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    SWGNexus Forum About Nexus Patch & Updates TC patch-notes 2025-08-20



     
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    TC patch-notes 2025-08-20
    loganskenove
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    The user was verified on 05/19/2025 at 02:18 AM
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    #1
    08-20-2025, 03:51 AM
    Nexus Update v0.27.0
    Patch Notes: - Aug 18, 2025
    SWG Nexus v0.27.0 Patch Notes

    SWG Nexus Patch Notes - v0.27.0
    This massive update represents a complete overhaul of the medical system, reintroducing classic elements like the Mind pool, Wounds, and Battle Fatigue while centering progression around resource-driven crafting. We've drawn the best from each era to create a tactical, interdependent healing ecosystem that rewards strategy, profession synergy, and high-quality resources.

    These notes provide concise summaries—full details on skill trees, commands, abilities, schematics, and more are available on the wiki:

    Medic Wiki
    Combat Medic Wiki
    Doctor Wiki

    Medics form the foundational layer for crafting and basic healing, Combat Medics bring offensive DOTs and ranged support, and Doctors excel in advanced wound care, buffs, and revives. Bio-Engineers supply elite components, while Tailors contribute essential items like Fire Blankets and Bandages. Most NGE-style abilities now integrate craftable enhancers for boosted effects, blending Pre-CU's resource emphasis with CU's balance and NGE's pace.


    Key System Changes



    - Wound and Battle Fatigue Management: Wounds impact Health, Action, and Mind pools, demanding specialized medpacks and treatments. Battle Fatigue accumulates in combat, lowering healing efficiency—counter it via rest, buffs, or expert care.

    - Crafting Focus: Medical items (stims, medpacks, enhancers, DOT units) scale with resource quality for potency, duration, and charges. Pre-CU components return, crafted by Medics and shared across professions.

    - Enhancers for Abilities: Commands pair with crafted enhancers to amplify potency, range, or effects, unlocked and crafted by the relevant profession.
    Profession Interdependence: Medics enable core crafting and healing; Combat Medics add DOTs and ranged aid; Doctors manage wounds, buffs, and revives. Bio-Engineers craft advanced components (e.g., biological controllers); Tailors produce Fire Blankets (for Extinguish) and Bandages (basic wounds).

    - Balance Tweaks: Healing scales with skills and gear for better PvP/PvE viability. Debuffs, AoE heals, and revives are enhanced, but resource costs and cooldowns promote thoughtful play over spamming.


    Medic Profession Summary


    The gateway to medical expertise, ideal for new healers or crafters. Medics deliver field healing, wound treatment, and debuff removal, while crafting key items like Stimpacks (A-D), Wound Medpacks (A-B), and suspensions. Skill branches: Medical Augmentation (buffs/stabilization), Organic Chemistry (crafting), Medical Support (group heals), First Aid (debuff cures).

    - Key Unlocks: Bacta Shot (close-range heal), Bacta Spray (AoE heal with movement penalty), Bacta Infusion (HoT), Stabilize/Drag (support), Bandage/Decontaminate/Detox/Extinguish (first aid).

    - Crafting Highlights: Basic stims for self/group, wound packs for Health/Action, components for higher professions and Bio-Engineers.
    Playstyle: Efficient field medicine merging Pre-CU depth with NGE ease. Essential stepping stone to specialization.


    Combat Medic Profession Summary

    A versatile hybrid for aggressive support—heal from afar while deploying chemical/biological attacks. Expands on Medic with DOT units, debuffs, and control. Skill branches: Chemical/Biological Warfare (offense), Distance Healing (ranged/AoE cures), Bio-Suppression (debuffs).

    - Key Unlocks: Bacta Toss (medium-range heal), Area Decontaminate/Detox (group cures), Electrolyte Drain/Shock/Thyroid Rupture (debuffs), Resuscitate (revive), Rheumatic Calamity (backfire debuff), Bacta Corruption (heal reduction), Reckless Stimulation (Action restore at Health cost).

    - Crafting Highlights: DOT units (Deuterium/Infection/Neurotoxin, single/AoE A-C) for Health/Action/Mind damage, enhancers for debuffs/heals, Resuscitation Kits.

    - Playstyle: Mobile PvP/PvE healer with offensive edge. Enhancers and resources boost DOT potency and heals.


    Buffs

    - Nutrient Injection shares cooldown with other buffs; base adds 5% Health Regen (out-of-combat only, no enhancer scaling).
    - Poison Inoculation buffs: +15 Poison Absorption base (no enhancer scaling).
    - Disease Inoculation buffs: +15 Disease Absorption base (no enhancer scaling).

    Combat Medic DOTs

    - DOTs show themed throwing animations/effects.
    - Consumable DOTs grant Medical XP on application, not damage.
    - Fly Text for insufficient action/mind or out-of-range DOT use, plus medical logs.
    - DOT strength scales uncapped with "Medical Warfare Efficiency" mod, including equipment.
    - Anti-spam timer for consumable DOTs based on "Medical Warfare Efficiency" (6s start, 2s cap).
    - New commands: /applyPoison, /applyDisease, /applyFire for macro/chat auto-consume.
    - Skill trainer XP conversions updated:

    -- Healing Efficiency: Medical XP up to 10 points (120k/point)
    -- Medical Warfare Efficiency: Medical XP up to 10 points (120k/point)
    -- Medicine Use: Medical XP up to 5 points (275k/point)
    -- Combat Medicine Use: Medical XP up to 5 points (275k/point)
    -- Combat Medicine Assembly: Medicine Crafting XP up to 12 points (16k/point)
    -- Combat Medicine Experimentation: Medicine Crafting XP up to 12 points (16k/point)
    -- Bio-Engineer Assembly: Medicine Crafting XP up to 12 points (16k/point)
    -- Bio-Engineer Experimentation: Medicine Crafting XP up to 12 points (16k/point)


    Combat


    - Repurposed Poisons for direct Mind damage (limited like Disease to Action).
    - Enhancer strength configurable per action, up to 3x base for capped (e.g., heals).
    - DOTs may cause wounds/Battle Fatigue:

    -- Energy/Kinetic/Cold: Battle Fatigue
    -- Bleeding/Fire: Health Wounds
    -- Acid/Disease: Action Wounds
    -- Electric/Poison: Mind Wounds


    Loot

    - Updated lootable components:

    -- Janta Blood: Quantity 4-12, Power 275-800
    -- Rancor Bile: Quantity 4-12, Power 100-400, Charges 50-100

    - New Janta loot table (Janta Blood, Heavy Duty Leather, etc.) for Dantooine NPCs: Dantari Raiders, Janta, Kunga, Mokk (odds by level).
    - Custom Rancor loot table for Rancor Bile/Tooth.
    - Lootable components based on Advanced for substitution.

    Miscellaneous

    - New Tend Wound icon.
    - Added backend unit testing framework for stability (initial coverage, integrated with compile/ANT build).
    - QA utility script for loot table reports (god mode/QA script required): Target/object ID shows items, drop %, groups.
    - Removed from instant delete: biologic_effect_controller, biologic_effect_controller_advanced, dispersal_mechanism, dispersal_mechanism_advanced, infection_amplifier, infection_amplifier_advanced, infection_amplifier_donkuwah, janta_blood, liquid_delivery_suspension, liquid_delivery_suspension_advanced, rancor_bile, release_mechanism_duration, release_mechanism_duration_advanced, resilience_compound, solid_delivery_shell, solid_delivery_shell_advanced.

    This patch elevates SWG Nexus by harmonizing Pre-CU's craftsmanship, CU's equilibrium, and NGE's fluidity into a richer medical landscape. Dive in, experiment with resources, and heal your way to victory!

    N3X-U5 signing off
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