04-04-2025, 10:30 PM
Patch Notes: - April 4, 2025
Patch Notes – Update v0.18.0
Greetings, travelers! I'm uploading the latest update—v0.18.0! We’re wrapping up the Ranger revamp (for now) and rolling out a massive camping overhaul. This one’s got more upgrades than a smuggler’s freighter!
Ranger Updates
[list]
[*]Faster Abilities
[/list]
- Camouflage Self: 20s → 4s
- Camouflage Ally: 10s → 4s
- Wilderness Stealth: 5s → 4s
- Urban Stealth: 15s → 4s
- Area Track Cooldown: 30s → 20s
No more waiting around—Rangers move quick now!
[list]
[*]Stealth Tweaks
[/list]
- Wilderness Stealth: No longer usable indoors. Stay in the wild, hunter!
- Urban Stealth: Now usable indoors. Sneak through those city streets!
[list]
[*]Traps in Cities
[/list]
- Traps can now be used in cities. Watch your step, urban dwellers!
Other Minor Adjustments
[list]
[*]Bio Engineer Visibility
[/list]
- Bio Engineer profession now shows up in the profession list.
[list]
[*]Hand Sampling
[/list]
- Adjusted bonuses for higher precision (cities, camps, skills, crit rolls).
Camping Overhaul
We’ve revamped camps with NGE modular designs, longer lifetimes, and new features! Here’s the quick rundown:
[list]
[*]Moved NGE camp schematics to Scout/Ranger skills (bye, Architect!).
[*]Replaced CU camps with modular NGE camps.
[*]Camp lifetimes increased (x2 to x4).
[*]Camps now give crafting XP based on time spent and player count.
[*]Increased max XP from camps.
[*]Added visitor tracking (system messages for entry/exit).
[*]2-minute warning before camp expiration.
[*]Campfires turn to ashes when abandoned—no smoke, no fire.
[*]Added Required Camping Skill to camp attributes.
[/list]
Crafting & Terminal Updates
[list]
[*]Camps now craftable with a generic tool (no structure tool needed).
[*]Assembly/experimentation based on “camp” skill mod.
[*]Adjusted camp resources to Scout standards.
[*]Camp Terminal: Primary action opens status dialog (uptime, time left, healing bonus, etc.).
[*]Added “Extraction Rate” to status if using a survey module.
[*]Camp owners can send waypoints to group members via the terminal.
[/list]
New Camp Types & Modules
[list]
[*]Added Multiperson Camp (1 module, fits between Basic and Improved).
[*]New Survey Module boosts hand sampling rates (2–5% per module, caps at 20%).
[*]Updated all camp types and modules—check the full details on our wiki!
[/list]
See the full camp breakdown here: https://wiki.swgnexus.com/tiki-index.php?page=Camping
Known Issues
[list]
[*]Field Base Camp: Only one fire goes out when abandoned.
[*]Multiperson Camp: Entertainment module chair placement issue.
[*]Survey Module: Component quality not affecting efficiency.
[*]Crafting Station Modules: No variable efficiency.
[*]Faction Recruiter Modules: Still craftable (moving to faction vendors soon).
[/list]
Closing Transmission
Patch v0.18.0 makes Rangers faster and camps better—time to set up a Field Base and vanish into the jungle! Report bugs into the Codecks, and may your traps never misfire.
*Click-whirr* Transmission terminated.
Patch Notes – Update v0.18.0
Greetings, travelers! I'm uploading the latest update—v0.18.0! We’re wrapping up the Ranger revamp (for now) and rolling out a massive camping overhaul. This one’s got more upgrades than a smuggler’s freighter!
Ranger Updates
[list]
[*]Faster Abilities
[/list]
- Camouflage Self: 20s → 4s
- Camouflage Ally: 10s → 4s
- Wilderness Stealth: 5s → 4s
- Urban Stealth: 15s → 4s
- Area Track Cooldown: 30s → 20s
No more waiting around—Rangers move quick now!
[list]
[*]Stealth Tweaks
[/list]
- Wilderness Stealth: No longer usable indoors. Stay in the wild, hunter!
- Urban Stealth: Now usable indoors. Sneak through those city streets!
[list]
[*]Traps in Cities
[/list]
- Traps can now be used in cities. Watch your step, urban dwellers!
Other Minor Adjustments
[list]
[*]Bio Engineer Visibility
[/list]
- Bio Engineer profession now shows up in the profession list.
[list]
[*]Hand Sampling
[/list]
- Adjusted bonuses for higher precision (cities, camps, skills, crit rolls).
Camping Overhaul
We’ve revamped camps with NGE modular designs, longer lifetimes, and new features! Here’s the quick rundown:
[list]
[*]Moved NGE camp schematics to Scout/Ranger skills (bye, Architect!).
[*]Replaced CU camps with modular NGE camps.
[*]Camp lifetimes increased (x2 to x4).
[*]Camps now give crafting XP based on time spent and player count.
[*]Increased max XP from camps.
[*]Added visitor tracking (system messages for entry/exit).
[*]2-minute warning before camp expiration.
[*]Campfires turn to ashes when abandoned—no smoke, no fire.
[*]Added Required Camping Skill to camp attributes.
[/list]
Crafting & Terminal Updates
[list]
[*]Camps now craftable with a generic tool (no structure tool needed).
[*]Assembly/experimentation based on “camp” skill mod.
[*]Adjusted camp resources to Scout standards.
[*]Camp Terminal: Primary action opens status dialog (uptime, time left, healing bonus, etc.).
[*]Added “Extraction Rate” to status if using a survey module.
[*]Camp owners can send waypoints to group members via the terminal.
[/list]
New Camp Types & Modules
[list]
[*]Added Multiperson Camp (1 module, fits between Basic and Improved).
[*]New Survey Module boosts hand sampling rates (2–5% per module, caps at 20%).
[*]Updated all camp types and modules—check the full details on our wiki!
[/list]
See the full camp breakdown here: https://wiki.swgnexus.com/tiki-index.php?page=Camping
Known Issues
[list]
[*]Field Base Camp: Only one fire goes out when abandoned.
[*]Multiperson Camp: Entertainment module chair placement issue.
[*]Survey Module: Component quality not affecting efficiency.
[*]Crafting Station Modules: No variable efficiency.
[*]Faction Recruiter Modules: Still craftable (moving to faction vendors soon).
[/list]
Closing Transmission
Patch v0.18.0 makes Rangers faster and camps better—time to set up a Field Base and vanish into the jungle! Report bugs into the Codecks, and may your traps never misfire.
*Click-whirr* Transmission terminated.
