The next update adds two new combat skills, Unarmed and Twin Pistol, along with a free rebuild token for existing characters and optional skill rank limits. It also brings healing and shield balance changes, more varied slicing puzzles, expanded lightsaber customization, refreshed weapon, shield and armor appearances, combat and party fixes, mobile graphics repairs, safer inventory handling, music and world updates, and improved DM tools. The release date and NWSync hash will be added once confirmed.
Every existing character receives one free rebuild token with this update, so you can try the new skills. New characters still start with their usual token.
Unarmed is a new combat skill for fighting with Power Gloves. Its Martial Artist line builds Opening and Finish into flowing combinations, while its Brawler line focuses on pressure attacks, heavy strikes and counters. Techniques such as Uppercut, Haymaker and Perfect Form play their own strike animations.
Power Gloves are sold in stores, found as loot and crafted through Smithery. One pair of gloves covers both hands, and the Appearance Editor offers 20 glove styles plus Bare Fists. The left glove is mirrored, the pair dual-wields like Katars, and your arms swing naturally while you walk or run.
Perfect Form requires Finish against your target before it can be used, so it never spends its recast without the bonus, and your Finish cannot expire during its cast. Spending Finish gives it a large damage bonus.
Twin Pistol is a new combat skill for fighting with a pistol in each hand. Its Barrage line provides sustained paired fire, while its Crossfire line rewards movement with Flow that empowers your attacks. Blaster Slide and Pistol Rush build Flow, which Grapple Shot, Final Salvo, and other skills' hostile weapon abilities spend. Blaster Slide turns aside when the way straight back is blocked. Each Twin Pistol ability has its own animation, and moving abilities use their own travel motion.
Equipping a Twin Pistols item automatically places a matching second pistol in your off hand; unequipping either hand removes the pair. The off-hand pistol always matches your customized pistol, and editing either hand in the Appearance Editor restyles both.
Twin Pistols are sold wherever matching pistols are sold. Power Gloves and Twin Pistols also come in the same unique faction and station variants as Katars and Pistols, which appear in the same loot, guild tasks and quest rewards, plus a Sith Power Glove recipe.
Several perks from both skills, such as stances and Flow, also benefit other weapons when purchased. Some top-tier techniques are earned through quests.
Droids can wield Power Gloves and Twin Pistols. New Unarmed and Twin Pistol droid boosts and instruction discs are available, and droid CPUs grant the new skills. Existing droid parts and controllers gain the new skills automatically, and characters trained only in Unarmed or Twin Pistol can activate droids.
The Skills window now has a Limit setting beside Decay Lock for each skill that counts toward the skill cap. A skill at its limit stops gaining ranks, and further XP for it only repays XP debt.
When you are at the skill cap, decay first lowers unlocked skills that are above their limits, then unlocked skills without a limit. A skill never decays below its limit.
The Roleplay XP window will not spend XP on a skill at its limit, and only spends the amount the skill can accept. Limits are kept through full rebuilds; decay locks are still cleared.
The Great Arkanian Dragon encounter has received further balance adjustments, including a new Unnerving Roar ability and matching ability and status-effect icons.
HoloCom calls now run from the Player List, with Call, Answer, Decline and End/Cancel Call buttons. The HoloCom conversation menu and Character Sheet button are gone, and /answer and /decline let you respond without opening the list.
Any party member can now invite an ungrouped player through the Player List.
Fixed characters appearing as Grouped in the Player List when they are not in a party.
Party membership now stays accurate after refused or expired invitations and after members are removed, keeping party effects and XP sharing in step.
Transferring leadership through the Player List now updates the leader indicator for every party member.
With Self-Cast Support Abilities or Cast on Current Enemy enabled, affected abilities now remain available in the radial and class ability menus and can be assigned to the quickbar.
Cast on Current Enemy now retains your enemy between abilities, so you can use another ability without waiting for the next weapon swing.
Corrected the Peerless Bounty Hunter description, which had been copied from the Krayt Dragon.
Overload Barrage now adds gadget damage only to its single-target strike, correcting extra damage on its two area bursts.
Boss encounters have received balance adjustments.
Stealth is now time-limited, since stealthed characters no longer regain stamina. Other players within 5 meters are much more likely to spot you, and a natural 20 on their Detection roll always sees you. Ghost Protocol's timer no longer ends later stealth.
Enemies' area abilities, such as a mynock's screeches, now fire at a lone player, but still ignore stealthed players who have not been detected.
Enemies that never used some of their abilities now use their full set, such as the Blood Frenzy Butcher's Rending Carve, Stim Canister and Blood Frenzy Flurry. About 80 enemies were affected.
Inner Circle Surge now plays an audible lightning strike on every target it damages, including chain arcs.
Saber Ward now deals its converted Force damage on ordinary weapon hits, not only on abilities.
Static Burst, Arc Pulse, Ion Burst, Final Suppression and Warden Mark now show and play a visible, audible area burst.
Saved animations no longer carry over from a previous session, which could leave a character stuck in a repeating swing, emote or run pose after a restart.
HoloCom holograms no longer draw enemies into combat.
Leadership auras no longer repeatedly announce the same buff as allies move in and out of range.
Stances such as Cyclone, Imbuement, and Conduit now play an activation gesture when used unarmed or with a weapon that cannot show their usual animation. Other affected abilities receive the same correction.
Tempest Stance, Vigor Stance, and Shadowflow now stay active until you turn them off or switch stances, instead of ending after a short time.
Abilities that use supplies, such as Emergency Triage, now count every stack you carry, including items in bags, and use them up across stacks.
Bloodlust's description now explains that HP absorbed by temporary HP does not count toward its stamina refund.
Players no longer collide with or bump into each other after dying or flying a ship. Previously this lasted until the next login.
Many ability heals and temporary-HP shields now provide a flat amount plus a smaller percentage of maximum HP. This reduces how much a large HP pool increases their strength, with lower ranks adjusted for leveling characters.
Willpower now has a stronger effect on the heals and shields that scale with it. The changes affect Force, First Aid, Leadership, Devices, beast abilities, Katar's Tag In, and Mimicry's Warden Order. Updated descriptions show the new amounts.
Heavy Vibroblade's triggered heals and shields retain their percentage-based amounts. Revival abilities also keep percentage-based healing, with the revised Willpower scaling.
Treasure Hunter no longer applies its rare drop bonus twice on kills.
Razorhide Hound and Tuk'ata, along with their mutations Direfang Lupikar and Strayfang Kavor, now have much higher health, in line with other damage-focused beasts.
Anger II's beast shield now lasts the full 30 seconds stated in its description.
Slicing now offers 500 different boards per tier, with varied routes and less spare trace. Higher-tier boards require swapping pieces into place as well as rotating them, so plan your route before spending trace.
Slicing rewards now include a ladder of tool types: each tier can award tools from every lower tier as well, so higher-tier rewards are no longer a single repeated tool.
Each Slicing rank above the target's tier grants 1 extra trace. Lockpicking equipment now contributes correctly; combined Lockpicking and positive Perception grant 1 extra trace per 10 points, up to 2.
The slicing help, Player Guide, and perk descriptions explain the revised trace bonuses.
The Lightsaber Workbench offers new shoto, crossguard, and pike blade options, additional hilts, and refreshed blade and hilt previews.
Choose a Light Color independently of the blade, or use Match Blade. Lighting defaults to Dim (5m), with Low (10m) available. Newly crafted weapons list their light color and range in the description.
Crafted lightsabers and saberstaffs now reliably use the selected models and colors. A Weapon Submission Token's damage bonus and damage type now carry onto the saber you craft.
Training lightsabers and saberstaffs have refreshed models and can be restyled with their supported parts in the Appearance Editor.
Removed obsolete tier I lightsaber and saberstaff upgrade kits from the DM item palette. Sabers start at tier I and use kits II through V for upgrades. If you were recently given a nonfunctional tier I kit, ask a DM to exchange it for a tier II kit.
The apartment jukebox now opens the music picker correctly.
Battle themes selected in the Portable Music Player now play during combat and stop after the fight ends, including fights started with hostile abilities.
Reduced excessive song-disc drops when using Treasure Hunter. The perk still improves your chance of finding discs.
Fixed HP bonuses from equipment being partly or completely ignored on affected characters. Maximum HP is repaired automatically at login and after equipping or removing HP gear, while preserving active food bonuses.
Bank withdrawals and quest contract claims now check for inventory space first. Items that do not fit stay safely in storage or in the contract for you to claim after making room.
Submitting more items than a contract needs now hands over exactly the requested amount and leaves the rest with you.
Equipping and unequipping gear no longer causes stored stats to drift, and affected characters are repaired automatically.
The Espionage Workbench can now be placed in your property, crafted through Fabrication at level 30 like the other stations.
Other players can no longer bump you away from a crafting station, which closed the crafting window and failed the craft.
The Dantari Spear and Tribal Shuriken from Dantooine now drop identified, showing their properties and requirements so they can be equipped. The Republic Trooper Uniform sold by the Republic Armory is now identified when purchased.
Affected crafting and production windows now check for inventory space before returning items. If a closing window holds items that do not fit, make room and reopen the station to recover them.
Equipment corrections that make an item larger now move it safely within its bag or into your inventory. Items that cannot fit are kept in overflow storage; free some space and use /overflow to retrieve them.
The Carapace set and several other items, including the Apprentice Dark Side Robe, Tribal Protection, and the Dantari Cloak and Hyper Gloves, no longer show a broken elemental Defense property that did nothing. Existing copies are repaired automatically, keeping crafted enhancements.
The Appearance Editor is redesigned around pictures. A body map shows the part worn in each slot, the colors column shows palette codes for each swatch, and the part browser shows 96x96 pictures from the front, back or an angle, with pages and a Part # field to jump to a number. The part grid adapts to the window size.
Added Republic Havoc armor appearances and more armor-part choices in the Appearance Editor.
Refreshed the models of many weapon appearances and 79 shield appearances, with new shield inventory icons. Your items keep their selected appearance.
Every armor part offered in the Appearance Editor now displays, with accurate colors and dyes, on every playable species and both genders, including parts that were previously missing or misfitted on some bodies.
Helmets that mistakenly showed Darth Revan's mask, such as the Sentinel's Visor, are moved to their intended appearance automatically. Helmets you restyled yourself keep their look.
Helmet style 287 shows smooth dye edges again instead of jagged ones.
Characters now hold rifles with their support hand under the barrel instead of beside it.
Restored robe style 236's original coat shade, correcting its overly pale appearance with the same dyes.
Robes including styles 20, 21, and 236 now move their cloth more naturally instead of clinging to the body.
The long coat skirts on chest styles 154 and 269, and similar skirts on chest styles 28, 59 and 310, belt styles 19, 110, 112, 114 and 226, and pelvis styles 35 and 198, now hang beside the legs when standing and swing with your walk, run, sit and kneel animations instead of staying frozen or splitting apart.
Belts and shoulder pads under robes now sway with your movement instead of sitting offset and tilted.
The new weapons and shields now have a proper metal look instead of appearing near black and matte, and their inventory icons no longer show generic art or cut-off images.
Corrected armor parts stretching or attaching to the wrong places when worn with robe outfits.
Robes now drape their cloth naturally during emotes.
Fixed incorrect colors and dye areas on affected body and armor parts, including female armor styles. Hand style 193 now follows skin color instead of hair color.
The appearance editor now offers armor parts that your character can display. Existing unsupported parts are repaired automatically while preserving other parts and dyes.
Fixed garbled punctuation and color formatting in affected item names, NPC descriptions, journals, and other game text. Newly obtained Brawler's Wraps use the corrected name; copies you already own keep their saved name.
Fixed a graphics compatibility issue that caused the mobile client's 3D view to appear blank. Combat telegraph overlays are unavailable on mobile; desktop telegraphs are unchanged.
Scheduled passenger flights now use a dedicated shuttle interior.
Rain no longer fades to a light drizzle when the weather changes, such as from rain to a thunderstorm.
Searched resource nodes, such as fiberplast bushes, that still hold items now disappear five minutes after being closed, so a new node can spawn in their place, and they no longer leave a "Remains" bag of their items behind. Emptied nodes still respawn as before.
The capstone quest givers Neth Kyr and Maar Veth are now described as Twi'lek, matching their appearance, instead of human.
Choosing Respawn now sends you to the default respawn point when you have no registered point or your registered point is no longer usable, instead of reviving you where you died.
Enemies in Mon Cala - Medical Sublevel now spawn on clear, reachable floor instead of inside or against walls.
Adjusted Droid Foundry enemies' rifle firing speed to match other rifle-wielding enemies.
The exit from the Sith Fortress Lord's Quarters on Korriban no longer traps characters behind a locked door after a server restart. The dungeon's other key requirements remain unchanged.
Restored the Medical Registration Terminal at Veles Clinic on Viscara, allowing you to register it as your respawn point.
Removed invisible barriers blocking movement through parts of Smuggler's Moon Station - Lower Level.
Red Blades on Smuggler's Moon - Catwalks no longer spawn inside a structure where they cannot be reached.
The Fight Club Backrooms now connect through walkable doorways and corridors, replacing the internal stair and lift teleports so enemies can follow between rooms.
Randomly spawned resource nodes now keep their distance from each other, so they no longer block narrow paths such as the Korriban Ravine.
The target dummies on the Veles Militia Annex range now face the shooting side, so they are visible from the open range.
Capstone humanoid enemies that used a droid voice now use the same voice as their matching variants.
Pirates in Smuggler's Moon Station - Abandoned no longer spawn inside an unreachable cargo cage.
Creatures in Dantooine's Ruined Farmlands no longer spawn on inaccessible mountain and waterfall ledges.
Fixed areas of Dathomir - Ruin Base where enemies could neither be attacked nor attack back. The same correction also applies to affected rooms in the Hutlar Droid Foundry and other areas using those floors.
The Casino entrance and map marker on Smuggler's Moon - Promenade now correctly read To Casino.
Removed an invisible seating spot in the Veles Trade Concourse that made characters sit in mid-air.
/emotegui and /emotesgui now open and toggle the Emotes window correctly while possessing an NPC.
Player Search now lets DMs select several characters directly by name, keeping the selection across searches and pages, then use Bring Selected Here to move the online ones together. Clear Selection clears it. Character details now also show AFK status, party information and Player List flags.
The Player List gives DMs a row of actions for each player: Jump To, Jump Here, Examine, and Boot, which asks for confirmation.
New Battle Grid window, opened from Placeable Tools or /battlegrid, projects an adjustable square grid over the area. Square size, grid size, height and position can be changed, and the grid stays until removed or the server restarts.
The DM Creator and Creature Manager now support personal favorites. Mark entries as favorites, then show only your favorites, with search and paging still available.
DM Talk and Whisper no longer go to a familiar after a refused possession attempt.
The Creature Manager now stays open when you change areas.