R21.2
- Spin
- Fix: Can no longer receive same usable item such as sentry if you already have one
- Fix: Duel Mode prevents getting an "instant respawn/extra life" as it doesn't do anything
- Fix: Removal of "No Weapon" can not happen anymore
- Change: Demp2 lvl3 has been replaced with Demp2 lvl1
- Fix: Wookiee's shoulder barge no longer has a chance to hit the same target twice
- Fix: Activating wookiee's fury now forces a player to be in melee only
- Fix / Change: Can no longer quickthrow during Fury
- Fix: BH's Gunkick [CS2] can now be used even if the player didn't assign any points to tracking darts
- Fix: Can no longer perform dex roll / fire tracking dart when in sonic state from sonic grenade
- Fix: Finishing a reload won't stop a Mando rocket from being fired anymore (Reload now cancels when trying to fire a rocket)
- Fix / Change: Allowed smod usage with few exceptions during intermission (when rounds limit is reached)
- Fix: Got rid of annoying 400ms delay before being able to use force push/pull after entering speed with ignited saber
- Fix: Can no longer input saber out melee moves when electriifed by an ion blob
- Fix: Disguise has been adjusted to decrease the lag.
Open
Further expansion of the Soldier and Trooper have been in the works. It now sees a return of the old ways via Close Combat 2 and a split of the Assemble attribute. When playing a Sold/Trooper you are gaining a third life at the cost of firepower, utility, or movement. We've kept an eye on the new weapons and brought a much-needed nerf to E-22 and CR-2. This will clear the way to further iterate on Rally/Assemble.
The patch also has made new grounds in MBII by finally providing a large buff to gunners. Knockdowns are now less punishing by making the hero/bh getup the standard for gunners (even sold/trooper can get it with CCT level 2). This patch also includes some much needed buffs to Clone Carbine secondary, SBD and Deka.
Imperial Soldier:
- Change: Getups increased from 0 to 1.
- Change/New: Close Quarters Combat Training, grants melee special moves.
- Level 1: 3 points for 1.2x move speed in melee.
- Level 2: 10 points for 1.2x move speed in melee, 1.1x speed with weapon, increase getup from 1 to 2.
- Level 3: 10 points for 1.2x move speed.
- Change/New: Assemble now split into levels.
- Level 1: 0 points for enabling rally spawn. Also you are no longer forced to take assemble 1.
- Level 2: 2 points, when rally spawning, gain 20 temp hp.
- Level 3: 3 points, when rally spawning, gain 20 temp hp, and 1.2x bonus speed.
- Change: E-22 increased primary damage from 30 to 33 and decreased alt-fire damage from 50 down to 45. Decreased FP drains by 1 across the board, the secondary close FP drain was decreased by an additional 1. Primary velocity increased from 7500 to 8000 while secondary velocity decreased from 6500 down to 6000.
- Level 1: Increased point cost from 8 to 14.
- Change: Ammo point cost decreased.
- Level 2: 4 to 3.
- Level 3: 6 to 5.
- Change: Getups increased from 0 to 1.
- Change/New: Close Quarters Combat Training, grants melee special moves.
- Level 1: 3 points for 1.2x move speed in melee.
- Level 2: 10 points for 1.2x move speed in melee, 1.1x speed with weapon, increase getup from 1 to 2.
- Level 3: 10 points for 1.2x move speed.
- Change/New: Assemble now split into levels.
- Level 1: 0 points for enabling rally spawn. Also you are no longer forced to take assemble 1.
- Level 2: 2 points, when rally spawning, gain 20 temp hp.
- Level 3: 3 points, when rally spawning, gain 20 temp hp, and 1.2x bonus speed.
- Change: CR-2 Repeating Pistol, nerf to clip size but increase to reload rate, from .8 to 1.
- Level 1: Clip size down from 30 to 28.
- Level 2: Clip size down from 44 to 40.
- Level 3: Clip size down from 44 to 40.
- Change: Ammo point cost decreased.
- Level 2: 4 to 3.
- Level 3: 6 to 5.
- Change: Getups increased from 1 to 2.
- Note, having Dexterity still increases getups to 3.
- Change: Getups increased from 1 to 2.
- Change: Getups increased from 1 to 2.
- Change: Getups increased from 1 to 2.
- Change: Getups increased from 1 to 2.
- Change: Clone Carbine, increased secondary rate-of-fire from 900 to 400. Also decreased the cost of level 2 and 3.
- Level 2: Point cost decreased from 8 to 7
- Level 3: Point cost decreased from 8 to 6.
- Change: Decreased the amount of battery drained from incoming damage by one third.
- Change: Reduced the damage taken when Dekas are rolling with Hull 0/1/2 from 2.0x to 1.5x.
- Hull 3 still lowers it to 1.0x.
- Change: Reduced lightsaber bonus damage to Dekas from 3.9x to 2.5x.
- Change: Reduced the possible negative ammo from EMPs from -30 to -15.
- Change: Ruptor alt fire ammo drain down from 6 to 5 to bring uncharged scope fire it in line with primary.
- Change: Attunement based FP pools re-enabled.
- Level 0: 80 fp.
- Level 1: 90 fp.
- Level 2: 100 fp.
- Level 3: 120 fp.
- No Saber: +30 fp, this stacks with Attunement.
- Change: Blaster Defense changes, nerf to BD3 and buff to BD1.
- Level 0: 2.5 (no change).
- Level 1: 1.25 to 1.2
- Level 2: 1.0 (no change)
- Level 3: 0.8 to 0.85
- Change: Removed the no blaster defense requirement for Force Repulse. Now only requires jump 3, push 3, and pull 3.
That changes the effective defense numbers:
BD1/ATTN3, from (100/1.25 = 80) to (120/1.2 = 100)
BD2/ATTN2, no change, so (100/1 = 100)
BD3/ATTN1, from (100/.8 = 125) to (90/.85 = ~106)
Compared to last patch, this is ~20% nerf to BD3/ATTN1 and a ~20% buff to BD1/ATTN3. Beware these are white room numbers as it doesn't take regen into account. Keep in mind regen rates are the same so higher BD regenerates bigger percent of a defense pool where each point is worth more in the same period of time.
The goal was to collapse the distance between levels of BD as having about a 45% change in survivability between BD1 and BD3 was too great.
BD1/ATTN3, from (100/1.25 = 80) to (120/1.2 = 100)
BD2/ATTN2, no change, so (100/1 = 100)
BD3/ATTN1, from (100/.8 = 125) to (90/.85 = ~106)
Compared to last patch, this is ~20% nerf to BD3/ATTN1 and a ~20% buff to BD1/ATTN3. Beware these are white room numbers as it doesn't take regen into account. Keep in mind regen rates are the same so higher BD regenerates bigger percent of a defense pool where each point is worth more in the same period of time.
The goal was to collapse the distance between levels of BD as having about a 45% change in survivability between BD1 and BD3 was too great.
Sabering
Based on player feedback over the past several months, staff spins have received slight speed buffs in their animations, and Red style has received a slight nerf to avoid punishing players for simply existing against Red, but it has been compensated by sharing Purple's counter perk and by also allowing stagger to occur even when the enemy is in a slap animation. Purple has also gotten a smaller perk to compensate for losing its "in-return pb" privilege.
This patch also brings perhaps a controversial change, known from the 1.5 version, but one that can be deemed more of a quality of life improvement, than a game changer. Perfect Block once again gives the defender BP, specifically 2. There are no plans to increase this gain in the future. Successful manual blocks no longer give a cooldown penalty, in an effort to further recognize and reward skill in the sabering system.
- New: Manual Block indication
- Blue [Defender]: Successful MBlock & Perfect Block
- Note that this means using Staff's perk will also cause a blue crosshair, even without matching PB zone.
- Blue [Attacker]: Your attack was mblocked
- Red [Defender]: You failed MBlock, either because of timing, direction, or you were in cooldown.
- Blue [Defender]: Successful MBlock & Perfect Block
- New: Perfect block now adds 2 BP to the defender
- New: Visual Damage setting now shows damage even on parries
- Cyan
- New: Perk
- Upon successful MBlock, gain immediately 0.34 ACM
- If MB counter ends up being a parry, deal extra 50% damage in parry exchange (instead of universal 15%)
- Removed: Perk - Perfect Parry
- New: Perk
- Staff
- Fix: SA -> A spin now applies the additional spin bonus damage and looks a bit better
- Change: Many spin animations have been slightly sped up
- Change: Reverted animation timer changes done to Start, Return and Bounce swing animations, which occurred in R21.1
- Red
- Change: Perk - Piercing PB: no longer deals damage through PB, but will still receive ACM
- Change: Perk - Stagger: Now activates on 2nd consecutive bodyhit, instead of first. Also allows staggers to happen when defender is in saber out melee move.
- Change: Now shares a perk with purple, allowing a 1-swing counter even after reaching the combo limit
- Fix: Perfect blocking while staggered by red now again cancels stagger
- Purple
- New: Perk: When perfect blocking a halfswing, gain 0.34 ACM (partial acm)
- Change: A->W transition animation received slight speed buff, as it was previously too slow
- Duals
- Change: In preparation for a slight rework, now gains +1 swing for every 3 ACM instead of 4 ACM. Infinite combo limit stays at 14+ ACM
- Change: Backslash damage
- Before: All backslashes and backstabs dealt 20BP Damage
- Now: Backslash: 25BP, Staggering Backslash (Red, Purple): 30BP, Backstabs (Blue, Staff): 30BP
- Change: Block Points regen timer
- A mix of R20 BP regen and current BP regen
- Still requires player to be in a valid state (shifting, blocking, etc.) for 400ms, but;
- The timer for BP regen ticking now decays depending on your state. Previously, the timer for regen ticks would reset with a change of state, or ticked in the background - allowing microstops
- Swingblocking without walking will decay less than just running, allowing for a regen tick to happen during a combo.
- Rule of block points regenerating every 400ms still applies.
- Fix: Force speed no longer instantly resets combo chain
- Fix: Rolling will no longer cause you to take extra 5% damage from the in-slap damage modifier
- Fix: Trying to perform a special attack right after saber out melee move should feel more consistent now instead of inputting a W swing
- Fix: Trying to force jump immediately after a backslash now results in an actual force jump, instead of just a hop
- Fix: Attacking after getup should feel much more responsive now
- Fix: Saber style switch when starting a private duel now happens instantly instead of being queued
- Fix: Meditating now again allows for 4 BP regen per tick instead of 2
- Fix: Fixed MB counter bonus damage being applied to a swing even after parry
- Fix: Duals/Staff second blade is now visible when changing from single style to duals/staff while in saber throw.
- Fix: SD swing stagger duration is no longer absurdly short (noticeable on Staff & Red)
- Fix: Special attacks are no longer victims to "RNG" disarms
- Removed: Cooldown on successful MB. The only cooldown now is 1500ms on fail.
User Interface
- Fix: MinimalismHUD - moved lagometer back to its default position to not overlap with old class bar
- Fix: Team Overlay and Sense 3 once again show correct health and shield values for Droideka.
- Fix: Class Selection menu common stats section once again shows correct shield values for Droideka.
Models
- New: Added Gilad Pellaeon to Commanders.
- New: Added Gallius Rax to Commanders.
- New: Added Han Solo (Hoth - ESB) to Hero.
- New: Added Moralo Eval (TCW) to Bounty Hunters.
- New: Added Tobias Beckett (Solo) to Bounty Hunters.
- Change: Upgraded texture quality on 87th, Cobalt, Lament ARC Troopers.
- Change: Soundset expansion on Cad Bane, Han Solo, Burg, Qui-Gon, Atton.
- Fix: Jar-Jar's siege voicelines.
Legends
- MBCH Files
- Fix / Change: All FA/Legends classes with BPmultiplier of 0, regardless of their saber defense, will spawn with the old Saber Defense 0 behavior
- Fix: blockRegenCap, blockRegenAmount, blockRegenRate now properly function and ignore default universal BP regen.
- Fix: Disruptor's damage now takes into account HELD_HIGHDAMAGE | HELD_LOWDAMAGE and damageMod, same applies for hitscan overrides (...HitscanShot 1)
- Fix: DisruptorBeam now properly draws custom trail effect
- Fix: Dex jump drain no longer overrides Force Jump drain
- Change: If user has both dexterity and jetpack, they won't lose any stamina from dex flips when trying to activate jetpack
- Full Authentic
- Reorganized and filled out missing maps/teams.info for mod menu usage.
- NEW .MBCH FIELDS
- New attribute: MB_ATT_SPAWNER
- 3 ranks each corresponding to a unique, 1-time spawn per MBClass.
- Commander: Mini Probe/Sentry/Probe Droid
- Bounty Hunter: Howler/Boma/Mini-Rancor
- More class options to be rolled out over time.
- 3 ranks each corresponding to a unique, 1-time spawn per MBClass.
- New inventory item: HI_SPAWNER
- To be used in conjunction with its attribute.
- New attribute: MB_ATT_SPAWNER
- Legends
- General
- New: Character: Mission Vao
- A light and speedy street urchin with electric weaponry and a Cloak.
- New: (Returning) Character: Snoova
- A classic Wookiee-hybrid with a heavy Rifle and a Saber, back again for the very first time.
- Change: Reduced the damage/combo ability of certain Sabers in exchange for utility/speed, or damage buffs in other areas
- Classes with overall slower combos are given the “No Saber Training” attribute (MB_ATT_SABER_COMBO_NONE)
- Change: Certain weapons have had their knockdown loops reduced.
- Change: Due to the introduction of ranks, most Assemble classes are now Assemble 3 (same behavior)
- Change/Fix: Description/sound/effects updates/fixes
- Consolidated a bunch of information, drastically lowering total character count of files, this is still a work in progress. Most rank info is now written on point buy screen itself, among other improvements
- Fix: Some classes having “ghost” weapon models when switching to an invisible world model (thanks Nezumi/Matsu)
- Fix: Optimizations to Deadly Sight and Disguise
- New: Character: Mission Vao
- General
-
- Imperious General
- Renamed to General Veers
- Hux model removed for future class
- Added Dex 1
- Energy 100 > 150
- Energy regen 1 > 1.15
- Moved global fire rate buff to just DLT and Pistol
- Quickened Cryo Gun shot swap (RoF) from default to 90% faster
- This allows you to quickly combo even within primary bursts
- Improved Cryo Gun velocity penalty from 75% to 50%
- Changed class from BH to Commander to account for…
- NEW INVENTORY ITEM: PROBE DROID, set to maximum firepower.
- Renamed to General Veers
- Atton Rand
- Given a total rework as a tri-spec build with MANY NEW WEAPONS AND ABILITIES.
- Includes Echani skills, powerful Dual Pistol options, status-spreading Rifles, rapid Healing at low HP, and more
- New voicelines
- Given a total rework as a tri-spec build with MANY NEW WEAPONS AND ABILITIES.
- Delta Squad Commando
- Added light knockback to Shiv
- Fixed roll stab not working
- Added roll stab as lunge and side specials
- Lowered Shiv dmg from 120 to 90
- Lowered Shiv chain limit to 1
- Shiv AP 1.1 > 1.15
- Shiv AS 1 > 1.2
- DC-17m Sniper changed from Proj to Disruptor 1, now has 5 shots per clip and can be hip-fired
- DC-17m Sniper Damage bonus 1 > 1.7
- DC-17m Sniper FPmult 1.1 > 1.7
- DC-17m Sniper Reload penalty 1.2 > 1.9
- DC-17m Sniper RoF penalty 1 > 1.15
- Changed some shot effects/sounds to resemble their Republic Commando portrayal more closely
- Changed Blaster Rifle 2 to Clone Carbine 1, effectively the same but now uses primary fire
- Clone Trooper
- Added more skins/models
- Enabled RGB on some existing skins
- Uncapped class limit - For the Republic!
- B1 Battle Droid
- Added more skins/models
- Enabled RGB on some existing skins
- Uncapped class limit - Roger Roger…
- Jabba the Hutt
- Renamed to Hutt Warrior…
- Added Blast Armor
- Added 50% less KB taken
- Added Flat Damage Taken
- Clone Assassin
- Points 45 > 70
- Reinforcement added back at cost of 25
- Ammo increased to 3
- Saber Defense 1 > 0
- Saber damage penalty 15% > 50%
- Saber now poisons targets
- Saber ASmult 1.05 > 1.1
- Given Knockdown Roll buy option
- Added new skin
- Purge Trooper
- Points 60 > 70
- Reinforcement cost increased to 25
- Ammo increased to 3
- Saber damage penalty 25% > 30%
- Model scale slightly increased
- Padme Amidala
- Speed increased to 1.02
- Knockback Given increased by 5%
- Energy 120 > 125
- E-5 damage 1 > 1.1
- Pistol clip 24 > 33, reserve 408 > 495
- Imperial Specialist
- Knockback Given increased by 5%
- E-Web Cannon now pushes targets
- Republic Trooper
- Health regen cap increased to 35 for Plasmatech
- Reverted Assault Cannon damage and FPmult to 50%/25% each
- Increased health purchase health given by 5
- Plasmatech’s repeating blaster rifle ammo increased by 20
- Added Blast Armor
- Added RGB skin option
- Sith Operative
- Increased Electrified Railgun damage to 1.1
- Knockback Given buyable option now adds 30% knockback (up from 25%)
- Armor regen purchase changed to regenerate 2 armor every second up to 25 for concealment
- Poison Launcher reworked to fire in quick burst with 80% rate of fire and faster projectile speed
- Increased melee attack speed by 1%
- Initial saber damage 115 > 120
- Point buy saber damage bonus 25% > 20%
- Security Force
- Fixed CR-2 ammo being lower than intended
- Points 47 > 53
- Reinforcement cost changed to 10/20
- Secforce repeater given levels again at the cost of 2/4/6
- Secforce repeater FPmult increased to 0.75
- Stamina pool reduced to 80
- Saber damage 144/72 > 60
- ASmult 1 > 1.05
- Saber now staggers
- Added No Saber Training
- Added several new model/skin options
- Super Battle Droid
- Default health 130 > 120
- Hull strength 3 health 300 > 330
- Hull strength cost changed to 10/10/15
- Added Assemble 1 option
- Clone Leader
- Fixed not having BPmult 0
- Removed Purple from Saber
- Lowered Saber Damage to 90
- Added several skins/models
- Narkina 5 Prisoner
- Adding missing weapon flags
- Kir Kanos
- Actually removed Armor Regen
- Captain Panaka
- Increased Pistol clip size from 10 to 11
- Increased CR2 clip size from 22 to 25
- Increased CR2 reserve ammo from 600 to 700
- Clone Jet Trooper
- Reverted Pistol models
- Removed slow movement penalty from RL
- Imperial Jump Trooper
- Fuel 80 > 100
- Removed slow penalty from RL
- Removed knockdown bonus from RL
- RL reserve ammo 4 > 5
- RL velocity 1 > 1.15
- Dash Rendar
- Removed slow penalty from RL
- Removed knockdown bonus from RL
- RL velocity 1 > 1.15
- K2SO
- Increased Saber-out movement speed to match Melee
- Lowered rage pool from 85 to 70
- Jar Jar Binks
- Fixed certain voicelines not working
- Health 210 > 200
- Armor 80 > 60
- Now regens a small amount of stamina very quickly, allowing for “perma-Dodge”
- Han Solo
- Added new ROTJ lines
- Added new Hoth skins
- Pistol velocity 1 > 1.2
- Qui-Gon Jinn
- Added new voicelines
- Rebel Trooper
- Added Tholothian model option (oh dear)
- Saber damage 144/72 > 60
- ASmult 1 > 1.05
- Saber now staggers
- Added No Saber Training
- Imperial Conscript
- Added many new models
- Saber damage 144/72 > 60
- ASmult 1 > 1.05
- Saber now staggers
- Added No Saber Training
- Chirrut Imwe
- Saber damage 108 > 100 (140 > 130 with DMG mult)
- Shadow Guard
- Fixed having unintended swing penalty
- Fixed description errors
- Jyn Erso
- Saber damage penalty 35% > 75/45%
- Saber ASmult 1.13 > 1.15
- Added No Saber Training
- HP 140 > 150
- Armor 85 > 95
- A180 Ion Attachment reload penalty 1.5 > 1.75
- Pistol damage 1 > 1.1
- Lando Calrissian
- Defaulted chain limit
- Added No Saber Training
- Saber damage penalty 25% > 33%
- Defaulted Saber radius
- ARC Trooper
- Added Clone Carbine option
- Can now choose between M5 Grenade Launcher and Scope specs
- Added several skins/models
- Boss Nass
- Removed Flame Rifle
- Removed Blaster Rifle
- Enabled primary fire on Shield
- Added Shield Saber Deflect 1
- Increased Shield Blaster Defense 1 > 3
- Lowered FP 115 > 70
- Added increased KB Taken option
- Increased PLX clip size from 1 to 2
- Increased PLX total ammo from 3 to 8
- Added Bunny Hop 1
- Reelo
- Skill cooldown penalty 1.25 > 1.5
- Increased Rocket Launcher clip 1 > 5
- Increased Rocket Launcher reserve ammo 4 > 10
- Slowed Rocket Launcher reload penalty mult 1 > 2
- Quickened Rocket Launcher fire rate bonus 1 > 0.2
- Weakened Rocket Launcher damage penalty mult 1 > .5
- Carbonite clip size lowered to 100
- Carbonite reload penalty increased from 50 to 100%
- T3M4
- Cryoban clip size lowered to 100
- Cryoban reload penalty increased from 50 to 100%
- Mr Bones
- Set Saber damage to 160
- Ewok
- Changed Rocks back to old 1-a-clip, 6-total version with 90% slower reload instead of 6-a-clip with fire rate penalty.
- Switching weapons after a rock will now be faster and pulses will not affect Ewok as severely, but rock-into-rock combo chains are now significantly less reliable
- Changed Rocks back to old 1-a-clip, 6-total version with 90% slower reload instead of 6-a-clip with fire rate penalty.
- Paz Vizsla
- Global damage given penalty moved to just Minigun
- Minigun reload penalty quickened from 1.13 > 1.1
- Saber damage lowered from 200 (190 with DMG mult) > 160
- Saber APmult increased from 1.2 > 1.35
- Minigun ammo increased from 999 > 1200
- Kal Skirata
- Saber damage set to 79 (90 with DMG mult)
- Nien Nunb
- Added Dex 1
- Armor 80 > 90
- HP 130 > 135
- Added no saber training
- Saber ASMult 1 > 1.15
- Saber damage set to 150 (120 with DMG mult)
- Now utilizes Magna-Gloves: Can throw Saber for high damage and retrieve remotely
- Adjusted class special placement
- Added new shot effects to Disruptor
- Disruptor damage 1 > 1.1
- Lobot
- Added No Saber Training
- Saber damage penalty 40% > 56/79%
- Added Forcefield
- Armor 80 > 85
- Sped up hack rate from 1 to .9
- Sped up pistol RoF from 1 to .9
- Moved dash and slap binds for uniformity
- Tarfful
- APMult 1.6 > 1.5
- Defaulted Saber radius
- Lowered Saber damage to 360
- FO Marshall
- Saber damage penalty 15% > 33%
- Kowakian Monkey Lizard
- Resource 100 > 110
- IG-series Assassin Droids
- Global RoF and Damage Given penalties moved to just Blaster Rifles
- Added Physical Resistance
- Saber damage penalty 40 > 50%
- Added No Saber Training
- Royal Protector
- Now given a choice between ARC Caster and T-21
- Imp Armored Commando
- Changed class to BH
- Split Flamethrower and Wrist Laser onto different specials so they can be accessed simultaneously
- Melee moved to CS2
- Saber damage set to 90
- Watto
- Saber damage penalty 50% > 33/69/60%
- Added No Saber Training
- Saber ASmult 1.2 > 1.25
- Saber APmult 1.2 > 1.25
- Busted Parts dmg bonus 1.15 > 1.5
- Busted Parts FPmult 1 > 2
- Imperial Agent
- Saber damage set to 90
- Starting armor lowered from 5 to 0
- Zuckuss
- Defaulted chain limit
- Added No Saber Training
- Defaulted CSmult
- Defaulted ASmult
- Saber damage 120 > 90
- Removed knockdown from Saber
- Snare Rifle fire rate 1 > 0.5 (this results in faster weapon swap speed after a shot)
- NEW WEAPON: AMMONIA BOMBS, toxic to the touch.
- Gamorrean
- Weakened Damage Taken from .85 to .9
- Saber damage set to 360
- Tarkin
- Pistol FP mult 1 > 1.15
- Old Republic Trooper/Sith Trooper
- Saber damage 187 > 180
- Greedo
- Pistol velocity 1 > 1.2
- Noghri
- Resource regen amount 3 > 2
- Resource regen rate 800 ms > 500 ms
- Added Bunny Hop 1
- Stokhli reload penalty 1.2 > 1.6
- Stokhli damage penalty 50% > 25%
- Jan Ors
- Sped up Pistol RoF from 1 to .9
- Increased Flechette DMG from 1 to 1.1
- Removed slow penalty from RL
- Removed knockdown bonus from RL
- Sped up Rocket Launcher velocity from 1 to 1.15
- Rebel Spy
- Added new knife models
- Added Knockdown Roll buy option
- Bossk
- Stamina 130 > 140
- Quickened Melee swing speed from 1 to .9
- Boba Fett
- Increased scale to match Clones
- Damage given 1 > 1.1
- Added 15% faster weapon switch after a shot (RoF) on Wrist Rockets
- Converted class from Mando to BH, speed remains same
- Can now use Flamethrower and WL simultaneously (CS2/3)
- Jango Fett
- Increased scale to match Clones
- Added 10% more KB given
- Added 10% less KB taken
- Wook Warrior
- Saber Damage 120 > 110
- Saber Max Chain 2 > 3
- Saber Max Chain buy 3/4 > 4/5
- Armor 25 > 30
- Movement Speed buy 205 > 212.5
- Rage Pool buy 135 > 140
- Skill Cooldown buy .65 > .5
- Added Damage Given buy
- NEW WEAPON: Added GUIDED ROCKET LAUNCHER point buy
- Pistol ammo 420 > 480
- Mercenary Thug
- Added JK human merc models
- Magnaguard
- BPMult 1 > 1.05
- Moved global RoF buff to just Pistol
- Saber Damage 182 > 180
- Jedi Sage
- Dex 3 is once again granted by default due to bug fixes
- Crosshair
- Removed global damage taken resistance and increased HP/Armor to compensate
- Imperial Infantry
- E-22 point cost changed to 5/1/3
- Added new models/skins
- HK Droids
- Assassin’s Rifle FP mult 1.25 > 1.3
- Assassin’s Rifle damage mult 1.1 > 1.15
- BX Commando Droid
- Converted to tri-spec (Hybrid/Melee/Gunner loadouts)
- Standardized class special binds
- Saber Damage 165 > 160
- Scavenger
- Defaulted Chain Limit
- Added No Saber Training
- Wrecker
- Converted Blaster Rifle 2 to Clone Carbine 1, effectively the same, but now uses primary fire
- Cad Bane
- Quickened Melee swing speed from 1 to .95
- New voicelines
- Burg
- New voicelines
- Imperious General
Maps
- Fix: Removed old version of the HDR lightmaps on mb2_duel_sabh, mb2_duel_utapau, mb2_duel_votj that caused the maps to be black on Rend2.
- Change: Tutorial00 / Shooting Range - Updated soldier and trooper builds.
NPCs
- Change: Probe blaster damage increased from 5 to 40.
- Fix: Changed probe blaster fire from MOD_UNKNOWN to MOD_BRYAR_PISTOL.
- Change: Sentry blaster damage increased from 5 to 20. This is flying turret droid, not the deployable item.
- Change: Seeker/Remote blaster damage increased from 5 to 10. Seeker/Remote HP reduced from 100 to 50. Increased Seeker attacks from 5 up to 10 before self destruct.
- Change: Interrogator melee damage increased from 2 to 10.
- Change: Howler melee damage increased from 5 to 10.
- Change: Mark2 blaster damage increased from 1 to 20.
Changelog Legend
New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name.
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