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TC patch-notes 2026-07-11 - Printable Version +- SWGNexus Forum (https://swgnexus.com/forum) +-- Forum: About Nexus (https://swgnexus.com/forum/Forum-About-Nexus) +--- Forum: Patch & Updates (https://swgnexus.com/forum/Forum-Patch-Updates) +--- Thread: TC patch-notes 2026-07-11 (/Thread-TC-patch-notes-2026-07-11) |
TC patch-notes 2026-07-11 - loganskenove - 07-16-2026 Nexus Update v0.32.3 v0.32.1 Patch Notes: - July 10th, 2026 SWG Nexus Patch Notes - v0.32.3 Combat Balance - Player action regen rates increased by approximately +40%. - Reduced action and mind regen rates on all mobs. - Reduced HAM and DPS on Elites. - Reduced mob Block Amount from 2x level to 1.5x level. - Several adjustments made to increase mob diversity and improve overall combat feel: Adjusted DPS across different mob types (droids and creatures). Regen rates are now unique and differentiated based on creature vs droid vs humanoid. Increased creature health while decreasing their armor. Decreased defense on creatures to 45% of the original amount and to 70% for humanoids. Loot - Updated loot tables to remove Jedi-related items such as crystals, robes, holocrons, and sabers. - Added more weight toward dynamic weapon and armor loot drops. - Swapped out specific ranged weapon loot groups with the dynamic loot system for better variance. - Armor and weapons now have a dynamic amount of condition relative to the weapon’s combat level. Looted items now reflect real usage and come with some decay. - Looted armor has been balanced to be slightly less effective, making crafted gear more appealing. - Fixed dynamic looted melee weapon ranges to be consistent with crafted weapons. - Evened out the odds of looting a melee versus a ranged weapon (previously leaned heavily toward ranged). Surveying - Updated the “Surveying” skill modifier so it now properly affects values outside of skill-granted amounts. This impacts: Action/Mind cost from hand sampling Time interval between hand sampling Minimum resource density required to hand sample Chance to have a successful sampling roll Actual hand sampling yield amount Gambling chances of success - Hand sampling time interval now follows a diminishing returns curve (starts at 45 seconds with no skills and shortens quickly). - Increased the maximum chance for a successful sample roll from 70% to 75%. - Fixed an issue where every sample was incorrectly triggering a “gamble” success event that increased the sample amount by 4x. - Increased the base amount returned by hand sampling to better balance extraction rates. - Fixed the gambling system that was incorrectly forcing a success at the Surveying IV skill box. Progression - Fixed an issue where Wilderness XP was incorrectly being converted to Scout XP during character reloads. - Temporarily reduced Wilderness XP requirements to 40% of the original amounts for Beta testing. - Reduced Surveying XP gained when sampling to half the amount of resources acquired (down from 3x the resource amount). This change was made because Surveying XP progression was advancing too quickly relative to the rest of the Artisan grind. Entertainer - Added expertise buff packages to various Entertainer skills: Go With the Flow → Master Entertainer Flush with Success → Master Dancer DoT Resistance → Dancer x4xx Healer → Dancer xx4x Second Chance → Master Musician Harvest Faire → Musician x4xx Hand Sampling → Musician xx4x - Updated stats on Entertainer buffs to better balance the usefulness of skill points across the profession. - Entertainer XP Buffs now apply to all XP types, with the exception of Politician and Bounty Hunter. Miscellaneous - Added support for the Extract DNA ability for Novice Bio-Engineer (grants Beast Master DNA but Bio-Engineer DNA XP). - Lairs now receive 5x damage after all spawned enemies have been destroyed. - Removed all daily mission limits (both XP and payout limits). - Entertainer camp modules now also improve the automatic mind wound healing the camp provides (in addition to battle fatigue). - Updated weapon decay to start at 40% condition (up from 25%). - Fixed an issue with crafted weapon cores that caused min damage to be higher than max damage on low-quality crafting results. - Added a wider damage range on basic weapon cores and a higher minimum damage on advanced cores. - Removed the Creature Handler profession and its trainers temporarily (until after the planned revamp). User Interface Experience Monitor - Fixed the Experience Monitor so it now correctly retains the tracked skills separately for each character. - The Experience Monitor will now automatically switch to the next logical skill when you train a skill you are currently tracking. - Fixed an issue where tracked skills were being lost when traveling (particularly on Tansarii). Profession Screen - Fixed refresh issues so that if no skill is selected, the mods and commands tables are now blank instead of showing dummy data. - The profession screen now remembers the last selected profession and skill for each character. - The currently selected skill now retains focus even when hovering over other skill boxes. A Note from the Team This mid-Beta patch was released specifically to address player concerns and feedback gathered during testing. We genuinely appreciate everyone’s active involvement in the Beta — your submitted bugs, suggestions, and patience are helping us shape a better game. We know that live tuning and balance work will always be part of development, and we’re fully committed to listening and iterating quickly when needed. While this particular patch wasn’t originally planned in our feature roadmap, we felt it was important to respond directly to the community’s experience in Beta. Thank you again for being part of the journey. We’re here for it — see you in the galaxy! |