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STO: PC Patch Notes for 12/13/18

Darvus ao posted Sun at 15:29

Infinity Lock Box


  • When accessing the Winter Event from the Journal or Welcome Screen, players will now be transported in front of Q.

  • Resolved an issue that would cause an error when attempt to play the Gingerbread Village TFO from the globe in the gazebo.

  • Resolved a typo where Q' was referring to a free Breen ship instead of a free Fek'ihri ship.


  • Resolved an issue that was causing side-kicked players to have incorrect hit points.

  • Added a mission objective in the mission, "The Power Source", that would grant players an EV Suit.

  • Admiralty sorting function has been updated with the following functions:

    • Cruisers/Tactical/Science ships now sort together.

      • They will sort by the power of their abilities in their category.

    • Tactical ships of the same quality/tier will sort by how strong their tactical strength is.

  • Added a waypoint for the Lava Tubes on New Romulus.

  • Resolved an issue that would that would sometimes send players to an incorrect point when leaving Sol System.

  • Resolved an issue that was causing the description to get cut off in the Vaaudwaur Juggernaut rewardpack. 

  • Resolved an issue that was causing the Welcome Screen to no longer appear when first logging in.


  • Resolved an issue that was causing the Krenim Chroniton Torpedo Launcher in the Reclaim store to not be MK XII Very Rare.

  • Bridge Officers will no longer try their luck at the Gambling Device while they've already got the buff from winning it.

  • Resolved an issue that was causing the Aegis Hyper-impulse engines to not appear on all engines of the Vaadwaur Miracle Worker Juggernaut.

  • Updated Hur'q Escort Carrier description to correctly list the Quick Deployment starship mastery as giving +Hangar Launch Recharge.


Known Issue:

  • Using a “Redshirt” or generic Security Officer in the mission, "The Power Source", can block mission progression.

"Hex" is short for "Hexadecimal", which means: "Of, relating to, or based on the number 16"
Now what the heck does that have to do with colors??  Well, I'll get to that.
It's actually kinda easy, once you understand the basic structure of these numbers.
Normally we count to 16 like this:
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16
But, in the hexadecimal system, you count to 16 using only a single digit... like this:
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
So the letter A would represent the number 10.  And (oddly) the number 0 in hexadecimal would be the number 1 in regular counting.  You just have to shift your thinking a little.
For purposes of making colors in Star Wars, there are 6 hexadecimal numbers that are used.  They are used in three pairs of two numbers.  For example FFFFFF is a code you might see, and it happens to represent the color WHITE (I'll explain that shortly).
Next, in computers, there are THREE BASIC COLORS that we are working with.  Now you'll have to forget a bit about what you learned in art class, because this is computer land.  So the color wheel is a little skewed. 
The three basic colors we are dealing with here are RED, GREEN, and BLUE.  And you mix various amounts of each of these colors to create a very broad spectrum.  Virtually any color can be made on a computer using these three colors.
This is perhaps the trickiest part of making your colors.  I'm going to try and explain it simply.
The three pairs of numbers used in the color code in the game each control the AMOUNT of each of the three BASIC COLORS to use.  For example, the code "00" represents ZERO of that particular color.  So if you used "00" in the very first two spaces for your code, then there would be NO red color in your text.
Conversely, the code "FF" is at the opposite end of the scale, and shows that you have the amount of red being used as high as it can go (namely, a very bright red color like this).
So 00 and FF are the two extremes here.  It's the numbers in between that get to be tricky to figure out.  So let me put down a couple of examples, and hopefully this'll make more sense.
I listed the number sequence above to count to 16 using hexadecimal.  Now I'm going to use TWO hexadecimal digits, and show you how the sequence goes:
00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20, ... etc up to FF.
Are you following me here?
So you can see the range here.  Depending on which pair of letters/numbers you enter, you will get varying degrees of that particular color.
So now that you've got some fundamentals down... it's time to show you how SIX of these numbers work with the three colors:  RED, GREEN, and BLUE.
They go in that exact order when you are making your code.  Like this:
FF0000 - This shows that we're using "FF" for RED and then "00" for both GREEN and BLUE.  The color that this will make is of course RED.
00FF00 - In this one, the "FF" is put in the middle, which represents GREEN.  Since the other two are both "00", the result here will be GREEN.
0000FF - And of course, this code will make the color BLUE.
Now we get to mix the colors!  Yippee!!!
Okay, if you mix RED and BLUE you get PURPLE.  Does everyone know that?  It works the same way with this code.
FF00FF - makes PURPLE.
Oddly, there are a couple weird combinations to get some other common colors.... in computers, you mix RED and GREEN to make YELLOW.  (Sorry for you artistic folk who say this is not so!  I assure you, it is. )
FFFF00 - makes YELLOW.
Another odd one is CYAN.  For this one, if you mix GREEN and BLUE, you get CYAN.
00FFFF - makes CYAN.
The last odd one that I can think of is WHITE.  But it's not really odd if you know about prisms and rainbows.  If you mix an equal amount of ALL three colors, you will get various shades of WHITE.
999999 - GRAY
555555 - DARK GRAY
000000 - BLACK
Now we're on the last stretch...  you've got to mix it all together.  
All of the above examples that I stated were for BRIGHT colors.  And it certainly did not include EVERY color.  You may need to experiment for awhile until you get it just right.  But here's a couple more examples:
8B4500 - BROWN
So now you want to implement these colors in the game?  Well, keep in mind that the only things you can use these color codes on are:  Structure names, backpacks, Spatial typing (including tells and such), and emails.
In order to tell the game that you are using a color code, you have to include a BACKSLASH "\" followed by a NUMBER SIGN "#".  So it would look kind of like this:
\#FF00FF - This code in the game would make all the text after it appear PURPLE.
The text that you want to be purple should start immediately after the last letter/number in the color code.  You can use a second BACKSLASH "\" at the end of your code if it makes it easier for you.
...would both look just like this in the game:
That's about all I have for my guide folks.  Oh yes, and it IS possible to use more than one color code in a single name for something.  Just insert a fresh \#xxxxxx before each color change.  Of course you have to use numbers/letters in place of the x's.

STO Patch Notes

Darvus ao posted Jun 17, 18


  • Resolved an issue which was causing the Landing Page to appear upon every map transfer for many players.
  • All Jem'Hadar captains can now Transwarp to Deep Space Nine.
  • Resolved an issue which caused Cardassian Intel ships to completely disappear when using cloak.
  • Resolved an issue where some Hur’q powers had no audio.
  • Added a Crafting Weekend event starting on June 21.
  • Resolved an issue that caused Jem'Hadar captains to display the incorrect FX when ranking up starship mastery.
  • Dominion Security Teams now use the Dominion's transporter FX when beaming down.


  • Resolved an issue where Jem’Hadar Captains could not replay “Researcher Rescue”.
  • Resolved an issue where Jem’Hadar Captains could not start “Stranded in Space”.
  • Resolved an issue where Jem’Hadar Captains could not start “Hide and Seek”.
  • Resolved an issue where Jem’Hadar Captains could not start “Stop the Signal”.
  • Resolved an issue which was blocking the player from interacting with Neth Parr in “Renegade’s Regret” and stopped progression.
  • “The Swarm” on Advanced now grants the correct advanced reward pack for R&D Materials.
  • Resolved an issue where Bridge Officers could not open the doors at the bottom of the Ore Processing room in “Storm Clouds Gather”.
  • Resolved an issue where civilians were bunching up in some rooms on Deep Space Nine.
  • Resolved an issue for Jem’Hadar Captains where some journal categories were grayed out when they were actually available.
  • Resolved numerous text related issues throughout the new Victory is Life content.


  • Resolved an issue which caused the Damar-class Cardassian Intel Science Dreadnought to have an incorrect turn rate of 7.5, and instead now correctly matches the documented 6.5 turn rate.
  • Resolved an issue which caused the Ghemor-class Cardassian Intel Flight-Deck Cruiser to have an incorrect turn rate of 7, and instead now correctly matches the documented 8.5 turn rate.
  • Resolved an issue where the Pseudo-Submission and Yielding Feint Personal Traits from the Deep Space Nine Lockbox would put the user in combat even if no placate had occurred. 
  • Resolved an issue that caused the Gamma Task Force Daily Bonus Marks cooldown to be tracked incorrectly in the View Cooldowns window.
  • Resolved an issue that would sometimes cause the Strength of Body or Enhanced Sensors Reputation traits to fail to apply a buff on use of Captain Abilities while slotted. 
  • Resolved an issue that prevented the Jem'Hadar Impulse Engine and Shield's UltraRare modifiers from being re-engineered. 
  • Resolved an issue that resulted in Jem’Hadar Vanguard Captains to not be able to claim the Gamma Recruit Specialization Rewards.
  • Buffed the Hunter Crossbow Lobi Weapon to be more comparable with existing Lobi Weapon effectiveness. 
  • The Personal Wormhole Generator now correctly lists its damage buff as 25%.



  • Added a new costume for Jem’Hadar Captains which have chosen the Klingon Faction.
  • Removed access to some Federation specific uniforms that Jem’Hadar captains had access to.
  • Resolved an issue which caused a seam to appear on Cardassian necks.
  • Resolved an issue that caused Cardassian hands and chest to be missing when wearing some swimwear.
  • Resolved an issue where some swimsuits would not show up for Jem’Hadar and Cardassian captains.
  • There is now less clipping when wearing the Jem’Hadar EV Suit when mixing parts.
  • There is less clipping when using the Cardassian Hair #1 style.


Known Issues:

  • Many PvE queues have an issue where enemies are not level scaling correctly.
  • Players above level 60 cannot play in PvP matches.
  • Some Jem’Hadar captains are in a state where they cannot retrain skills.
  • Jem’Hadar Captains cannot play “The Doomsday Device”.

SWG Legends Chat Update

Darvus ao posted Sep 2, 17

In the last couple of weeks the chat stability has been significantly increased. However there are still certain issues to be fixed, especially regarding the mail system. We are aware that some players still experience crashes upon opening mails or having problems with successfully deleting mails. We believe that those crashes are caused by mails that were not properly synchronized within the system at times when the system was unstable.

To achieve this we will configure a new mail database to prevent and fix any issues caused by old mails. This means that all players will have their current mails and friends / ignore lists deleted. We are aiming to set up the new mail system database on Tuesday, 5th of September.

The following step will be a focus thread where every player can report their issues with the chat and mail system so we get a detailed list of bugs and issues.

For players that still experience issues with the chat system (groupchat, guildchat, …) we strongly suggest to check their chat tabs to be properly configured. We had many reports about broken chat channels where the chat tabs were not successfully configured so the players had no access to them. You can create new tabs by right clicking on existing ones, then choose “add tab” or edit an existing one by double clicking it. If you are unsure how to do it feel free to ask other players or contact a CSR.

May the force be with you,

-SWG: Legends Staff


SWG: Bounty Hunter Armor

Darvus ao posted Jul 25, 17

Bounty Hunter Armor



Guide To BH Armor


So, you've seen a new armor around, and said, "Hey that looks awesome! Where can I get a set of that? Or, a customer has come up to you with these schematics and you don't know what do with them. Well, it's time you learned about Bounty Hunter Armor!

For the purposes of this guide, there will be two sections, one for Bounty Hunters, and one for Armorsmiths.




The Bounty


The schematic is a loot drop from the BH NPC Mission marks. You do not have to be a Master Bounty Hunter to do these missions and get this loot, however Master's have a higher chance of drawing a boss level NPC. A boss level NPC is around CL80-82, and has gold or silver bars on either side of his name. For an unexperienced fighter, these marks can be tricky, as even I have found myself seconds away from an embarrasing death against these guys. The advantages of drawing a boss level NPC is an increased chance to loot schematics, as well as other high quality loot.


If you are looking to have your local armorsmith make you a set, you should know that there are 10 pieces, which are the Helmet, Chest, Legging, Boots, R/L Bicep, R/L Bracer, Gloves, and the Belt. The arm pieces are the most common loot, with the chest, helmet, and leggings being the second most common, and the boots and the belt being the hardest to obtain. I came to this conclusion through my own hunting and watching others. Loot rates have been tentatively estimated by others at 20%-30% overall, and I tend to agree with this estimate.


Having trouble killing these elite bosses, and thinking of bringing a friend to help? Well, only the BH that has the mission can attack the mark, so your only real use would be to heal him during the fight.


Now, you've gathered all your schematics and you are ready to bring them to your friend, the local Armorsmith.




Pre-Crafting Knowledge:



Each schematic for bounty hunter armor has one use, so when your friend the Bounty Hunter bring you his set of schematics, there will be no more left over after you use them. Also, Bounty Hunter armor requires no loot components like R.I.S., so once you have the schematics, you can start the crafting. This armor is not able to be crafted into mandalorian armor.



Resources and Components

Bounty Hunter Armor requires Steel, Polymer, Reinforced Fiber Panels, Synthetic Cloth, Assault Cores, and can take an optional feathered enhancement. For more information on the feathered enhancement, see the R.I.S FAQ.


Crafting Process:

Schematic Used

Everything will be exactly the same as if you are making a piece of composite or chitin. There are no differences.

Schematic in Datapad

Adding Resources





Advance Assault Final Combine Caps


unlayered 7000K 5000E 6000B

all energy layered 5800K 6200E 6000B

all primus layered 7600K 5600E 5400B

primus+energy 2+2 6700K 5900E 5700B

all kinetic 8200K 3800E 6000B


It should be noted that these are all bases under the assumption that you are using perfect, or near perfect resources. It is more realistic to assume that your stats will be somewhat under these. Energy layered, Kinetic Layered, and Unlayered would propably be the easiest to cap, with the Primus involved combinations being the most difficult.


Now that enhancements have been fixed, during the construction of your Assault segments, you can add Kimogila Scales to add health bonuses to the segments. Once you get to the final combine, you can also insert a feathered appearance enhancement to add more health to the piece, combining for a maximum of 50 health per piece.



In keeping with Bounty Hunter's similarity to normal Assault armor, the condition you'll reach would propably be in the same range as your other assault armors, with 50000 condition as the maximum.


Here's a little note to our bounty hunter friends who are ready to have their armor crafted, but are unsure if they can afford it. You can reduce the price of the construction of your armor, if you can provide the armorsmith with looted Assault cores. The quality will not be near what an Armorsmith can reach, however if you want this more for show or display, this is propably your best bet. The best possible looted Assault cores are usually looted from Kliknik Queens on the planet Yavin 4.



Now, you've assembled the armor, experimented on the condition, and now you are at the color pallete. As you will see, it is very diverse, and the color combinations are quite breathtaking. For our Bounty Hunters who want to see what option they have, here is the pallete:

Color Pallete

Finally, the armor is completed, and you trade it to the Bounty Hunter (and receive your reasonable fee for your time and effort). The Bounty Hunter is amazed at the quality of your work, and the depths of knowledge you were able to impart to reassure him during the crafting phase that you knew exactly what you were doing.

Schematic Revoked

Mission Accomplished





Sadly, like many other things in our profession, Bounty Hunter Armor has some bugs. Currently, a left bracer schematic will produce a right bracer, and vice versa. Also, the Bounty Hunter Armor belt is unable to be colored, however it seems this is intended. Also, it is possible to make a manufacturing schematic from the BH armor belt, however its reasonable to believe that this is not intended.



December 2018
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