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V1.11 Open Beta
Please be sure to leave your feedback for the open beta in the thread below!
General- Change: Optimized several areas of the code base to increase FPS performance drastically (Most notable fix was an issue with Weapon overwrites that was causing a large fps performance loss with too many players.)
- Change: Marginally increased animation blending for a smoother look and feel. Can be adjusted with cg_animBlend (was 100, now 120)
Legends now loads substantially faster, and should not crash as often with Vulkan. - Change: New g_competitive bit flag that limits the severity and damage mitigation of team kills.
- Bit Flags are now
- 1 "Hide HUD From Specs"
- 2 "No Spec Move"
- 4 "Disallow spectators to talk to Clients"
- 8 "Spectate Team Only"
- 16 "Hide Enemy Team Class Icons On Scoreboard"
- 32 "No Friendly Player Indicators"
- 64 "Team Spectator is not allowed to spectate all players"
- 128 "Removes most Anti-TK Mechanics" (Punish/Forgive System remains, but no mitigation or TK points from damage) - Only on locked servers
- Bit Flags are now
- Change: Button Key Bind and Ability Refractoring
- There has been a relatively large overhaul with keybindings and button mappings in order to present a more consistent framework with abilities and features
- New JediSlap/GunBash key has been added
- *SBD Slap has been removed from alt fire (Now on GunBash key)
- FA Ability 1/2/3 has been removed
- There is now Class Special 1/2/3/4 (and are now all button based for better input and control)
- Reload key has been rebound to a different button, be sure to rebind accordingly
- Grip Lightning and Drain have been had their binds relocated, be sure to rebind accordingly
- Zoom Latch:
- New command /latchtoggle (Also found in Controls -> Weapons toggles whether Scopes can be used by simply holding right click. By default Zoom Latch latch is on.
- Change: Wookiee can now block in melee.
- Change: Updated jetpack effect, removed conditional offsets for general models and durge specific conditions. Use proper model tags from now on.
- Change: Increased normalized knockback vs saberists when on the ground and doing forward inputs.
- Fix: Fire grenade kill credit
- Fix: Wookiee Barge should no longer stagger saberists multiple times.
- Fix: TK point accumulation not resetting between rounds and causing inconsistent spikes in TK points as well as cases where the "settk" command not being able to lower TK points.
Saber System Adjustments
- General stuff:
- Fix: Special attacks no longer lose damage when hitting the same target multiple times.
- Fix: Fixed autotaunt when acquiring ACM not triggering again unless you lost all ACC on the style you acquired ACM.
- Fix: Some adjustments to crosshair indicators that should fix some missing visuals when spectating players.
- Fix: Force Focus no longer builds when you have an invulnerability bubble.
- Fix: Outlier cases involving BP drains with invulnerability bubbles should be fixed.
- Change: Cartwheels no longer deal damage until the end where the swings actually come out visually.
- Change: Saber v saber sweepkick vs block
- If crouching and moving, will cause a stagger
- If not crouching, requires the opponent to be in an attack to stagger
- Change: Saber v saber side/back kick once again staggers. Requires an opponent to be moving and attacking.
- Change: Thrown sabers now have their pullback timer scale based on how far away the saber is from the owner. Minimum of 1.5 seconds with a maximum of 3 seconds.
- Disarmed sabers still have the maximum time to be pulled back.
- Visual Damage
- New: BP damage can now be seen with the cg_visualDamage cvar. Requires being in a private duel.
- Duel Mode
- Can no longer challenge a player to a duel when they have an invulnerability bubble (in order to prevent getting put into a duel by someone who respawns close to you without manually challenging them back).
- Can no longer do melee moves immediately after a duel starts.
- Change: Force Repulse
- Now additionally enabled outside of private duels if a server password is set.
- Now additionally enabled if g_PrivateDuels is set to 0.
- /ignore prevents duel challenges.
- All single styles can now be chosen simultaneously in Duel Mode.
- Back attacks:
- Can now also be activated while inputting crouch + only backwards movement + attacking. Manually activated back attacks will be the following for each style:
- Red and Purple styles do the current crouched swing that staggers.
- Duals, Cyan, and Yellow styles do the standard backswing.
- Blue and Staff styles do the standard backstab.
- Slow movement and ability to turn are now unlocked at the end of back attacks.
- Change: Back attacks no longer hit targets in front of the attacker.
- Can now also be activated while inputting crouch + only backwards movement + attacking. Manually activated back attacks will be the following for each style:
- Counter swings:
- No longer trigger in the following circumstances:
- If you've passed your style's swing count.
- When hit during a saber out melee move.
- When interrupted, now does a slower counter sequence (goes into return animation and then can do a counter attack).
- No longer trigger in the following circumstances:
- Parry Refactoring
- New: Parries now deal 10% base damage (body hit damage without ACM bonus).
- New: Parrying and taking more BP damage than the amount of BP you have will cause you to lose your saber.
- Duals' offhand will deactivate if it tries to parry when this triggers while you don't have your mainhand equipped. This is disabled for players in FA/Legends if both do not have at least Saber Defense 1.
-
- Fix: DFAs don't trigger in cases where you've been knocked upwards without doing jump inputs.
- Change: Knockback on special moves reduced by 30% (100 -> 70).
- Blue’s lunge attack remains at 100.
- New: Most special moves now cost BP to activate as shown below. Specials activated under these thresholds will deal 25% damage.
- Blue Lunge:
- BP: 7
- FP: Reduced from 35 to 20.
- Cyan DFA:
- BP: 10
- FP: Reduced from 25 to 15.
- Yellow DFA:
- BP: 10
- FP: Reduced from 25 to 15.
- Red DFA:
- BP: 15
- FP: 25
- Rollstab:
- BP: 10
- FP: 25 reduced to 15.
- Dual Forward Jump Special:
- BP: 10
- FP: 25
- Staff Forward Jump Special:
- BP: 10
- FP: Reduced from 25 to 20.
- Staff Left Butterfly:
- BP: 10
- FP: Reduced from 25 to 15.
- Staff Right Butterfly:
- BP: 10
- FP: Reduced from 25 to 15.
- Dual Crouch Kata:
- BP: 15
- FP: Reduced from 25 to 20.
- Staff Crouch Kata:
- BP: 15
- FP: Reduced from 25 to 20.
- Duals Front/Back Stabs:
- BP: 10
- FP: Reduced from 35 to 25.
- Duals Side Stabs:
- BP: 10
- FP: Reduced from 35 to 25.
- Purple Kata:
- BP: 15
- FP: 20
- Purple Stab:
- BP: 15
- FP: 30
- Red Lunge:
- BP: 15
- FP: 15
- Blue Lunge:
- Damage Modifiers
- Change: Damage modifiers relating to blocking/not blocking/running/walking have been simplified to the following:
- If not blocking while running, the defender has a 1.20x incoming damage modifier.
- Change: Incoming damage increase for getting hit while crouching reduced from 1.5x to 1.25x.
- Change: Outgoing damage multiplier for attacking while crouching reduced from 0.80x to 0.75x.
- Change: Consecutive swings now also drop to 0.50x if you've parried your opponent (no longer just after scoring a body hit on the opponent).
- Airborne damage multipliers now exclude hitting someone that's in a special move or while damaging with a special move (since all of the moves these would apply to already have their own damage multipliers).
- Change: Incoming damage when knocked down reduced from 1.35x to 1.25x.
- Damage multiplier when being hit while doing melee moves increased from 1.2x to 1.4x.
- Change: Special moves no longer benefit from ACM.
- Change: Hitting too early in an attack animation reduces the damage by up to 30% depending on animation timer.
- Downstab damage split between being in the air and on the ground (65 and 50 respectively).
- Change: Damage modifiers relating to blocking/not blocking/running/walking have been simplified to the following:
- ACC/ACM
- Change: Light styles no longer lose 2x ACM when body hit by non-light styles
- New: ACC modification changed to the following:
- Below 4 ACM, damage increases by 1.05x per 1 ACM.
- After reaching 4+ ACM (when the auto-taunt triggers), the 1.05x damage increase upgrades to the following:
- Light Styles (Blue, Cyan): 1.08x
- Medium Styles (Yellow, Staff, Duals): 1.10x
- Heavy Styles (Red, Purple): 1.12x
- During a combo, If you've already landed a body hit, been parried, or are using Yellow's fast A halfswing, you build partial ACM.
- Defensive Styles (Blue/Staff): 0.25 ACM
- Balanced Styles (Yellow/Cyan/Purple/Duals): 0.50 ACM
- Offensive Styles (Red): 0.66 ACM
- Partial ACM is not drained from defenders unless it’s on a neutral/half swing.
-
- Successfully Mblocking vs Duals when it only has its offhand active turns it off.
- New: Failing (does not trigger a PB in some form or another; has orange blocking crosshair indicator) always triggers a body hit now.
- Now adds 1.15x bonus damage on the counter attack from the Mblock. Only applies when matching the PB zone.
- Change: Mblock cooldown timer is now 200ms on success instead of always 1500ms.
- New: Mblock Defense
- Triggers: Not matching PB zones while doing doing the correct timing + correct movement vs incoming swing
- Builds/Drains partial ACM.
- 0.50x incoming damage multiplier
- Won't disarm opponent
- Has a yellow blocking indicator for the defender
- Blocking
- Instead of triggering a Perfect Block in the return phase of the swing (if not feinting), now does the following:
- Has a yellow blocking indicator for the defender
- Can only be done if you've landed some kind of hit on your opponent (no whiffs).
- No damage by default.
- Having 4-8 ACM vs your opponent, this increases to 0.50x damage.
- At 9+, this increases to 0.75x.
- Instead of triggering a Perfect Block in the return phase of the swing (if not feinting), now does the following:
- Saber Styles
- General
- Change: Staff and Duals no longer cost an extra 2 points to purchase.
- Movement speed adjustments for Red/Purple:
- Purple:
- Now has the same movement speed penalty as Yellow/Green/White styles when attacking while moving backwards (0.45x changed to 0.60x).
- Now has the same general movement penalty for attacking while moving as Yellow/Duals/Staff (reduced, 0.7x to 0.85x).
- Red:
- While attacking and moving forward without strafing, now has the same general movement penalty for attacking (reduced, 0.7x 0.85x)
- While attacking and strafing with no other movement, remains at 0.7x speed penalty
- While attacking and moving backwards, penalty reduced from 0.45x to 0.55x
- Purple:
- New: Can now change between styles with Staff/Duals while saber is off..
-
- Offense Rating: 6
- Defense Rating: 55
- Swing count of 3.
- Change: Blue no longer has instant halfswings from all directions
- Perk - Perfect blocks delay attacker's BP regen after reaching 4 ACM. Delay increases by 50ms every 2 ACM.
- Perk - Gains 1 additional swing in any chain started with a PB counter body hit.
-
- Offense Rating: 8
- Defense Rating: 47
- Swing count of 3.
- Perk - Deals a minimum of 5 BP damage to opponents on parries.
- Will only trigger against opponents if you have MB_ATT_SABER_DEFENSE
- Perk - Benefits from ACM on parries.
- Perk - Receives no BP damage on parries. Will not get disarmed if parrying with 0 BP but won't be able to chain an attack after.
- Change: Now has the Stab special move for forward + crouch. Damage multiplier of 0.60x. Costs 10 BP and 15 FP to activate.
- Only gains 0.75 ACM on neutral/half swings instead of 1.0
-
- Offense Rating: 10
- Defense Rating: 50
- Swing count of 4.
- Perk - Has its old fast A halfswing.
- This swing is treated like a consecutive as far as damage and ACM being affected.
- Initially only triggers when doing a halfswing from an A or D swing. Once you have reached 4 ACM, it can be triggered from any previous swing.
- Perk - Now gains additional 0.25 ACM on Mblock counter.
-
- Offense Rating: 8
- Defense Rating: 50
- Swing count of 3.
- Change: Overall swing speed reduction of 15% on top of other adjustments.
- Change: Increased delay in damage damage window from 350ms to 400ms.
- Change: Duals’ jump + forward special move can now turn after the initial jump time.
- Perk - Doing a half swing before you’ve reached max swing count resets swing count to 0, allowing for another chain of swings.
- Perk - Gain additional swings vs your opponent every 4 ACM
- 1.4: 4 swings
- 1.8: 5 swings
- 2.2: 6 swings
- 2.6 (max): unlimited swings
- Perk - Special moves have bonus scaling from ACM
-
- Offense Rating: 9
- Defense Rating: 53
- Swing count of 4.
- Change: Slowdown on spins is removed while moving forward and lessened from 0.5x to 0.75x in other circumstances.
- Change: Halfswings that change sides can now spin. A to D or D to A are exempt from this.
- Perk - Non-special move spinning saber attacks have a 1.75x outgoing damage multiplier.
- Perk - Can use Mblock to trigger PBs without matching PB zones. Won't disarm if not matching PB zones.
- Perk - Can stagger with Mblock vs swingblocked swings when matching PB zones. Stagger duration increases at 4 ACM.
- Can now be thrown.
-
- Offense Rating: 12
- Defense Rating: 48
- Swing count of 3.
- Change: Additional special move added for crouch + forward + use inputs. This is the defensive twirl attack it previously had.
- Perk - Can fully Perfect Block in returns (still requires holding block). Does not require hitting the target.
- Perk - Can continue countering past its swing limit but can’t chain swings after these counters.
-
- Offense Rating: 12
- Defense Rating: 48
- Swing count of 3.
- Change: Red hop FP (feint + rdfa combo) drain split from RDFA. Now drains 15 FP instead of the full cost. RDFA still retains the full FP cost.
- Perk - Red can now stagger on hits in certain circumstances. The duration of the stagger scales with how much ACM it has:
- On first body hit (excluding attacking from cartwheels or vs someone doing standing slap moves) landed in a combo if it hasn’t been parried.
- Staggers from a counter do not scale with ACM.
- Any spinning attack.
- PB'ing any follow up swings while in the stagger will break you out of the stagger animation.
- On first body hit (excluding attacking from cartwheels or vs someone doing standing slap moves) landed in a combo if it hasn’t been parried.
- Perk - On the first swing of a combo, has the following traits if the swing is PB’d:
- Does 50% damage through PB. Will not disarm the opponent. Will stagger the opponent if they have less than the BP required to take the hit.
- Builds partial ACM for the attacker
- New: Now has a crouch + forward attack. Big wind-up swing with large damage that causes stagger and knockback. Requires 15 FP to use and drains 15 BP when activated.
- General
Damage Normalization
- For years we have had mostly stable damage and hit location multiplier values from nearly two decades of balance changes. In order to make things slightly more readable for the end-user we have normalized the hit location multipliers so that chest shots have a clean 1.0 multiplier. As a result other hit location multipliers have changed, and damage values for all weapons have been adjusted to compensate. The overall time to kill will be the same as v1.10. Below is a complete list of the changes.
- Hit locations:
- Neck / Head: 2.5x → 2.0x
- Neck / Head (Sniper): 3.0x → 2.3x
- Torso / Arms: 1.3x → 1.0x
- Legs / Feet: 0.8x → 0.6x
- Droideka:
- Adjusted health and shield totals to account for damage normalization.
- Health: 200/300/400 -> 260/390/520/520.
- Shield: -> 200/300/500/700 -> 260/390/650/910
- Adjusted Shield Discharge cost to account for damage normalization
- 150 -> 195
- Reduced shield piercing ratio from Projectile Rifle from 33% to 25%.
- Adjusted health and shield totals to account for damage normalization.
-
- A-280
- Damage: 30 → 39
- Amban
- Primary Damage: 15/15/40 → 20/20/50
- Secondary Damage: 60-110 → 80-143
- Arc Pistol
- Damage: 28 → 36
- Bowcaster
- Damage: 30 → 39
- Damage (Charge): 30-85 → 39-110
- Clone Pistol
- Damage: 28 → 36
- Clone Rifle
- Damage: 20 → 26
- Disruptor
- Primary Damage: 24 → 31
- Sniper Damage: 28 → 36
- DLT-20a
- Damage: 30 → 39
- Droideka Arm Blaster
- Damage: 25 → 32
- E-11
- Primary Damage: 28 → 36
- Secondary Damage: 24 → 31
- EE-3
- Primary Damage: 28 → 36
- Secondary Damage: 28 → 36
- EE-4 (FA)
- Primary Damage: 28 → 36
- Secondary Damage: 65 → 84
- Emplaced Gun
- Damage: 25 → 34
- Fire Grenade
- Damage: 15 → 19
- Damage (Splash): 15 → 19
- Pistol
- Damage: 26/26/40 → 34/34/52
- Damage (Charge): 26-48 → 34-62
- Damage (Charge Level 3): 40-60 → 52-78
- Damage (Akimbo): 40 → 52
- Damage (Akimbo Charge): 40-80 → 52-104
- Projectile Rifle
- Damage: 150 → 195
- SBD Arm Blaster
- Damage: 26 → 34
- Shotguns (FA)
- Primary Damage: 18 → 23
- T-21
- Primary Damage: 60 → 78
- Secondary Damage: 26 → 34
- Westar M5
- Primary Damage: 24 → 31
- Sniper Damage: 50 → 65
- Westar Pistol
- Damage: 28 → 36
- Damage (Charge): 28-48 → 36-62
- Damage (Dual Charge): 28-36 → 36-47
- Whisting Bird
- Damage: 37 → 48
- Wrist Laser
- Damage: 50 → 65
- A-280
- Change: Clone Rifle's Ion blast now has an audio beep, rather than a visual cue
- Change: Proj Rifle now has a secondary mode, which increases Zoom Magnification (double right click to get to this zoom removed)
- Change: Clone Rifle level 3 Minigun has been removed. (Pending new future weapon coming to clones)
- Change: SBD Advance Targetting 3 Points (was 5) *This skill is now on right click and SBD Slap is now on GunBash key
- Change: ARC Dexterity 0/20/5 Points (was 0/0/20)
- Change: Internal back end resource mechanics have changed:
- Fuel/Stam/Battery/Energy/Fury no longer share the same stats as BP. BP is now an isolated mechanic focused on Saber game play.
- Fuel/Stam/Battery/Energy/Fury are now considered Forcepower internally but each with their own style of regen and conditional exceptions.
- This means abilities that taking or giving resources such as drain poison or force energize will operate on a classes primary resource mechanic. While this will have little effect in Open it is designed to facilitate more team play or ability denial in FA, but its primary objective is to keep the sanctity of the Saber dueling system.
- Change: Regen Mechanics Updated
- Force
- Force regens at a rate of 1 per 150ms (6.6 per second).
- Force doesn't regen while in air. (Unchanged)
- Meditating with this resource gains 2x bonus after 3 seconds and 3x after 6 seconds. Timer for increased FP regen resets if activating a power (besides Sense) while meditating.
- Energy
- Energy regens at a rate of 1 per 200ms (5 per second).
- Classes that utilize energy now are given 100 energy instead of Dodge granting 0/33/66/100 at ranks 0-3.
- Rage
- Drains at a rage of 1 per second when out of combat (5 seconds) and not enraged. (Changed from 2 per second at rank 1, and 2 per 2 seconds at rank 2)
- While enraged, Fury drains at a rate of 8 points per second.
- Battery
- Regen ticks happen every second, gaining 2/3/4 points (2x if in recharge boost)
- With Drain condition for the amount as follows:
- If you are attacking: Drain 3/2/1 Battery (was 3/3/2)
- If you are Running: Drain 3 points
- Stamina
- Regen ticks happen every second.
- If walking, crouched, or not moving, regen 5/7/9 points
- If running and not sprinting, regen 3/4/5
- If sprinting drain 4 or 8 while firing
- Fuel
- No Regen
- For FA with MB_ATT_FUELREGEN
- Regen 1/2/3 every second while not flying or cloaked
- Force
New: Specialization and point cost changes
- General notes:
- Change: Force that you can deactivate (Speed Sense ect) have a shared 500ms timer before you can deactivate. (Down from 1500)
- New abilities that help set up these build paths: Force Attunement, Saber Defense (now strictly vs sabers), and Gun Defense (strictly vs non-sabers). These will be change class configuration options in the following way:
- Force Attunement determines the tiers of force powers you have available (excluding Jump). Level 3 Attunement lets you buy level 3 force powers. This will have a mutual exclusion with Blaster Defense based on the following:
- If you have level 3 Attunement, you can only have level 1 Blaster Defense.
- If you have level 2 Attunement, you can only have level 2 Blaster Defense.
- If you only have level 1 Attunement, you can have level 3 Blaster Defense.
- Force Attunement determines the tiers of force powers you have available (excluding Jump). Level 3 Attunement lets you buy level 3 force powers. This will have a mutual exclusion with Blaster Defense based on the following:
- Change: Force Focus builds faster (400ms -> 300ms tick rate) faster vs targets who are moving while not blocking/walking/crouching
- New: Force Attunement
- Cost of 0/6/6
- Level 0:
- Max FP pool of 80.
- Level 1:
- Max FP pool of 100.
- Level 2:
- Max FP pool of 120.
- Level 3:
- Max FP pool of 140.
- Change: Saber Defense
- Split into Saber Defense and Blaster Defense
- Cost of 6/6/4
- MB_ATT_FP_SABER_DEFENSE
- Level 0:
- 1.6x incoming damage
- Level 1:
- 1.4x incoming damage
- BP regen: 3
- Level 2:
- 1.0x damage
- BP regen: 4
- Level 3:
- Remove BP cost for jumping.
- Remove BP cost for specials (includes cartwheels)
- Grants extended blocking arc vs sabers (removed as exclusive Staff/Duals upgrade).
- Regain BP when defeating opponents:
- Force users that have a saber: 50
- Other saber weapon users: 25
- Anyone else: 15
- New: Blaster Defense
- Cost of 8/8/4
- MB_ATT_GUN_DEFENSE
- Level 0:
- FP drain: 2.5x (unchanged)
- Can no longer Deflect at saber defense 0 w/ deflect levels
- Level 1:
- Unlock being able to purchase Deflect
- FP drain: 1.3x (unchanged)
- Level 2:
- FP Drain: 1.1x
- Level 3:
- FP Drain: 1.0x
- Removes FP penalty for being shot while airborne.
- Gives extended block radius vs projectiles (removed as exclusive Staff/Duals upgrade).
- Change: Deflect
- Cost changed from 2/4/6 to 4/4/2.
- Swingblock drains are now based on your level of Deflect instead of Defense.
- General:
- Fix: Can now deflect less common weapon types like sentry turrets.
- Activating Mblock inputs starts a 150ms timer for deflecting (does not refresh while holding both buttons down)
- Minimum Deflect range lowered from 250 to 160 (now matches close IDR range)
- Being within the minimum range causes deflect accuracy to be treated as the minimum (pretty random)
- Swingblock drains:
- Being shot in a return shouldn’t do extra FP drains
- No extra swingblock drains on red/purple in startup
- Level 1:
- Drains 1 FP/100ms
- Swingblock FP drain: 1.4x
- Timed Deflect: 0.8x FP drain
- Timer: 50ms
- Non-Timed Deflect:
- 1.1x FP drain
- Level 2:
- Drains 1 FP/150ms
- Swingblock FP drain: 1.2x
- Timed Deflect: 0.7x FP drain
- Timer: 100ms
- Non-Timed Deflect:
- 1.0x FP drain
- Level 3:
- Drains 1 FP/300ms
- Swingblock FP drain: 1.0x
- Timed Deflect: 0.5x FP drain
- Timer: 150ms
- Non-Timed Deflect:
- No penalty
- Change: Push/Pull/Repulse
- General notes:
- Point cost for Push changed from 2/2/8 to 4/4/6.
- Point cost for Pull changed from 2/4/8 to 4/4/6.
- Adjusted to be mirrors of each other in most aspects.
- Range standardized to 512 for all 3 levels.
- Reduced knockdown time for Pull at all levels.
- Pull
- No longer has randomization for pulling weapons.
- Vulnerability window now matches Push's.
- Displacement:
- Reworked displacement to be more consistent between the various powers that use this code. Displacement now scales based on distance the way that Repulse did.
- Push and Pull now affect all rocket-like projectiles in the same way as grenades.
- Repulse:
- Repulse now requires not having Blaster Defense instead of not having Saber Defense.
- FP cost increased from 50 to 70.
- Level 1:
- FP cost: 20
- Vision arc: 80
- Displaces targets.
- Level 2:
- FP cost: 20
- Vision arc: 80
- Now breaks Grip if used before reaching the choking threshold.
- Knocks down targets that you have your crosshair over.
- Level 3:
- FP cost: 20
- Vision arc: 100
- Knocks down all targets within the radius.
- General notes:
- Change: Speed
- General:
- Point cost changed from 2/4/8 to 4/2/2.
- Can now jump while using Speed with saber out
- FP Drain:
- Tick rate changed from 1000ms to 500ms
- FP drain normalized to 10 per tick (changed from 15/10/5).
- Level 1:
- Initial cost reduced from 25 to 20.
- Level 2:
- Initial cost reduced from 25 to 15.
- Unlocks Speed lunge (can now attack instead of only being able to do the jump)
- Level 3:
- Initial cost reduced from 25 to 10.
- Speed Lunge:
- No longer requires a saber to activate
- Once you're in the time window for being able to attack, you can now once again aim your camera freely in any direction.
- New interactions with walls:
- If holding the jump button when colliding with the wall, you will grab and hold onto it.
- If not holding the jump button, you will automatically rebound off of the wall.
- General:
- Heal
- Change: Cost is now 45/40/35 (was 50/40/30)
- Change: Restored EFX.
- Change: If you have lights beacon and no target was healed force is not consumed.
- Protect
- Change: Cost is now 35/30/25 (was 50/25/10)
- Change: Duration increased to 6 seconds from 4 seconds.
- Change: Cool down is now 3 seconds from 5 seconds.
- Change: Using the ability while it is active will now extend the duration.
- Absorb
- Change: Cost is now 30/25/20 (was 50/25/10)
- Change: Duration increased to 6 seconds from 4 seconds.
- Change: Cool down is now 3 seconds from 5 seconds.
- Change: Using the ability while it is active will now extend the duration.
- Change: Absorb returns a flat amount of power to the user when blocking these Forcepowers:
- Push: 20
- Pull: 20
- Repulse: 20
- Grip: 15
- Lightning: 1
- Drain: 2
- Destruction: 25
- Mind Trick
- Change: Point cost changed from 8/4/8 to 6/2/2.
- Change: Cost is now 50/40/30 (was 20/20/20), and does halt regen or consumes additional FP while in use. Costs an extra 20 FP when re-casting while active.
- Change: Mind Trick no longer works on targets with Absorb active.
- Change: Mind Trick will no longer work if the target reaches its forceblock immunity threshold, but if they go below the threshold they will become Mind Tricked mid use.
- Change: Mind Trick no longer ignores Force Block with Force Focus.
- Change: You can give an ally Mind Trick with Lights Beacon in FA.
- Change: The duration of Mind Trick is increased to 8 seconds but scales downward based on your movement state. (was 2.5/2.5/4.0 seconds)
- If standing still you gain the full 8 seconds of MindTrick.
- If crouching or walking you have 6 seconds of MindTrick
- If you are running at normal speed you have 4 seconds of MindTrick.
- If you are in air or using speed you have 2 seconds of MindTrick.
- (Calculations and deductions from duration are done every 100ms, not on startup of Mind Trick)
- Change: Cooldown is now 2 seconds (Changed from duration)
- Change: Using this ability while already Mind Tricking will refresh the duration (not add to it, like Absorb and Protect).
- Change: Re-added the transitional alpha fade when going invisible with this power. This fade also applies when getting hit or revealed by Advance Logic and Tracking darts.
- Team Heal
- Change: Cost is now 45/40/35 (was 50/33/25)
- Change: Radius is now 512 at all ranks (was 256/384/512)
- Change: It is now possible to heal NPCs
- Team Force
- Change: Cost is now 45/40/35 (was 50/33/25)
- Change: Radius is now 512 at all ranks (was 256/384/512)
- Change: It is now possible to energize NPCs
- Force Rage
- New: Restored base game Rage.
- Rage will use Wookiee Fury Animations while in Melee.
- Sense
- Change: Sense now drains forcepower at a rate of 5/4/3 every 250ms (Normal regen is still active)
- General:
- Point cost changed from to 2/4/6 to 4/2/2.
- Split max distance between levels (1024/1536/2048 placeholders)
- No longer grants vision through are portals if distance is greater than 1024.
- Now only shows enemy players as circles on radar instead of oriented arrows.
- Level 1:
- 10 FP Cost
- Distance cap: 1536
- Level 2:
- 15 FP Cost
- Distance cap: 2048
- Always shows allies through walls.
- Shows enemies through walls while they are attacking.
- Level 3:
- 20 FP Cost
- Distance cap: 2560
- Gives constant vision of allies and enemies.
- Blind
- New / Change: Blind is now its own separate force power no longer tied to Mind Trick (except in the cases of "force_distract" bind, it will use Mind Trick if you have both)
- Change: Cost is 45/40/35 (was 40/30/20)
- Change: Duration is 3 seconds (down from 4)
- Change: Blind remains a single target only skill.
- Change: Force Blind EFX now shows up for all players, not just players who own the power.
- Grip
- General:
- Change: Point cost changed from 6/8/13 to 6/4/2.
- Fix: Not being able to grip someone in special moves
- Fix: Pausing target's FP regen while choking them in the air.
- No longer drains FP from the target while damaging them.
- Increased range from 256 to 300 (to match Lightning)
- Now works on Jedi who have Mind Tricked you.
- Grip Lock:
- Grip lock is now delayed when being shot. If being shot in rapid succession (every 100ms), stacks of grip lock will be reduced.
- Lock on time changed from 350/280/280 -> 280 at all levels
- Lock drop off time changed from 350/450/550 -> 500 at all levels
- 0.85x movement speed multiplier for target while locking on. Drains 3 FP per lock on tick.
- FP Cost:
- Removed FP drain on completing full lock
- Instead, now drains FP before and after choking the target:
- Before choking:
- Levels 1 and 2 drain 3 FP per lock attempt. Level 3 reduces the cost to 2 FP.
- After choking:
- Drains 3 FP every 200ms.
- Before choking:
- Ramping Damage:
- Damage after completing lock on now deals ramping damage. Every second adds 1 additional damage. Level 3 adds 2 per second.
- Level 1:
- Initial damage 10.
- Per tick damage: 1 + ramping damage
- Level 2:
- Initial damage 10.
- Per tick damage: 5 + ramping damage
- Level 3:
- Initial damage 20.
- Per tick damage: 8 + ramping damage
- General:
- Lightning
- Point cost changed from to 6/6/15 to 6/4/2.
- Initial use cost reduced to 15.
- Minimum required FP for activation removed.
- No longer locks out other force powers for 2 seconds. Only locks out Push, Pull, and itself for 500ms.
- Instead of instantly stunning while damaging a target, now has a stacking mechanic:
- Initially slows rate of fire to 30% while damaging a target.
- Stun stacks once every 300ms. After 8 stacks of damage, it will fully stun the target while damaging them and 2 seconds after.
- STR3 Wook will not get stunned but will retain the lower RoF
- All levels of lightning can now be channeled.
- Level 1:
- Base damage of lightning increased from 1 to 2.
- Single stream of lightning.
- Range of 300.
- Level 2:
- Upgrades into fan lightning.
- Range of 300. Width of 300.
- Level 3:
- Range of 300. Width of 300.
- Now pierces targets.
- Two handed lightning:
- Now adds 1 damage instead of doubling (total multiplier: 2x vs armored, 3x vs unarmored).
- Lightning push now adds 1 damage vs knocked down targets instead of doubling (total multiplier: 3x vs armored, 4x vs unarmored).
- Drain
- Change: Drain 1's reuse (cooldown) rate lowered to 1500ms to match rank 2 and 3 (was 3000ms)
- Deadly Sight
- New / Change: Deadly Sight is now its own separate force power no longer tied to See (except in the cases of "force_seeing" bind, it will use See if you have both)
- Cost is 30/30/30 (unchanged)
- Change: Deadly Sight no longer has the See through walls mechanics as it former parent Force Power, it is strictly a damage force power.
- Change: You can now use other force powers while Deadly Sight is active.
- Destruction
- New / Change: Destruction is now its own separate forcepower no longer tied to Rage (except in the cases of "force_rage" bind, it will use Rage if you have both)
- Force Block
- New: Ranks 4 and 5 introduced for FA, the FP required for Forceblock is 80/60/40/20/10.
- New: If blocking with a saber but FP is below the threshold, will be staggered by Repulse.
- New: If not blocking with a saber but FP is above the threshold:
- Vs Repulse:
- If in circumstances that would normally negate displacement (Walking, not moving, etc), will be staggered.
- If not doing anything that would normally negate displacement, will be knocked down.
- Vs Repulse:
- Advance Logic (Anti MindTrick)
- Change: Rank 1 no longer shows target on radar but instead functions like rank 2
- Change: The time between flickers is 3/1/0 seconds.
- Rank 3 is FA only.
- Dash
- Change: Cool down at rank 2 decreased from 4 seconds to 3 seconds.
- New / Change: You can now dash in diagonal directions, and also perform a stand still or partial dash with no or limited movement input.
- Dodge
- Change: Dodge costs 15/10/5 energy per 250ms to maintain. Can not be used while poisoned or electrocuted, and will cancel early if you become poisoned or electrocuted.
- Change: When Dodge consumes energy, resource regeneration is halted for 500ms.
- Tracking Darts
- Change: Tracking darts are now shared team wide to holders of MB_ATT_TRACKING_BEACON, or MB_ATT_TRACKING_DART
- Dexterity
- Dex 1 Grants Enhanced get ups, and wall runs and wall flips, and the class special dexterity rolls. Also can roll with any weapon.
- Dex 2 Allows you to fire your weapon while getting up, and enhances jump.
- Dex 3 Puts you into a recovery roll when knockdown, if not knockdown in air.
- Change: You can now Dex high jump with Rocket Launcher
- Change: Dex Forward roll costs 30 points. (was 33) All other directions cost 20. (unchanged)
- Change: You can wall kick and flip with grapple hook at rank 2 while using grapple (down from rank 3).
- Wookiee Fury
- Change: Wookiee Fury damage reduction changed to 15%/30%/45%, added an additional level 3 for FA (was 15%/35%)
- Fix: Fixed an issue that was causing reduced air control at higher FPS due to the anti bunny hop mechanics.
- Change / Removed: Removed Automatic jumping when standing on NPCs (So they function and feel more like players)
- Change: Allowed forward facing wallruns at any ground height. If you perform a forward lunge or flip animation while jumping you wall grab instead.
- Change / Removed: Removed Additional FP drains on Force Jump 0/1.
- New: New FA Attribute MB_ATT_BUNNY_HOP:
- Rank 0: MB2 style jump physics with 45% movement speed reduction when landing.
- Rank 1: JKA Seige style jumping with no added acceleration on jump. No movement penalty when landing.
- Rank 2: JKA FFA style jumping with added acceleration on jump. No movement penalty when landing.
- Change: New Left and Right lower HUD with horizontal and vertical displays that better match other HUD and UI visuals.
- Old classic HUD is still available as a HUD Layout option
- Change: Updated settings menu for new special ability, gun bash, etc. keybinds.
- Change: Updated points menu for Jedi and Sith.
- Removed: Old Class bar. You can use new vertical hud components to achieve the same thing.
Legends 2.0
Overview
With the 20th Anniversary update comes the ability for classes in Full Authentic mode (of which legends is a special case) to have attribute customizations normally only found in open mode. This gives the player an unprecedented level of control on the potential loadout configurations.The Legends FA has been overhauled to allow customization for some, but not all of the classes players will be familiar with from legends in 1.10.X.
Caveats:
- Most classes have been kept in 1.10.X; A few were merged into a single class to allow for better customization. Those kept and not customized had their stats altered to try and make them more distinct from each other.
- Other members of the MB2 have also been working on changes made to weapons, powers, and attributes and efforts have been made to sensibly integrate those changes into legends.
- For the reasons above, the FA is far from being final, and so instead of describing each class in detail (Read the MBCH files if you want) I’ll instead discuss what the customization options will be and what the theme of the class will be.
- Unlike most FAs which I try to present as finished, potentially large class changes should be expected. Everything is rough, nothing is final, and class descriptions will likely be missing or inaccurate until things are more finalized.
- The force using classes have all seen tweaks to lightsaber multipliers, health/force pools, regen rates, movement speeds. The changes are only mentioned a few times when they are especially noticeable and do not expect them to stay as they are due to the Saber system changes. The goal was to retain and accentuate the theme of each class. If you really want a breakdown of the classes, the link below is a spreadsheet with the design philosophy and stats of each force user.
- Legends 2.0 Force Users First Pass
- It goes without saying that any large change or expansion of features comes with the risk of increasing imbalance. We have created a new Discord channel for Legends feedback and will be paying close attention to requests there from now on.
- All custom modifications to Legends upon release of Legends 2.0 will lead to a delisting of that server after proper warning.
Heroes
- Rebel Trooper:
- Mostly unchanged from 1.10.X.
- Cannot be customized as it was considered safer to make the class people default to if competing for a class slot to have preset stats.
- Rebel Vanguard [CUSTOMIZABLE]
- Merges the old trooper and Vanguard class into 1.
- Weapon options include a Blaster, A280, Pistol (up to level 2),
- Their default HP is at the level of a soldier [50/0] but can invest points into increasing their health and armor to that of an elite trooper. [80/40]
- They receive 1 reinforcement for free by default but can invest into receiving up to 3 more respawns [into a 5 life class]
- They can also opt for speccing into dodge or blast armor to make them more effective against blasters or grenades, respectively.
- Security force [CUSTOMIZABLE]
- Can customize weapon loadouts between a blaster pistol [up to level 3], a Cr-2 heavy blaster pistol, and concussive blobs and/or cryo or sonic grenades.
- Receives 1 reinforcement by default but can spec into 3 additional respawns. [into a 5 life class]
- Can invest in increased health [50 up to 80]. Or can invest in increased shielding, including the ability to regenerate shields.
- Emphasizes close range combat and disabling enemies
- Old Republic Defender [CUSTOMIZABLE]
- Can customize weapon loadouts between a blaster pistol (up to level 3), a Blaster rifle (EE4 Reskin), or a disruptor Rifle (modified Bowcaster Reskin). Can also equip fire and cryo grenades.
- Comes default with a choice of Vibro weapon, and can spec into improving attack and defense against lightsabers.
- Can improve HP and Armor values but not as far as the rebel vanguard.
- Note: If/when shields are implemented in the game I intend to make the old republic defender use shields instead of or in addition to armor.
- Clone Trooper [CUSTOMIZABLE].
- Thematically it is still designed to resemble a clone trooper with various loadout options that would have been normal during the clone wars / mb2 open mode.
- Can customize loadouts between a clone rifle (up to level 2) a Minigun, A DC-15s (EE4), Pulse grenades, blobs, and a rocket launcher.
- Can improve health, armor, respawns, stamina, and grapple hook.
- Class abilities indexed to be roughly on par with the clone trooper in legends 1.10.X but can also spec into a lower quality multi-life clone trooper.
- Arc Trooper [CUSTOMIZABLE]
- Thematically it is still designed to resemble an arc trooper with various loadout options that would have been normal during the clone wars / mb2 open mode.
- Can customize loadouts between a clone rifle [up to level 2], clone pistol (up to level 3), pulse grenades, rocket launcher or an m5 (can spec into grenade launcher but not scope)
- Can improve health, armor, add 1 reinforcement, stamina, dexterity, and a grappling hook.
- Clone Assassin [CUSTOMIZABLE]
- Can opt to purchase clone pistols or use the spare points to improve other attributes
- Other customizable attributes include melee improvements, health and armor, cortosis, 1 extra respawn, dodge, dash, or an upgraded grappling hook.
- It is not possible at this time to purchase the cloaking device so it is provided by default.
- Bonthan Spy [CUSTOMIZABLE]
- Can opt to upgrade a blaster pistol, a projectile rifle, flashbang grenades, trip mines, or sonic detonator
- Can purchase respawns [up to 2], Stamina, Dexterity, Dodge, spy disguise, grappling hook, flipkick, and extra armor,
- It is not possible at this time to purchase the cloaking device so it is provided by default.
- New Republic Security Droid [CUSTOMIZABLE]
- Keeps with the theme of a tanky brawler hybrid.
- Loadout includes a modified DH-17 (a280 reskinned) and concussion grenades.
- Can invest in an extra respawn, increased HP, mag plating, cortosis, blast armor, strength, fury, shield recharge, shielding, or a radar scanner.
- Jedi Knight [CUSTOMIZABLE]
- Thematically this is designed to be equivalent to an open mode jedi with the benefit of being able to respawn twice.
- Receives a single lightsaber and yellow stance by default.
- Can customize force powers as follows: jump, push, pull, sense, speed, mindtrick, health, block.
- Can customize saber stats as follows: fast styles, strong styles, lightsaber defense, blaster deflection,
- Clone Leader [CUSTOMIZABLE]
- Combines the clone captain and the clone commander
- Can customize into clone pistols, DC-15A, DC-15S (ee4), Frag grenades, or pulse grenades
- Can also invest in heavy blobs, healing, stamina, dexterity, grappling hooks, and blast armor, and passive sense.
- Receives rally by default
- Jedi Sage
- Class changed to encourage a more mobile and aggressive playstyle
- New: Jedi Traditionalist
- New Jedi class.
- A High to Late Republic Jedi with versatile force powers and excellent defenses against blasters, but inept at saber dueling.
- New: Jedi Crusader
- Replaces the Jedi enforcer, an offensively oriented Jedi with force absorb to counter dark side force users.
- New: Jedi Apostate
- A slow moving Grey Jedi with a mix of light and darkside force powers.
- New: Mace Windu
- New Jedi Class which replaces the Jedi Master and Jedi Enforcer
- Shaak Ti and Sora Bolq moved to other jedi classes as model options
- Combines elements of the jedi master and Jedi enforcer class to
- New Jedi Class which replaces the Jedi Master and Jedi Enforcer
- Jedi Paragon
- Replaces Luke Skywalker class, includes Luke model and Plo Koon as options.
- Obiwan
- Increased defensive saber stats at the cost of reduced movement speed. Intended to be very good at blaster bolt deflection.
- Hunter
- Modeled after Hunter from Bad Batch. Uses a pistol and vibro knife, has decent armor, a clone pistol, and passive sense.
- New: Wrecker
- Modeled after wrecker from Bad Batch, has Wookiee level strength, a DC-17M and explosives.
- Han [CUSTOMIZABLE]
- Can invest points into an extremely powerful blaster pistol with a reduced clip and slower loading speed. Can also invest in concussion and stun grenades.
- Can invest in Dodge, Healing, quickthrow, improved energy, health and armor
- Dash Rendar
- Given a rapid firing level 2 blaster pistol as a main weapon and a rocket launcher as a secondary weapon. Meant to more closely resemble his loadout from shadows of the empire.
- Jan Ors
- Changed Shotgun to Flechette launcher, gave base rocket launcher.
- Din Djarin [CUSTOMIZABLE]
- Din Djarin lends himself well to customization because his weapon loadout is fairly varied. In order to make melee katas viable Din Djarin receives a quarter sized regenerating fuel supply.
- You can invest into a blaster pistol, A phase disruptor, Trip mines, frag grenades
- For other class improvements you can invest in quick throw, flamethrower, jetpack (flight) , wrist laser, whistling birds, Beskar Armor, and AP/BP improvements to make beskar spear dueling viable.
- The following Hero Classes are mostly unchanged from 1.10.X
- Skirmisher, Ewok, Clone Commando, Wookiee Brawler, Clone Jet Trooper Skirata Mandalorian
Starkiller, Rosh, Grogu, Yarael Poof, Youngling, Force Master, Jedi Healer, Jedi Gladiator, Anakin Skywalker, Jedi Savant, Jedi Acrobat, Jedi Battlemaster - Carth, T3M4, Mandalore, Boss Nass, Zalbaar, HK47
- Padme, Hera , Andor, K2SO, Jyn, Chirrut Imwe, Baze Malbus , Leia ,Astromech, Lando, Lobot, Nein Numb , Bones, Bo Katan, Paz Vizla, Resistance Pilot, Finn
- Skirmisher, Ewok, Clone Commando, Wookiee Brawler, Clone Jet Trooper Skirata Mandalorian
Villains
- Imperial Conscript
- Identical counterpart to the rebel trooper
- Cannot be customized as it was considered safer to make the class people default to if competing for a class slot to have preset stats.
- Imperial Infantry [CUSTOMIZABLE]
- Can equip a blaster pistol, blaster rifle, e-22 [bowcaster], dlt-20a, frag grenades, fire grenades, concussion grenades
- Can invest in reinforcements, health, armor, close combat training, dodge, armor, or blast armor.
- Sith Trooper [CUSTOMIZABLE]
- Can equip a blaster rifle ee4, a sith carbine, fire or cryo grenades,
- Can invest in reinforcements, armor, stamina, dodge, melee defense, or increased AP/BP multiplier
- Heavy Trooper [CUSTOMIZABLE]
- Can equip a t-21 or a minigun and/or fire grenades.
- Can improve reinforcements, stamina, quickthrow, gunbash, armor, or blast armor.
- Scout Trooper [CUSTOMIZABLE]
- Receives a shield and stun baton by default, but can spec into better melee stats, the ability to block blaster shots, stamina, dexterity,
- Can spec into blaster pistol, projectile rifle, sonic detonator, pulse grenades,
- Can invest in reinforcements, melee defense, stamina, dexterity, extra stamina pool, improved melee defense, dash, ammo, or armor.
- Specialist
- Gave the shield trooper’s stun carbine to the specialist in replacement of the e22.
- SBD [CUSTOMIZABLE]
- Customizations are similar to those in open mode with the addition of armor, armor regeneration, a blaster cannon, and reinforcements.
- B1 Droid [CUSTOMIZABLE]
- The B1 droid customizations are designed to allow the player play one or more of the variants of the B1 (Sniper, Rocket launcher, Commander, Trash infantry, etc.)
- Can purchase a standard e5 blaster rifle, the E-5s marksmans rifle, A rocket launcher, frag grenades.
- Can invest in extra reinforcements, health, battery recharge, rally, gunbash, radar scanner, or armor.
- Dark Acolyte [CUSTOMIZABLE]
- Thematically this is designed to be equivalent to an open mode sith with the benefit of being able to respawn twice.
- Receives a single lightsaber and yellow stance by default.
- Can customize force powers as follows: jump, push, pull, sense, rage, grip, lightning
- Can customize saber stats as follows: fast styles, strong styles, lightsaber defense, blaster deflection,
- BX Commando Droid [CUSTOMIZABLE]
- Has a similar loadout to the original legends class but with the ability to be a 2 life class with lesser stats or lean more heavily into a specific element of the commando droid.
- Receives a vibro blade by default and with equipment options including an ee4 and up to 3 flashbangs
- Can add an extra reinforcement, health, armor, beskar, improved defense, faster melee attacks, battery recharge, dexterity, dash, dodge, or radar scanner [sense]
- Jump Trooper
- Replaced rocket launcher with the Base JKA rocket launcher.
- Storm Commando [CUSTOMIZABLE]
- Can equip a pistol, blaster rifle, disrutor rifle, concussion grenades or a thermal detonator.
- Can also invest in extra reinforcements, dodge, dash, quickthrow, extra shielding, shield recharge, and a radar scanner ability.
- Vader
- Limited mobility by removing force Jump in exchange for improved saber and force abilities.
- Palpatine
- Improved lightsaber attack at the cost of lightsaber defense and survivability.
- Savage
- Gave Force Rage
- Tavion
- Gave Force empower
- Sion
- Gave Force Rage
- Boba
- Increased EE3 Carbine ROF
- The following Villain Classes are mostly unchanged from 1.10.X
- Geonosian, Magna Guard, Thug, Death Trooper, Royal Protector
- Mercenary Shooter, Tusken Raider, Dark Trooper, Noghri Death Commando, Kowakian Monkey Lizard, Imperial Marshal, Imperial Director, Armored Commando, Gammorean,
- Burg, Galak, Reelo, Thrawn,. Zuckus, Boskk, Jango, Jabba, Wat Tambor, Durge, Zam, Hondo, Cade, Force Master, Jerec, Mara,
- Tavion, Traya, Nihilus, Malak, Sith Assassin, General Greivous, Berserker, Kylo Ren, Duelist, Dark Persuer
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