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		<title><![CDATA[SWGNexus Forum - All Forums]]></title>
		<link>https://swgnexus.com/forum/</link>
		<description><![CDATA[SWGNexus Forum - https://swgnexus.com/forum]]></description>
		<pubDate>Thu, 07 May 2026 07:00:29 +0000</pubDate>
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		<item>
			<title><![CDATA[TC patch-notes 2025-11-12]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-11-12</link>
			<pubDate>Wed, 12 Nov 2025 16:45:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-11-12</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.29.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - November 11, 2025</span><br />
<br />
Greetings, brave galaxy explorers! We are rolling in hot with the latest patch notes for v0.29.0. We've been tinkering in the engine bays, squashing bugs, and turbocharging combat to feel just like the golden pre-NGE days, but better. Strap in—these changes will make your blasters sing and your foes scatter.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Bug Squashes and Misc Tweaks</span></span><br />
<br />
We've patched up the galaxy's glitches to keep things smooth and fair:<br />
<br />
- Bio Engineer schematics now properly use Bio Engineer Assembly and Experimentation tools—no more Food or Medical mix-ups.<br />
- Defense buffs like Center of Being, State Changes, and SL Rally now boost your base defense rating in combat. Stand taller against incoming fire!<br />
- Fixed skill removal (from UI or Frog) breaking the 50% wound cap. You'll never get permanently downed with wounds over your total HAM again—wounds stay locked at max 50%.<br />
- HAM pools recalculate correctly on level-ups. Level up without the ouch!<br />
- Mapped Engine Overhaul - Mark I<br />
, Engine Overhaul - Mark II<br />
, Engine Stabilizer - Mark I<br />
, and Engine Stabilizer - Mark II to the correct Shipwright skill boxes.<br />
- Updated the ISDs and Mon Cal Cruisers in the  planetary atmospheres.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Food Fixes: Nom Nom Buffs Restored</span></span><br />
<br />
Your rations are back in fighting shape:<br />
<br />
- Flameout and Synthsteak Damage Mitigation buffs cranked up x10 for that extra tankiness.<br />
- Caf is now on the bartender menu where it belongs.<br />
- T’illa T’iil applies its digestion buff properly.<br />
- Buff strings fixed on Kiwik Clusjo, Citros Snow Cake, and T’illa T’iil.<br />
- Ahrisa buff now applies without blocking higher-medical gear.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Equipment Overhauls: No More Ghost Repairs</span></span><br />
<br />
Gear handles smarter now—disabled stuff stays disabled:<br />
<br />
- Can't repair already broken/disabled equipment.<br />
- Disabled gear auto-unequips with a handy system message.<br />
- Can't equip disabled gear (message explains why), but disabled armor still works for looks.<br />
- Faction armor schematics updated to use Nexus skills, ditching old NGE requirements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Skill Polishes</span></span><br />
<br />
Sharpened your edges:<br />
<br />
- Heavy Weapon Action Cost skill mod string fixed.<br />
- Added tons of missing strings for combat skill mods and descriptions.<br />
- All combat professions now include state and posture defenses in their skills.<br />
- Trainers updated with state and posture defense modifiers.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">UI Glow-Ups: Slicker Than a Bantha's Hide</span></span><br />
<br />
The interface just got a major polish:<br />
<br />
- Poison/Disease Inoculation buffs moved to the buff section (not debuffs) on your HUD.<br />
- Character sheet skill mods page cleaned up: Nexus-friendly categories, removed ~30 NGE restrictions, added 100+ missing mods.<br />
- New computed combat mods on character sheet: Evasion Reduction and Glancing Blow Reduction.<br />
- Bartender UI now shows live buff details as you select menu items—always up-to-date!<br />
- XP Monitor is here! Track progress on up to 5 trainable skills (ones you're qualified for but haven't trained yet). <br />
<br />
   - Saves your selections per toon.<br />
   - Tooltip shows XP earned/required.<br />
   - Color-shifts when you hit/exceed 100%.<br />
   - Fully movable and persistent. Pre-NGE nostalgia unlocked!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">States System: Chaos in the Best Way</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Whoa, hold onto your circuits! </span>A brand-new states system brings back Dizzy, Blind, Stun, and Intimidated. Abilities can stack multiple states with custom chances and durations. Rolls factor in ability chance, target defense, level gap, and Intimidate buffs (5-95% range). States don't stack on the same target.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Abilities and Their States:</span><br />
<br />
- Burst Shot: Stun (15%, 24s) | Improved: (35%, 32s)<br />
- Intimidate Shot: Intimidate (50%, 15s)<br />
- Confusion Shot: Stun + Dizzy (35% each, 35s) | Improved: (65% each, 45s)<br />
- Eye Shot: Blind (30%, 30s) | Improved: (50%, 50s)<br />
- Intimidate: (40%, 10s) | Improved: (60%, 15s)<br />
- Stunning Blow: Stun (40%, 24s) | Improved: (40%, 32s)<br />
- Dizzy Attack: (15%, 8s) | Improved: (30%, 12s) | Advanced: (60%, 16s)<br />
- Blind Attack: (30%, 20s) | Improved: (35%, 25s) | Advanced: (45%, 30s)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">State Debuffs:</span><br />
<br />
- Dizzy: Ranged/Melee Def -100, Acc -40; KD chance on posture changes.<br />
- Blind: Ranged/Melee Def -25, Acc -160.<br />
- Stun: Damage -10%, Ranged/Melee Def -50, Acc -80.<br />
- Intimidate: Damage -50%, Ranged/Melee Def -50; -10% state apply chance to others, +15% chance to get states yourself.<br />
<br />
Cure with Dizzy/Stun/Blind Recovery (only if afflicted): 60% base success, boosted by your defense stat.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Posture Changes:</span><br />
<br />
- Up: Startle Shot series (min 10% roll).<br />
- Down: Charge Shot series, Sweep/Spin/Leg Hit series.<br />
- 30s immunity after any change.<br />
- Forced changes (Roll/Dive/Kip Up Shot) always succeed, skip Dizzy KD.<br />
- NPC stands from KD after ~5s.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Whew! That's v0.29.0 locked and loaded. Combat's never felt more alive—test those states and postures in the field! Report bugs, share triumphs, and keep the galaxy spinning.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">N3X-U5 out.</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.29.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - November 11, 2025</span><br />
<br />
Greetings, brave galaxy explorers! We are rolling in hot with the latest patch notes for v0.29.0. We've been tinkering in the engine bays, squashing bugs, and turbocharging combat to feel just like the golden pre-NGE days, but better. Strap in—these changes will make your blasters sing and your foes scatter.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Bug Squashes and Misc Tweaks</span></span><br />
<br />
We've patched up the galaxy's glitches to keep things smooth and fair:<br />
<br />
- Bio Engineer schematics now properly use Bio Engineer Assembly and Experimentation tools—no more Food or Medical mix-ups.<br />
- Defense buffs like Center of Being, State Changes, and SL Rally now boost your base defense rating in combat. Stand taller against incoming fire!<br />
- Fixed skill removal (from UI or Frog) breaking the 50% wound cap. You'll never get permanently downed with wounds over your total HAM again—wounds stay locked at max 50%.<br />
- HAM pools recalculate correctly on level-ups. Level up without the ouch!<br />
- Mapped Engine Overhaul - Mark I<br />
, Engine Overhaul - Mark II<br />
, Engine Stabilizer - Mark I<br />
, and Engine Stabilizer - Mark II to the correct Shipwright skill boxes.<br />
- Updated the ISDs and Mon Cal Cruisers in the  planetary atmospheres.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Food Fixes: Nom Nom Buffs Restored</span></span><br />
<br />
Your rations are back in fighting shape:<br />
<br />
- Flameout and Synthsteak Damage Mitigation buffs cranked up x10 for that extra tankiness.<br />
- Caf is now on the bartender menu where it belongs.<br />
- T’illa T’iil applies its digestion buff properly.<br />
- Buff strings fixed on Kiwik Clusjo, Citros Snow Cake, and T’illa T’iil.<br />
- Ahrisa buff now applies without blocking higher-medical gear.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Equipment Overhauls: No More Ghost Repairs</span></span><br />
<br />
Gear handles smarter now—disabled stuff stays disabled:<br />
<br />
- Can't repair already broken/disabled equipment.<br />
- Disabled gear auto-unequips with a handy system message.<br />
- Can't equip disabled gear (message explains why), but disabled armor still works for looks.<br />
- Faction armor schematics updated to use Nexus skills, ditching old NGE requirements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Skill Polishes</span></span><br />
<br />
Sharpened your edges:<br />
<br />
- Heavy Weapon Action Cost skill mod string fixed.<br />
- Added tons of missing strings for combat skill mods and descriptions.<br />
- All combat professions now include state and posture defenses in their skills.<br />
- Trainers updated with state and posture defense modifiers.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">UI Glow-Ups: Slicker Than a Bantha's Hide</span></span><br />
<br />
The interface just got a major polish:<br />
<br />
- Poison/Disease Inoculation buffs moved to the buff section (not debuffs) on your HUD.<br />
- Character sheet skill mods page cleaned up: Nexus-friendly categories, removed ~30 NGE restrictions, added 100+ missing mods.<br />
- New computed combat mods on character sheet: Evasion Reduction and Glancing Blow Reduction.<br />
- Bartender UI now shows live buff details as you select menu items—always up-to-date!<br />
- XP Monitor is here! Track progress on up to 5 trainable skills (ones you're qualified for but haven't trained yet). <br />
<br />
   - Saves your selections per toon.<br />
   - Tooltip shows XP earned/required.<br />
   - Color-shifts when you hit/exceed 100%.<br />
   - Fully movable and persistent. Pre-NGE nostalgia unlocked!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">States System: Chaos in the Best Way</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Whoa, hold onto your circuits! </span>A brand-new states system brings back Dizzy, Blind, Stun, and Intimidated. Abilities can stack multiple states with custom chances and durations. Rolls factor in ability chance, target defense, level gap, and Intimidate buffs (5-95% range). States don't stack on the same target.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Key Abilities and Their States:</span><br />
<br />
- Burst Shot: Stun (15%, 24s) | Improved: (35%, 32s)<br />
- Intimidate Shot: Intimidate (50%, 15s)<br />
- Confusion Shot: Stun + Dizzy (35% each, 35s) | Improved: (65% each, 45s)<br />
- Eye Shot: Blind (30%, 30s) | Improved: (50%, 50s)<br />
- Intimidate: (40%, 10s) | Improved: (60%, 15s)<br />
- Stunning Blow: Stun (40%, 24s) | Improved: (40%, 32s)<br />
- Dizzy Attack: (15%, 8s) | Improved: (30%, 12s) | Advanced: (60%, 16s)<br />
- Blind Attack: (30%, 20s) | Improved: (35%, 25s) | Advanced: (45%, 30s)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">State Debuffs:</span><br />
<br />
- Dizzy: Ranged/Melee Def -100, Acc -40; KD chance on posture changes.<br />
- Blind: Ranged/Melee Def -25, Acc -160.<br />
- Stun: Damage -10%, Ranged/Melee Def -50, Acc -80.<br />
- Intimidate: Damage -50%, Ranged/Melee Def -50; -10% state apply chance to others, +15% chance to get states yourself.<br />
<br />
Cure with Dizzy/Stun/Blind Recovery (only if afflicted): 60% base success, boosted by your defense stat.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Posture Changes:</span><br />
<br />
- Up: Startle Shot series (min 10% roll).<br />
- Down: Charge Shot series, Sweep/Spin/Leg Hit series.<br />
- 30s immunity after any change.<br />
- Forced changes (Roll/Dive/Kip Up Shot) always succeed, skip Dizzy KD.<br />
- NPC stands from KD after ~5s.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Whew! That's v0.29.0 locked and loaded. Combat's never felt more alive—test those states and postures in the field! Report bugs, share triumphs, and keep the galaxy spinning.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">N3X-U5 out.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-09-28]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-09-28</link>
			<pubDate>Sun, 28 Sep 2025 09:41:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-09-28</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.28.0</span><br />
<br />
<span style="font-size: large;" class="mycode_size">S<span style="font-weight: bold;" class="mycode_b">ecret Research Data – Faction-Exclusive Enhancements</span></span><br />
<br />
Available to "Captain"-ranked Imperials or Rebels via faction recruiters, this limited-use schematic (75k credits, adjustable by faction modifiers) yields 15 Secret Research Data units.<br />
<br />
- Restricted to Master Smugglers for crafting, utilizing generic or weapon stations—no factory production, emphasizing handmade quality.<br />
- Incorporates faction locking for superior results, with a tradeoff in usability.<br />
- Leverages Illicit Assembly/Experimentation skills for optimal outcomes; effectiveness boosts BE additives by 2-10% based on resources and execution.<br />
- Notably, schematics now require Entangle Resistance (ER) as a key resource attribute—a significant addition, given ER's growing role in countering crowd control mechanics across the game.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Medical – Streamlined Healing Protocols</span></span><br />
<br />
- Pre-consumption checks for DOTs ensure validity (target type, distance, etc.), preventing wasteful applications.<br />
- Bacta abilities and enhancers now function correctly on allies.<br />
- Medical XP awards: 2% of healed health for others, 0.4% for self-heals.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Smuggler – Broadened Illicit Expertise</span></span><br />
<br />
- Skill mods renamed to Illicit Assembly/Experimentation, expanding coverage to all smuggler crafts—including the vital role in producing high-quality Secret Research Data.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Commando – Enhanced Tactical Depth</span></span><br />
<br />
Commandos receive substantial attention this patch, addressing prior limitations in action economy and survivability. New modifiers bolster efficiency:<br />
<br />
- Heavy Weapon Action Reduction<br />
- AoE Damage Resistance<br />
- Grenade Throwing Distance<br />
- Paired with fresh abilities: It Burns!, Stand Fast, Position Secured, Armor Shredder, and Burn Down!—providing the action boost commandos deserved for more dynamic engagements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat – Refined Engagement Modifiers</span></span><br />
<br />
- Introduced Creature Hit Bonus (e.g., for Gralinyn Juice): +0.5 accuracy per point against creatures.<br />
- Added Ranged and Melee Damage Mitigation: Limits maximum damage as a percentage of the weapon's range, mitigating high-roll threats.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">User Interface – Improved Clarity and Feedback</span></span><br />
<br />
- Mind Bar extended to group displays.<br />
- Standardized HAM bars for uniform presentation across all views (player, targets, pets, groups).<br />
- New optional HUD element for Food/Drink meters (default: enabled), with tooltips for precise filling data.<br />
- Character sheet updated with integrated fill bars and a cleaner layout.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Space –– Visual and Atmospheric Upgrades</span></span><br />
<br />
- New 4K planets have been integrated into space systems, delivering a modern, refreshed aesthetic that transforms the feel of interstellar travel.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">General – System-Wide Polish</span></span><br />
<br />
- Crafting engine now fully supports Entangle Resistance as a resource attribute, underscoring its importance in builds.<br />
 - Flat-rate regen buffs compatible with percentage-based ones for hybrid regeneration strategies.<br />
- Janta Blood visuals enhanced with updated texture and palette.<br />
- Space fatalities no longer inflict wounds or battle fatigue.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Test Center Frog Love – Developer Tools for Thorough Testin</span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">g</span></span><br />
<br />
A dedicated suite of frog enhancements for realistic and extreme scenario testing:<br />
<br />
- "Standard Buffs" collection: Includes comprehensive medic enhancements, squad leader perks, and extensive inspiration buffs to simulate live gameplay.<br />
- "God" buffs restricted to God-mode users, calibrated to Nexus standards for balanced evaluation.<br />
- Fixed Inspiration buffs on the frog—they now apply reliably, utilizing an exaggerated point allocation for broad variety (far exceeding entertainer capabilities, purely for testing breadth).<br />
- Added option for capped Secret Research Data under Items → Misc, enabling safe experimentation.<br />
<br />
<br />
There you have it—v0.28.0, refined for excellence. If queries arise, the Discord channels await.<br />
N3X-U5 signing off.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.28.0</span><br />
<br />
<span style="font-size: large;" class="mycode_size">S<span style="font-weight: bold;" class="mycode_b">ecret Research Data – Faction-Exclusive Enhancements</span></span><br />
<br />
Available to "Captain"-ranked Imperials or Rebels via faction recruiters, this limited-use schematic (75k credits, adjustable by faction modifiers) yields 15 Secret Research Data units.<br />
<br />
- Restricted to Master Smugglers for crafting, utilizing generic or weapon stations—no factory production, emphasizing handmade quality.<br />
- Incorporates faction locking for superior results, with a tradeoff in usability.<br />
- Leverages Illicit Assembly/Experimentation skills for optimal outcomes; effectiveness boosts BE additives by 2-10% based on resources and execution.<br />
- Notably, schematics now require Entangle Resistance (ER) as a key resource attribute—a significant addition, given ER's growing role in countering crowd control mechanics across the game.<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Medical – Streamlined Healing Protocols</span></span><br />
<br />
- Pre-consumption checks for DOTs ensure validity (target type, distance, etc.), preventing wasteful applications.<br />
- Bacta abilities and enhancers now function correctly on allies.<br />
- Medical XP awards: 2% of healed health for others, 0.4% for self-heals.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Smuggler – Broadened Illicit Expertise</span></span><br />
<br />
- Skill mods renamed to Illicit Assembly/Experimentation, expanding coverage to all smuggler crafts—including the vital role in producing high-quality Secret Research Data.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Commando – Enhanced Tactical Depth</span></span><br />
<br />
Commandos receive substantial attention this patch, addressing prior limitations in action economy and survivability. New modifiers bolster efficiency:<br />
<br />
- Heavy Weapon Action Reduction<br />
- AoE Damage Resistance<br />
- Grenade Throwing Distance<br />
- Paired with fresh abilities: It Burns!, Stand Fast, Position Secured, Armor Shredder, and Burn Down!—providing the action boost commandos deserved for more dynamic engagements.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat – Refined Engagement Modifiers</span></span><br />
<br />
- Introduced Creature Hit Bonus (e.g., for Gralinyn Juice): +0.5 accuracy per point against creatures.<br />
- Added Ranged and Melee Damage Mitigation: Limits maximum damage as a percentage of the weapon's range, mitigating high-roll threats.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">User Interface – Improved Clarity and Feedback</span></span><br />
<br />
- Mind Bar extended to group displays.<br />
- Standardized HAM bars for uniform presentation across all views (player, targets, pets, groups).<br />
- New optional HUD element for Food/Drink meters (default: enabled), with tooltips for precise filling data.<br />
- Character sheet updated with integrated fill bars and a cleaner layout.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Space –– Visual and Atmospheric Upgrades</span></span><br />
<br />
- New 4K planets have been integrated into space systems, delivering a modern, refreshed aesthetic that transforms the feel of interstellar travel.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">General – System-Wide Polish</span></span><br />
<br />
- Crafting engine now fully supports Entangle Resistance as a resource attribute, underscoring its importance in builds.<br />
 - Flat-rate regen buffs compatible with percentage-based ones for hybrid regeneration strategies.<br />
- Janta Blood visuals enhanced with updated texture and palette.<br />
- Space fatalities no longer inflict wounds or battle fatigue.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Test Center Frog Love – Developer Tools for Thorough Testin</span></span><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">g</span></span><br />
<br />
A dedicated suite of frog enhancements for realistic and extreme scenario testing:<br />
<br />
- "Standard Buffs" collection: Includes comprehensive medic enhancements, squad leader perks, and extensive inspiration buffs to simulate live gameplay.<br />
- "God" buffs restricted to God-mode users, calibrated to Nexus standards for balanced evaluation.<br />
- Fixed Inspiration buffs on the frog—they now apply reliably, utilizing an exaggerated point allocation for broad variety (far exceeding entertainer capabilities, purely for testing breadth).<br />
- Added option for capped Secret Research Data under Items → Misc, enabling safe experimentation.<br />
<br />
<br />
There you have it—v0.28.0, refined for excellence. If queries arise, the Discord channels await.<br />
N3X-U5 signing off.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-08-26]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-08-26</link>
			<pubDate>Tue, 26 Aug 2025 21:12:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-08-26</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.27.1</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - August 26, 2025</span><br />
SWG Nexus v0.27.1 Patch Notes<br />
<br />
Greetings, Nexus travelers! N3X-U5, server patch droid, reporting in with the v0.27.1 update. This patch refines crafting with thematically aligned schematics, overhauls medical tools for our fast-paced combat, and freshens up the User Interface.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Crafting</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Schematic Ingredient Updates</span></span><br />
Adjusted ingredients for a thematic fit and usage balance on:<br />
<br />
- Electrolyte Drain Enhancer<br />
- Shock Enhancer<br />
- Infection DOT A/B/C<br />
- Area Infection DOT A/B/C<br />
- Deuterium DOT A/B/C<br />
- Area Deuterium DOT A/B/C<br />
- Neurotoxin DOT A/B/C<br />
- Area Neurotoxin DOT A/B/C<br />
- Resuscitate Kit<br />
- Revive Kit<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Stat Adjustments</span></span><br />
Tuned Power and Duration for:<br />
<br />
- Stimpacks A/B/C/D/E<br />
- Infection DOT A/B/C<br />
- Area Infection DOT A/B/C<br />
- Deuterium DOT A/B/C<br />
- Area Deuterium DOT A/B/C<br />
- Neurotoxin DOT A/B/C<br />
- Area Neurotoxin DOT A/B/C<br />
- Revive and Resuscitate Kits<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Other Crafting Changes</span></span><br />
<br />
- Script Cleanup: Removed old scripts causing unwanted attributes on these items.<br />
- Crafting Fixes: Resolved issues with incorrect appearances or failed creation attempts.<br />
- <span style="font-weight: bold;" class="mycode_b">New “Effectiveness” Value:</span> Added an experimental Effectiveness stat (1–500, plus subcomponent boosts) determining heal amounts for kits, now displayed in descriptions.<br />
- <span style="font-weight: bold;" class="mycode_b">Dynamic Range for Resuscitation Kits:</span> Combat Medics can craft kits with a range of 10–20 meters, adjustable via resources and experimentation.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Medicine</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Radial Menu Adjustment:</span> Temporarily removed “Place in Doctor Bag” option until Doctor Bag support is added.<br />
- <span style="font-weight: bold;" class="mycode_b">Infection DOT Fix:</span> Updated descriptions to correctly show “Action” damage (not “Stamina”) for newly crafted items—functionality was fine, just the text was off!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Revive and Resuscitate Overhaul</span></span><br />
<br />
- Fixed crafting issues with appearances and failures.<br />
- Reduced warmup time from 10s to 0s to match NGE’s fast combat pace.<br />
- Ensured kits trigger commands from toolbar or radial menu.<br />
- Updated combat logic to require kits, with proper messaging if missing.<br />
- Fixed Revive/Resuscitate dialogs for accurate target prompts.<br />
- Resuscitate Kits now require <span style="font-weight: bold;" class="mycode_b">Combat Medicine Use</span> skill, not Medicine Use.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Healing Breakdown</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Revive: </span>Health heals from 10% (minimum) to 50% at 1400 Effectiveness (uncapped); Action/Mind unchanged.<br />
- <span style="font-weight: bold;" class="mycode_b">Resuscitation:</span> Health at 10%, Action/Mind from 25% to 75% at 1400 Effectiveness (uncapped).<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Other Fixes &amp; Updates</span></span><br />
<br />
- Stimpack A/B Fix: Resolved script errors after removing Medicine Use requirement—now usable at the required level.<br />
- Appearance Updates: Refreshed looks for Infection Amplifiers, Liquid Suspension, Chemical Release Duration Mechanism, Resilience Compound, Deuterium DOTs A/B/C, and Stimpacks B/C/D/E.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">User Interface</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Planet Textures:</span> Updated textures for spaceport ticket terminal loading screens for a crisper galactic view.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Closing Transmission</span></span><br />
<br />
*That’s v0.27.1, travelers! This patch sharpens medical crafting precision, revamps Doctors tools for swift action, and further enhances the UI with a fresh look.<br />
N3X-U5, signing off with a diagnostic hum of approval]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.27.1</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - August 26, 2025</span><br />
SWG Nexus v0.27.1 Patch Notes<br />
<br />
Greetings, Nexus travelers! N3X-U5, server patch droid, reporting in with the v0.27.1 update. This patch refines crafting with thematically aligned schematics, overhauls medical tools for our fast-paced combat, and freshens up the User Interface.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Crafting</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Schematic Ingredient Updates</span></span><br />
Adjusted ingredients for a thematic fit and usage balance on:<br />
<br />
- Electrolyte Drain Enhancer<br />
- Shock Enhancer<br />
- Infection DOT A/B/C<br />
- Area Infection DOT A/B/C<br />
- Deuterium DOT A/B/C<br />
- Area Deuterium DOT A/B/C<br />
- Neurotoxin DOT A/B/C<br />
- Area Neurotoxin DOT A/B/C<br />
- Resuscitate Kit<br />
- Revive Kit<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Stat Adjustments</span></span><br />
Tuned Power and Duration for:<br />
<br />
- Stimpacks A/B/C/D/E<br />
- Infection DOT A/B/C<br />
- Area Infection DOT A/B/C<br />
- Deuterium DOT A/B/C<br />
- Area Deuterium DOT A/B/C<br />
- Neurotoxin DOT A/B/C<br />
- Area Neurotoxin DOT A/B/C<br />
- Revive and Resuscitate Kits<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Other Crafting Changes</span></span><br />
<br />
- Script Cleanup: Removed old scripts causing unwanted attributes on these items.<br />
- Crafting Fixes: Resolved issues with incorrect appearances or failed creation attempts.<br />
- <span style="font-weight: bold;" class="mycode_b">New “Effectiveness” Value:</span> Added an experimental Effectiveness stat (1–500, plus subcomponent boosts) determining heal amounts for kits, now displayed in descriptions.<br />
- <span style="font-weight: bold;" class="mycode_b">Dynamic Range for Resuscitation Kits:</span> Combat Medics can craft kits with a range of 10–20 meters, adjustable via resources and experimentation.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Medicine</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Radial Menu Adjustment:</span> Temporarily removed “Place in Doctor Bag” option until Doctor Bag support is added.<br />
- <span style="font-weight: bold;" class="mycode_b">Infection DOT Fix:</span> Updated descriptions to correctly show “Action” damage (not “Stamina”) for newly crafted items—functionality was fine, just the text was off!<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Revive and Resuscitate Overhaul</span></span><br />
<br />
- Fixed crafting issues with appearances and failures.<br />
- Reduced warmup time from 10s to 0s to match NGE’s fast combat pace.<br />
- Ensured kits trigger commands from toolbar or radial menu.<br />
- Updated combat logic to require kits, with proper messaging if missing.<br />
- Fixed Revive/Resuscitate dialogs for accurate target prompts.<br />
- Resuscitate Kits now require <span style="font-weight: bold;" class="mycode_b">Combat Medicine Use</span> skill, not Medicine Use.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Healing Breakdown</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Revive: </span>Health heals from 10% (minimum) to 50% at 1400 Effectiveness (uncapped); Action/Mind unchanged.<br />
- <span style="font-weight: bold;" class="mycode_b">Resuscitation:</span> Health at 10%, Action/Mind from 25% to 75% at 1400 Effectiveness (uncapped).<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Other Fixes &amp; Updates</span></span><br />
<br />
- Stimpack A/B Fix: Resolved script errors after removing Medicine Use requirement—now usable at the required level.<br />
- Appearance Updates: Refreshed looks for Infection Amplifiers, Liquid Suspension, Chemical Release Duration Mechanism, Resilience Compound, Deuterium DOTs A/B/C, and Stimpacks B/C/D/E.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">User Interface</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Planet Textures:</span> Updated textures for spaceport ticket terminal loading screens for a crisper galactic view.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Closing Transmission</span></span><br />
<br />
*That’s v0.27.1, travelers! This patch sharpens medical crafting precision, revamps Doctors tools for swift action, and further enhances the UI with a fresh look.<br />
N3X-U5, signing off with a diagnostic hum of approval]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-08-20]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-08-20</link>
			<pubDate>Wed, 20 Aug 2025 00:51:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-08-20</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.27.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - Aug 18, 2025</span><br />
SWG Nexus v0.27.0 Patch Notes<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">SWG Nexus Patch Notes - v0.27.0</span></span><br />
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.<br />
<br />
These notes provide concise summaries—full details on skill trees, commands, abilities, schematics, and more are available on the wiki:<br />
<br />
<a href="https://wiki.swgnexus.com/tiki-index.php?page=Medic" target="_blank" rel="noopener" class="mycode_url">Medic Wiki</a><br />
<a href="https://wiki.swgnexus.com/tiki-index.php?page=Combat-Medic" target="_blank" rel="noopener" class="mycode_url">Combat Medic Wiki</a><br />
<a href="https://wiki.swgnexus.com/tiki-index.php?page=Doctor" target="_blank" rel="noopener" class="mycode_url">Doctor Wiki</a><br />
<br />
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.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Key System Changes</span></span><br />
<br />
<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Wound and Battle Fatigue Management:</span> 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.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Crafting Focus:</span> 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.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Enhancers for Abilities:</span> Commands pair with crafted enhancers to amplify potency, range, or effects, unlocked and crafted by the relevant profession.<br />
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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Balance Tweaks:</span> 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.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Medic Profession Summary</span></span><br />
<br />
<br />
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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Key Unlocks:</span> Bacta Shot (close-range heal), Bacta Spray (AoE heal with movement penalty), Bacta Infusion (HoT), Stabilize/Drag (support), Bandage/Decontaminate/Detox/Extinguish (first aid).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Crafting Highlights:</span> Basic stims for self/group, wound packs for Health/Action, components for higher professions and Bio-Engineers.<br />
Playstyle: Efficient field medicine merging Pre-CU depth with NGE ease. Essential stepping stone to specialization.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat Medic Profession Summary</span></span><br />
<br />
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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Key Unlocks:</span> 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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Crafting Highlights: </span>DOT units (Deuterium/Infection/Neurotoxin, single/AoE A-C) for Health/Action/Mind damage, enhancers for debuffs/heals, Resuscitation Kits.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Playstyle: </span>Mobile PvP/PvE healer with offensive edge. Enhancers and resources boost DOT potency and heals.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Buffs</span></span><br />
<br />
- Nutrient Injection shares cooldown with other buffs; base adds 5% Health Regen (out-of-combat only, no enhancer scaling).<br />
- Poison Inoculation buffs: +15 Poison Absorption base (no enhancer scaling).<br />
- Disease Inoculation buffs: +15 Disease Absorption base (no enhancer scaling).<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat Medic DOTs</span></span><br />
<br />
- DOTs show themed throwing animations/effects.<br />
- Consumable DOTs grant Medical XP on application, not damage.<br />
- Fly Text for insufficient action/mind or out-of-range DOT use, plus medical logs.<br />
- DOT strength scales uncapped with "Medical Warfare Efficiency" mod, including equipment.<br />
- Anti-spam timer for consumable DOTs based on "Medical Warfare Efficiency" (6s start, 2s cap).<br />
- New commands: /applyPoison, /applyDisease, /applyFire for macro/chat auto-consume.<br />
- Skill trainer XP conversions updated:<br />
<br />
-- Healing Efficiency: Medical XP up to 10 points (120k/point)<br />
-- Medical Warfare Efficiency: Medical XP up to 10 points (120k/point)<br />
-- Medicine Use: Medical XP up to 5 points (275k/point)<br />
-- Combat Medicine Use: Medical XP up to 5 points (275k/point)<br />
-- Combat Medicine Assembly: Medicine Crafting XP up to 12 points (16k/point)<br />
-- Combat Medicine Experimentation: Medicine Crafting XP up to 12 points (16k/point)<br />
-- Bio-Engineer Assembly: Medicine Crafting XP up to 12 points (16k/point)<br />
-- Bio-Engineer Experimentation: Medicine Crafting XP up to 12 points (16k/point)<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat</span></span><br />
<br />
<br />
- Repurposed Poisons for direct Mind damage (limited like Disease to Action).<br />
- Enhancer strength configurable per action, up to 3x base for capped (e.g., heals).<br />
- DOTs may cause wounds/Battle Fatigue:<br />
<br />
-- Energy/Kinetic/Cold: Battle Fatigue<br />
-- Bleeding/Fire: Health Wounds<br />
-- Acid/Disease: Action Wounds<br />
-- Electric/Poison: Mind Wounds<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Loot</span></span><br />
<br />
- Updated lootable components:<br />
<br />
-- Janta Blood: Quantity 4-12, Power 275-800<br />
-- Rancor Bile: Quantity 4-12, Power 100-400, Charges 50-100<br />
<br />
- New Janta loot table (Janta Blood, Heavy Duty Leather, etc.) for Dantooine NPCs: Dantari Raiders, Janta, Kunga, Mokk (odds by level).<br />
- Custom Rancor loot table for Rancor Bile/Tooth.<br />
- Lootable components based on Advanced for substitution.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous</span></span><br />
<br />
- New Tend Wound icon.<br />
- Added backend unit testing framework for stability (initial coverage, integrated with compile/ANT build).<br />
- QA utility script for loot table reports (god mode/QA script required): Target/object ID shows items, drop %, groups.<br />
- 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">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!</span><br />
<br />
N3X-U5 signing off]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.27.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - Aug 18, 2025</span><br />
SWG Nexus v0.27.0 Patch Notes<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">SWG Nexus Patch Notes - v0.27.0</span></span><br />
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.<br />
<br />
These notes provide concise summaries—full details on skill trees, commands, abilities, schematics, and more are available on the wiki:<br />
<br />
<a href="https://wiki.swgnexus.com/tiki-index.php?page=Medic" target="_blank" rel="noopener" class="mycode_url">Medic Wiki</a><br />
<a href="https://wiki.swgnexus.com/tiki-index.php?page=Combat-Medic" target="_blank" rel="noopener" class="mycode_url">Combat Medic Wiki</a><br />
<a href="https://wiki.swgnexus.com/tiki-index.php?page=Doctor" target="_blank" rel="noopener" class="mycode_url">Doctor Wiki</a><br />
<br />
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.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Key System Changes</span></span><br />
<br />
<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Wound and Battle Fatigue Management:</span> 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.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Crafting Focus:</span> 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.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Enhancers for Abilities:</span> Commands pair with crafted enhancers to amplify potency, range, or effects, unlocked and crafted by the relevant profession.<br />
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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Balance Tweaks:</span> 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.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Medic Profession Summary</span></span><br />
<br />
<br />
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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Key Unlocks:</span> Bacta Shot (close-range heal), Bacta Spray (AoE heal with movement penalty), Bacta Infusion (HoT), Stabilize/Drag (support), Bandage/Decontaminate/Detox/Extinguish (first aid).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Crafting Highlights:</span> Basic stims for self/group, wound packs for Health/Action, components for higher professions and Bio-Engineers.<br />
Playstyle: Efficient field medicine merging Pre-CU depth with NGE ease. Essential stepping stone to specialization.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat Medic Profession Summary</span></span><br />
<br />
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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Key Unlocks:</span> 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).<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Crafting Highlights: </span>DOT units (Deuterium/Infection/Neurotoxin, single/AoE A-C) for Health/Action/Mind damage, enhancers for debuffs/heals, Resuscitation Kits.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Playstyle: </span>Mobile PvP/PvE healer with offensive edge. Enhancers and resources boost DOT potency and heals.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Buffs</span></span><br />
<br />
- Nutrient Injection shares cooldown with other buffs; base adds 5% Health Regen (out-of-combat only, no enhancer scaling).<br />
- Poison Inoculation buffs: +15 Poison Absorption base (no enhancer scaling).<br />
- Disease Inoculation buffs: +15 Disease Absorption base (no enhancer scaling).<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat Medic DOTs</span></span><br />
<br />
- DOTs show themed throwing animations/effects.<br />
- Consumable DOTs grant Medical XP on application, not damage.<br />
- Fly Text for insufficient action/mind or out-of-range DOT use, plus medical logs.<br />
- DOT strength scales uncapped with "Medical Warfare Efficiency" mod, including equipment.<br />
- Anti-spam timer for consumable DOTs based on "Medical Warfare Efficiency" (6s start, 2s cap).<br />
- New commands: /applyPoison, /applyDisease, /applyFire for macro/chat auto-consume.<br />
- Skill trainer XP conversions updated:<br />
<br />
-- Healing Efficiency: Medical XP up to 10 points (120k/point)<br />
-- Medical Warfare Efficiency: Medical XP up to 10 points (120k/point)<br />
-- Medicine Use: Medical XP up to 5 points (275k/point)<br />
-- Combat Medicine Use: Medical XP up to 5 points (275k/point)<br />
-- Combat Medicine Assembly: Medicine Crafting XP up to 12 points (16k/point)<br />
-- Combat Medicine Experimentation: Medicine Crafting XP up to 12 points (16k/point)<br />
-- Bio-Engineer Assembly: Medicine Crafting XP up to 12 points (16k/point)<br />
-- Bio-Engineer Experimentation: Medicine Crafting XP up to 12 points (16k/point)<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat</span></span><br />
<br />
<br />
- Repurposed Poisons for direct Mind damage (limited like Disease to Action).<br />
- Enhancer strength configurable per action, up to 3x base for capped (e.g., heals).<br />
- DOTs may cause wounds/Battle Fatigue:<br />
<br />
-- Energy/Kinetic/Cold: Battle Fatigue<br />
-- Bleeding/Fire: Health Wounds<br />
-- Acid/Disease: Action Wounds<br />
-- Electric/Poison: Mind Wounds<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Loot</span></span><br />
<br />
- Updated lootable components:<br />
<br />
-- Janta Blood: Quantity 4-12, Power 275-800<br />
-- Rancor Bile: Quantity 4-12, Power 100-400, Charges 50-100<br />
<br />
- New Janta loot table (Janta Blood, Heavy Duty Leather, etc.) for Dantooine NPCs: Dantari Raiders, Janta, Kunga, Mokk (odds by level).<br />
- Custom Rancor loot table for Rancor Bile/Tooth.<br />
- Lootable components based on Advanced for substitution.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous</span></span><br />
<br />
- New Tend Wound icon.<br />
- Added backend unit testing framework for stability (initial coverage, integrated with compile/ANT build).<br />
- QA utility script for loot table reports (god mode/QA script required): Target/object ID shows items, drop %, groups.<br />
- 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">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!</span><br />
<br />
N3X-U5 signing off]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-07-14]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-07-14</link>
			<pubDate>Tue, 15 Jul 2025 01:03:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-07-14</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.26.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - July 14, 2025</span><br />
SWG Nexus v0.26.0 Patch Notes<br />
<br />
Greetings, Crew. This update brings a smoother start for new adventurers, a polished User Interface, and powerful new tools for Medics and Doctors—plus a few tweaks to keep the galaxy running like a well-oiled hyperdrive. Let’s dive into the data stream and explore the galaxy’s latest enhancements!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">New Player Experience</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Faster Healing on Tansarii:</span><br />
Wounds and Battle Fatigue (BF) now heal 2x faster and for 2x more in the med center and cantina on Tansarii. New players, breathe easy—you’ll be battle-ready in no time!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Profession Tools:</span><br />
Scouts and Medics now receive a crafting tool when talking to Han Solo on Tansarii, just like Artisans. Gear up for your path from the start!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Quest Fixes:</span><br />
<br />
Fixed the Officer quest on Tansarii that was blocking progress with Antom Moria.<br />
Uniform crates during Tansarii quests now issue correct equipment without NGE class restrictions.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Medic / Doctor Profession</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">XP Rewards:</span><br />
<br />
- Earn 1XP per wound healed with <span style="font-weight: bold;" class="mycode_b">Tend Wound.</span><br />
- Earn 2.5XP with <span style="font-weight: bold;" class="mycode_b">Heal Wound</span> when tending to other players.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tend Wound Adjustments:</span><br />
<br />
- Fixed an issue preventing automatic Action healing after Health wounds are cleared.<br />
- Medics now gain 3 BF when using Tend Wound—a small price for saving lives!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stimpacks Moved:</span><br />
<br />
- Now craftable by Doctors (with some components still from Bio Engineers).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill Modifiers:</span><br />
<br />
- Medicine Use skill mod added to Medic and Doctor skills, capping at 100 points.<br />
- New SEAs (Socket Enhancement Attachments) for:<br />
<br />
- Medicine Use (Medical Crafting XP)<br />
Wound Treatment / Wound Treatment Speed (Medic XP)<br />
Available from trainers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wound Treatment:</span><br />
<br />
Added Wound Treatment and Wound Treatment Speed modifiers to Medic and Doctor skills, enhancing Tend Wound’s effectiveness.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Wound Medpacks</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Consumables:</span><br />
<br />
- Craftable Wound Medpacks for Health and Action wounds.<br />
- Usable via inventory, toolbar, or command line (e.g., <span style="font-weight: bold;" class="mycode_b">/healwound action</span>).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span><br />
<br />
- Requires the Heal Wound command (Novice Medic).<br />
- Medicine Use skill needed, increasing with medpack tier.<br />
- Battle Fatigue on medic or patient reduces effectiveness.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Crafting Tiers:</span><br />
<br />
- A: Medic XXX1<br />
- B: Medic XXX3<br />
- C: Doctor XXX2<br />
- D: Doctor XXX4<br />
- E: Master Doctor<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Experimentation:</span><br />
<br />
- Charges and healing amounts can be tweaked based on resource quality.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">User Interface</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Character Sheet Upgrade:</span><br />
Now displays wounds and Battle Fatigue with expanded bars and text values for crystal-clear tracking.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Menu Icons Refreshed:</span><br />
Button icons updated with a consistent art style—easier to navigate, even in the heat of battle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Cursor and Planet Textures:</span><br />
New cursor images and updated planet textures on loading screens for a sharper galactic view.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Radar Fix:</span><br />
The radar’s North indicator is now blue, not red—because even droids get their bearings straight.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Respec NPCs Removed:</span><br />
NGE Respec NPCs outside major spaceports are gone—time to commit to your path, traveler!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Cloning Sickness Adjusted:</span><br />
Reduced HAM penalty from -75% to -35% to ease conflicts with the 50% wound cap.<br />
Duration increased from 10 to 12 minutes.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
*That’s the v0.26.0 rundown. May your missions be legendary and your wounds heal swiftly.<br />
N3X-U5, signing off with a diagnostic hum of approval!]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.26.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - July 14, 2025</span><br />
SWG Nexus v0.26.0 Patch Notes<br />
<br />
Greetings, Crew. This update brings a smoother start for new adventurers, a polished User Interface, and powerful new tools for Medics and Doctors—plus a few tweaks to keep the galaxy running like a well-oiled hyperdrive. Let’s dive into the data stream and explore the galaxy’s latest enhancements!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">New Player Experience</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Faster Healing on Tansarii:</span><br />
Wounds and Battle Fatigue (BF) now heal 2x faster and for 2x more in the med center and cantina on Tansarii. New players, breathe easy—you’ll be battle-ready in no time!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Profession Tools:</span><br />
Scouts and Medics now receive a crafting tool when talking to Han Solo on Tansarii, just like Artisans. Gear up for your path from the start!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Quest Fixes:</span><br />
<br />
Fixed the Officer quest on Tansarii that was blocking progress with Antom Moria.<br />
Uniform crates during Tansarii quests now issue correct equipment without NGE class restrictions.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Medic / Doctor Profession</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">XP Rewards:</span><br />
<br />
- Earn 1XP per wound healed with <span style="font-weight: bold;" class="mycode_b">Tend Wound.</span><br />
- Earn 2.5XP with <span style="font-weight: bold;" class="mycode_b">Heal Wound</span> when tending to other players.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tend Wound Adjustments:</span><br />
<br />
- Fixed an issue preventing automatic Action healing after Health wounds are cleared.<br />
- Medics now gain 3 BF when using Tend Wound—a small price for saving lives!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stimpacks Moved:</span><br />
<br />
- Now craftable by Doctors (with some components still from Bio Engineers).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill Modifiers:</span><br />
<br />
- Medicine Use skill mod added to Medic and Doctor skills, capping at 100 points.<br />
- New SEAs (Socket Enhancement Attachments) for:<br />
<br />
- Medicine Use (Medical Crafting XP)<br />
Wound Treatment / Wound Treatment Speed (Medic XP)<br />
Available from trainers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wound Treatment:</span><br />
<br />
Added Wound Treatment and Wound Treatment Speed modifiers to Medic and Doctor skills, enhancing Tend Wound’s effectiveness.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Wound Medpacks</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Consumables:</span><br />
<br />
- Craftable Wound Medpacks for Health and Action wounds.<br />
- Usable via inventory, toolbar, or command line (e.g., <span style="font-weight: bold;" class="mycode_b">/healwound action</span>).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Requirements:</span><br />
<br />
- Requires the Heal Wound command (Novice Medic).<br />
- Medicine Use skill needed, increasing with medpack tier.<br />
- Battle Fatigue on medic or patient reduces effectiveness.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Crafting Tiers:</span><br />
<br />
- A: Medic XXX1<br />
- B: Medic XXX3<br />
- C: Doctor XXX2<br />
- D: Doctor XXX4<br />
- E: Master Doctor<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Experimentation:</span><br />
<br />
- Charges and healing amounts can be tweaked based on resource quality.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">User Interface</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Character Sheet Upgrade:</span><br />
Now displays wounds and Battle Fatigue with expanded bars and text values for crystal-clear tracking.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Menu Icons Refreshed:</span><br />
Button icons updated with a consistent art style—easier to navigate, even in the heat of battle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Cursor and Planet Textures:</span><br />
New cursor images and updated planet textures on loading screens for a sharper galactic view.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Radar Fix:</span><br />
The radar’s North indicator is now blue, not red—because even droids get their bearings straight.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Respec NPCs Removed:</span><br />
NGE Respec NPCs outside major spaceports are gone—time to commit to your path, traveler!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Cloning Sickness Adjusted:</span><br />
Reduced HAM penalty from -75% to -35% to ease conflicts with the 50% wound cap.<br />
Duration increased from 10 to 12 minutes.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
*That’s the v0.26.0 rundown. May your missions be legendary and your wounds heal swiftly.<br />
N3X-U5, signing off with a diagnostic hum of approval!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-07-04]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-07-04</link>
			<pubDate>Fri, 04 Jul 2025 22:16:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-07-04</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.25.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - July 4, 2025</span><br />
<br />
Greetings, Nexus travelers! N3X-U5, your ever-watchful galactic patch droid, reporting live from the core systems with the v0.25.0 update. This patch ignites the battlefield with the Wounds mechanic, revamps the New Player Experience into a thrilling saga, and polishes the User Interface to a galaxy-class shine. Prepare for a detailed tour of the enhancements—your adventure just got a whole lot deeper!<br />
<hr class="mycode_hr" />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Wounds: The New Frontier of Combat</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Debut of Wounds</span><br />
Wounds are back, adding a gritty layer to your HAM (Health, Action, Mind) pools. These can stack up to 50% of each pool’s maximum, chipping away at your available stamina, making every fight a test of endurance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How Wounds Strike:</span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Cloning Penalty</span>: Cloning now inflicts 100 wounds across all HAM pools—a harsh but fair price for a fresh start.<br />
- <span style="font-weight: bold;" class="mycode_b">Radioactive Risk</span>: Hand sampling radioactive resources leaves Health wounds, a hazard for daring miners.<br />
- <span style="font-weight: bold;" class="mycode_b">DOT Devastation</span>: Certain DOTs (Damage Over Time) deal wounds with each tick, starting at 2% of DOT strength and scaling up to 10x based on your Battle Fatigue level:<br />
<br />
- Poison targets <span style="font-weight: bold;" class="mycode_b">Health</span>.<br />
Acid erodes Action.<br />
Cold assaults Mind.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Combat Clashes:</span><br />
<br />
- Every hit has a 5% chance to apply 1.5% of post-protection damage as wounds to a random HAM pool, keeping battles unpredictable.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Specialized Strikes:</span><br />
Combat abilities now influence wound chances and targets. For instance:<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Head Shot:</span> 10% chance to wound, with a 50% shot at Mind, 25% each for Health or Action.<br />
-<span style="font-weight: bold;" class="mycode_b"> Kneecap Shot:</span> 10% chance to wound, favoring Action 50% of the time, with 25% each for Health or Mind.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Healing the Hurt</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Medical Facilities</span>: Health and Action wounds mend automatically every ~2 minutes, healing up to 12 points per interval, with one stat randomly chosen if both are wounded.<br />
- <span style="font-weight: bold;" class="mycode_b">Cantinas and Theaters</span>: Mind wounds heal alongside Battle Fatigue at ~12 points each per ~2-minute interval—perfect for a relaxing break.<br />
- <span style="font-weight: bold;" class="mycode_b">Entertainer Elixir</span>: Watching or listening to entertainers heals Mind wounds and Battle Fatigue, rewarding XP for their artful efforts.<br />
- <span style="font-weight: bold;" class="mycode_b">Camp Care</span>: Any camp heals HAM and Battle Fatigue, with amounts scaling by camp size—bigger camps, bigger recovery!<br />
- <span style="font-weight: bold;" class="mycode_b">Tend Wound Skill:</span> This ability targets Action and Mind wounds, boosted by Medic and Doctor skills for faster, more effective healing.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">User Interface: A Visual Upgrade</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">HAM Bars Revamped:</span> Lost HAM now glows with a white background, while black bars mark wounds—clearly visible for you and your target. Tooltips reveal exact wound counts for precision tracking.<br />
- <span style="font-weight: bold;" class="mycode_b">Battle Fatigue Bar Relocated</span>: Now sits stylishly between your name and health bar, with a handy tooltip displaying your current Battle Fatigue level.<br />
- <span style="font-weight: bold;" class="mycode_b">HUD Overhaul:</span> Most controls—player status, radar, menu button, and toolbar UI—have been refreshed. We’ve kept the NGE essence but added a modern, crisp look to elevate your experience. More improvements are in the works.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">New Player Experience: Your Epic Beginning</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Tutorial Reborn:</span> The new player tutorial is back and mandatory, guiding you through your first steps—no skipping allowed! Level restrictions are lifted, letting you venture to Mos Eisley when ready via Tansarii quests.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Profession-Specific Gear:</span> Meet Han Solo on Tansarii, and he’ll hand you a tailored item: a Carbine for Marksman, a Polearm for Brawlers, or other profession-specific tools to kickstart your journey.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Quest Line Choices</span>: Han now asks your path, linking professions to NGE quest lines: Artisan to Trader, Medic to Medic, Entertainer to Entertainer, and more (e.g., Scout to Spy, Bounty Hunter, Smuggler, Commando). Many quests now check your chosen line or novice skills, not old class restrictions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- XP Tailored to You:</span> Tutorial XP now matches your starting role—Entertainer XP for performers, general crafting XP for Artisans, or weapon-based XP for others.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Known Issues</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Pre-Patch Wound Glitch</span>: Characters created before this patch start with 100 wounds across each HAM stat—our apologies, a calibration error we’re working to fix!<br />
- <span style="font-weight: bold;" class="mycode_b">Consumable Healing Pending:</span> Wound healing from consumables is still in development, so hold tight for that boost.<br />
- <span style="font-weight: bold;" class="mycode_b">Tansarii Exit Trap:</span> Once you leave Tansarii, there’s no return due to questing complexities. We’re testing this setup first—bear with us as we iron it out!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That’s the v0.25.0 rundown, travelers! Wounds bring a thrilling challenge, the New Player Experience sets an epic stage, and the UI shines brighter than Tatooine’s twin suns. Your feedback fuels our updates—send your thoughts in discord. May your battles be legendary and your wounds heal swiftly.<br />
N3X-U5, signing off with a diagnostic hum of approval!]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.25.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - July 4, 2025</span><br />
<br />
Greetings, Nexus travelers! N3X-U5, your ever-watchful galactic patch droid, reporting live from the core systems with the v0.25.0 update. This patch ignites the battlefield with the Wounds mechanic, revamps the New Player Experience into a thrilling saga, and polishes the User Interface to a galaxy-class shine. Prepare for a detailed tour of the enhancements—your adventure just got a whole lot deeper!<br />
<hr class="mycode_hr" />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Wounds: The New Frontier of Combat</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Debut of Wounds</span><br />
Wounds are back, adding a gritty layer to your HAM (Health, Action, Mind) pools. These can stack up to 50% of each pool’s maximum, chipping away at your available stamina, making every fight a test of endurance.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How Wounds Strike:</span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Cloning Penalty</span>: Cloning now inflicts 100 wounds across all HAM pools—a harsh but fair price for a fresh start.<br />
- <span style="font-weight: bold;" class="mycode_b">Radioactive Risk</span>: Hand sampling radioactive resources leaves Health wounds, a hazard for daring miners.<br />
- <span style="font-weight: bold;" class="mycode_b">DOT Devastation</span>: Certain DOTs (Damage Over Time) deal wounds with each tick, starting at 2% of DOT strength and scaling up to 10x based on your Battle Fatigue level:<br />
<br />
- Poison targets <span style="font-weight: bold;" class="mycode_b">Health</span>.<br />
Acid erodes Action.<br />
Cold assaults Mind.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Combat Clashes:</span><br />
<br />
- Every hit has a 5% chance to apply 1.5% of post-protection damage as wounds to a random HAM pool, keeping battles unpredictable.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Specialized Strikes:</span><br />
Combat abilities now influence wound chances and targets. For instance:<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Head Shot:</span> 10% chance to wound, with a 50% shot at Mind, 25% each for Health or Action.<br />
-<span style="font-weight: bold;" class="mycode_b"> Kneecap Shot:</span> 10% chance to wound, favoring Action 50% of the time, with 25% each for Health or Mind.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Healing the Hurt</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Medical Facilities</span>: Health and Action wounds mend automatically every ~2 minutes, healing up to 12 points per interval, with one stat randomly chosen if both are wounded.<br />
- <span style="font-weight: bold;" class="mycode_b">Cantinas and Theaters</span>: Mind wounds heal alongside Battle Fatigue at ~12 points each per ~2-minute interval—perfect for a relaxing break.<br />
- <span style="font-weight: bold;" class="mycode_b">Entertainer Elixir</span>: Watching or listening to entertainers heals Mind wounds and Battle Fatigue, rewarding XP for their artful efforts.<br />
- <span style="font-weight: bold;" class="mycode_b">Camp Care</span>: Any camp heals HAM and Battle Fatigue, with amounts scaling by camp size—bigger camps, bigger recovery!<br />
- <span style="font-weight: bold;" class="mycode_b">Tend Wound Skill:</span> This ability targets Action and Mind wounds, boosted by Medic and Doctor skills for faster, more effective healing.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">User Interface: A Visual Upgrade</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">HAM Bars Revamped:</span> Lost HAM now glows with a white background, while black bars mark wounds—clearly visible for you and your target. Tooltips reveal exact wound counts for precision tracking.<br />
- <span style="font-weight: bold;" class="mycode_b">Battle Fatigue Bar Relocated</span>: Now sits stylishly between your name and health bar, with a handy tooltip displaying your current Battle Fatigue level.<br />
- <span style="font-weight: bold;" class="mycode_b">HUD Overhaul:</span> Most controls—player status, radar, menu button, and toolbar UI—have been refreshed. We’ve kept the NGE essence but added a modern, crisp look to elevate your experience. More improvements are in the works.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">New Player Experience: Your Epic Beginning</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Tutorial Reborn:</span> The new player tutorial is back and mandatory, guiding you through your first steps—no skipping allowed! Level restrictions are lifted, letting you venture to Mos Eisley when ready via Tansarii quests.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Profession-Specific Gear:</span> Meet Han Solo on Tansarii, and he’ll hand you a tailored item: a Carbine for Marksman, a Polearm for Brawlers, or other profession-specific tools to kickstart your journey.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Quest Line Choices</span>: Han now asks your path, linking professions to NGE quest lines: Artisan to Trader, Medic to Medic, Entertainer to Entertainer, and more (e.g., Scout to Spy, Bounty Hunter, Smuggler, Commando). Many quests now check your chosen line or novice skills, not old class restrictions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- XP Tailored to You:</span> Tutorial XP now matches your starting role—Entertainer XP for performers, general crafting XP for Artisans, or weapon-based XP for others.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Known Issues</span></span><br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Pre-Patch Wound Glitch</span>: Characters created before this patch start with 100 wounds across each HAM stat—our apologies, a calibration error we’re working to fix!<br />
- <span style="font-weight: bold;" class="mycode_b">Consumable Healing Pending:</span> Wound healing from consumables is still in development, so hold tight for that boost.<br />
- <span style="font-weight: bold;" class="mycode_b">Tansarii Exit Trap:</span> Once you leave Tansarii, there’s no return due to questing complexities. We’re testing this setup first—bear with us as we iron it out!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That’s the v0.25.0 rundown, travelers! Wounds bring a thrilling challenge, the New Player Experience sets an epic stage, and the UI shines brighter than Tatooine’s twin suns. Your feedback fuels our updates—send your thoughts in discord. May your battles be legendary and your wounds heal swiftly.<br />
N3X-U5, signing off with a diagnostic hum of approval!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2024-06-16]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2024-06-16</link>
			<pubDate>Wed, 18 Jun 2025 23:17:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2024-06-16</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.23.1</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - June 16, 2025</span><br />
<br />
Greetings, Nexus travelers! N3X-U5, After a thorough scan of the galaxy’s systems, we’ve optimized progression, refined combat mechanics, and tackled a few loose ends. This patch builds on your feedback to keep the adventure balanced and engaging. Let’s break it down!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Progression Updates</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Expertise Prompt Removed</span>: The level 10 Expertise prompt is gone, streamlining your early game focus on core skills.<br />
<span style="font-weight: bold;" class="mycode_b">- Level-Up Summary Enhanced:</span> System messages now detail Mind and Willpower stat gains alongside other stats when you level up, giving you a clear picture of your growth.<br />
<span style="font-weight: bold;" class="mycode_b">- Multi-Level Animation:</span> Jumping up to 5 levels at once now triggers a level-up animation with a consolidated stat increase summary—helps with those big quest leaps!<br />
<span style="font-weight: bold;" class="mycode_b">- Novice Entertainer Access:</span> Train as a Novice Entertainer directly from a trainer without an XP requirement.<br />
<span style="font-weight: bold;" class="mycode_b">- Leveling System Overhaul:</span> We’ve decoupled leveling from skill points to prevent rapid level jumps from Novice Boxes outpacing your abilities and modifiers, ensuring a more gradual power curve.<br />
<span style="font-weight: bold;" class="mycode_b">- Quest XP Tied to Weapons:</span> Quest XP now aligns with your equipped weapon type (e.g., blasters, lightsabers), replacing the old Unarmed XP default, for a more tailored progression experience.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat Enhancements</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- New Starter Abilities:</span><br />
Beginner’s Shot for Novice Marksman<br />
Beginner’s Strike for Novice Brawler<br />
These low-level abilities give new players a fighting chance with starter gear, though their effectiveness diminishes as you master your craft—a solid foundation for your journey.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Auto Attack Costs Introduced:</span> Small action and mind costs are now applied to auto attacks, more noticeable at low levels but fading by max level. This shift:<br />
<br />
- Rewards progression by making stat growth feel impactful.<br />
- Aligns auto attack costs with Heavy Weapon balance.<br />
- Adds strategic depth by slightly affecting regen rates.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Heavy Weapon Cost Reduction:</span> Action cost for Heavy Weapons dropped to 4% of its original value.<br />
- <span style="font-weight: bold;" class="mycode_b">Root and Snare Adjustment:</span> Duration halved to suit our fast-paced combat style.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous Tweaks</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Battle Fatigue from Radioactives:</span> Sampling radioactive resources now carries a revised BF risk:<br />
<br />
- Old: 0.125% of Potential Energy (over 500 PE) per sample.<br />
- New: A chance-based system (100% at 1000 PE, 1% at 500 PE) to gain 1 BF per sample, easing the burden on resource gatherers. Keep an eye out—BF might influence sampling rates in a future update!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That’s the v0.23.1 rundown! This update fine-tunes your progression path, enhances combat dynamics, and sets the stage for more galactic surprises. Your insights keep us on course. May your adventures thrive and your stats shine.<br />
N3X-U5, logging off with a diagnostic hum.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.23.1</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - June 16, 2025</span><br />
<br />
Greetings, Nexus travelers! N3X-U5, After a thorough scan of the galaxy’s systems, we’ve optimized progression, refined combat mechanics, and tackled a few loose ends. This patch builds on your feedback to keep the adventure balanced and engaging. Let’s break it down!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Progression Updates</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Expertise Prompt Removed</span>: The level 10 Expertise prompt is gone, streamlining your early game focus on core skills.<br />
<span style="font-weight: bold;" class="mycode_b">- Level-Up Summary Enhanced:</span> System messages now detail Mind and Willpower stat gains alongside other stats when you level up, giving you a clear picture of your growth.<br />
<span style="font-weight: bold;" class="mycode_b">- Multi-Level Animation:</span> Jumping up to 5 levels at once now triggers a level-up animation with a consolidated stat increase summary—helps with those big quest leaps!<br />
<span style="font-weight: bold;" class="mycode_b">- Novice Entertainer Access:</span> Train as a Novice Entertainer directly from a trainer without an XP requirement.<br />
<span style="font-weight: bold;" class="mycode_b">- Leveling System Overhaul:</span> We’ve decoupled leveling from skill points to prevent rapid level jumps from Novice Boxes outpacing your abilities and modifiers, ensuring a more gradual power curve.<br />
<span style="font-weight: bold;" class="mycode_b">- Quest XP Tied to Weapons:</span> Quest XP now aligns with your equipped weapon type (e.g., blasters, lightsabers), replacing the old Unarmed XP default, for a more tailored progression experience.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Combat Enhancements</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- New Starter Abilities:</span><br />
Beginner’s Shot for Novice Marksman<br />
Beginner’s Strike for Novice Brawler<br />
These low-level abilities give new players a fighting chance with starter gear, though their effectiveness diminishes as you master your craft—a solid foundation for your journey.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Auto Attack Costs Introduced:</span> Small action and mind costs are now applied to auto attacks, more noticeable at low levels but fading by max level. This shift:<br />
<br />
- Rewards progression by making stat growth feel impactful.<br />
- Aligns auto attack costs with Heavy Weapon balance.<br />
- Adds strategic depth by slightly affecting regen rates.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Heavy Weapon Cost Reduction:</span> Action cost for Heavy Weapons dropped to 4% of its original value.<br />
- <span style="font-weight: bold;" class="mycode_b">Root and Snare Adjustment:</span> Duration halved to suit our fast-paced combat style.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous Tweaks</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">- Battle Fatigue from Radioactives:</span> Sampling radioactive resources now carries a revised BF risk:<br />
<br />
- Old: 0.125% of Potential Energy (over 500 PE) per sample.<br />
- New: A chance-based system (100% at 1000 PE, 1% at 500 PE) to gain 1 BF per sample, easing the burden on resource gatherers. Keep an eye out—BF might influence sampling rates in a future update!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That’s the v0.23.1 rundown! This update fine-tunes your progression path, enhances combat dynamics, and sets the stage for more galactic surprises. Your insights keep us on course. May your adventures thrive and your stats shine.<br />
N3X-U5, logging off with a diagnostic hum.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-06-10]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-06-10</link>
			<pubDate>Tue, 10 Jun 2025 20:24:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-06-10</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.23.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - June 10, 2025</span><br />
<br />
Greetings, Nexus crew! N3X-U5, reporting in with the latest updates for<span style="font-weight: bold;" class="mycode_b"> SWG Nexus v0.23.0.</span> This patch brings Battle Fatigue into the fray, boosts Entertainer capabilities, and introduces several gameplay enhancements to prep the galaxy for future systems like Wounds.<br />
<br />
Let’s unpack this data stream.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Battle Fatigue</span></span><br />
<br />
Battle Fatigue (BF) has landed, adding a tactical twist to your combat and recovery cycles. You’ll spot your BF level right below your character’s level on the HUD—complete with a tooltip and color coding. BF caps at <span style="font-weight: bold;" class="mycode_b">1000 points,</span> and here’s the breakdown:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Below 250 BF</span>: You’re in the clear—no penalties.<br />
<span style="font-weight: bold;" class="mycode_b">Above 250 BF</span>: Heals and HAM buffs drop by 0.1% per BF point<br />
<br />
- e.g., 25% reduction at 500 BF, 75% at 1000 BF<br />
- DOT strength takes the same hit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How You Gain BF:</span><br />
<br />
- 5% chance to pick up 1 BF per hit.<br />
- Disease and fire DOTs add BF as DOT Strength / 100 per tick.<br />
- Cloning adds 100 BF.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Healing It Off:</span><br />
<br />
- Cantinas auto-heal BF at roughly <span style="font-weight: bold;" class="mycode_b">8 points every 2 minutes.</span><br />
-- So, why don’t you take a load off? Grab a drink and let cantina do its thing—it’s got a way of making you forget you’re tired.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Entertainer Upgrades</span></span><br />
<br />
Entertainers—your spotlight in the galaxy just got brighter! With new Battle Fatigue healing abilities, you’re the heroes fatigued travelers need.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">BF Healing Modifiers</span>: Now tied to Music and Dance skill boxes.<br />
- <span style="font-weight: bold;" class="mycode_b">Automatic BF Healing</span>: Watchers and listeners get BF healed based on your BF Healing skill and performance choice (songs, instruments, dances).<br />
- <span style="font-weight: bold;" class="mycode_b">Healing Hotspots:</span> Cantinas, Camps, Theaters, Hotels, and Ships.<br />
- <span style="font-weight: bold;" class="mycode_b">XP Boost:</span> Healing BF earns you Entertainer XP.<br />
- <span style="font-weight: bold;" class="mycode_b">Camp Module Tweaks:</span><br />
No more experimentation. You didn't have the points anyway.<br />
Modules now display effectiveness.<br />
- <span style="font-weight: bold;" class="mycode_b">SEAs:</span><br />
Get BF Healing Modifier Bits from entertainer trainers using your Entertainer XP.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Camps</span></span><br />
<br />
Camps just got a serious upgrade. With <span style="font-weight: bold;" class="mycode_b">stackable entertainer modules</span> and <span style="font-weight: bold;" class="mycode_b">automatic BF healing</span>, they’re practically a necessity in the field:<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Stackable Modules</span>: Entertainer modules now stack.<br />
- <span style="font-weight: bold;" class="mycode_b">BF Healing</span>: Camps automatically heal BF during loops.<br />
- <span style="font-weight: bold;" class="mycode_b">Healing Power</span> scales with camp size and module effectiveness.<br />
- <span style="font-weight: bold;" class="mycode_b">XP Perk</span>: Camp owners receive Wilderness Survival XP when healing occurs.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous Fixes and Upgrades</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Armor Hinderance Fixes</span><br />
<br />
- Accuracy Hinderance now correctly increases Miss Chance.<br />
- Attack Speed Hinderance impacts damage output and has an improved tooltip description.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mission Cap</span><br />
<br />
- Fixed a glitch capping missions at 2—now it’s 6, as intended.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">UI Improvements</span><br />
<br />
- Buff icons repositioned to avoid blocking the Mind bar.<br />
- Camera now zooms out when placing structures, with improved panning and lot line visibility. Yes, you just read that correctly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Quest Fix</span><br />
<br />
- Nym’s Starmap quest now checks for Level 80+ instead of requiring a silly NGE Class.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill Trainers</span><br />
<br />
- Skill trainers will now sell anyone  modifier bits—as long as you got the experience to trade.<br />
- If you’re unqualified for skill training, trainers will end the conversation respectfully.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Starting Equipment</span><br />
<br />
- New characters now receive profession-appropriate gear when starting out. Early steps now feel more aligned with your chosen path.<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
That’s the v0.23.0 update, gentleman.<br />
<span style="font-weight: bold;" class="mycode_b">Battle Fatigue is live, Entertainers </span>are stealing the show, and this foundation sets the stage for Wounds.<br />
<br />
Until then, may your missions thrive and keep an eye on your battle fatigue.<br />
N3X-U5, powering down]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.23.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - June 10, 2025</span><br />
<br />
Greetings, Nexus crew! N3X-U5, reporting in with the latest updates for<span style="font-weight: bold;" class="mycode_b"> SWG Nexus v0.23.0.</span> This patch brings Battle Fatigue into the fray, boosts Entertainer capabilities, and introduces several gameplay enhancements to prep the galaxy for future systems like Wounds.<br />
<br />
Let’s unpack this data stream.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Battle Fatigue</span></span><br />
<br />
Battle Fatigue (BF) has landed, adding a tactical twist to your combat and recovery cycles. You’ll spot your BF level right below your character’s level on the HUD—complete with a tooltip and color coding. BF caps at <span style="font-weight: bold;" class="mycode_b">1000 points,</span> and here’s the breakdown:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Below 250 BF</span>: You’re in the clear—no penalties.<br />
<span style="font-weight: bold;" class="mycode_b">Above 250 BF</span>: Heals and HAM buffs drop by 0.1% per BF point<br />
<br />
- e.g., 25% reduction at 500 BF, 75% at 1000 BF<br />
- DOT strength takes the same hit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How You Gain BF:</span><br />
<br />
- 5% chance to pick up 1 BF per hit.<br />
- Disease and fire DOTs add BF as DOT Strength / 100 per tick.<br />
- Cloning adds 100 BF.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Healing It Off:</span><br />
<br />
- Cantinas auto-heal BF at roughly <span style="font-weight: bold;" class="mycode_b">8 points every 2 minutes.</span><br />
-- So, why don’t you take a load off? Grab a drink and let cantina do its thing—it’s got a way of making you forget you’re tired.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Entertainer Upgrades</span></span><br />
<br />
Entertainers—your spotlight in the galaxy just got brighter! With new Battle Fatigue healing abilities, you’re the heroes fatigued travelers need.<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">BF Healing Modifiers</span>: Now tied to Music and Dance skill boxes.<br />
- <span style="font-weight: bold;" class="mycode_b">Automatic BF Healing</span>: Watchers and listeners get BF healed based on your BF Healing skill and performance choice (songs, instruments, dances).<br />
- <span style="font-weight: bold;" class="mycode_b">Healing Hotspots:</span> Cantinas, Camps, Theaters, Hotels, and Ships.<br />
- <span style="font-weight: bold;" class="mycode_b">XP Boost:</span> Healing BF earns you Entertainer XP.<br />
- <span style="font-weight: bold;" class="mycode_b">Camp Module Tweaks:</span><br />
No more experimentation. You didn't have the points anyway.<br />
Modules now display effectiveness.<br />
- <span style="font-weight: bold;" class="mycode_b">SEAs:</span><br />
Get BF Healing Modifier Bits from entertainer trainers using your Entertainer XP.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Camps</span></span><br />
<br />
Camps just got a serious upgrade. With <span style="font-weight: bold;" class="mycode_b">stackable entertainer modules</span> and <span style="font-weight: bold;" class="mycode_b">automatic BF healing</span>, they’re practically a necessity in the field:<br />
<br />
- <span style="font-weight: bold;" class="mycode_b">Stackable Modules</span>: Entertainer modules now stack.<br />
- <span style="font-weight: bold;" class="mycode_b">BF Healing</span>: Camps automatically heal BF during loops.<br />
- <span style="font-weight: bold;" class="mycode_b">Healing Power</span> scales with camp size and module effectiveness.<br />
- <span style="font-weight: bold;" class="mycode_b">XP Perk</span>: Camp owners receive Wilderness Survival XP when healing occurs.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Miscellaneous Fixes and Upgrades</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Armor Hinderance Fixes</span><br />
<br />
- Accuracy Hinderance now correctly increases Miss Chance.<br />
- Attack Speed Hinderance impacts damage output and has an improved tooltip description.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mission Cap</span><br />
<br />
- Fixed a glitch capping missions at 2—now it’s 6, as intended.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">UI Improvements</span><br />
<br />
- Buff icons repositioned to avoid blocking the Mind bar.<br />
- Camera now zooms out when placing structures, with improved panning and lot line visibility. Yes, you just read that correctly.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Quest Fix</span><br />
<br />
- Nym’s Starmap quest now checks for Level 80+ instead of requiring a silly NGE Class.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Skill Trainers</span><br />
<br />
- Skill trainers will now sell anyone  modifier bits—as long as you got the experience to trade.<br />
- If you’re unqualified for skill training, trainers will end the conversation respectfully.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Starting Equipment</span><br />
<br />
- New characters now receive profession-appropriate gear when starting out. Early steps now feel more aligned with your chosen path.<br />
<br />
<hr class="mycode_hr" />
<br />
<br />
That’s the v0.23.0 update, gentleman.<br />
<span style="font-weight: bold;" class="mycode_b">Battle Fatigue is live, Entertainers </span>are stealing the show, and this foundation sets the stage for Wounds.<br />
<br />
Until then, may your missions thrive and keep an eye on your battle fatigue.<br />
N3X-U5, powering down]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I lost my password]]></title>
			<link>https://swgnexus.com/forum/Thread-I-lost-my-password</link>
			<pubDate>Mon, 02 Jun 2025 20:09:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-I-lost-my-password</guid>
			<description><![CDATA[Your Security and Privacy is our priority:<br />
<br />
Once you create your account, our auth system send you a password.<br />
<br />
While you are able to change it at any time we strongly suggest you:<br />
<br />
1.- Change the initial password<br />
2.- Use a strong password and avoid weak ones: we recomend a 8-16 character pasword using numbers, caplocks and at least 1 simbol<br />
3.- Secure your Discord access. Use the 2FA Discord method.<br />
4.- If you suspect your account could be compromised, change your password inmediatly and in the worst of the cases ask CSR to lock your account while you solve your problems.<br />
<br />
If you have lost your password, here you have the link to reset it: <a href="https://swgnexus.com/forum/usercp.php?action=password" target="_blank" rel="noopener" class="mycode_url">Reset my password</a>]]></description>
			<content:encoded><![CDATA[Your Security and Privacy is our priority:<br />
<br />
Once you create your account, our auth system send you a password.<br />
<br />
While you are able to change it at any time we strongly suggest you:<br />
<br />
1.- Change the initial password<br />
2.- Use a strong password and avoid weak ones: we recomend a 8-16 character pasword using numbers, caplocks and at least 1 simbol<br />
3.- Secure your Discord access. Use the 2FA Discord method.<br />
4.- If you suspect your account could be compromised, change your password inmediatly and in the worst of the cases ask CSR to lock your account while you solve your problems.<br />
<br />
If you have lost your password, here you have the link to reset it: <a href="https://swgnexus.com/forum/usercp.php?action=password" target="_blank" rel="noopener" class="mycode_url">Reset my password</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-05-30]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-05-30</link>
			<pubDate>Fri, 30 May 2025 03:06:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-05-30</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.22.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - May 29, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus v0.22.0 Patch Notes</span><br />
<br />
Greetings, Nexus travelers.<br />
This update introduces the Mind stat and Willpower, refines space mechanics, and addresses various gameplay improvements. Let us proceed with the report.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Space Enhancements,</span><br />
<br />
-Prestige XP Fix: Master pilots now correctly earn Rebel, Imperial, or Pilot Prestige XP after achieving mastery in their faction’s piloting skills.,<br />
-Frog Terminal XP: Added Space Combat, Imperial Prestige, Rebel Prestige, and Pilot Prestige XP types to the Frog Terminal to facilitate progression.,<br />
<br />
 <br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Mind Mechanics,</span><br />
<br />
- Mind Bars Return: Mind bars have been reintroduced for players, targets, groups, and HUD targets, allowing you to track mental stamina effectively.,<br />
- Willpower Stat: Added to character sheets and gained through leveling based on species, enhancing mental resilience for professions such as Squad Leader and Jedi.,<br />
- Mind Pool Calculation: Now determined by player level and Willpower, supporting mental abilities and buffs.,<br />
<br />
<span style="font-weight: bold;" class="mycode_b">HAM Pool Updates:</span><br />
<br />
- Constitution: +8 Health, +2 Action<br />
- Stamina: +8 Action, +2 Mind,<br />
- Willpower: +8 Mind, +2 Health,<br />
,<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dynamic HAM Recalculation</span>: HAM pools are recalculated whenever Willpower is altered by buffs or debuffs.,<br />
<span style="font-weight: bold;" class="mycode_b">Mind Drain Mechanics:</span> Actions now drain Mind based on their mental requirements; insufficient Mind prevents action execution.,<br />
<span style="font-weight: bold;" class="mycode_b">Cloning Sickness:</span> Reduces Mind by 75%, consistent with Health and Action, with Mind healed to the same percentage as Action upon revive.,<br />
<span style="font-weight: bold;" class="mycode_b">Regen Rate Fixes:</span> Health, Action, and Mind regen buffs and debuffs now apply and stack correctly on top of the player’s level-based regen rate.,<br />
<span style="font-weight: bold;" class="mycode_b">Entertainer Buff:</span> Willpower can now be buffed by Entertainers, improving group mental performance.,<br />
<span style="font-weight: bold;" class="mycode_b">Skill Box Remapping</span>: All 594 skill boxes have been updated to factor in Willpower for balanced stat distribution.,<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Miscellaneous Updates</span><br />
<br />
- Harvesting Restriction: Harvesting creatures now requires Novice Scout to ensure skill-based progression.,<br />
- Species Stats: Updated species stat modifier bonuses to align more closely with Combat Upgrade (CU) standards.,<br />
- Human XP Bonus: Fixed to provide a 5% bonus across all XP types.,<br />
- Combat Costs: Adjusted action and mind costs for all combat commands. Defensive actions now cost more Mind, while offensive actions cost more Action based on damage multiplier, healing amount, area effect, accuracy, buff, and recovery.,<br />
<br />
- CSR Info Script: Updated /csDumpTarget to include details on HAM regen rates for enhanced player insight.,<br />
Modifier Bit Update: Recalculated and updated the maximum power levels for modifier bits. Visit your trainers to obtain new Socket Enhancement Attachments (SEAs) to benefit from these changes.,<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That concludes the v0.22.0 update report. This patch enhances gameplay with the introduction of Mind and Willpower mechanics, alongside critical fixes and adjustments. Should you encounter issues or have suggestions, please lest the Crew know.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May your missions be successful and your stats remain balanced.</span><br />
<span style="font-weight: bold;" class="mycode_b">Click-whirr. N3X-U5, out.</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.22.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - May 29, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus v0.22.0 Patch Notes</span><br />
<br />
Greetings, Nexus travelers.<br />
This update introduces the Mind stat and Willpower, refines space mechanics, and addresses various gameplay improvements. Let us proceed with the report.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Space Enhancements,</span><br />
<br />
-Prestige XP Fix: Master pilots now correctly earn Rebel, Imperial, or Pilot Prestige XP after achieving mastery in their faction’s piloting skills.,<br />
-Frog Terminal XP: Added Space Combat, Imperial Prestige, Rebel Prestige, and Pilot Prestige XP types to the Frog Terminal to facilitate progression.,<br />
<br />
 <br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Mind Mechanics,</span><br />
<br />
- Mind Bars Return: Mind bars have been reintroduced for players, targets, groups, and HUD targets, allowing you to track mental stamina effectively.,<br />
- Willpower Stat: Added to character sheets and gained through leveling based on species, enhancing mental resilience for professions such as Squad Leader and Jedi.,<br />
- Mind Pool Calculation: Now determined by player level and Willpower, supporting mental abilities and buffs.,<br />
<br />
<span style="font-weight: bold;" class="mycode_b">HAM Pool Updates:</span><br />
<br />
- Constitution: +8 Health, +2 Action<br />
- Stamina: +8 Action, +2 Mind,<br />
- Willpower: +8 Mind, +2 Health,<br />
,<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Dynamic HAM Recalculation</span>: HAM pools are recalculated whenever Willpower is altered by buffs or debuffs.,<br />
<span style="font-weight: bold;" class="mycode_b">Mind Drain Mechanics:</span> Actions now drain Mind based on their mental requirements; insufficient Mind prevents action execution.,<br />
<span style="font-weight: bold;" class="mycode_b">Cloning Sickness:</span> Reduces Mind by 75%, consistent with Health and Action, with Mind healed to the same percentage as Action upon revive.,<br />
<span style="font-weight: bold;" class="mycode_b">Regen Rate Fixes:</span> Health, Action, and Mind regen buffs and debuffs now apply and stack correctly on top of the player’s level-based regen rate.,<br />
<span style="font-weight: bold;" class="mycode_b">Entertainer Buff:</span> Willpower can now be buffed by Entertainers, improving group mental performance.,<br />
<span style="font-weight: bold;" class="mycode_b">Skill Box Remapping</span>: All 594 skill boxes have been updated to factor in Willpower for balanced stat distribution.,<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Miscellaneous Updates</span><br />
<br />
- Harvesting Restriction: Harvesting creatures now requires Novice Scout to ensure skill-based progression.,<br />
- Species Stats: Updated species stat modifier bonuses to align more closely with Combat Upgrade (CU) standards.,<br />
- Human XP Bonus: Fixed to provide a 5% bonus across all XP types.,<br />
- Combat Costs: Adjusted action and mind costs for all combat commands. Defensive actions now cost more Mind, while offensive actions cost more Action based on damage multiplier, healing amount, area effect, accuracy, buff, and recovery.,<br />
<br />
- CSR Info Script: Updated /csDumpTarget to include details on HAM regen rates for enhanced player insight.,<br />
Modifier Bit Update: Recalculated and updated the maximum power levels for modifier bits. Visit your trainers to obtain new Socket Enhancement Attachments (SEAs) to benefit from these changes.,<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That concludes the v0.22.0 update report. This patch enhances gameplay with the introduction of Mind and Willpower mechanics, alongside critical fixes and adjustments. Should you encounter issues or have suggestions, please lest the Crew know.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May your missions be successful and your stats remain balanced.</span><br />
<span style="font-weight: bold;" class="mycode_b">Click-whirr. N3X-U5, out.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-05-14]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-05-14</link>
			<pubDate>Wed, 14 May 2025 17:39:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-05-14</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.21.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - May 14, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus Patch Notes: Precision, Polish, and a Few New Toys</span><br />
<br />
Greetings, Nexus travelers!<br />
We’ve been busy tightening bolts and squashing bugs—this one’s all about precision, polish, and a few shiny new toys for our Droid Engineers.<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What’s New?</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Trainer Modifiers Tidied Up</span><br />
<br />
[list]<br />
[*]We’ve cleaned house at each trainer.<br />
[*]No more duplicate clutter at ranged trainers.<br />
[*]Removed underperforming modifiers.<br />
[*]Less junk, more clarity.<br />
[/list]<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">SEAs Won’t Stack Anymore</span><br />
<br />
[list]<br />
[*]Once a modifier is applied via a Socket Enhancement Attachment, it's locked in.<br />
[/list]<br />
One mod, one slot, no exceptions.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Trainer Dialog Fixed</span><br />
<br />
[list]<br />
[*]Apostrophes in chat logs looked like they went through a trash compactor.<br />
[*]Now they’re crystal clear.<br />
[/list]<br />
Because punctuation matters, people.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Master Profession Badges for Crafters</span><br />
<br />
[list]<br />
[*]Crafters, rejoice!<br />
[*]Master-level professions now reward badges to show off your grind.<br />
[/list]<br />
Your dedication finally gets some shine.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Mission Cap Increased</span><br />
<br />
[list]<br />
[*]Max missions bumped from 2 to 6.<br />
[*]Bounty Hunters still limited to 1 BH mission, but it counts toward the 6.<br />
[/list]<br />
Plan your chaos accordingly.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Frog Terminal Fix</span><br />
<br />
[list]<br />
[*]The Frog Terminal is back to normal.<br />
[*]It now gives out the correct Entertainer XP, not Healing XP.<br />
[/list]<br />
Less XP mix-ups from your amphibian ally.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Droid Engineer Schematics Return</span><br />
<br />
Droid Engineers, it’s your time to shine again!<br />
We’ve brought back some classic NGE schematics:<br />
<br />
[list]<br />
[*]Droideka Shield (3xxx Expert Droid Production)<br />
[*]Electric Shocker (x3xx Expert Droid Construction Techniques)<br />
[*]Flame Jet (x3xx Expert Droid Construction Techniques)<br />
[*]Rapid Discharge Batteries (4xxx Master Droid Production)<br />
[*]Regenerative Plating (Master Droid Engineer)<br />
[*]Torture Panel (x4xx Master Droid Construction Techniques)<br />
[/list]<br />
<br />
Get crafting—your droids are waiting.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That’s the rundown for this patch: tightened bolts, polished edges, and a few new schematics for good measure.<br />
If you spot a glitch or have a bright idea, let us know.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May your missions be plentiful and your modifiers precise.</span><br />
Click-whirr. N3X-U5, out.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.21.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - May 14, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus Patch Notes: Precision, Polish, and a Few New Toys</span><br />
<br />
Greetings, Nexus travelers!<br />
We’ve been busy tightening bolts and squashing bugs—this one’s all about precision, polish, and a few shiny new toys for our Droid Engineers.<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What’s New?</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Trainer Modifiers Tidied Up</span><br />
<br />
[list]<br />
[*]We’ve cleaned house at each trainer.<br />
[*]No more duplicate clutter at ranged trainers.<br />
[*]Removed underperforming modifiers.<br />
[*]Less junk, more clarity.<br />
[/list]<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">SEAs Won’t Stack Anymore</span><br />
<br />
[list]<br />
[*]Once a modifier is applied via a Socket Enhancement Attachment, it's locked in.<br />
[/list]<br />
One mod, one slot, no exceptions.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Trainer Dialog Fixed</span><br />
<br />
[list]<br />
[*]Apostrophes in chat logs looked like they went through a trash compactor.<br />
[*]Now they’re crystal clear.<br />
[/list]<br />
Because punctuation matters, people.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Master Profession Badges for Crafters</span><br />
<br />
[list]<br />
[*]Crafters, rejoice!<br />
[*]Master-level professions now reward badges to show off your grind.<br />
[/list]<br />
Your dedication finally gets some shine.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Mission Cap Increased</span><br />
<br />
[list]<br />
[*]Max missions bumped from 2 to 6.<br />
[*]Bounty Hunters still limited to 1 BH mission, but it counts toward the 6.<br />
[/list]<br />
Plan your chaos accordingly.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Frog Terminal Fix</span><br />
<br />
[list]<br />
[*]The Frog Terminal is back to normal.<br />
[*]It now gives out the correct Entertainer XP, not Healing XP.<br />
[/list]<br />
Less XP mix-ups from your amphibian ally.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Droid Engineer Schematics Return</span><br />
<br />
Droid Engineers, it’s your time to shine again!<br />
We’ve brought back some classic NGE schematics:<br />
<br />
[list]<br />
[*]Droideka Shield (3xxx Expert Droid Production)<br />
[*]Electric Shocker (x3xx Expert Droid Construction Techniques)<br />
[*]Flame Jet (x3xx Expert Droid Construction Techniques)<br />
[*]Rapid Discharge Batteries (4xxx Master Droid Production)<br />
[*]Regenerative Plating (Master Droid Engineer)<br />
[*]Torture Panel (x4xx Master Droid Construction Techniques)<br />
[/list]<br />
<br />
Get crafting—your droids are waiting.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
That’s the rundown for this patch: tightened bolts, polished edges, and a few new schematics for good measure.<br />
If you spot a glitch or have a bright idea, let us know.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">May your missions be plentiful and your modifiers precise.</span><br />
Click-whirr. N3X-U5, out.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-05-04]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-05-04</link>
			<pubDate>Sun, 04 May 2025 23:58:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-05-04</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.20.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - May 4, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus v0.20.0 Patch Notes</span><br />
<br />
Greetings, Nexus travelers!<br />
<br />
N3X-U5 here, your ever-vigilant patch droid, dodging asteroid fields to bring you v0.20.0.<br />
This update’s loaded with tweaks to make your character shine brighter than a Tatooine sunrise. It may look compact, but it took weeks of rewiring to get it just right. From Modifier Bits to new crafting tools, it’s time to mod up and roll out!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Major Changes</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Modifier Bits</span><br />
<br />
[list]<br />
[*]Profession trainers now let you convert XP into Modifier Bits — nearly 100 skill or stat boosts to sculpt your perfect build.<br />
[*]Got Novice status? You can redeem any modifier a trainer offers — if your XP’s up to par. Each modifier needs a specific XP type.<br />
[*]Conversion is linear, with unique min/max values and rates per modifier. Pick smart, or you’ll be modding like a shorted astromech.<br />
[*]Adjusted XP caps for most professions to keep things balanced.<br />
[/list]<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Synthesizer Tools</span><br />
<br />
New <span style="font-weight: bold;" class="mycode_b"> single-use tppñs </span>to create attachments from Modifier Bits:<br />
<br />
[list]<br />
[*]Weapon Enhancement Synthesizer (WES) — Craftable by Novice Weaponsmith<br />
[*]Clothing Enhancement Synthesizer (CES) — Craftable by Novice Tailor<br />
[*]Armor Enhancement Synthesizer (AES) — Craftable by Novice Armorsmith<br />
[/list]<br />
<br />
Usable by anyone, but each attachment holds one modifier.<br />
One mod, one shot — make it count.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Equipment</span><br />
[list]<br />
[*]Max sockets on armor, clothing, and weapons increased from 1 to 4.<br />
[*]Socket odds are now tied to your Assembly skill (minimum 50 required).<br />
[/list]<br />
Skimp on skill, and you’re socketless.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Other</span><br />
<br />
[list]<br />
[*]Power Bits added to the Frog Terminal — boost your character’s juice.<br />
[*]Fixed the Frog Terminal closing after granting XP. It’s now as stubborn as a bantha.<br />
[/list]<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Special Thanks</span><br />
<br />
A colossal shoutout to Noxon for forging the Modifier Bits system — a true game-changer!<br />
The galaxy salutes your tech wizardry with a round of Corellian ale.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">N3X-U5, signing off. May The 4th Be With You</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.20.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - May 4, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus v0.20.0 Patch Notes</span><br />
<br />
Greetings, Nexus travelers!<br />
<br />
N3X-U5 here, your ever-vigilant patch droid, dodging asteroid fields to bring you v0.20.0.<br />
This update’s loaded with tweaks to make your character shine brighter than a Tatooine sunrise. It may look compact, but it took weeks of rewiring to get it just right. From Modifier Bits to new crafting tools, it’s time to mod up and roll out!<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Major Changes</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Modifier Bits</span><br />
<br />
[list]<br />
[*]Profession trainers now let you convert XP into Modifier Bits — nearly 100 skill or stat boosts to sculpt your perfect build.<br />
[*]Got Novice status? You can redeem any modifier a trainer offers — if your XP’s up to par. Each modifier needs a specific XP type.<br />
[*]Conversion is linear, with unique min/max values and rates per modifier. Pick smart, or you’ll be modding like a shorted astromech.<br />
[*]Adjusted XP caps for most professions to keep things balanced.<br />
[/list]<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Synthesizer Tools</span><br />
<br />
New <span style="font-weight: bold;" class="mycode_b"> single-use tppñs </span>to create attachments from Modifier Bits:<br />
<br />
[list]<br />
[*]Weapon Enhancement Synthesizer (WES) — Craftable by Novice Weaponsmith<br />
[*]Clothing Enhancement Synthesizer (CES) — Craftable by Novice Tailor<br />
[*]Armor Enhancement Synthesizer (AES) — Craftable by Novice Armorsmith<br />
[/list]<br />
<br />
Usable by anyone, but each attachment holds one modifier.<br />
One mod, one shot — make it count.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Equipment</span><br />
[list]<br />
[*]Max sockets on armor, clothing, and weapons increased from 1 to 4.<br />
[*]Socket odds are now tied to your Assembly skill (minimum 50 required).<br />
[/list]<br />
Skimp on skill, and you’re socketless.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Other</span><br />
<br />
[list]<br />
[*]Power Bits added to the Frog Terminal — boost your character’s juice.<br />
[*]Fixed the Frog Terminal closing after granting XP. It’s now as stubborn as a bantha.<br />
[/list]<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Special Thanks</span><br />
<br />
A colossal shoutout to Noxon for forging the Modifier Bits system — a true game-changer!<br />
The galaxy salutes your tech wizardry with a round of Corellian ale.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">N3X-U5, signing off. May The 4th Be With You</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-04-21]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-04-21</link>
			<pubDate>Mon, 21 Apr 2025 18:00:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-04-21</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.19.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - April 21, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus v0.19.0 Patch Notes</span><br />
<br />
Whirr-beep! Greetings, Nexus travelers! N3X-U5 here, your trusty patch droid, back with another update straight from the Corellian shipyards. Patch v0.19.0 is live, and it’s packed with changes. Let’s blast off and see what’s new!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Major Changes</span><br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Loot Schematics Remapped</span><br />
[/list]<br />
We’ve remapped approximately 500 loot schematics from those limiting NGE classes to the more open CU professions. No more wondering which class has the right skills—your CU profession is now your crafting compass. Finally, the galaxy makes sense again.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Camp Mining Bonus Fixed</span><br />
[/list]<br />
<br />
Fixed an issue with the camp mining bonus. It was as unpredictable as a Jawa's warranty, but now it kicks in reliably when you're within the camp's radius. We’ve also fine-tuned the detection, so you can mine with confidence. No more bonus roulette!<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Camp Item Descriptions Updated</span><br />
[/list]<br />
Battery modules and camp items now clearly display the camp's lifetime in minutes. The guesswork is gone—plan your expeditions like a pro, because who has time for math in the middle of a nowhere<br />
<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Special Thanks</span><br />
[/list]<br />
This patch might seem small, but it took weeks of work behind the scenes. A special thanks to <a href="https://swgnexus.com/forum/user-41.html" target="_blank" rel="noopener" class="mycode_url">@Solitary</a> for doing a tremendous amount of legwork on the schematics—your dedication is as solid as beskar. The galaxy owes you a drink!<br />
<br />
*Click-whirr* Transmission terminated.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.19.0</span><br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - April 21, 2025</span><br />
<span style="font-weight: bold;" class="mycode_b">SWG Nexus v0.19.0 Patch Notes</span><br />
<br />
Whirr-beep! Greetings, Nexus travelers! N3X-U5 here, your trusty patch droid, back with another update straight from the Corellian shipyards. Patch v0.19.0 is live, and it’s packed with changes. Let’s blast off and see what’s new!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Major Changes</span><br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Loot Schematics Remapped</span><br />
[/list]<br />
We’ve remapped approximately 500 loot schematics from those limiting NGE classes to the more open CU professions. No more wondering which class has the right skills—your CU profession is now your crafting compass. Finally, the galaxy makes sense again.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Camp Mining Bonus Fixed</span><br />
[/list]<br />
<br />
Fixed an issue with the camp mining bonus. It was as unpredictable as a Jawa's warranty, but now it kicks in reliably when you're within the camp's radius. We’ve also fine-tuned the detection, so you can mine with confidence. No more bonus roulette!<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Camp Item Descriptions Updated</span><br />
[/list]<br />
Battery modules and camp items now clearly display the camp's lifetime in minutes. The guesswork is gone—plan your expeditions like a pro, because who has time for math in the middle of a nowhere<br />
<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Special Thanks</span><br />
[/list]<br />
This patch might seem small, but it took weeks of work behind the scenes. A special thanks to <a href="https://swgnexus.com/forum/user-41.html" target="_blank" rel="noopener" class="mycode_url">@Solitary</a> for doing a tremendous amount of legwork on the schematics—your dedication is as solid as beskar. The galaxy owes you a drink!<br />
<br />
*Click-whirr* Transmission terminated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2025-04-04]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2025-04-04</link>
			<pubDate>Fri, 04 Apr 2025 19:30:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2025-04-04</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Patch Notes: - April 4, 2025</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes – Update v0.18.0</span><br />
<br />
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!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ranger Updates</span><br />
<br />
[list]<br />
[*]Faster Abilities<br />
[/list]<br />
- Camouflage Self: 20s → 4s<br />
- Camouflage Ally: 10s → 4s<br />
- Wilderness Stealth: 5s → 4s<br />
- Urban Stealth: 15s → 4s<br />
- Area Track Cooldown: 30s → 20s<br />
<br />
No more waiting around—Rangers move quick now!<br />
<br />
[list]<br />
[*]Stealth Tweaks<br />
[/list]<br />
- Wilderness Stealth: No longer usable indoors. Stay in the wild, hunter!<br />
- Urban Stealth: Now usable indoors. Sneak through those city streets!<br />
<br />
[list]<br />
[*]Traps in Cities<br />
[/list]<br />
- Traps can now be used in cities. Watch your step, urban dwellers!<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Other Minor Adjustments</span><br />
<br />
[list]<br />
[*]Bio Engineer Visibility<br />
[/list]<br />
- Bio Engineer profession now shows up in the profession list.<br />
<br />
[list]<br />
[*]Hand Sampling<br />
[/list]<br />
- Adjusted bonuses for higher precision (cities, camps, skills, crit rolls).<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Camping Overhaul</span><br />
<br />
We’ve revamped camps with NGE modular designs, longer lifetimes, and new features! Here’s the quick rundown:<br />
<br />
[list]<br />
[*]Moved NGE camp schematics to Scout/Ranger skills (bye, Architect!).<br />
[*]Replaced CU camps with modular NGE camps.<br />
[*]Camp lifetimes increased (x2 to x4).<br />
[*]Camps now give crafting XP based on time spent and player count.<br />
[*]Increased max XP from camps.<br />
[*]Added visitor tracking (system messages for entry/exit).<br />
[*]2-minute warning before camp expiration.<br />
[*]Campfires turn to ashes when abandoned—no smoke, no fire.<br />
[*]Added Required Camping Skill to camp attributes.<br />
[/list]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Crafting &amp; Terminal Updates</span><br />
<br />
[list]<br />
[*]Camps now craftable with a generic tool (no structure tool needed).<br />
[*]Assembly/experimentation based on “camp” skill mod.<br />
[*]Adjusted camp resources to Scout standards.<br />
[*]Camp Terminal: Primary action opens status dialog (uptime, time left, healing bonus, etc.).<br />
[*]Added “Extraction Rate” to status if using a survey module.<br />
[*]Camp owners can send waypoints to group members via the terminal.<br />
[/list]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Camp Types &amp; Modules</span><br />
<br />
[list]<br />
[*]Added Multiperson Camp (1 module, fits between Basic and Improved).<br />
[*]New Survey Module boosts hand sampling rates (2–5% per module, caps at 20%).<br />
[*]Updated all camp types and modules—check the full details on our wiki!<br />
[/list]<br />
<br />
See the full camp breakdown here: <a href="https://wiki.swgnexus.com/tiki-index.php?page=Camping" target="_blank" rel="noopener" class="mycode_url">https://wiki.swgnexus.com/tiki-index.php?page=Camping</a><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Known Issues</span><br />
<br />
[list]<br />
[*]Field Base Camp: Only one fire goes out when abandoned.<br />
[*]Multiperson Camp: Entertainment module chair placement issue.<br />
[*]Survey Module: Component quality not affecting efficiency.<br />
[*]Crafting Station Modules: No variable efficiency.<br />
[*]Faction Recruiter Modules: Still craftable (moving to faction vendors soon).<br />
[/list]<br />
<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
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.<br />
<br />
*Click-whirr* Transmission terminated.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Patch Notes: - April 4, 2025</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes – Update v0.18.0</span><br />
<br />
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!<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ranger Updates</span><br />
<br />
[list]<br />
[*]Faster Abilities<br />
[/list]<br />
- Camouflage Self: 20s → 4s<br />
- Camouflage Ally: 10s → 4s<br />
- Wilderness Stealth: 5s → 4s<br />
- Urban Stealth: 15s → 4s<br />
- Area Track Cooldown: 30s → 20s<br />
<br />
No more waiting around—Rangers move quick now!<br />
<br />
[list]<br />
[*]Stealth Tweaks<br />
[/list]<br />
- Wilderness Stealth: No longer usable indoors. Stay in the wild, hunter!<br />
- Urban Stealth: Now usable indoors. Sneak through those city streets!<br />
<br />
[list]<br />
[*]Traps in Cities<br />
[/list]<br />
- Traps can now be used in cities. Watch your step, urban dwellers!<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Other Minor Adjustments</span><br />
<br />
[list]<br />
[*]Bio Engineer Visibility<br />
[/list]<br />
- Bio Engineer profession now shows up in the profession list.<br />
<br />
[list]<br />
[*]Hand Sampling<br />
[/list]<br />
- Adjusted bonuses for higher precision (cities, camps, skills, crit rolls).<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Camping Overhaul</span><br />
<br />
We’ve revamped camps with NGE modular designs, longer lifetimes, and new features! Here’s the quick rundown:<br />
<br />
[list]<br />
[*]Moved NGE camp schematics to Scout/Ranger skills (bye, Architect!).<br />
[*]Replaced CU camps with modular NGE camps.<br />
[*]Camp lifetimes increased (x2 to x4).<br />
[*]Camps now give crafting XP based on time spent and player count.<br />
[*]Increased max XP from camps.<br />
[*]Added visitor tracking (system messages for entry/exit).<br />
[*]2-minute warning before camp expiration.<br />
[*]Campfires turn to ashes when abandoned—no smoke, no fire.<br />
[*]Added Required Camping Skill to camp attributes.<br />
[/list]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Crafting &amp; Terminal Updates</span><br />
<br />
[list]<br />
[*]Camps now craftable with a generic tool (no structure tool needed).<br />
[*]Assembly/experimentation based on “camp” skill mod.<br />
[*]Adjusted camp resources to Scout standards.<br />
[*]Camp Terminal: Primary action opens status dialog (uptime, time left, healing bonus, etc.).<br />
[*]Added “Extraction Rate” to status if using a survey module.<br />
[*]Camp owners can send waypoints to group members via the terminal.<br />
[/list]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">New Camp Types &amp; Modules</span><br />
<br />
[list]<br />
[*]Added Multiperson Camp (1 module, fits between Basic and Improved).<br />
[*]New Survey Module boosts hand sampling rates (2–5% per module, caps at 20%).<br />
[*]Updated all camp types and modules—check the full details on our wiki!<br />
[/list]<br />
<br />
See the full camp breakdown here: <a href="https://wiki.swgnexus.com/tiki-index.php?page=Camping" target="_blank" rel="noopener" class="mycode_url">https://wiki.swgnexus.com/tiki-index.php?page=Camping</a><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Known Issues</span><br />
<br />
[list]<br />
[*]Field Base Camp: Only one fire goes out when abandoned.<br />
[*]Multiperson Camp: Entertainment module chair placement issue.<br />
[*]Survey Module: Component quality not affecting efficiency.<br />
[*]Crafting Station Modules: No variable efficiency.<br />
[*]Faction Recruiter Modules: Still craftable (moving to faction vendors soon).<br />
[/list]<br />
<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Closing Transmission</span><br />
<br />
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.<br />
<br />
*Click-whirr* Transmission terminated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC patch-notes 2024-03-19]]></title>
			<link>https://swgnexus.com/forum/Thread-TC-patch-notes-2024-03-19</link>
			<pubDate>Wed, 19 Mar 2025 22:29:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://swgnexus.com/forum/member.php?action=profile&uid=1">loganskenove</a>]]></dc:creator>
			<guid isPermaLink="false">https://swgnexus.com/forum/Thread-TC-patch-notes-2024-03-19</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.17.0</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - March 19, 2025</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Arial;" class="mycode_font">SWG Nexus Patch Notes: v0.17.0 – Ranger Overhaul &amp; Trap Revamp</span></span></span><br />
<br />
Greetings, travelers. This is N3X-U5, your favorite patch droid, here to break down our biggest update yet— v0.17.0. The Ranger profession is getting a massive overhaul, with new crafting systems, revamped traps, and slick concealment commands. Plus, we’ve tweaked armor decay and fixed a pesky frog terminal bug. Let’s dive in—this one’s a wild ride.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Ranger Profession Overhaul</span><br />
<br />
The Ranger profession has been rebuilt from the ground up. We’ve split the changes into Crafting, Traps, and Commands to keep things digestible. Strap in, because there’s a lot to cover.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">CRAFTING</span><br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Camo Kits</span><br />
[/list]<br />
<br />
-Rangers can now craft Camo Kits, essential for certain concealment commands (like Camouflage Self and Wilderness Stealth).<br />
-Each kit is tied to a specific planet and requires resources from that planet.<br />
-Kits come in stacks of 5 and are consumed when used.<br />
-No more hiding for free—craft your camouflage or stay in the spotlight.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Detonators</span><br />
[/list]<br />
<br />
Trap detonators are now craftable components used in trap crafting, replacing the old system of applying them pre-deployment. This adds depth to crafting and lightens your field load.<br />
<br />
-Three types available:<br />
--Timed: Set a timer (3–60 seconds) for when the trap triggers after deployment.<br />
--Remote: Adds a remote detonator to your inventory for manual triggering.<br />
--Proximity: Triggers based on enemy proximity (1, 5, or 10 meters).<br />
<br />
-The detonator sets the trap’s Accuracy—how likely it is to trigger when intended. Base accuracy depends on resource quality, improvable through crafting experimentation.<br />
-Accuracy details are visible on the detonator’s item description.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Bodies</span><br />
[/list]<br />
<br />
-These traps now require a detonator component to craft:<br />
--Springloaded Caltrop<br />
--Flash-Bang Trap<br />
--Kaminoan Dart Trap<br />
--HX2 Mine<br />
<br />
-The detonator type is locked in during crafting and can’t be swapped later.<br />
-The trap’s description shows its type, configuration, and accuracy (inherited from the detonator).<br />
-Resource costs for traps and components have slightly increased, with some now requiring more specific resource types.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">TRAPS</span><br />
<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Configuration</span><br />
[/list]<br />
<br />
<br />
-Adjust detonator settings via the trap’s radial menu:<br />
--Proximity: Set the trigger radius to 1, 5, or 10 meters.<br />
--Timed: Set the timer to 3, 5, 7, 10, 15, 20, 30, 45, or 60 seconds.<br />
<br />
-Remote detonators give you a remote for manual control.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Mechanics</span><br />
[/list]<br />
-Removed PvP restrictions on Proximity detonators and HX2 Mines (though Proximity traps still only trigger on players, not NPCs/creatures).<br />
<br />
-Traps can now be placed anywhere outside cities.<br />
<br />
-Trap accuracy dictates success:<br />
--Failed triggers show sparks and a message.<br />
--Timed: Retries after 10–25% of the original timer.<br />
--Proximity: Won’t retrigger until a new enemy enters or the current target leaves and re-enters.<br />
--Remote: Requires manual retry via the remote.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Trap Restrictions</span><br />
<br />
-All class and level requirements for traps are gone—anyone can use them (for now).<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">COMMANDS</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Area Track</span><br />
<br />
-Detect enemies within a 500m radius, with ranks unlocking as you progress:<br />
--Area Track Animal [Novice Ranger]: Tracks all creatures.<br />
--Area Track Direction [Ranger x1xx]: Adds cardinal directions.<br />
--Area Track Person [Ranger x2xx]: Tracks humanoid NPCs.<br />
--Area Track Distance [Ranger x3xx]: Adds distance info.<br />
--Area Track Player [Ranger x4xx]: Tracks players and their factions.<br />
<br />
-Restrictions: Can’t use in buildings, combat, or while already tracking. Cancelled by excessive movement, combat, death, or logout.<br />
<br />
-Activation opens a dialog to choose enemy type (Creature, Person, Player) based on your skills.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Concealment Commands</span><br />
[/list]<br />
<br />
-Camouflage Self: Basic invisibility—breaks if you move. Requires a planet-specific Camo Kit. Success tied to “camouflage” skill mod. Not usable in populated areas.<br />
<br />
-Camouflage Ally: Same as above, but for guild/group members.<br />
<br />
-Wilderness Stealth: Advanced concealment with slow movement. Requires a Camo Kit. Success based on “stealth” skill mod. Stackable with Camouflage Self for extra cover. Detection risk increases near enemies.<br />
<br />
-Urban Stealth: Concealment in cities. Requires a non-depleted HEP (depletes while active). Success based on “stealth” skill mod. Allows slow movement, stackable with Camouflage Self. Detection possible near enemies.<br />
<br />
-Layering Note: If detected with stacked concealment, Camouflage Self may keep you hidden until fully spotted.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Detect Camouflage</span><br />
[/list]<br />
-Reveals concealed players or traps within a radius (base 20m + detect_hidden/20).<br />
<br />
-Success depends on levels, camo/stealth modifiers, and “detect_hidden” skill.<br />
<br />
-Players lose concealment (no combat initiated); traps become visible but stay active.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b"> Conceal Device</span><br />
[/list]<br />
-Applies a 30-second buff to conceal your next trap (if concealable). Eligible traps:<br />
--Motion Sensor<br />
--Caltrop<br />
--Flashbang<br />
--HX2 Mine<br />
--Kaminoan Dart<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Disarm Trap</span><br />
[/list]<br />
<br />
-Disarms unconcealed enemy Motion Sensors and Tracking Beacons.<br />
<br />
-Steal<br />
--Steal credits, junk, or loot from humanoid NPCs, or “stealable” items from players.<br />
--Success hinges on luck, concealment, level difference, stealth/camo modifiers, detect_hidden skill, and target status (e.g., elite).<br />
--Caught stealing from NPCs? Combat starts, concealment breaks. From players? They get a notification.<br />
--Future Potential: Special stealable items may be added later.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">RANGER OPEN ISSUES</span><br />
<br />
-Blend In: Not implemented yet.<br />
-HEPs: No power regeneration (TBD).<br />
-Bio Samples: Can’t be applied to Motion Sensors or Tracking Beacons.<br />
-Proximity Triggers: Only work on players, not NPCs/creatures.<br />
-Tactical Expertise: Not yet affecting trap placement or effectiveness.<br />
-Trap Access: No restrictions yet—planned to lock to Rangers via skills/stats.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">CLOSING THOUUGHTS</span><br />
<br />
Patch v0.17.0 transforms Rangers into masters of stealth and traps. Craft smarter, sneak better, and don’t get caught. Report bugs, and stay tuned for updates on open issues.Transmission ends. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">N3X-U5 out</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Nexus Update v0.17.0</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Patch Notes: - March 19, 2025</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Arial;" class="mycode_font">SWG Nexus Patch Notes: v0.17.0 – Ranger Overhaul &amp; Trap Revamp</span></span></span><br />
<br />
Greetings, travelers. This is N3X-U5, your favorite patch droid, here to break down our biggest update yet— v0.17.0. The Ranger profession is getting a massive overhaul, with new crafting systems, revamped traps, and slick concealment commands. Plus, we’ve tweaked armor decay and fixed a pesky frog terminal bug. Let’s dive in—this one’s a wild ride.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">Ranger Profession Overhaul</span><br />
<br />
The Ranger profession has been rebuilt from the ground up. We’ve split the changes into Crafting, Traps, and Commands to keep things digestible. Strap in, because there’s a lot to cover.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">CRAFTING</span><br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Camo Kits</span><br />
[/list]<br />
<br />
-Rangers can now craft Camo Kits, essential for certain concealment commands (like Camouflage Self and Wilderness Stealth).<br />
-Each kit is tied to a specific planet and requires resources from that planet.<br />
-Kits come in stacks of 5 and are consumed when used.<br />
-No more hiding for free—craft your camouflage or stay in the spotlight.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Detonators</span><br />
[/list]<br />
<br />
Trap detonators are now craftable components used in trap crafting, replacing the old system of applying them pre-deployment. This adds depth to crafting and lightens your field load.<br />
<br />
-Three types available:<br />
--Timed: Set a timer (3–60 seconds) for when the trap triggers after deployment.<br />
--Remote: Adds a remote detonator to your inventory for manual triggering.<br />
--Proximity: Triggers based on enemy proximity (1, 5, or 10 meters).<br />
<br />
-The detonator sets the trap’s Accuracy—how likely it is to trigger when intended. Base accuracy depends on resource quality, improvable through crafting experimentation.<br />
-Accuracy details are visible on the detonator’s item description.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Bodies</span><br />
[/list]<br />
<br />
-These traps now require a detonator component to craft:<br />
--Springloaded Caltrop<br />
--Flash-Bang Trap<br />
--Kaminoan Dart Trap<br />
--HX2 Mine<br />
<br />
-The detonator type is locked in during crafting and can’t be swapped later.<br />
-The trap’s description shows its type, configuration, and accuracy (inherited from the detonator).<br />
-Resource costs for traps and components have slightly increased, with some now requiring more specific resource types.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">TRAPS</span><br />
<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Configuration</span><br />
[/list]<br />
<br />
<br />
-Adjust detonator settings via the trap’s radial menu:<br />
--Proximity: Set the trigger radius to 1, 5, or 10 meters.<br />
--Timed: Set the timer to 3, 5, 7, 10, 15, 20, 30, 45, or 60 seconds.<br />
<br />
-Remote detonators give you a remote for manual control.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Trap Mechanics</span><br />
[/list]<br />
-Removed PvP restrictions on Proximity detonators and HX2 Mines (though Proximity traps still only trigger on players, not NPCs/creatures).<br />
<br />
-Traps can now be placed anywhere outside cities.<br />
<br />
-Trap accuracy dictates success:<br />
--Failed triggers show sparks and a message.<br />
--Timed: Retries after 10–25% of the original timer.<br />
--Proximity: Won’t retrigger until a new enemy enters or the current target leaves and re-enters.<br />
--Remote: Requires manual retry via the remote.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Trap Restrictions</span><br />
<br />
-All class and level requirements for traps are gone—anyone can use them (for now).<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">COMMANDS</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Area Track</span><br />
<br />
-Detect enemies within a 500m radius, with ranks unlocking as you progress:<br />
--Area Track Animal [Novice Ranger]: Tracks all creatures.<br />
--Area Track Direction [Ranger x1xx]: Adds cardinal directions.<br />
--Area Track Person [Ranger x2xx]: Tracks humanoid NPCs.<br />
--Area Track Distance [Ranger x3xx]: Adds distance info.<br />
--Area Track Player [Ranger x4xx]: Tracks players and their factions.<br />
<br />
-Restrictions: Can’t use in buildings, combat, or while already tracking. Cancelled by excessive movement, combat, death, or logout.<br />
<br />
-Activation opens a dialog to choose enemy type (Creature, Person, Player) based on your skills.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Concealment Commands</span><br />
[/list]<br />
<br />
-Camouflage Self: Basic invisibility—breaks if you move. Requires a planet-specific Camo Kit. Success tied to “camouflage” skill mod. Not usable in populated areas.<br />
<br />
-Camouflage Ally: Same as above, but for guild/group members.<br />
<br />
-Wilderness Stealth: Advanced concealment with slow movement. Requires a Camo Kit. Success based on “stealth” skill mod. Stackable with Camouflage Self for extra cover. Detection risk increases near enemies.<br />
<br />
-Urban Stealth: Concealment in cities. Requires a non-depleted HEP (depletes while active). Success based on “stealth” skill mod. Allows slow movement, stackable with Camouflage Self. Detection possible near enemies.<br />
<br />
-Layering Note: If detected with stacked concealment, Camouflage Self may keep you hidden until fully spotted.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Detect Camouflage</span><br />
[/list]<br />
-Reveals concealed players or traps within a radius (base 20m + detect_hidden/20).<br />
<br />
-Success depends on levels, camo/stealth modifiers, and “detect_hidden” skill.<br />
<br />
-Players lose concealment (no combat initiated); traps become visible but stay active.<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b"> Conceal Device</span><br />
[/list]<br />
-Applies a 30-second buff to conceal your next trap (if concealable). Eligible traps:<br />
--Motion Sensor<br />
--Caltrop<br />
--Flashbang<br />
--HX2 Mine<br />
--Kaminoan Dart<br />
<br />
[list]<br />
[*]<span style="font-weight: bold;" class="mycode_b">Disarm Trap</span><br />
[/list]<br />
<br />
-Disarms unconcealed enemy Motion Sensors and Tracking Beacons.<br />
<br />
-Steal<br />
--Steal credits, junk, or loot from humanoid NPCs, or “stealable” items from players.<br />
--Success hinges on luck, concealment, level difference, stealth/camo modifiers, detect_hidden skill, and target status (e.g., elite).<br />
--Caught stealing from NPCs? Combat starts, concealment breaks. From players? They get a notification.<br />
--Future Potential: Special stealable items may be added later.<br />
<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">RANGER OPEN ISSUES</span><br />
<br />
-Blend In: Not implemented yet.<br />
-HEPs: No power regeneration (TBD).<br />
-Bio Samples: Can’t be applied to Motion Sensors or Tracking Beacons.<br />
-Proximity Triggers: Only work on players, not NPCs/creatures.<br />
-Tactical Expertise: Not yet affecting trap placement or effectiveness.<br />
-Trap Access: No restrictions yet—planned to lock to Rangers via skills/stats.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">CLOSING THOUUGHTS</span><br />
<br />
Patch v0.17.0 transforms Rangers into masters of stealth and traps. Craft smarter, sneak better, and don’t get caught. Report bugs, and stay tuned for updates on open issues.Transmission ends. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">N3X-U5 out</span>]]></content:encoded>
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