Thread: Patch Notes: Game Update 1.1 Rise of the Rakghouls
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Old 01-18-2012, 12:00 PM   #1
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Lightbulb Patch Notes: Game Update 1.1 Rise of the Rakghouls

After a slight delay, Game Update 1.1 – Rise of the Rakghouls has been pushed to live servers. Below you will find the final patch notes for this build. Originally Posted by BioWare (Official Forums) General Anti-aliasing is now available … Continue reading »

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Old 01-18-2012, 01:02 PM   #2
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So I just spent the last two hours knocking out my NEW Ilum Daily mission. I have to say, it is an improvement for world PvP. Locating all the farmable nodes at the central location means both Imperial and Republic players MUST fight over the same area in order to grind out their missions. The addition of more respawn points make the drive to any one battlefield much less... tiresome. Already the PvP was great, the Valor bonuses very helpful, and the pace much faster then the previous drive-shoot-scoot method.

That being said. Players defending a position, such as the Central Assault, must stay fairly close to the area in order to gain the +200% valor bonus (max is +1000% if all areas are controled by your faction) while this is very nice, it sadly limits such an expansive pvp area to small circles. Not that terrible realy, just teadious.

By the way, you can now create ops groups in the Ilum PvP area, VERY handy when coordinating alot of forces. Smart players will try their HARDEST to dodge being the ops leader, as there is currently a bug that spams an annoying companion error message over and over and over again. The ops leader wont be able to see any chat before it is washed away with spam.

Im going to go a full 180 here on my previous position that a level 50 pvp bracket is awesome. It is of course too soon to tell (seeing as it has only been out a few hours) but all I can really say is, I hope you like Huttball. It will definatly get better as more and more players reach level 50 and add more diversity to the games. But servers with one faction being stronger then the other are in for ALOT of huttball.

Either way, with these changes there are definate wins and definate losses. Im still on the fence if these changes are going to really help pvp or hurt it, its still far too soon to tell. I am DEFINATLY eager to try out the new Flashpoint tonight with the guild.


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Old 01-18-2012, 09:34 PM   #3
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So, anyone noticed any graphics glitches after patch 1.1 went live? I seem to be getting regular black flashes now. Tried turning on and off the anti-aliasing option, to no avail. Also, the one time I used Quick Travel during my play session, it was accompanied by a loading screen, when this wasn't the case before 1.1. Is this normal?

Another thing, sorting in the Guild Tab should be working properly now, according to the Patch Notes, but I just tried it and it doesn't, which is weird because it actually hadn't sorted wrong for some time for me.


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Old 01-18-2012, 10:06 PM   #4
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Yeah the guild member list sort is broken, the reverse engineering button still isn't fixed, the initial splash screen keeps popping up. And of course the PVP exploit mentioned in the other news post. I'm not sure why they don't run these patches on the test server longer than a week. Catching this sort of stuff is precisely the point of having a test server.

Edit: Add to the list of stuff this patch breaks: holograms don't show up with AA enabled, companions completing crafting an item gives an error message about not having missions defined for that crew skill, item comparison tooltips are incorrect when mousing over crafting recipes in the crew skill window.

Last edited by DarthParametric; 01-19-2012 at 06:02 AM.
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Old 01-19-2012, 07:16 AM   #5
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Well, it's strange there's a week of testing this patch and then within the day of its official release all these bugs come to light. :s

Another thing, now that you mention companion crafting, don't know if this patch addressed this: sometimes when a companion finishes a mission, they end up saying the mission was a failure when it wasn't and vice-versa. Anyone have this?


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Old 01-19-2012, 08:02 AM   #6
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Yeah, the companions have been like that since beta... maybe it's a self esteem issue XD

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