ABOUT US
SWG Animus is a SWGEmu based pre-cu emulator server. What makes us different is the focus of our team has been on expanding and improving the current systems already within the vanilla game, as opposed to “superficial” additions. SWG has the most sandbox potential the gaming industry has ever seen. its about time to start taking advantage of that.
Server rules and setup?
First and foremost - SWG Animus will be a 2 character per account server, with 1 character logged in at a time. One account per person is permitted. Multiple accounts per household (ip address) can be requested.
There will be no anti-decay kits, resource deeds, or flash speeder veteran rewards. Full group XP is enabled, as well as increased XP rates for trade/entertainer type professions.
SWG Animus will employ many forms of flagging, including GTEF to all types of scenarios in order to create a fluid gameplay experience. This is an MMO and we understand people will want the ability to work together, and help their friends. Any form of “lockout” is seen as unacceptable game design.
Player ham and buffing?
The player HAM system has been reworked to no longer require buffs to play the game at a basic level. Buffing will still be worthwhile - Let's talk about it more in the next section. Max allowable base HAM stats have been increased, as well as the stat migration points used to allocate them.
Speaking about player buffing in pre-cu - We understand it is a total drag, and a completely antiquated system that requires far too much preparation time. We have done everything we can to expedite the process. Buffing is reduced to 20% of the vanilla values to compensate for the increased base HAM amounts (for example: a 2600 buff would apply for 520). Secondary buff packs have been removed. Now, health and action buffs will apply the secondary buffs for the corresponding HAM pool. In addition to this, doctors are granted a new ability “heal enhance area” which allows them to buff their entire group, within range, with a single click. There are also poison and disease resist area commands added as well. Lastly - doctors can now apply buffs anywhere in the world, without needing a medical droid. You will never have to worry about timers again, as long as you have someone in your group with the appropriate skill and enhance packs. We want you to think about a World of Warcraft raid group AOE buffing everyone right before a boss fight.
Entertainer buffs also apply the same logic - You no longer require both music and dance buffs, either one will apply all 3 buffs. The dancer/musician will also receive the buff themselves, as long as someone is watching them. Unlike with doctor buffing - entertainer buffing still requires the use of a cantina, theater, hotel, private structure or player camp to be performed in.
General Gamplay changes
Professions
skill point and profession changes?
All “trade and social” type professions no longer require skill points. The skill tree prerequisites for some hybrid professions have been reduced as well. No modern game forces players to dedicate a character entirely to crafting etc. We believe this is the right choice for the server as to mitigate the need for excessive amounts of alternate characters just to have a functioning economy littered with bots. Players will also notice a progression system above that of the master box for combat professions to explore over time. The most impactful being what CH will now have to offer.
SWG Animus has performed various small profession specific balances. We absolutely do not want to change the way people play the game we all love. We have strived very hard to maintain the sanctity and integrity of pre-cu.
loot and world?
Loot has been accelerated in every aspect. We want players to have an enjoyable experience while out in the wilds of the galaxy. Higher CL enemies now also have higher chances to drop modified items - such as dots, compared to lower level ones. You will not be walking away empty handed from difficult enemies. Weapons, armor, crafting components will be more accessible. We don’t want an environment where a player has to invest into AFK farming a specific mob for weeks/months on end simply to receive a worthwhile component.
SWG Animus is introducing “dangerous areas” throughout the galaxy. These come in the form of specific zones that are typically outside the reach of the Galactic Empire. The empire simply does not have the resources to enforce law and police these areas. Be warned - venturing into dangerous areas is taking your life into your own hands, and it’s possible you may encounter other adventurers that might decide to be hostile towards you.
Player camps play an important role while exploring these areas. While inside the boundaries of a player camp it is considered a “safe zone” where players cannot initiate combat with you (unless other conditions are met such as a BH mission or faction status). Certain player camps will also function as a cloning point for your group members.
With that being said, killing other people is still a crime throughout the galaxy, and if you break the law too many times, you will become a wanted criminal with the Empire hiring bounty hunters to bring you to justice.
Weaponsmith
Adjust various polearm schematics to increase viability of the craft
Convert Nym’s slugthrower carbine reward into a schematic (same stats as DXR rifle)
Smuggler
Added pistol accuracy/speed/dodge
Can now choose type of slice
Max slicing bonus moved to slicing 4
Pistoleer
Add melee mitigation
Artisan
Reduce rate of hand sampling
Increase rate of harvesters
Increase size of factory crates
Reduce factory run times
Brawler
Remove intimidate1 from novice brawler
Pikeman
Add intimidate1 to novice pikeman
Remove PD from polearmhit3
Increase state chance of polearm area attack 2
Swordsman
Add intimidate1 to novice swordsman
Fencer
Add intimidate1 to novice fencer
Increase blind chance of 1h hit 3
Commando
Consumable heavy weapons to bypass jedi saber block
Carbineer
Increase state chance on full auto area 2
Combat Medic
Enable combat medicine effectiveness skill mod
Increase heal other mind range to 10m
Move apply poison/disease into the combat queue
Bounty Hunter
Reduce prerequisite for novice BH
Investigation line no longer requires skill points
Remove 5 bounty hunter cap on player missions
Player bounty missions show more detail on mission terminals
Creature Handler
Add in various high level creature babies
Increase out of combat creature mount speeds
Increase speed of all creature mount gallops
Decrease cooldown on gallop
Rifleman
Tusken rifle has been reverted to kinetic damage type
Dancer
Dance buffs to apply to mind/willpower/focus
Dancer provides buff to self - if group member is watching
Remove melee/ranged defense from master box
Musician
Music buffs to apply to mind/willpower/focus
Musician provides buffs to self - if group member is listening
Remove melee/ranged defense from master box
Galactic civil war?
Galactic Civil War participation now comes with greater risks than in the vanilla SWG experience. The GCW system is designed to facilitate PvP interactions between players. There are spies working for both sides of the conflict everywhere. GCW involvement will generate visibility for all players involved. The more involved a player is, the more at risk they will be to appearing on the bounty hunter terms with a price on their head.
GCW advancement has been refocused away from afk farming of factional NPCs, to more player vs. player objective type interactions such as fighting opposing faction players and base raids. Players now yield larger amounts of faction points when defeated. The theme parks reward 10x more faction - Jumpstarting your GCW advancement journey. Faction mission terminals progressively reward more faction as a player's GCW rank increases. GCW bases now grant faction point rewards for a successful defense, or attack.
GCW NPC Stronghold cities: Anchorhead/Bestine, Deeja Peak/Moenia, Vreni Island/Doaba faction defenses have been greatly bolstered by their respective factions. Opposing faction players should exercise extreme caution when traveling through these cities. Advanced detection measures can unmask covert faction members.
Furthermore - We are introducing a new GCW loyalty progression system that comes with associated bonuses, but also with greater risks.
Being flagged "overt" now gives players the added bonus of increased XP gain.
Controlling factions now receive reduced bazaar listing fees, further increased XP rates, and increased faction gain.
jedi?
The path to jedi will be a mysterious one. SWG Animus will be using a unique unlock process. The only clues to be given away is that the process draws inspiration from a lot of former systems of the past. Choosing the path of a force user will be a dangerous one. In this timeline jedi are hunted down to near extinction. Coming out as one places a target on your back. Expect playing a jedi on SWG Animus not to be a casual walk in the park.
JTL?
Our server is up to date with the latest SWGEmu offerings. When the time is right, and the code is mature enough, JTL will be enabled - pending any type of balance changes the team sees fit.
Continue reading below for more clarification on some of the specific changes players should be aware of.
Lots are account bound - not character bound
Admin lists automatically add all characters on the same account when a structure is placed
Implement “cloning sickness” debuff
/citywarn command is enabled
Player city citizenship requirements reduced
Player city militia members do not require zoning rights
Player housing restricted to within player cities (does not apply to factories or harvesters)
Broken condition items force unequip
Implement “drowning” mechanic
Increase “grogginess” (rez) debuff
Refactor DOTs to only allow one DOT type per pool. (example: mind pool can have 1 poison, 1 fire, 1 disease, 1 bleed. Bigger dots will override smaller dots)
Increase group size
Invert decay rates on armor
Galaxy wide bank safety deposit box
Increase bank safety deposit box storage
Galaxy wide stored cloning data
Increase item limit for all structures
Remove the ability to re-deed player HOUSING
GCW Bases no longer require specific professions for interacting with each terminal
Elevator use while in combat is disabled
More spider mobs can now drop venoms and fangs
Added higher end Black Sun spawns to the Rori Black Sun bunker
Resource names to display in title
Disable visibility for group members
Remove building maintenance withdrawal from player bank
Implement appear offline functionality
Chat channels are now anonymized
Add a visible animation to PSGs upon taking damage
Remove bazaar listing credit cap - This allows for in game auction functionality of high value items via the city bazaar terminals without outside interference
Change bazaar listing fee
Invert shuttle and spaceport times
Remove distance restrictions for group invites
SEA names to display in title
Decrease axk’va min respawn timer
Vehicles have been enhanced
Mounts can be stored in combat
Implement /loot area command
Players can “stat migrate” without an Image Desginer present, within a Salon tent, and as long as they have no wounds.
Skirts can now accept SEAs
Players can now take 3 missions
Players can choose mission direction
Added a reinforcement core variation to Kimogilas
Added new Boss NPC to Garyn's Raider Bunker on Rori who drops vibro motors
Removed profession requirements for Mandalorian armor
Armorsmith
Added kinetic resists to bone armor
Teras Kasi Artist
Add intimidate1 to novice TK
Scout
Functionality to clone at Improved camp kit
Camps to be non pvp flagged zones (within dangerous zones)
Allow camps to be placed within no-build zones
Ranger
Functionality to clone at high quality camp kit, field base camp kit, high quality field base
Highest tier ranger camps to passively heal wounds and battle fatigue
Milking yields are increased
Ranger camps now deploy with mission terminals
Medic
Allow drag incapacitated to be used while in combat
Increase range of heals on target to 10m
Doctor
Health and action buffs will buff primary and secondary stats
Add AOE buff ability (only works on group members)
Allow resurrecting in combat
Increase range of cures/extinguish fire on target to 10m
Remove buffing location restrictions
Move cures into combat queue
Squad Leader
Reduce prerequisites
Add /TeamWaypoint command
Move abilities into the combat queue
Reduce range to 64m
Increase retreat cooldown to 90 seconds
Allow retreat to be cast upon self
Jedi
Visibility range increased to 64m
Enhanced force powers
Increase enhancer buff FRS scaling
Jedi toughness to function against Lightsaber attacks
Add Jedi toughness to powers
Add melee and ranged mitigation to defender
Swap channel and meditate force skill boxes
Move force drain to powers
Apply force power FRS mod to drain force
Apply force manipulation FRS mod to healer abilities
Invert FRS bonuses - knight box will offer the largest increase, and benefit will be lower as rank increases
Reduce the duration of force run 2 and 3
Implement a cooldown on force run 2 and 3
Enable ranged attacks that apply states to apply the states through saber block and secondary defenses
Jedi saber block to consume force per damage blocked; and be reduced force cost with force manipulation FRS mod
FRS XP no longer lost on death for jedi knights
FRS XP daily maintenance increased
Remove FRS XP gain from MBH
Generation 4 lightsabers can be crafted and used without MLS