, and categories show only playable songs and refresh when you collect a new song.
Post Again lets you reuse a completed, expired, or cancelled contract. It opens an editable copy of the title, description, objectives, quantities, and credit reward. Normal posting fees apply, and item rewards must be supplied again.
Closed contracts are kept in My Contracts history for 30 days before cleanup. Unclaimed rewards, refunds, and submitted items remain claimable after the old history is removed.
Save up to five named Mimicry builds in the Techniques window. You can rename or delete saved builds as your playstyle changes.
Existing characters automatically receive a Default build of their equipped techniques. New characters begin with an empty Default build.
Preview technique changes before equipping them. Save stores the preview, Apply Build equips it outside combat, and Revert returns the preview to the saved build.
Manage now lets you rename or delete builds without hiding the technique lists. Both actions can be cancelled, deletion asks for confirmation, and your last saved build cannot be deleted.
If you have applied unsaved changes to the selected equipped build, Revert now also re-equips its saved techniques outside combat. It remains available until those applied changes have been reverted.
Switching builds restores saved Mimicry hotbar positions where space is available and preserves your other shortcuts. Switching does not reset technique cooldowns.
Your starting Mimicry hotbar layout is saved with the Default build, so refunding techniques before your first build switch no longer loses that layout.
The Techniques window has a clearer layout for finding learned techniques, checking available slots, and comparing your preview with your equipped build.
Choose how eligible abilities find their targets under Settings > Targeting. Enable Self-Cast Support Abilities to target yourself, or Cast on Current Enemy to use the living enemy you are attacking.
Both options are off by default and saved for each character. When enabled, they work through your usual ability buttons, hotkeys, and radial choices without an extra targeting click.
Aimed area abilities, revival, and weapon abilities keep their usual targeting.
Hostile abilities now share a 0.5-second delay in both PvE and PvP. Healing, shields, cleanses, buffs, and stances do not trigger or wait for this delay.
If you use another hostile ability during that delay, it waits until the delay ends. Choosing a different hostile ability replaces the waiting choice. Each ability keeps its own normal cooldown.
Conduit Training now restores 20% of the relevant ability cost, down from 35%, while Conduit Stance restores 40%, up from 25%. Saberstaff abilities restore FP from STM spent, and Force powers restore STM from FP spent. Using both still provides the same combined 60% restoration.
Benevolence now has a 10-second cooldown, and Med Kit has a 10.5-second cooldown at every rank, increased from 6 seconds.
Combined temporary HP from all shields and similar effects is now limited to 50% of your maximum HP. New shields fill the remaining room up to that limit. If your maximum HP falls, excess temporary HP is removed.
Force affinity now adds at most 25% to healing, shields, and regeneration. Its bonuses to damage and accuracy keep their existing limits.
Force and Lightsaber ability ranks requiring skill rank 28 or higher now cost approximately 20% more FP, rounded to whole points. The three Force capstone abilities now cost 12 FP instead of 10.
Force Convergence now restores 40% of maximum FP over 20 seconds. Its 5% Force accuracy bonus still lasts 30 seconds, and it can still trigger once every 45 seconds.
Defensive Harmony can now restore STM from direct ability heals at most once every 6 seconds. Healing over time, life-stealing effects, and drains no longer trigger this STM restoration.
Bloodlust's STM restoration now depends on the HP actually spent. Paying only part of an ability's HP cost gives a smaller refund, and HP absorbed by a shield does not count as HP spent.
Soul Storm, Soul Burst, and Sacrificial Blade can no longer be used at 1 HP.
Using abilities between automatic attacks no longer resets Rundown's repeated-hit bonus.
Long PvP fights now gradually reduce healing and increase incoming PvP damage. Your timer starts when you deal damage to, or take damage from, another player or their pet. Simply being nearby does not start it.
Healing you receive is reduced by 10% after 2 minutes, 20% after 2 minutes 30 seconds, 30% after 3 minutes, 45% after 3 minutes 30 seconds, and 60% from 4 minutes onward.
Damage other players and their pets deal to you increases by 20% after 3 minutes, then by another 20 percentage points every 30 seconds, reaching double damage after 5 minutes. This follows your time in the fight, so newly arriving players do not immediately take increased damage.
The healing reduction affects all HP recovery, including healing over time, life-stealing effects, consumables, rest, and natural regeneration. Shields, FP recovery, and STM recovery are unaffected by this reduction.
Stuns, knockdowns, dazes, immobilization, blindness, confusion, and sleep applied by players or their pets to another player now last half as long, with a minimum duration of one second.
The healing reduction and extra incoming damage end after 30 seconds without dealing or taking PvP damage, or when you die or are subdued.
Status icons and private combat-log messages help you track the changes. The Player Guide has a new PvP Combat topic explaining the rules.
Taking damage now interrupts Resuscitation and Revive Beast.
Neither ability can be used while a hostile player is within 20 metres of the caster or revival location.
After a player or beast is killed by another player or their companion, revival must wait at least 15 seconds after the death and until nearby party members have gone 15 seconds without taking damage or dying.
Each player can be revived during an ongoing fight at most once every 5 minutes. Revive Beast keeps its existing 90-second cooldown without this additional limit.
Revival attempts blocked by these restrictions do not spend STM or medical supplies.
Reduced repeated combat messages from Embattled, Hobble, Force Sanctuary, and Emergency Bunker when their effects are refreshed.
Each point of Vitality now contributes to maximum HP correctly, including odd-numbered scores.
Temporary HP no longer turns into healing when equipment, food, or other effects change maximum HP. Very large shields also no longer make creatures incorrectly appear dead or immune to damage.
Party auras now apply when nearby players join the party, without needing to move out of range and back.
When a stronger aura stops affecting you, the strongest remaining aura in range now takes over.
Supporting allies now earns combat XP more reliably. Healing, shielding, commands, beast support, and similar actions can earn skill XP from enemies fighting the allies you support, even if you have not attacked those enemies yourself. Normal kill XP requirements still apply; casting outside a fight does not grant XP.
Ship repairs, resource support, and Capital E-War now give Piloting credit for the enemy ships involved in the fight.
Using a weapon ability no longer unexpectedly stops your automatic attacks. You resume attacking your current enemy without needing to click them again.
Automatic attacks now resume after abilities such as Force Choke, Force Leap, Pounce, and Sonic Burst interrupt your actions.
Weapon abilities that include your weapon's damage now use its elemental damage type. Abilities with their own Force or elemental damage type keep that type.
Delayed traps now scale with Perception and retain the damage bonuses from the ability used to place them. Traps can also detonate after their owner dies.
Unstable Pressure now updates its extra Force damage vulnerability as the target's HP changes and clears it correctly when the effect ends.
Signal Jammer now blocks Haste without canceling slows, and no longer leaves attack speed changes behind when it ends.
Imbuement Stance now converts elemental weapon auto-attacks to Force damage. It spends FP once per swing, including misses. Queued weapon abilities keep their own damage type.
Force Leap now lands before dealing damage, including when the landing hit kills the target.
Enemies that fail to detect you after Ghost Protocol no longer keep attacking you. Entering stealth also stops the automatic follow-up attack that could immediately reveal you.
Blood Frenzy and Soul Ascension now appear on the radial menu.
Shadowflow Stance is now called Shadowflow in ability names, status effects, and droid instruction discs.
Warden Wall Stance no longer repeats its aura message every few seconds. The first application and returning to range after the aura expires still show a message.
Explosive Toss and Concussive Toss have clearer area effects when they hit.
Skills already at their maximum rank, including rank-50 Mimicry, no longer show misleading warnings about the overall skill cap.
Various enemies and bosses have received balance adjustments.
Some capstone quest givers and dungeon entrances have moved to make them reachable without entering faction-restricted areas. Quest dialogue and journal directions have been updated.
Quest giver dialogue, portraits, and descriptions better match their characters and stories. Dungeon enemies, access items, and boss-summoning objects now have descriptions that fit their surroundings.
Humanoid capstone enemies have appropriate species, outfits, portraits, and weapons. Enemies that previously appeared empty-handed now equip their weapons correctly.
Capstone encounters have received balance adjustments.
Capstone enemy equipment and related visual effects have been corrected.
Seven capstone dungeons have revised scenery, clearer routes, and added high-tier slicing and supply crates.
Fixed dungeon entrances and return points that were blocked by scenery or could leave players on the wrong side of a barrier.
Equipment introduced with the combat upgrade has been rebalanced to better match level progression. This includes capstone dungeon drops, level-45 world loot, rare enemy rewards, salvaged crafted gear, and slicing reward weapons.
Underpowered capstone equipment has been strengthened, while excessive Attack, Force Attack, Evasion, and slicing weapon damage have been reduced.
Existing copies update automatically, with crafted enhancements preserved. This includes items in your inventory, banks, market listings, storage, and droid equipment.
Salvaged recipes that produce level-45 gear now require high-quality electronics, fiberplast, and leather where applicable, replacing good-quality materials.
The Null Trace Fuse recipe now explains its slicing effect and how to use it.
Successful slicing always gives supplies and a bonus reward. Receive 3–5 supplies of the appropriate tier, plus a tool, named item, schematic, or field note.
Five new Smithery recipes can be learned from blueprints found in the Droid Foundry and Abandoned Station. Craft belts, gauntlets, and necklaces using components from their rare enemies.
Search recipes by ingredient. Tick Include Components in the Recipes window to find recipes that use a named material. Partial names work, and your other recipe filters still apply.
Ruptor Visor and other affected salvaged helmet recipes now make helmets. Salvaged gauntlet recipes produce gloves, and droid light bracer recipes appear in the Glove category.
Older crafted headgear that incorrectly occupied the body-armor slot is now repaired to use the helmet slot, preserving crafted enhancements and supported appearance customizations. An existing helmet is kept, and repaired headgear is stored if it cannot be equipped.
If there is no room to complete a headgear repair, you can still log in and will be asked to free space and reconnect so the repair can finish.
Cloth belt and cloak recipes now produce the matching item.
Fixed rifles and pistols that could not fire because they lacked ammunition, including the Killbox, Oneshot, Dead Hand, and Last Word blasters. Existing broken copies need to be replaced.
Crafting guild shops now sell rank-appropriate equipment sets for droid characters.
Bracers and vambraces, including the Detonation Vambrace, have readable descriptions instead of missing or incorrect text.
Many items, including Pulsegrip Gloves, now have descriptions that fit their names and the setting instead of missing, unrelated, or “Bad Strref” text. Items already owned may still show their old descriptions.
Ship module descriptions no longer include unrelated component text before their effects.
The Czerka Arms merchant on Smuggler's Moon now opens the correct local shop.
Byysk Cryo Adepts now drop ordinary Byysk loot and no longer drop the Ziggurat shaman's key and boss rewards.
Retired Force weapon enhancements no longer appear in player item searches.
Unloading a fishing rod returns only its remaining bait, fixing a duplication bug.
Changing an NPC's outfit now applies its colors correctly. Removing a helmet restores the NPC's original head.
Removed one portrait from selection and updated the affected NPC's portrait.
Cloaks now appear correctly with robe outfits and support custom colors. Changing your robe or editing a cloak refreshes its appearance.
Neck accessories now follow the wearer's body correctly across supported species and outfits. Several neck, helmet, and head styles have corrected textures and dye areas.
New helmets use appearances that better suit their names, including visors, goggles, masks, hoods, and caps.
The appearance editor safely marks unsupported helmet and cloak models as uneditable instead of failing.
Rifle grips fit the hands more closely across playable species and body types. The point-pistol emote now aims with the main hand.
Energy rings on affected shields stay around the forearm instead of passing through the wearer's body.
Camera framing has been corrected for Twi'lek and Cathar characters.
Char Hound companions are now 20% smaller. Existing companions receive the change the next time they are summoned.
The Shipping District exit in Smuggler's Moon sewers now has the correct map label.
Arriving in Mountain Valley from Mountain Ascent now places you farther from the map edge. The /stuck command there returns you to a local recovery point.
More small and medium apartment options are available, with furnished and unfurnished choices and three new interiors.
The entrance to Hutlar's Abandoned Outpost and its exit back outside now work correctly.
The Abandoned Outpost's stairs now connect properly to its upper command deck.
Fixed invisible barriers on Veles sidewalks and around the HNN entrance and news building.
Wildlife in Viscara's Wildlands, Lake, and Deep Mountains avoids inaccessible water, map edges, and ledges.
Benches, Chancellor chairs, dining chairs, work stools, and other affected seats now face the proper direction when used. Dining chairs tucked under tables remain usable.
Tochee cantina armchairs and couch seats can now be used.
Characters no longer disappear or appear in the wrong place on affected interior floors, including cantina and starship interiors.
The curved white wardrobe now blocks walking through it.
Several terminals and interactive objects now let you approach and use them from the correct side.
Fixed a login problem for returning characters carrying older Force-damage weapons or enhancements.
DM avatars no longer appear as HoloCom call targets while the DM is possessing an NPC.
Using /walk or /alwayswalk now moves you at normal walking speed. Slows still apply, and turning walk mode off restores your normal movement speed.
Use /afk to add a purple [AFK] tag to your displayed name. Use it again to turn it off; moving, changing areas, or logging out also clears the tag.
The Settings window now keeps a usable minimum size so its controls remain accessible.
Before boarding, you can refund a shuttle ticket at any starport flights terminal and book a different flight from there. The refund covers the fare; transportation tax is not refunded.
Logging in with an unused shuttle ticket now gives you a reminder and at least 60 seconds before automatic boarding can resume. Missed tickets remain valid for a later departure.
Reconnecting during a shuttle flight now shows your destination and remaining travel time. If the shuttle arrived while you were offline, you receive an arrival notice when you return.
Droid companions now keep the correct equipment, carried items, and stack sizes between summons, fixing duplicated and missing items. Items that cannot be restored or returned immediately remain saved for the next summon.
Changing a droid companion's inventory near an enemy no longer makes it put away its rifle and start punching.
Item names, descriptions, and properties display their intended colors and formatting.
Item inspection now shows the item's icon, type, quantity, remaining charges, and weight, including how many uses remain on a DNA extractor.
Unidentified items no longer reveal their true names in the inspection window.
Item descriptions, properties, and weapon damage now share a scrolling view, making long details easier to read. Properties are listed alphabetically.
Property permission lists now have pages so you can manage all permission holders.
Character sheet combat values line up consistently.
The character sheet now includes base STM regeneration in its total. The Player Guide explains the 6-second STM recovery intervals and the Force affinity limit on healing, while perk descriptions show the appropriate healing and shield bonuses.
Purifying Wave's description now includes the healing it provides to nearby allies.
The return teleporter from the rebuild area works even if your previous return location is unavailable.
The /name command only blocks a private name when you already use it for another character currently online. If a reused name later becomes ambiguous, rename one character before sending tells.
Private names you assign to other characters with /name no longer appear in someone else's player list when characters log in or change areas.
Removing cities or retrieving starports no longer leaves inaccessible buildings or stranded ship interiors behind. A failed property cleanup no longer prevents other properties from loading.
Taking a ship's controls now switches you into piloting mode more reliably. Canceled or failed launches no longer leave you appearing as a starship inside the cabin.
Enemy ships respect their weapon ranges. They move into range before firing and no longer keep damaging you from beyond their weapons' reach.
Ships returning to their home area stop attacking and recover their hull and shields.
You receive damage messages when an enemy ship targets you, even if the attacker is outside the nearby message range.
The DM toolbar's Appear/Disappear button now fades and restores the DM avatar correctly.
Dropdowns in Creator, Chooser, and Player Search now open correctly. Deleting a saved creature in Creature Manager now asks for confirmation.
While possessing an NPC, DM movement and window tools now act on the controlled creature correctly. Comms messages and server restart reminders also reach the DM reliably.
Possessing DMs no longer appear in player search results or have their unattended avatars count as players for trap detection and enemy return behavior.
DMs can adjust an NPC's height and head size through the appearance editor, including while possessing it. Scale limits and feedback now work correctly for DMs.
NPCs keep their custom names when a DM possesses them, including when other players arrive or name displays refresh.
A new DM toolbar provides quick access to object search, creation, player search, creature and placeable tools, area notes, and music.
Searchable Chooser and Creator windows help DMs find, inspect, and create objects. Player Search can find online and offline characters.
The toolbar and its new search windows stay open across area changes.
DM character inspection displays colored biographies correctly and no longer opens a second examine window.
Abilities and combat use the proper creature stats and resistances when a DM possesses an NPC.
Sending a creature to limbo correctly clears its combat threat.
DMs can choose from the full music library through a jukebox or /music.